Introduction

1) LEGAL: This project is meant to provide a 4th Edition Dungeons & Dragons™ based STAR WARS™ role-playing game, since no such system has yet been developed and is not likely to be developed in the forseeable future. This is a private project and we have no intention to use it at a commercial capacity, and claim no affiliation with Wizards of the Coast LLC™, Lucasfilm Ltd.™, or any of their affiliates or subsidiaries.

2) GAME RULES: This project, as intended, contains many simliarities and some direct quotations from LucasArts™ and/or Wizards of the Coast™ content. Where rules are missing from this system, Dunegons & Dragons 4th Edition™ rules are to be assumed (except in cases where omissions are intended, such as things having to do with magic or arcana which of course do not exist in STAR WARS™) - however, the GAME MASTER, as always, is in full control of the rules at all times and may introduce any number of "variant rules" and run the game as they see fit.

3) GAME ENVIRONMENT: STAR WARS RPG - 4th Edition Variant can be easily adapted for any STAR WARS™ era by interchanging "Kolto" and "Bacta" and omitting some irrelavent races and worlds.
Keep in mind that each campaign is assumed to be in an alternate reality, and while the initial campaign may be based on a particular era of STAR WARS™ that you are familiar with, events may not play out in the way that you expect. Basing decisions on events you know as a player will happen, which your character would not, is called "meta-gaming" and is not usually tolerated.

4) STAR WARS CANON: Unless otherwise specified by the GAME MASTER, all data regarded as STAR WARS canon is also accepted as canon in STAR WARS RPG - 4th Edition Variant.

5) DISCLAIMER: The contents of this work HAVE NOT BEEN and probably WILL NOT BE reviewed and approved by Lucasfilm Ltd.™ - please do not use this work as a reference for anything other than the function for which it is intended (playing an RPG game). While a great deal of research has gone into producing this resource, there may be some things that conflict with STAR WARS canon and the last thing we want to do is confuse anyone. If you find anything in conflict with STAR WARS canon, please notify the author.





Stats

Your character's ability scores all start at 8. You have 25 points to spend to increase these scores, using the costs shown below. After you select your scores, apply any species modifiers.

ScoreCostScoreCostScoreCost
801241610
911351713
1021461816
113158



Levelling Up

Use the following table as a guide for levelling up.

Total XP Level Ability Scores Powers and Features Feats Known Total Powers Known (At-Will/Encounter/Daily/Utility)
0 1st see race class features; racial traits; gain 1 feat; train starting skills; gain 2 At-Will attack powers; gain 1 Encounter attack power; gain 1 Daily attack power 1† 2/1/1/0
1,000 2nd - gain 1 utility power; gain 1 feat 2 2/1/1/1
2,250 3rd +1 to two gain 1 encounter attack power 2 2/2/1/1
3,750 4th - gain 1 feat 3 2/2/1/1
5,500 5th - gain 1 daily attack power 3 2/2/2/1
7,500 6th +1 to all 2nd Teir features; gain 2nd teir bonus feat; gain 1 utility power; gain 1 feat 5 2/2/2/2
10,000 7th - gain 1 encounter attack power 5 2/3/2/2
13,000 8th +1 to two gain 1 feat 6 2/3/2/2
16,500 9th - gain 1 daily attack power 6 2/3/3/2
20,500 10th - gain 1 utility power; gain 1 feat 7 2/3/3/3
26,000 11th +1 to all 3rd teir build features; 3rd teir bonus feat; gain 1 encounter attack power; gain 1 feat 9 2/4/3/3
32,000 12th - gain 1 utility power; gain 1 feat 10 2/4/3/4
39,000 13th - replace 1 encounter attack power 10 2/4/3/4
47,000 14th +1 to two gain 1 feat 11 2/4/3/4
57,000 15th - replace 1 daily attack power 11 2/4/3/4
69,000 16th +1 to all gain 1 utility power; gain 1 feat 12 2/4/3/5

† Some races receive one or more additional feats at 1st level. Some classes may also offer bonus feats at certain levels.





Races

Language Rules:
Many races lack the mouthparts to properly speak Galactic Basic. For the sake of simplicity, all player characters can understand spoken and written Basic, even if they are unable to speak it. Keep in mind however that not all non-player characters can understand Galactic Basic. Also for the sake of simplicity, members of the player party can understand eachother in all circumstances, even if your character does not speak the language of another player's character. This only works for other friendly players.

aqualish
Aqualish

bith
Bith

bothan
Bothan

cerean
Cerean

chiss
Chiss

duros
Duros

gamorrean
Gamorrean

gran
Gran

human
Human

hutt
Hutt

ithorian
Ithorian

jawa
Jawa

moncalamari
Mon Calamari

neimoidian
Neimoidian

noghri
Noghri

quarren
Quarren

rodian
Rodian

selkath
Selkath

sullustan
Sullustan

toydarian
Toydarian

trandoshan
Trandoshan

twilek
Twi'lek

utapaun
Utapaun

wookiee
Wookiee

zabrak
Zabrak






Aqualish

Aqualish

Ability Scores: -1 Dexterity, +2 Constitution, -1 Wisdom
Overlooked as just another alien species, the Aqualish are a hearty and athletic people from the world of Ando. Their insectoid/amphibianesque body parts contribute to their resilience.

Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Basic (non-verbal), Andonian, choice of one other
Skill Bonuses: +2 Athletics
Homeworld: Ando
 

Bith

Bith

Ability Scores: -2 Constitution, +1 Intelligence, +1 Charisma
The Bith are renowned as musicians across the galaxy, but underneath the surface lies a much deeper being with a rich cultural history. Their world being mostly isolated from the rest of the Galaxy, they have escaped most wars and evolved to be a frail yet intellectual species.

Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Basic (non-verbal), Bithese, choice of one other
Skill Bonuses: +2 Insight
Homeworld: Clak'Dor VII

Bothan

Bothan

Ability Scores: -2 Strength, -2 Constitution, +2 Dexterity, +1 Intelligence
Bothans, while small and frail, are extremely agile and have keen minds. Making the best spies in the galaxy, Bothans are renowned (and villianized) as great tricksters.

Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Basic, Bothese, choice of one other
Skill Bonuses: +2 Security, +2 Stealth, +2 Thievery
Homeworld: Bothawui
 

Cerean

Cerean

Ability Scores: +2 Intelligence, +2 Wisdom
An uncommonly intelligent race due to their binary brains, Cereans are renowned thinkers, engineers, and mathematicians.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic, Cerese, choice of one other
Skill Bonuses: +2 to any "Knowledge" skill of your choice (except Force), +2 Insight, +2 Perception
Homeworld: Cerea


Chiss

Chiss

Ability Scores: +1 Dexterity, +2 Intelligence
The blue skinned, red-eyed near-human Chiss hail from an unknown portion of the Outer Rim Territories, and are nearly never seen out among the rest of the galaxy. In their isolation, the Chiss Ascendancy has developed amazing proprietary technologies and learned to focus their minds in ways unheard of even to the Jedi.

Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Cheunh, Sy Bisti, choice of one other
Skill Bonuses: +2 Knowledge(Technology), +2 Insight, +2 Perception
Homeworld: Csilla
 

Duros

Duros

Ability Scores: -2 Dexterity, +2 Wisdom
Very common in the galaxy, Duros can be found in every nook and cranny of society. Their unmatched ability to meld into a crowd and soak up secrets allows them to make great livings as information brokers - but they can be found practicing any profession in the galaxy from the mundane to the heroic.

Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Basic (non-verbal), Durese, choice of one other
Skill Bonuses: +2 Streetwise, +2 Insight
Homeworld: Duro

Gamorrean

Gamorrean

Ability Scores: +4 Strength, -2 Wisdom, -1 Intelligence, -1 Charisma
Ugly, stupid, pig-like Gamorreans aren't commonly found in the galaxy, but aren't odd looking enough to warrant a second glace from most spacers. Usually the lackies of a crime lord, Gamorreans are most commonly found at the front lines of criminal organizations, meant as little more than fodder for their enemies.

Size: Medium
Speed: 5 squares
Vision: Normal

Languages: Gamorrean
Homeworld: Gamorr
 

Gran

Gran

Ability Scores: -1 Constitution, +2 Intelligence
A mostly peaceful race, Gran wage war not on the battlefield but in the senate and trade fedaration. Active members of the galactic society, Gran are often seen swarming the core-worlds on official business.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic, Kinese, choice of one other
Skill Bonuses: +2 Persuasion, +2 Streetwise
Homeworld: Kinyen


Human

Human

Ability Scores: +2 to one ability score of your choice
By far the most common species in the galaxy, humans largely control the senate and form the brunt of most armies. Simultaneously the strongest and weakest species in the galaxy due to their great versatility and susceptibility to corruption.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic, choice of two others
Skill Bonuses: Training in one skill of your choice
Special: Choose any bonus feat for which you meet the eligibility requirements.
Homeworld: Everywhere.
 

Hutt

Hutt

Ability Scores: +2 Charisma, -4 Dexterity, +2 Intelligence, +2 Wisdom
Despite their horrid appearance and generally slovenly ways, the Hutts literally worm their way into the highest rungs of all sorts of organized crime. Corpulent and slow, Hutts make heavy use of their guile and superior sense to overcome obstacles, and when push comes to shove, rely on paid bodyguards for muscle.

Size: Large
Speed: 2 squares
Vision: Darkvision

Languages: Basic, Huttese, choice of two others
Skill Bonuses: +2 Persuasion, +4 Streetwise
Special: Hutts are unable to wear armor, and do not recieve the normal armor feats for their class. Instead, they recieve the bonus feat Thick Huttese Hide and may wear special (rare) Hutt barding if they recieve it.
Homeworld: Varl, Nal Hutta

Ithorian

Ithorian

Ability Scores: -2 Constitution, -2 Dexterity, +2 Wisdom, +1 Charisma
The peaceful Ithorians have been met with oddly high levels of resistance throughout their history of trying to improve life across the galaxy. Originating from a tribal culture only a few thousand years ago, some "wild" members of their race still roam the surface of Ithor.

Size: Medium
Speed: 5 squares
Vision: Normal

Languages: Basic (non-verbal), Ithese, choice of one other
Skill Bonuses: +2 Knowledge(Nature), +2 Insight
Special: Bonus Feat: Ithorian Psychic Scream
Homeworld: Ithor
 

Jawa

Jawa

Ability Scores: -2 Strength, +2 Intelligence, -2 Charisma
Jawas are celebrated traders native to the outer-rim world of Tatooine. Very short, always clad in a heavy robe to hide their horrific appearance, Jawas are usually lost in the crowd among taller beings.

Size: Small
Speed: 5 squares
Vision: Darkvision

Languages: Basic (non-verbal), Jawese, choice of one other
Skill Bonuses: +2 Security, +2 Thievery
Homeworld: Tatooine


Mon Calamari

Mon Calamari

Ability Scores: -2 Strength, -2 Constitution, +2 Wisdom, +2 Intelligence
Hailing from the ocean world of Mon Calimari, the race of the same name are a bizarre fish-like humanoid which at first is quite alarming to behold. A closer look at a Mon Cal, however, reveals that they are quite wise and estute, albeit frail and weak when not in the comfort of their homeworld's waters.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic, Mon Calese, choice of one other
Skill Bonuses: +2 Computer Use, +2 Persuasion
Special: Bonus Feat: Water Breathing
Homeworld: Mon Calamari
 

Neimoidian

Neimoidian

Ability Scores: -2 Strength, +2 Intelligence
Tricky and shady, Neimoidians are most at home deep in the systems of the trade fedaration. While uncommonly bold and sly, Neimoidans are characteristically cowardly.

Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Basic, Neimese, choice of one other
Skill Bonuses: +2 Insight, +2 Persuasion, +2 Streetwise
Special: Neimoidians are spineless. -2 Will
Homeworld: Neimoidia

Noghri

Noghri

Ability Scores: +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom, -1 Charisma
Almost never seen away from their homeworld of Honoghr, the viciously loyal Noghri are short but uncommonly strong and agile aliens. While their strengths helped them to build a great society, they are easily fooled and can be duped into worshipping their oppressors as saviors.

Size: Small
Speed: 6 squares
Vision: Darkvision

Languages: Honoghrse, choice of one other
Skill Bonuses: +2 Athletics, +2 Endurance
Homeworld: Honoghr
 

Quarren

Quarren

Ability Scores: -2 Strength, +2 Intelligence
Sharing their homeworld with the Mon Calamari, Quarren are a squid-like humanoid. Most quarren seek out high-level positions in social orders, be them legal or not.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic (non-verbal), Mon Calese, choice of one other
Skill Bonuses: +2 Athletics, +2 Insight
Special: Bonus Feat: Water Breathing
Homeworld: Mon Calamari


Rodian

Rodian

Ability Scores: -2 Constitution, +2 Dexterity
Found throughout the galaxy, Rodians are one of the most common non-human races. Like humans and duros, they have no particular specialization and can be found in any sort of profession.

Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Basic (non-verbal), Rodese, choice of one other
Skill Bonuses: +2 Computer Use, +2 Thievery
Homeworld: Rodia
 

Selkath

Selkath

Ability Scores: -2 Dexterity, +2 Intelligence
Uncommonly stoic on the outside, the Selkath of Manaan bury their emotional bias deep within and uphold a belief in swift and fair justice.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic (non-verbal), Selkath, choice of one other
Skill Bonuses: +2 Computer Use, +2 Persuasion
Special: Bonus Feat: Water Breathing
Homeworld: Manaan

Sullustan

Sullustan

Ability Scores: -2 Strength, +2 Intelligence
A frail but uncommonly intelligent race, Sullustans are fantastic engineers and are known for crafting some of the most advanced weapons and starships in the galaxy.

Size: Small
Speed: 5 squares
Vision: Darkvision

Languages: Basic (non-verbal), Sullustese, choice of one other
Skill Bonuses: +2 Computer Use, +2 Demolitions, +2 Security
Homeworld: Sullust
 

Toydarian

Toydarian

Ability Scores: -2 Strength, -2 Constitution, +2 Intelligence, +2 Wisdom
The small, bewinged Toydarians make some of the best traders in the galaxy thanks in part to their uncanny willpower, and they are quite intelligent in their own right.

