Saga. A Fantasy Setting for the Star Wars: Saga Edition Roleplaying Game Version 3.1

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1 Saga A Fantasy Setting for the Star Wars: Saga Edition Roleplaying Game Version 3.1 This supplement is not intended for publication or sale. It is a fan-based creation design to work in conjunction with a highly popular role-playing game, but has no official ties or attachment to that game, its designer, or its respective parent companies. Please note that neither myself, nor any other person involved in the creation of this document is affiliated with Wizards of the Coast, Inc. or Lucasfilm Limited. Wizards of the Coast All rights reserved. Dungeons and Dragons and Star Wars: Saga Edition are registered trademarks of Wizards of The Coast, Inc. Any use of trademarks or copyright material in this document should not be viewed as a challenge to those trademarks/copyrights, and are used without authorization, endorsement, or specific permission. Any commercial use of trademarks or copyrighted material without express permission is prohibited. Under no circumstances will any of this material to be made available for profit or compensation in any form. Star Wars All rights reserved. All characters, names and titles 2003 Lucasfilm Limited. All rights reserved. Trademarks of Lucasfilm Limited. The mention of or reference to any title or product in this document is not a challenge to the trademark or copyright concerned. Any commercial use of trademarks or copyrighted material without express permission is prohibited. Under no circumstances will any of this material to be made available for profit or compensation in any form.

2 Race Details RACE AND LANGUAGES All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character with an Intelligence bonus at 1st level can speak other bonus languages as well (as determined by race); one extra bonus language per point of Intelligence bonus as a starting character. Literacy: Any character except a barbarian can read and write all the languages he or she speaks. SMALL CHARACTERS A Small character gets a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. A Small character s carrying capacity is three-quarters of that of a Medium character. A Small character generally moves about twothirds as fast as a Medium character. Small characters use the same sized weapons as medium characters, but must wield medium sized weapons in two hands, and cannot wield large weapons. HUMANS Medium Size: As Medium creatures, humans have no special bonuses or penalties due to their size. Speed: Human base land speed is 6 squares. Bonus Feat: Humans are adaptable, and can choose any bonus feat at 1 st level that they qualify for, in addition to the 1 st level bonus feat that all characters get. Bonus Trained Skill: Humans are fast learners and may Train in 1 extra skill at 1 st level. Automatic Languages: Common. DWARVES Ability Score Adjustment: +2 Constitution, 2 Charisma. Dwarves are a hardy and honest folk, but often seen by others as gruff and less than charismatic. Medium Size: As Medium creatures, dwarves have no special bonuses or penalties due to their size. Speed: Dwarf base land speed is 4 squares. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 12 squares. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: A dwarf may choose to re-roll any Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. The result of the re-roll must be accepted, even if it is worse than the original. Something that isn t stone but that is disguised as stone also counts as unusual stonework. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven ugroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +2 bonus on ability checks and grapple checks made to resist being bantha rushed, tripped, or thrown when standing on the ground (but not when climbing, flying, riding, or 2

3 otherwise not standing firmly on the ground). Great Fortitude: +2 racial bonus to Fortitude Defense. Dwarves are an extremely hardy folk. Automatic Languages: Common and Dwarven. ELVES Ability Score Adjustment: +2 Dexterity, 2 Constitution. Elves are generally well coordinated and lithe, but tend to be more fragile than other races. Medium Size: As Medium creatures, elves have no special bonuses or penalties due to their size. Speed: Elf base land speed is 6 squares. Reverie: Elves to not sleep as other races do, but enter a dream-like meditation for 4 hours, during which they can perceive the world normally. After 4 hours, they have received the benefits of a full night s rest. Low-Light Vision: An elf does not suffer the penalties for concealment due to low light. However, he still cannot see in complete darkness. Iron Will: +2 racial bonus to Will Defense. Elven minds are ancient and disciplined. Weapon Familiarity: Elves may treat longswords, rapiers, longbows, and shortbows as Simple Weapons. Training with these weapons is an innate part of elven culture, and all elves know how to use them. Heightened Awareness: An elf may choose to re-roll any Perception check he makes, but must accept the result of the re-roll, even if it is worse than the original. An elf has very keen eyes and ears. Automatic Languages: Common and Elven. GNOMES Ability Score Adjustment: +2 Constitution, 2 Strength. Gnomes are very hardy, but their small size makes them weaker than most other races. Small Size: As a Small creature, a gnome gains a +1 size bonus to Reflex Defense, and a +5 size bonus on Stealth checks. But his lifting and carrying limits are three-quarters those of a Medium character, and he must wield one-handed weapons in two hands. He cannot wield two-handed weapons. Speed: Gnome base land speed is 4 squares. Low-Light Vision: A gnome does not suffer the penalties for concealment due to low light. However, he still cannot see in complete darkness. Scent: At close range (within 10 squares) a gnome ignores concealment and cover when making Perception checks. Gnomes have very keen noses. Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. Great Fortitude: +2 racial bonus to Fortitude Defense. Gnomes are a very hardy folk. Magical Knack: Magic comes naturally to gnomes. Once a day, a gnome may choose to re-roll any Use Magic check, but must accept the result of the re-roll, even if it is worse than the original. Legerdemain: All gnomes have an innate connection to magic, even without the Magical Spirit feat. Once a day, a gnome can attempt an untrained Use Magic check to perform the Move Light Object application of the Use Magic skill. Automatic Languages: Common and Gnome. HALF-ELVES Medium Size: As Medium creatures, half-elves have no special bonuses or penalties due to their size. Speed: Half-elf base land speed is 6 squares. Half-Sleep: Although halfelves do sleep like humans, they retain a good portion of their elven ancestry. A half-elf can sleep for 4 hours and gain the benefits of 8 hours of sleep. 3

