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Post by Beeb on Jun 9, 2005 16:03:21 GMT -5
Do you have the Star Wars d20 downloadable rules? Cause I sure don't.
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Post by Jongluer on Jun 9, 2005 16:16:48 GMT -5
I have the core rulebook on my computer yes.
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Post by Beeb on Jun 9, 2005 16:33:37 GMT -5
How am I to see the different races then?
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Post by Jongluer on Jun 9, 2005 17:17:23 GMT -5
You wait till our next meeting, though I can tell you that you can choose from the following, and I'll give a quick overview of their ability modifiers...
Humans: As D&D Bothans: +2 Dex, -2 Constitution, +2 on Gather Info and Spot checks Cerean: +2 Intelligence, +2 Wisdom, -2 Dexterity, +2 to Initiative Duros: +2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution, Spacer feat Ewoks: +2 Dexterity, -2 Strength, Small size, Primitive, Alertness feat Gammorrean: +2 Strength, -2 Dexterity, -2 Intelligence, Primitive, +2 to Fortitude saves, Power Attack feat Gungans (though I swear to god if anyone plays one I'll kill you): +2 Constitution, -2 Wisdom, Hold Breath, Low-Light Vision, +2 to Listen checks, +1 to Reflex Ithorian: +2 Wisdom, +2 Charisma, -2 Dexterity, +2 Knowledge (Wilderness Lore), +4 to Survival, +1 to Will Kel Dor: +2 Dexterity, +2 Wisdom, -2 Constitution, Gas Breather, Low Light Vision. Mon Calamari: +2 Intelligence, -2 Constitution, Breathe Underwater, Low Light Vision, +4 to one Craft skill, +1 to will in damp environs, -1 will in arid environs, +4 to swim checks Quarren: +2 Constitution, -2 Wisdom, -2 Charisma, Breathe Underwater, Low-Light Vision, +4 to swim checks Rodian: +2 Dexterity, -2 Wisdom, -2 Charisma, +2 to Listen, Spot, Search checks, and Track feat for free Sullustan: +2 Dexterity, -2 Constitution, Darkvision, +2 to Climb and Listen checks Trandoshan: +2 Strength, -2 Dexterity, +1 to Defense, Darkvision Twi'Leks: +2 Charisma, -2 Wisdom, Low Light Vision, +1 to Fortitude Wookies (My personal favorite): +4 Strength, -2 Dexterity, -2 Wisom, -2 Charisma, +2 to Climb checks, +4 to Intimidate, Rage Ability, Extraordinary Recuperation Zabrak: +2 on Fortitude and Will Save,
So there are your races, in full...
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Post by Beeb on Jun 9, 2005 17:22:00 GMT -5
Why the heck are Gungans even in this?!
Anyway, I think I'll be a Rodian. Is Wis or Cha important for Techies?
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Post by Avi on Jun 9, 2005 17:39:44 GMT -5
I'd assume Int
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Post by Jongluer on Jun 9, 2005 19:54:39 GMT -5
Intelligence is most important, then Dexterity and Wisdom to a lesser extent.
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Post by Beeb on Jun 9, 2005 20:05:55 GMT -5
Why Int? Are Techies some kind of mage class?
And I guess that Cerean would be better for the +2 Int and Wis at a loss of Dex.
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Post by Jongluer on Jun 9, 2005 20:16:10 GMT -5
Techies are based off of intelligence skills, their skills are as follows:
Astrogate (Int), Computer Use (Int), Craft (Int), Demolitions (Int), Disable Device (Int), Knowledge (Int), Pilot (Dex), Profession (Wis), Read/Write Language, Repair (Int), Search (Int), and Treat Injury (Wis)
The entire basis of the class is powering up those skills tremendously.
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Post by Beeb on Jun 9, 2005 20:18:24 GMT -5
Oh, so as a techie I'd be the pilot of our starships.
I can see many fun "accidents" from my piloting. ;D Why would Wis be a good thing to have?
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Post by Jongluer on Jun 9, 2005 20:34:08 GMT -5
It like Dexterity is to a lesser extent, it's for Treat Injury (healing), and Profession if you ever took ranks in that...
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Post by Beeb on Jun 9, 2005 20:37:24 GMT -5
Ah, I see. And I'm guess that Dex is the same with ranged weapons?
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Post by Jongluer on Jun 9, 2005 20:45:43 GMT -5
It's the same system as D&D, D20 Modern, etc.
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Post by TheBigCheese on Jun 9, 2005 22:36:24 GMT -5
Boooooooo!
Tatooine sucks!
Lets start on Taris!
And if your an astromech droid i refuse to play with you unless your name is T3-M4.
and who the hell flies on a freighter these days....wheres the Ebon Hawk??
I think im gonna be playin Knights of the Old Republic this weekend.....think up more refrences....
can we visit Kashyyyk? pleeeeeeeeeeeeeease
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Post by Jongluer on Jun 10, 2005 14:39:07 GMT -5
Alright here's some basic stuff on classes:
Fringer: Dex, Wis, Str, Bonus to diplomacy for bartering, bonus class skills, bonus to survival skills, and some bonus feats. 1d8 Vitality, 6+int modifier skill points
Noble: Cha, Wis, Int, gains abilities to help the part procure things, and abilities to help buff the party. 1d6 Vitality, 4+int modifier skill points.
Scoundrel: Dex, Int, Cha, Wis, +5 bonus to diplomacy for procuring illegal substances, bonus to damage or attacks with Dex based weapons, ability to reroll force (action) points, and skill emphasis. 1d6 vitality, 8+int modifier skill points.
Scout: Dex, Int, Wis, Ability to reduce travel time, ability to improve rolls, Skill Mastery, Uncanny Dodge, Evasion, ability to improve strength skill checks with reduction to Defense. 1d8 vitality, 6+int modifier skill points.
Soldier: Dex, Con, Str, Int, Wis, Bonus Combat Feats. 1d10 Vitality, 4+int modifier skill points.
Tech Specialist: Int, Dex, Wis, Bonuses to skills, craft abilities. 1d6 Vitality, 4+int modifier skill points.
Force Adept: Wis, Int, Cha, Force Feats, Ability to imbue weapon with force damage, Ability to gain bonuses by imbuing talisman with force power, skill bonuses, Force Secrets. 1d8 vitality, 6+int modifier skill points.
Jedi Consular: Cha, Wis, Int, Str, Con, Force Feats, Increased Lighsaber Damage, Skill Bonuses, Healing bonuses, Ability to Deflect some attacks. 1d8 vitality, 6+int modifier skill points.
Jedi Guardian: Str, Con, Dex, Int, Wis, Force Feats, Increased Lightsaber Damage, Deflect some attacks. 1d10 vitality, 4+int modifer skill points.
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