Size: Small
Speed: 5 squares
Vision: Normal

Languages: Basic, Toydese, choice of two others
Skill Bonuses: +2 Insight, +2 Persuasion, +2 Streetwise
Special: Toydarians have an uncanny ability to resist Will based Force Powers. They recieve a +4 to their Will defense vs. Force Powers.
Toydarians usually use their wings to get around, but cannot fly above one square. However, thanks to their wings, whenever a Toydarian would be knocked prone, they may roll a save to not be knocked prone.
Homeworld: Toydaria


Trandoshan

Trandoshan

Ability Scores: +2 Strength, +2 Constitution, -2 Charisma
Lizard-like and sharing their homeworld with the Wookiees, Trandoshans are an exceptionally tough race with an aptitude for hand-to-hand combat.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic (non-verbal), Trandose, Shrliwook
Skill Bonuses: +2 Athletics, +2 Endurance
Homeworld: Trandosha (Kashyyk)
 

Twi'lek

Twi’lek

Ability Scores: +1 Dexterity, +2 Charisma
Twi'leks are a beautiful almost-human race which is very common in the galaxy. A very social race, Twi'leks make great politicians and entertainers.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic, Ryl, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Persuasion, +2 Streetwise
Special: Bonus Feat: Lekku Speach
Homeworld: Ryloth

Utapaun

Utapaun

Ability Scores: -2 Strength, +2 Wisdom
Usually not found far from their remote sanctuary world of Utapau, the noble Utapaun race are tall and slender. Characteristically peaceful, Utapauns have developed a secluded yet rich culture.

Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Basic, Utapauese, choice of one other
Skill Bonuses: +2 Heal, +2 Insight
Homeworld: Utapau
 

Wookiee

Wookiee

Ability Scores: +2 Strength, +2 Constitution, -2 Charisma
Taking little interest in the goings-on of the rest of the galaxy, the hearty Wookiee race keeps to themselves on their remote world of Kashyyk. Interrupted by the occasional expedition, and most recently Czerka corporation, many Wookiees have had to adapt their tried-and-true hunting techniques to battling oppressors.

Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Shrliwook, choice of one other
Skill Bonuses: +2 Athletics, +2 Knowledge(Nature)
Special: Wookiees are unable to wear armor, and do not recieve the normal armor feats for their class. Instead, they recieve the bonus feat Wookiee Resilience and may wear special (rare) Wookiee barding if they recieve it.
Homeworld: Kashyyk


Zabrak

Zabrak

Ability Scores: +1 Strength, +1 Constitution
Very human-like in appearance, Zabrak are characterized by their sometimes very large horns. Their tribal survival-of-the-fittest culture has helped them evolve into a particularly hearty race.

Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Basic, Iridese, choice of one other
Skill Bonuses: +2 to any two skills
Homeworld: Iridonia
  






Classes

Star Wars RPG - 4th Edition Variant has six base player classes, each with two specializations. Classes in SWRPG-4EV are simple compared to Dungeons & Dragons 4th Edition - encouraging faster-paced battles and allowing players to focus more on their character's equipment and traits/personality.

Brawler
Brawler

Commando
Commando

Marksman
Marksman

Medic
Medic

Officer
Officer

Scoundrel
Scoundrel




Brawler

Brawler

Role: Striker, Defender
The Brawler is at-home in all areas of the galaxy. By their nature, Brawlers are very resilient, having a strong tolerance for pain. Even those at range should be weary of Brawlers - most are great athletes and can close distance much faster than anyone would expect.

Key Abilities: Strength, Constitution, Dexterity
Armor Proficiencies: Light
Weapon Proficiencies: Simple Melee, Military Melee
Bonus to Defense: +1 Fortitude, +1 Reflex

Hit Points at 1st Level: 16 + Constitution Score
Hit Points per Level Gained: 7
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Athletics. From the class skills below, choose two more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Endurance (Con), Heal (Wis), Persuasion (Cha), Streetwise (Cha)

Build Options:
Weapon Master - This type of Brawler specializes in the use of hand-to-hand weaponry, usually swords. They focus on high damage output.
Teras-Kasi Artist - The Teras-Kasi Artist has spent their life training to endure damage. Teras-Kasi Artists rarely use weapons, and when they do, usually only in a defensive manner.

Class Features:
Taunt - As a minor action, the Brawler may Mark any enemy they can see. The Mark lasts until the end of the Brawler's next turn.
Warcry - When a target is marked, the Brawler may add 1d6 sonic to any damage dealt to that target. If the attack was a critical, this ability does max damage. This ability may only be used once per round.
Always on Your Toes - Obtained at 6th level. When the Brawler would be knocked prone, they may roll a save to remain standing.
Controlled Breathing - Obtained at 11th level. The Brawler may use Second Wind as a minor action instead of a standard.

Level One Brawler At-Will Attacks
Power AttackBrawler Attack 1
You trade precision for power.
At-Will ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength -5 vs. AC
Hit: 2[W] + Strength modifier damage.
Extra: Increase to 5[W] + Strength modifier at 11th level.
Glancing BlowBrawler Attack 1
You glance the remaining energy of your attack to strike a second enemy.
At-Will ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and a second enemy adjacent to you takes damage equal to your Strength modifier.
Extra: Increase to 2[W] + Strength modifier at 11th level.
FeintBrawler Attack 1
You feint your foe, momentarily distracting them. Even if your hit isn't true, you manage to smack them in the face with the hilt of your weapon or back of your hand.
At-Will ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Miss: Half Strength modifier damage. If you're wielding a two-handed weapon, you deal damage equal to your Strength Modifier.
JabBrawler Attack 1
If wielding a weapon, you spin it round and slam the hilt into your foe's throat - if unarmed, you grab them momentarily and knee them in the groin.
At-Will ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. Fortitude
Hit: Strength modifier damage.
Effect: The target must roll a save or be weakened until the end of your next turn.
Level One Brawler Encounter Attacks
PummelBrawler Attack 1
You unleash a primal beating on your foe.
Encounter ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is weakened until the end of your next turn.
Leg SweepBrawler Attack 1
You catch your foe off guard, sweeping their legs out from under them.
Encounter ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Miss: Strength modifier damage, and the target is not knocked prone.
Taunting StrikeBrawler Attack 1
You kick sand, dirt, or sparks into your foe's eyes and steal a cheap shot, angering them.
Encounter ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target is marked until the end of your next turn. This does not remove any other mark the Brawler has.
Wheeling StrikeBrawler Attack 1
You grab your foe's clothing and wheel yourself around them, throwing them off kilter and finding yourself in a more advantageous position.
Encounter ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The target grants combat advantage to your allies until the end of your next turn.
Special: You may shift one square before the attack, but must remain adjacent to your target.
Level One Brawler Daily Attacks
ClotheslineBrawler Attack 1
As you move past your enemy, you slam them in the chest, knocking them prone.
Daily ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Requirement: You can not end your turn in the same square in which you started.
Target: One Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Miss: Strength modifier damage.
Effect: The target is knocked prone.
Special: You may shift a number of squares equal to your Constitution modifier before or after the attack.
BodyslamBrawler Attack 1
You grab your target, lift them above your head, and violently slam them to the ground.
Daily ♦ Martial, Reliable, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: The target is knocked prone and weakened (save ends both).
You're Mine!Brawler Attack 1
You call out a foe and swear to make them hurt.
Daily ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you gain a +2 power bonus to attack rolls and +4 power bonus to damage rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
 
