Smoke and Thunder Gaming

Login or Register

Join the forum, it's quick and easy

Smoke and Thunder Gaming

Login or Register
Smoke and Thunder Gaming

Gaming Room

Dice - http://dicelog.com

D20 SRD - http://www.d20srd.org/index.htm

Pathfinder SRD - http://paizo.com/pathfinderRPG/prd/

Modern SRD - http://www.d20moderndb.com/game-rules/d20-modern-srd

Pando - http://www.pando.com/

Dropbox - http://www.dropbox.com/

Open Office - http://www.openoffice.org/


2 posters

    DEMO of u5e conversion to Star Wars

    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue35/35DEMO of u5e conversion to Star Wars Empty_bar_bleue  (35/35)
    Action Points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue0/0DEMO of u5e conversion to Star Wars Empty_bar_bleue  (0/0)
    Character Sheet:

    DEMO of u5e conversion to Star Wars Empty DEMO of u5e conversion to Star Wars

    Post  Chris Tue Jun 22, 2021 6:25 pm

    Since U5 covers all sorts of tech - guns, lasers, bio weapons, crazy sci fi.... not all of it applies.  I wonder if we could just use the core gun rules, a limited set of weapons (to be blasters) and call it good?

    for example   (ignore things that don't apply, just c\p from U5)

    Hold Out blaster = Plasma pistol  1d6 fire 50/200 3 lb. 5 Light, plasma, reload (15-M)
    blaster pistol = Thumper laser pistol  1d6 force 50/200 3 lb. 5 Auto (1d8), laser, light, reload (30-M)
    hvy pistol = Necrotizer (Bio)  1d8 necrotic 40/160 3 lb. 3 Light, organic, reload (10 shots)


    Blster Rifle = Assault rifle 1d8 piercing 100/400 7 lb. 1 Auto (1d10), reload (50 shots)
    Sniper Rifle = Ultimate sniper rifle  1d10 piercing 250/1000 18 lb. 4 Magnetic, reload (10 shots), sniper (+2)

    Light Repeating Blaster = ESP rifle  1d8 piercing 80/320 10 lb. 2 ESP (Auto 1d10, Auto-Heavy 2d8), reload (80 shots)
    *like what Cara Dune or Baze Malbus uses

    Heavy Repeating Blaster = Thumper laser cannon  1d10 force 250/1000 60 lb. 5 Auto-heavy (2d8), heavy, laser, reload (200-H)
    *like the e-web to mainly be used on tripods or vehicles

    change all damage types to RADIANT damage

    basic attack uses 1 ammo
    Auto uses 5 ammo for increased damage dice
    Auto-heavy uses 10 ammo and sprays a 10ft cube, Dex save or be hit for full damage.  save = 8 + Dex + Prof of shooter

    *Ammo = amount of energy used from an energy cell*


    that would be "just the basics" of the new gun rules.   does that seem like too much?








    ________________________________________________________________________________________
    a few tweaks to Armor and AC rules

    base unarmored AC = 12 (not 10)
    calculation for unarmored AC = 10 + prof + dex
    *since most people don't wear armor in SW*

    you CAN wear armor, but basically light armor is kinda pointless
    med and hvy armor add their AC bonus to 10 as usual

    medium armor has DR2, heavy armor has DR 3 for non magical   (lightsabers are magical)

    there are some light armors that give resistance to slashing from non magical or slashing and lightning,  for example, but AC is about the same as unarmored.  

    examples:  (reskinned Aramid armor from u5)

    stormtrooper armor is med armor AC 14 + dex (max 2)  DIS stealth,  resistance to fire and bludgeoning from non magical, DR2
    snowtrooper ............................................................................................................ add cold resistance


    Heavy armor can get some fun abilities in addition to higher AC

    Jump Jets. You are always considered moving when
    performing a jump.

    Accelerator. You have advantage with Strength
    (Athletics) checks and Dexterity (Acrobatics) checks.

    Mask. You are immune to gas attacks and inhaled poisons.

    Boosted. You gain a +2 bonus to Dexterity and a +2
    bonus to Strength.

    Resistances. Fire, acid, and cold, and bludgeoning,
    slashing, and piercing from nonmagical weapons.

    Speed. Your speed increases by +10. You spend a
    charge to increase this to +40 for up to one minute, and you
    can use the Dash action as a bonus action.



    ________________________________________________________________________________________

    Lightsabers = Sun Blade from 5e, with the following modifications

    Sun Blade

    This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

    You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.

    The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.




    ______________________________________________________________________________________

    Force Powers - reskinned arcane\divine abilities

    telekinesis = mage hand
    Jedi Mind Trick = Command, suggestion, etc

    "whaddya wavin yer hand around like a Jedi"   Watto - example that Jedi do use somatic gestures too




    ______________________________________________________________________________________

    Deflecting blaster bolts with a lightsaber = monk 3rd ability Deflect Missiles

    can take as a Feat or substitute for another level class feature of 2nd level or above (for example: divine health, danger sense, channel or destory undead, cunning action, primeval awareness, metamagic, etc

    *Must be holding an activated Lightsaber and have a Reaction available*

    Deflect Missiles

    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

    *great when used with DODGE action!*
    _______________________________________________________________________________________


    Last edited by Chris on Wed Jun 23, 2021 12:10 pm; edited 1 time in total
    whit10
    whit10


    Posts : 6614
    Join date : 2012-03-27

    Character Information
    Hit points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue19/19DEMO of u5e conversion to Star Wars Empty_bar_bleue  (19/19)
    Action Points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue1/0DEMO of u5e conversion to Star Wars Empty_bar_bleue  (1/0)
    Character Sheet:

    DEMO of u5e conversion to Star Wars Empty Re: DEMO of u5e conversion to Star Wars

    Post  whit10 Tue Jun 22, 2021 6:32 pm

    Thanks dude!

    Bounty Hunter and Jedi will be made tonight (using Fighter and Pally templates)
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue35/35DEMO of u5e conversion to Star Wars Empty_bar_bleue  (35/35)
    Action Points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue0/0DEMO of u5e conversion to Star Wars Empty_bar_bleue  (0/0)
    Character Sheet:

    DEMO of u5e conversion to Star Wars Empty Re: DEMO of u5e conversion to Star Wars

    Post  Chris Wed Jun 30, 2021 12:47 pm

    Deflect Missiles - only works against blaster bolts with an activated lightsaber

    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk total Jedi\Sith level.

    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki Force point to make a ranged attack with the weapon or piece of ammunition you just caught deflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

    Jedi\Sith get 1 Force point per level (just like a Monk gets 1 KI point per level). These Force points can ONLY be spent on Redirecting blaster bolts, unless you have other classes that have abilities that require KI points

    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue35/35DEMO of u5e conversion to Star Wars Empty_bar_bleue  (35/35)
    Action Points:
    DEMO of u5e conversion to Star Wars Left_bar_bleue0/0DEMO of u5e conversion to Star Wars Empty_bar_bleue  (0/0)
    Character Sheet:

    DEMO of u5e conversion to Star Wars Empty Re: DEMO of u5e conversion to Star Wars

    Post  Chris Wed Jun 30, 2021 12:48 pm

    Lightsaber d8 radiant: finesse, versatile d10

    Sponsored content


    DEMO of u5e conversion to Star Wars Empty Re: DEMO of u5e conversion to Star Wars

    Post  Sponsored content


      Current date/time is Sat Apr 27, 2024 4:26 am