Level Two Brawler Utility Exploits
Combat AwarenessBrawler Utility 2
Your marked foe is unable to get the drop on you.
Daily ♦ Martial
PersonalMinor Action
Target: One Creature
Effect: Until the end of the encounter, any creature you have marked is unable to gain combat advantage against you.
Enduring RageBrawler Utility 2
How DARE they!
Encounter ♦ Martial
PersonalMinor Action
Trigger: A creature marks you.
Effect: As long as the creature has you marked, you may make an additional basic attack against them as a minor action once per round.
Level Three Brawler Encounter Attacks
FlurryBrawler Attack 3
You unleash a barrage of fists as you duck around your opponents.
Encounter ♦ Martial
UnarmedStandard Action
Requirement: Requires Teras-Kasi Artist
Target: One to Three Creatures
Attack: Strength vs. Reflex, Three attacks
Hit: 1d6 + Strength Modifier Damage per Attack
Special: You may shift once between each attack.
RendBrawler Attack 3
Your attack leaves a deep wound, causing your enemy to bleed dangerously.
Encounter ♦ Martial, Weapon, Reliable
Melee WeaponStandard Action
Requirement: Requires Weapon Master
Target: One Creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target takes 5 ongoing damage (save ends).
Level Five Brawler Daily Attacks
Mocking BlowBrawler Attack 5
Your particularly violent attack forces an enemy to focus on you.
Daily ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. Will
Hit: 2[W] + Strength modifier damage, and the target is marked until the end of your next turn. This does not remove your mark on any other creature.
Miss: Half damage.
Special: If the target has any of your allies marked when you make this attack, their mark is transferred to you, and if the attack hits, deal an additional 3[W] damage.
BloodrageBrawler Attack 5
You enter a rage, furiously attacking your foe until you draw blood.
Daily ♦ Martial, Weapon
Melee Weapon or UnarmedStandard Action
Target: One Creature
Attack: Strength vs. Fortitude
Hit: 3[W] damage.
Miss: Half damage.
Special: Until the target is bloodied, you may make an additional basic attack against them as a minor action once per round.
Level Six Brawler Utility Exploits
Adrenaline RushBrawler Utility 6
The smell of your own blood enrages and emboldens you.
Daily ♦ Healing, Martial, Stance
PersonalMinor Action
Trigger: You become bloodied.
Effect: Each turn as a minor action, you may spend a healing surge or make a basic attack. Lasts until the end of the encounter. Only usable while bloodied and only once per round.
Deft DefenseBrawler Utility 6
You narrowly deflect a critical attack against you.
Encounter ♦ Martial
PersonalImmediate Interrupt
Trigger: A creature lands a critical strike against you.
Effect: The attack does normal damage.



Commando

Commando

Role: Striker, Controller
The Commando is a Soldier well trained in the use of various types of explosives and heavy weapons. Their arsenal can include repeating blasters, flame throwers, missle launchers, grenades, detonators, heavy turrets, and more.

Key Abilities: Strength, Constitution
Armor Proficiencies: Light, Medium, Heavy
Weapon Proficiencies: Simple Ranged, Simple Heavy Weapons, Military Heavy Weapons
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 14 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Demolitions. From the class skills below, choose two more trained skills at 1st level.
Class Skills: Athletics (Con), Endurance (Con), Heal (Wis), Knowledge(Technology) (Int)

Build Options:
Demolitions Expert - This Commando prefers setting charges and detonating them at their leisure, or lobbing grenades into the fray of battle. While this type of battle can be dangerous, it does a great deal of damage in a wide-spread area, and the Commando may use well-placed explosives to turn the battlefield into an arena of his own design.
Heavy Weapons Expert - Commandos that focus on Heavy Weapons are out to hurt the enemy as much as possible. Flame Throwers, ARC Rifles, and other damage-over-time weapons make this type of Commando extremely deadly.

Siege Damage
Commandos have multiple attacks which cause damage to vehicles and structures. This is referred to as Siege Damage. The following chart determines siege damage by keyword.

Level Damage
Minimal 1d10
Substantial 2d10
Massive 2d20
Devastating 4d20


Class Features:
Demolitions Training - Once per day on a failed Demolitions check, the Commando may attempt the check a second time. Additionally, a seriously failed Demolitions check will never cause an explosive to accidently trigger.
Heavy Armor Training - Specially trained to move in Heavy Armor, the Commando suffers no movement penalties for wearing any type of armor.
Heavy Weapons Training - Obtained at 6th level. Highly experienced with Heavy Weapons, the Commando receives a +2 power bonus to damage with Heavy Weapons.
Artillery Training - Obtained at 11th level. The Commando gains Weapon Proficiency: Heavy Artillery as a bonus feat and receives a +5 power bonus to attack with all turrets and vehicles.

Level One Commando At-Will Attacks
Fragmenting BlastCommando Attack 1
Your projectile explodes on impact, embedding fragments into all surrounding units.
At-Will ♦ Martial, Weapon, Explosive
Area Burst 1 within 5 squaresStandard Action
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: Constitution modifier damage.
Special: Causes Minimal siege damage.
Cover FireCommando Attack 1
You fire a distracting shot over an enemy's shoulder, enabling an ally to take a few steps without notice.
At-Will ♦ Martial, Weapon
Heavy WeaponStandard Action
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: An ally adjacent to either you or the target may shift 1 square.
Extra: Increase to 2[W] at 11th level.
Concussive ShotCommando Attack 1
You fire a projectile overcharged with electrostatic which disrupts your enemy's movement.
At-Will ♦ Martial, Weapon
Heavy WeaponStandard Action
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1[W] + Constitution modifier damage, and the target is slowed until the end of your next turn.
Hammer ShotCommando Attack 1
You launch a particularly massive projectile, staggering your foe upon impact.
At-Will ♦ Martial, Weapon
Heavy WeaponStandard Action
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you may push the target one square.
Extra: Increase to 2[W] at 11th level.
Level One Commando Encounter Attacks
Flash BangCommando Attack 1
You lob a concussive flash-bang grenade into the fray, disorienting nearby units.
Encounter ♦ Grenade, Sonic
Area Burst 1 within 5 squaresStandard Action
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier sonic damage, and the target is dazed until the end of your next turn.
Searing ShotCommando Attack 1
You fire a projectile which upon impact coats the target in a corrosive acid.
Encounter ♦ Martial, Weapon, Acid
Heavy WeaponStandard Action
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1[W] + Constitution modifier damage, and the target takes ongoing 5 acid damage (Save ends).
Repeating FireCommando Attack 1
You jog the trigger of your weapon to milk out a couple extra shots.
Encounter ♦ Martial, Weapon
Heavy WeaponStandard Action
Target: One creature
Attack: Constitution vs. AC, three attacks
Hit: 1[W] damage per attack.
Overwhelming FireCommando Attack 1
You loose a crazed frenzy of blaster bolts or a wayward projectile, leaving your foe no choice but to fall prone or be pulverized.
Encounter ♦ Martial, Weapon
Heavy WeaponStandard Action
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage. The target may choose to fall prone and take half damage.
Miss: The target is knocked prone.
Level One Commando Daily Attacks
Explosive MissleCommando Attack 1
You fire a large explosive projectile at a key area, knocking units away from the impact site and causing considerable structure & vehicle damage.
Daily ♦ Martial, Weapon
Area Burst 1 within 5 squares.Standard Action
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: Each target affected is pushed back one square from the center of the burst.
Special: Causes Substantial siege damage.
Iron SlugCommando Attack 1
You fire a heavy iron slug type projectile at your enemy. While unwieldy, it is devastating if it hits.
Daily ♦ Martial, Weapon
Heavy WeaponStandard Action
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage and the target is weakened (save ends) and knocked prone.
Create CoverCommando Attack 1
You direct your attack to a nearby support beam or other large obstruction. Its destruction creates cover for you and your allies, and with any luck doesn't leave your foes unscathed.
Daily ♦ Martial, Weapon
Area Burst 1 within 5 squares.Standard Action
Target: Each creature in burst
Attack: Constitution vs. Reflex
Hit: 1[W] + Constitution modifier damage and the target is immobilized (Save ends).
Miss: Half damage.
Special: This attack creates an obstruction up to 1d6 squares long by one square wide in an unoccupied area of your choosing. At least one square of the obstruction must intersect the original target square. This obstruction may be used as cover for any unit, and persists until the end of the encounter.
 
Level Two Commando Utility Exploits
Satchel ChargeCommando Utility 2
You place a satchel charge which you can trigger remotely at your convenience.
Daily ♦ Martial, Explosive
ExplosiveStandard Action
Target: 1 empty square within 5 squares
Effect: When triggered, the satchel charge deals 3d8 damage to each creature within 3 squares.
Special: Causes Massive siege damage.
Extra: The difficulty to disarm the Satchel Charge is your Constitution Score + 5. If your Satchel Charge is disarmed, you may use this power again.
Not this time!Commando Utility 2
If a grenade lands in range of you, you kindly return it to its owner.
Encounter ♦ Martial, Explosive
ExplosiveImmediate Interrupt
Trigger: A grenade lands in your vicinity.
Effect: Instead of its intended target square, the grenade explodes centered on the creature that threw it.
Level Three Commando Encounter Attacks
  
  



Marksman

Marksman

Role: Striker
The Marksman is unmatched in the use of standard ranged weapons like rifles, carbines, and pistols. Staying either hidden or on the move on the battlefield is the primary concern of the Marksman, since they are lightly armored and at a disadvantage in the open.

Key Abilities: Dexterity, Intelligence
Armor Proficiencies: Light, Medium
Weapon Proficiencies: Simple Ranged, Military Ranged
Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Perception. From the class skills below, choose three more trained skills at 1st level.
Class Skills: Athletics (Con), Demolitions (Int), Endurance (Con), Knowledge(Nature) (Wis), Stealth (Dex)

Build Options:
Marine - Somewhat of a weapons expert, the Marine usually makes use of a medium-sized weapon like a carbine and risks their life weaving through the battle making use of light explosives, providing fire support and causing considerable damage to vulnerable foes.
Sniper - Snipers prefer to use cover to gain an advantage over the enemy. They focus on finding well-fortified hiding spots and pick off enemies from relative safety. Snipers usually focus on long-range attacks.

Class Features:
Sniper Training - When unseen by their target, the Marksman recieves a +1 power bonus to attack. Additionally, the Marksman's missed attacks do not reveal thier location if hidden.
Duck and Roll - Once per day, the Marksman may force an enemy to reroll an attack. The second roll is used, even if it's higher.
Marine Training - Obtained at 6th level. Once per day as an immediate reaction to an enemy entering melee range, the Marksman may make a melee attack against the enemy with the butt of their weapon. This attack uses the Marksman's Dexterity modifier for attack rather than Strength, and does 1d4 damage for a Pistol, 1d6 for a Carbine, and 1d8 for a Rifle.
Dead Eye - Obtained at 11th level. Once per encounter, the Marksman may reroll a missed attack and add a power bonus equal to their Intelligence modifier. The second roll is used, even if it's lower.

Level One Marksman At-Will Attacks
Mobile ShotMarksman Attack 1
You make your way to a more advantageous position before or after your attack.
At-Will ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: You may shift one square before or after the attack.
Extra: Increase to 2[W] at 11th level.
Steady ShotMarksman Attack 1
You take careful aim to ensure you hit your mark.
At-Will ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity +2 vs. AC
Hit: 1[W] damage.
Extra: Increase to 2[W] at 11th level.
From the HipMarksman Attack 1
You quickly draw your weapon and fire off two shots.
At-Will ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One or two creatures
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] damage per attack.
Special: You do not need to use a minor action to draw your weapon if it is holstered before this attack.
Fire SupportMarksman Attack 1
Your precise, calculated shots distract an enemy long enough for an ally to gain an advantage against them.
At-Will ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and an ally adjacent to the target gains combat advantage against the target until the end of your next turn.
Level One Marksman Encounter Attacks
Evasive ShotMarksman Attack 1
You carefully weave through the battlefield looking for an advantageous position.
Encounter ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Special: You can shift a number of squares equal to 1 + your Intelligence modifier either before or after your attack.
Twin ShotMarksman Attack 1
You land two well-planned shots.
Encounter ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] + Dexterity modifier damage per attack. If both attacks hit, you deal extra damage equal to your Intelligence modifier.
Sniper ShotMarksman Attack 1
You attack from a hidden location.
Encounter ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: If you are hidden from the target, increase damage to 2[W] + Dexterity modifier and gain a +2 power bonus to your attack roll.
Leg ShotMarksman Attack 1
You aim for the legs, crippling your foe.
Encounter ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: The target is slowed (Save ends).
Level One Marksman Daily Attacks
Charged BoltMarksman Attack 1
You overcharge your weapon, firing a brightly glowing blaster bolt at your foe.
Daily ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Supressing FireMarksman Attack 1
You aim for a soft spot in your enemy's armor, causing them to bleed on a successful hit.
Daily ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage and the target is slowed and takes 5 ongoing damage (Save ends).
Miss: Half damage, no ongoing damage, and the target is slowed until the end of your next turn.
Blaster VolleyMarksman Attack 1
Your enemies experience a rain of blaster fire.
Daily ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: Three creatures within 5 squares of eachother
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack.
Miss: Half damage.
 



Medic

Medic

Role: Support
The Medic's main role is keeping her party alive and healthy - but when she's not needed, she makes use of poisons and corrosive materials to hinder the enemy or help her party press the advantage.

Key Abilities: Dexterity, Wisdom
Armor Proficiencies: Light, Medium
Weapon Proficiencies: Simple Ranged, Medic Cartridge Launcher
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Heal. From the class skills below, choose three more trained skills at 1st level.
Class Skills: Computer Use (Int), Endurance (Con), Insight (Wis), Knowledge(Nature) (Wis), Streetwise (Cha)

Build Options:
Combat Medic - The Combat Medic makes heavy use of her special cartridge gun to lob acidic, flamable, or toxic gel grenades to effectively burn, poison, or disorient the enemy, while still keeping her healing abilities on reserve.
Surgeon - A Surgeon focuses primarily on the well-being of her party. She makes heavy use of stimpacks and bacta for healing, as well as a cadre of steroids, hormones, and other biological enhancements to boost her party to near super-human.

Class Features:
Triage Training - The Medic receives a +5 power bonus to the Heal skill. In addition, the Medic may use Heal in battle without suffering -10 for being distracted.
Advanced Stimpack Usage - When using on themselves, medics may use stimpacks as a free action instead of a minor. Additionally, the Medic may add their Wisdom modifier to the amount healed. They can still only use one stimpack per round.
Chemical Tolerance - Obtained at 6th level. Experienced in the use of various caustic chemicals, the Medic recieves Resist 5 vs. poison and acid.
Master Healer - Obtained at 11th level. Having travelled with their party for some time, the Medic has developed an intricate knowledge of the tolerances of each of her companions - effecting a +5 power bonus to all healing done by the Medic.

Level One Medic At-Will Powers
Apply MicrostimMedic Ability 1
You load a small healing cartridge into your weapon and fire it at your ally.
At-Will ♦ Healing, Weapon
Ranged WeaponStandard Action
Target: One ally
Attack: Wisdom vs. 10
Hit: The target may heal for 1d4 + Wisdom modifier damage or make a saving throw.
Extra: Increase to 3d4 at 11th level.
Poison ShotMedic Attack 1
You load a mildly toxic poison cartridge into your weapon and loose it on a target.
At-Will ♦ Weapon, Poison
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: The target takes 1d4 poison damage and suffers an ongoing 5 poison (Save ends).
Extra: Increase to 3d4 and 10 ongoing at 11th level.
Steroid InjectionMedic Ability 1
You inject an adjacent ally with mild biological enhancements, boosting their speed and power for a short time.
At-Will ♦ Buff
Melee RangeStandard Action
Target: One ally
Effect: The target recieves a bonus to damage equal to your Wisdom modifier until the end of your next turn. Additionally, they may make a basic attack as an immediate reaction to you using this power.
Searing BactaMedic Attack 1
You superheat a small bacta cartridge and fire it at your enemy, searing them on impact.
At-Will ♦ Martial, Weapon, Bacta, Acid
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: The target takes 1[W] + Wisdom modifier acid damage.
Special: If you score a critical hit with this attack, the enemy takes an ongoing 5 acid damage (Save ends).
Level One Medic Encounter Powers
Apply MedpackMedic Ability 1
You kneel before an ally and tend to their wounds.
Encounter ♦ Healing
Melee RangeStandard Action
Target: One ally
Effect: The target may spend a healing surge and heal 1d8 + Wisdom modifier damage.
Slowing TranquilizerMedic Attack 1
You fire a potent tranquilizing dart at an enemy.
Encounter ♦ Martial, Weapon, Poison
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Wisdom modifier poison damage, and the target is slowed and weakened (Save ends both).
Miss: Half damage, and the target is weakened until the end of your next turn.
Poison GasMedic Attack 1
You fire a time-release canister of poison gas which strangles and weakens nearby units.
Encounter ♦ Weapon, Poison, Zone
Area Burst 2 within 10 squaresStandard Action
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d4 + Wisdom modifier poison damage.
Effect: The burst creates a zone of poisonous vapor which persists for a number of rounds equal to your 1 + your Wisdom modifier. Creatures that enter the zone or start their turns there take 1d4 + Wisom modifier poison damage and are weakened until the end of their first turn after having left the zone.
Enhancing VaporsMedic Ability 1
You release a pheromone capsule which triggers dormant hormones you had earlier injected into yourself and your allies, boosting their acuity and confidence for a short time.
Encounter ♦ Buff, Zone
Close Burst 5Standard Action
Target: Yourself and each ally in burst
Effect: The target receives a power bonus to attack rolls, damage, and defenses equal to your Wisdom modifier until the end of your next turn.
Level One Medic Daily Powers
Crippling PoisonMedic Attack 1
You fire an extremely toxic poison cartidge at a foe, reducing his defenses.
Daily ♦ Martial, Weapon, Poison
Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Wisdom modifier poison damage, the target suffers -2 to all defenses until the end of the encounter, and is slowed and weakened (Save ends both).
Miss: The target suffers -1 to all defenses until the end of the encounter.
Adrenal StimulantMedic Ability 1
You inject an ally with an experimental stimulant, frenzying them.
Daily ♦ Buff, Poison
Melee RangeStandard Action
Target: One ally
Effect: The target is frenzied. Until the end of the encounter, the target may choose to take 5 poison damage to make a basic attack as a minor action. The extra attack receives a power bonus to attack and damage equal to your Wisdom modifier. The target may use this ability more than once per round.
Continual Release StimpackMedic Ability 1
You fire a modular introveneous stimpack at an ally, which sticks in their skin and heals them steadily over time.
Daily ♦ Weapon, Healing, Reliable
Ranged WeaponStandard Action
Target: One ally
Attack: Dexterity vs. AC (10 + Armor only)
Hit: The target may spend a healing surge and gains Regenerate 5 until the end of the encounter.
 



Officer

Officer

Role: Support, Controller
It's the Officer's job to keep their party in check - ensuring they are where they need to be on the battlefield. While not required for a party to function, any group would benefit from the tactical instruction from an Officer. In addition, they usually keep some healing implements on hand for when things get rough.

Key Abilities: Intelligence, Charisma
Armor Proficiencies: Light, Medium
Weapon Proficiencies: Simple Ranged, Military Ranged
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Persuasion. From the class skills below, choose three more trained skills at 1st level.
Class Skills: Computer Use (Int), Demolitions (Int), Heal (Wis), Insight (Wis), Knowledge(History) (Wis), Knowledge(Technology) (Int), Perception (Wis), Security (Int), Streetwise (Cha)

Build Options:
Field Commander - The Field Commander has taken special training in Leadership and Tactics, and use their knowledge to turn the tide of battle to their side by manipulating the positions of friend and foe alike.
Provisions Expert - An Officer trained in Provisions always has what others in their party need. They may toss a skilled companion a thermal detonator to lob into the fray, or inspire a medic to fire off a healing cartridge quicker than they usually would.

Class Features:
Inspirational Reinforcement - Once per day as an immediate reaction to an ally failing an attack roll or save, the Officer may allow the ally to reroll with a power bonus equal to the Officer's intelligence modifier. The second result is used, even if it's lower.
Commanding Authority - No one says no to an Officer. Once per day, a failed Persuasion check by the Officer may be rerolled with a power bonus equal to his intelligence modifier. The second result is used, even if it's lower.
Aura of Confidence - Obtained at 6th level. Simply having a good Officer in the party inspires everyone to do better and make an example. Party members within 40 squares of the Officer recieve a +1 power bonus to attacks, damage, and defenses.
Tactical Superiority - Obtained at 11th level. Having fought as a unit for some time, the Officer and his squadron are ready for anything. Party members within 40 squares of the Officer recieve +5 to Initiative at all times.

Commanding OrderOfficer Ability 1
You shout an attack order to an ally.
At-Will ♦ Martial, Weapon
CommandStandard Action
Target: One creature
Attack: An ally of your choice makes a melee or ranged basic attack against your target.
Hit: Ally's basic attack damage + your Intelligence modifier.
Demoralizing ShoutOfficer Attack 1
You insult your foe, disheartening them.
At-Will ♦ Martial, Weapon
CommandStandard Action
Target: One creature
Attack: Charisma vs. Will
Hit: The target is dazed, save ends.
RedirectOfficer Attack 1
You taunt an enemy into shifting their focus from one ally to another.
At-Will ♦ Martial, Weapon
 Standard Action
Target: One creature
Attack: Intelligence vs. Will
Hit: You may remove the target's mark on any ally and replace it onto any other ally, and that ally recieves a power bonus equal to your Charisma modifier to all defenses vs. the target until the end of their next turn.
Distracting FireOfficer Attack 1
You loose a salvo of blaster fire over the shoulder of a foe, distracting them enough to grant advantage to an ally.
At-Will ♦ Martial, Weapon
Ranged WeaponStandard Action
Target: One creature
Attack: Intelligence vs. Will
Hit: Deal damage equal to your Dexterity modifier, and then choose one ally adjacent to either you or the target. This ally applies your Intelligence modifier as a power bonus to their next attack and damage roll vs. the target. If the ally does not attack the target by the end of their next turn, the bonus is lost.
Team AdvanceOfficer Ability 1
Using complex hand signals, you order your team to move up.
Encounter ♦ Martial, Weapon
CommandStandard Action
Target: Allies within 5 squares
Effect: Each ally may shift 1 square.
Pressing CommandOfficer Ability 1
On your command, your ally drops a barrage on your designated target.
Encounter ♦ Martial, Weapon
CommandStandard Action
Target: One creature
Attack: An ally of your choice may use an At-Will or basic attack against the target, with a power bonus to their attack equal to your Intelligence modifier.
Hit: Add your Intelligence modifier as a power bonus to the ally's damage.
Tally the OddsOfficer Ability 1
Taking a moment to form a plan provides your allies with an advantage.
Encounter ♦ Martial, Weapon
CommandStandard Action
Target: Allies within 5 squares
Effect: Each ally recieves a +2 bonus to attack until the end of their next turn.
Word of InspirationOfficer Ability 1
You remind a single ally of their importance, bolstering their morale.
Encounter ♦ Martial, Weapon
CommandStandard Action
Target: One ally
Effect: The target recieves a power bonus equal to your Charisma modifier to their attack, damage, and all defenses until the end of their next turn.
Air StrikeOfficer Attack 1
You radio in a tactical air strike to rain destruction onto your designated target.
Daily ♦ Martial, Weapon
Area Burst 1 within 5 squaresStandard Action
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage.
Miss: Half damage.
Special: Causes Substantial siege damage.
SetupOfficer Attack 1
You collaborate an ambush for a particular target, crippling their abilities for the rest of the battle.
Daily ♦ Martial, Weapon
CommandStandard Action
Target: One creature
Attack: Intelligence vs. Will
Hit: The target suffers a penalty to attack, damage, and defenses equal to your Intelligence modifier until the end of the encounter.
Miss: The target suffers a -1 to attack, damage, and defenses until the end of the encounter.
Master TacticianOfficer Ability 1
Having a well coordinated battle plan grants your team a great advantage.
Daily ♦ Martial, Weapon
CommandStandard Action
Target: Allies within 10 squares
Effect: Each ally recieves a +2 power bonus to attack and damage rolls until the end of the encounter.
 



Scoundrel

Scoundrel
Role: Striker
While Scoundrels are present in even the smallest societies, they are rarely seen but at the unscruplous fringes of space. Scoundrels use their guile and reflexes to survive, and while not all are malicious, compassion is seen as a costly weakness by most Scoundrels.

Key Abilities: Dexterity, Intelligence
Armor Proficiencies: Light
Weapon Proficiencies: Simple Ranged, Military Ranged, Simple Melee, Military Melee
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 14 + Constitution Score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Security and Stealth. From the class skills below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Computer Use (Int), Demolitions (Int), Insight (Wis), Knowledge(Technology) (Int), Perception (Wis), Persuasion (Cha), Streetwise (Cha), Thievery (Dex)

Build Options:
Bounty Hunter - Usually having no compassion for other beings, the Bounty Hunter specializes in tracking down and incapacitating beings and delivering them for a bounty. On the battlefield, Bounty Hunters prefer to stay mobile and exhaust or disorient their foes, only confronting them directly when at their weakest.
Assassin - Assassins make use of stealth and subtlety to achieve their goals. While not all Assassins specialize in killing, their overall skillset always makes others think as such. Assassins avoid open battle, and when caught in the fray usually contribute with distracting fire from a hidden location.

Class Features:
Sneak Attack - Twice per encounter, if the Scoundrel is hidden from their target, if their attack hits, it is automatically a critical.
Scoundrel's Gambit - Once per day as an immediate interrupt to an attack landing on the Scoundrel, he may deflect the attack to one willing ally within 5 squares.
Shadow Proficiency - Obtained at 6th level. Whenever you use an ability which allows you to roll a new stealth check, that roll recieves a +2 power bonus.
Assassin's Cruelty - Obtained at 11th level. Once per encounter as an immediate interrupt to one of your attacks causing an enemy to become bloodied, you may make an additional basic attack against that opponent.

BackstabScoundrel Attack 1
You strike quickly from the shadows, and return there just as quickly.
At-Will ♦ Martial, Weapon
Melee WeaponStandard Action
Requirement: Requires Stealth
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: Roll a new stealth check after this attack.
GarroteScoundrel Attack 1
You slice your opponent, causing them to bleed.
At-Will ♦ Martial, Weapon
Melee WeaponStandard Action
Requirement: Requires Stealth
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: Dexterity modifier damage, and the target takes ongoing 5 damage (save ends)
Special: Roll a new stealth check after this attack.
NeutralizeScoundrel Attack 1
Sometimes a foe is of more use alive than dead.
At-Will ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: If this attack drops the opponent below 0 hit points, they automatically stabalize and remain safely unconcious until after the end of the encounter, unless revived by their ally.
Cheap ShotScoundrel Attack 1
You take advantage of a weakness in your enemy that your allies are too honorable to exploit.
At-Will ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity +2 vs. Reflex
Hit: 2[W] damage.
Crippling ShotScoundrel Attack 1
Your attack slices through your opponent's tendon, slowing and weakening them.
Encounter ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] damage, and the target is slowed (save ends) and weakened (save ends).
IncapacitateScoundrel Attack 1
Your attack insures your opponent is out of the fight at least temporarily.
Encounter ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: The target is stunned for 1d6 + Dexterity modifier rounds.
Miss: The target is stunned until the end of your next turn.
AmbushScoundrel Attack 1
Having prepared your surroundings for your quarry's arrival, you launch a deadly ambush.
Encounter ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Requirement: Requires Stealth
Target: One creature
Attack: Dexterity +2 vs. Reflex
Hit: 4[W] damage.
Miss: Half damage.
FlurryScoundrel Attack 1
Appearing to others as a mindless rage, you execute a carefully calculated flurry of attacks.
Encounter ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Target: One to three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 2[W] damage per attack.
ExecuteScoundrel Attack 1
You attempt to finish off a weakened foe.
Daily ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Requirement: Target must be Bloodied
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] damage.
Special: If this attack reduces the target to 0 or fewer hitpoints, the player's daily power is not consumed.
RuptureScoundrel Attack 1
You land a vicious strike from the shadows, wounding your foe deeply.
Daily ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Requirement: Requires Stealth
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] damage, and the target takes 5 ongoing damage until the end of the encounter.
Miss: Half damage and the target takes 5 ongoing damage (save ends).
Dirty TrickScoundrel Attack 1
Whether it's lobbing a thermal detonator or breaking out a hidden flame thrower, your enemy sure is surprised.
Daily ♦ Martial, Weapon
Melee or Ranged WeaponStandard Action
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] damage and the target is dazed until the end of the encounter.
Miss: Half damage, and the target is dazed (save ends).
 



Skills

Training in a skill means that you have some combination of formal instruction, practical experience, and natural aptitude using that skill.
When you select a skill to be trained in, you gain a permanent +5 bonus to that skill. You canít gain training in a skill more than once.

The entry for your class tells you how many skills youíre trained in and what skills you can choose at 1st level. For example, if youíre a 1st-level Scoundrel, you can pick four skills from a list of eight.

You can take the Skill Training feat to gain training in a skill even if itís not on your class skill list. Some multiclass feats also give skill training.

The table below shows the skills available in the game, the ability modifier you use when you make that kind of skill check, and which classes have that skill as a class skill.

Classes listed in bold automatically have that skill trained at 1st level.

Skill Ability Class Skill For...
Acrobatics Dexterity Brawler, Scoundrel
Athletics Strength Brawler, Commando, Marksman
Computer Use Intelligence Medic, Officer, Scoundrel
Demolitions Intelligence Commando, Marksman, Officer, Scoundrel
Endurance Constitution Brawler, Commando, Marksman, Medic
Heal Wisdom Brawler, Commando, Medic, Officer
Insight Wisdom Medic, Officer, Scoundrel
Knowledge(History) Intelligence Officer
Knowledge(Force) Wisdom Jedi Consular, Jedi Guardian, Jedi Sentinel
Knowledge(Nature) Wisdom Marksman, Medic
Knowledge(Technology) Intelligence Commando, Officer, Scoundrel
Perception Wisdom Marksman, Officer, Scoundrel
Persuasion Charisma Brawler, Officer, Scoundrel
Security Intelligence Officer, Scoundrel
Stealth Dexterity Marksman, Scoundrel
Streetwise Charisma Brawler, Medic, Officer, Scoundrel
Thievery Dexterity Scoundrel



Feats




Equipment

Most of the following items are generic and may be found at almost any type of shop in the galaxy. Some, however, are quite rare or even unique and may only be awarded to you by the GAME MASTER. When you visit a shop in-game, the GAME MASTER will determine the item selection of that particular shop.

Simple Melee Weapons

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Dagger One-Hand 1d4 19-20 +3 1 50 0.5lbs Light Melee
Club One-Hand 1d6 19-20 +2 1 85 3.0lbs
Staff Two-Hand 1d4/1d4 19-20 +2 1 85 2.5lbs Double Weapon
Short Sword One-Hand 1d6 19-20 +2 1 75 2.0lbs Light Melee
Long Sword One-Hand 1d8 19-20 +2 1 100 4.0lbs Versatile
Vibroblade One-Hand 1d6 (+1 Energy) 19-20 +2 1 125 2.2lbs Light Melee
Vibrosword One-Hand 1d8 (+1 Energy) 19-20 +2 1 275 4.4lbs Versatile

Military Melee Weapons

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Stun Baton One-Hand 1d4 19-20 +2 1 150 1.5lbs Stun 1
Double Sword Two-Hand 1d6/1d6 19-20 +3 1 350 5.0lbs Double Weapon
Fullblade One-Hand 2d4 19-20 +2 1 325 5.0lbs Versatile
Heavy Blade Two-Hand 2d6 19-20 +2 1 375 9.0lbs Heavy Melee
Charged Staff Two Hand 1d4/1d4 (+3 Energy) 19-20 +3 1 350 4.0lbs Double Weapon

Superior Melee Weapons

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Vibro Sledge Two-Hand 3d6 (+5 Energy) 18-20 +2 1 1000 20.0lbs Heavy Melee - Knockback 2
Charged Fist One-Hand 1d4 (+3 Energy) 19-20 +3 1 850 0.5lbs Fist Weapon
Shock Staff Two-Hand 1d4/1d4 (+3 Energy) 19-20 +2 1 750 4.0lbs Double Weapon - Stun 2

Simple Ranged Weapons

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Blaster Pistol One-Hand 1d4 19-20 +2 5 100 2.0lbs Light Ranged
Heavy Blaster One-Hand 1d6 19-20 +2 5 125 2.0lbs
Blaster Carbine One-Hand 1d8 19-20 +2 10 150 2.0lbs Versatile
Blaster Rifle Two-Hand 1d10 19-20 +2 15 250 5.0lbs

Military Ranged Weapons

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Ion Pistol One-Hand 1d4 19-20 +2 5 200 2.0lbs Ion Weapon
Heavy Ion Pistol One-Hand 1d6 19-20 +2 5 250 2.0lbs Ion Weapon
Ion Carbine One-Hand 1d8 19-20 +2 10 325 2.0lbs Versatile - Ion Weapon
Ion Rifle Two-Hand 1d10 19-20 +2 15 425 5.0lbs Ion Weapon
Laser Rifle Two-Hand 2d6 19-20 +2 15 450 5.5lbs Accurate Weapon
Repeating Carbine One-Hand 1d8 19-20 +2 10 425 2.2lbs Rapid Fire Weapon

Superior Ranged Weapons

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Sonic Pistol One-Hand 1d4 19-20 +3 5 800 2.0lbs Knockback 1
Bowcaster Two-Hand 1d8 18-20 +3 10 1000 4.5lbs
Gauss Rifle Two-Hand 2d6 19-20 +2 15 1200 9.0lbs

Heavy Weapons

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Repeating Blaster Two-Hand 2d6 19-20 +2 10 800 12.0lbs Rapid Fire Weapon
Gatling Laser Two-Hand 1d10 18-20 +3 10 1000 15.0lbs Rapid Fire Weapon
Grenade Launcher One-Hand 2d8 19-20 +2 10 1200 7.0lbs Explosive 1 - Versatile
Missle Launcher Two-Hand 2d12 19-20 +2 10 1800 18.0lbs Explosive 2
ARC Rifle Two-Hand 2d6 18-20 +2 10 900 10.0lbs Ion Weapon - Stun 1

Lightsabers

Weapon Type Damage Crit Proficiency Range Cost Weight Special
Short Lightsaber One-Hand 2d6 18-20 +3 1 - 1.5lbs Light
Lightsaber One-Hand 2d8 18-20 +3 1 - 2.5lbs Versatile
Long-Hilt Lightsaber Two-Hand 3d6 18-20 +3 1 - 3.5lbs
Double-Bladed Lightsaber Two-Hand 2d6/2d6 18-20 +3 1 - 4.5lbs Double Weapon

Armor

Armor AC Check Speed Sockets Max Dex Cost Weight Special
Simple Clothes - - - - - 25 3.5lbs
Fair Clothes - - - - - 100 3.5lbs
Exquisite Clothes - - - - - 600 3.5lbs
Padded Armor +1 - - - +5 150 5.0lbs
Leather Armor +2 - - - +5 225 7.0lbs
Weaved Composite Armor +3 -1 - - +4 400 10.0lbs
Vibro Armor +3 -1 - - +4 500 11.5lbs Shock Resistant
Composite Plate Armor +4 -2 - - +3 1000 20.0lbs

Specialty Armor

Armor AC Check Speed Sockets Max Dex Cost Weight Special
Powered Composite Armor +5 -2 -1 1R +1 2000 30.0lbs Powered +1
Republic Marksman Armor +5 -2 -1 1B +1 2500 30.0lbs Powered +1
Republic Marine Armor +6 -3 -1 1R 1B +1 4000 45.0lbs Powered +2
Sith Soldier Armor +5 -2 -1 1R +1 2500 30.0lbs Powered +1
Sith Elite Armor +6 -3 -1 2R +1 4200 45.0lbs Powered +2





Crafting




Starships




Using the Force







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