4 Extra Trained Skill: 1 extra Trained skill at 1st level. A half-elf s human ancestry makes him a fast learner. He may Train in 1 extra skill at 1 st level, in addition to the fixed number of Trained skills granted by his first 1 st level class. Low-Light Vision: A half-elf does not suffer the penalties for concealment due to low light. However, he still cannot see in complete darkness. Natural Socialite: Half-elves tend to be cultured, gregarious, and coy. A half-elf may choose to re-roll any Deception or Gather Information check he makes, but he must accept the result of the re-roll, even if it is worse than the original. Elven Blood: For all effects related to race, a half-elf is considered an elf. Automatic Languages: Common and Elven. HALF-ORCS Ability Score Adjustment: +4 Strength, 2 Intelligence, 2 Charisma. A half-orc s starting Intelligence score is always at least 3. If this adjustment would lower the character s score to 1 or 2, his score is nevertheless 3. Stronger than other races due to their orc heritage, that same heritage also affords most half-orcs a brutish and simple manner. Medium Size: As Medium creatures, half-orcs have no special bonuses or penalties due to their size. Speed: Half-orc base land speed is 6 squares. Darkvision: Half-orcs (and orcs) can see in the dark up to 12 squares. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Bonus Feat: Half-orcs are very tough, and receive Improved Damage Threshold as a racial bonus feat. Intimidating Stature: A halforc s nature often strikes fear in others. He may choose to apply his Strength modifier to his Persuasion checks instead of his charisma, when using the Intimidate option of the Persuasion skill. Rage: Once a day, a half-orc can fly into a rage as a swift action. While raging, the half-orc temporarily gains a +2 Rage bonus to melee attack rolls and melee damage rolls, but cannot use skills that require patience or concentration such as Stealth, Thievery, or Use Magic. A fit of rage lasts a number of rounds equal to 5 + the half-orcs Constitution modifier. At the end of its rage, the half-orc moves -1 persistent step on the Condition Track. It takes 10 minutes of rest with zero strenuous activity will remove the persistent condition. Orc Blood: For all effects related to race, a half-orc is considered an orc. Automatic Languages: Common and Orc. HALFLINGS Ability Score Adjustment: +2 Dexterity, 2 Strength. A quick and very nimble people, Halflings small size tends to make them weaker than most other races. Small Size: As a Small creature, a halfling gains a +1 size bonus to Reflex Defense, and a +5 size bonus on Stealth checks. But his lifting and carrying limits are three-quarters those of a Medium character, and he must wield one-handed weapons in two hands. He cannot wield two-handed weapons. Speed: Halfling base land speed is 4 squares. Athletic: Though small, Halflings pride themselves on physical tenacity and competition. A Halfling may choose to re-roll any Athletics check, but must accept the result of the re-roll, even if it s worse than the original. Sneaky: Very nimble, and practiced at the arts of stealth from a young age, a halfling may choose to re-roll any Stealth check, but must accept the result of the re-roll, even if it s worse than the original. Superior Defenses: +1 racial bonus to Reflex, Fortitude, and Will Defenses. Halflings are naturally lucky. Automatic Languages: Common and Halfling. 4

5 Class Details Of the five base classes normally present, four have remained almost identical. With tweaks to small things here and there, the Noble, Scoundrel, Scout, and Soldier function as they always have in the roles they re best at. Though Jedi has been removed from the game, a new Class has been introduced all together the Mage. Completing the final role, the Mage rounds out the current five class choices. Praxeum (a school for Mages, of which there are many) has accepted them for formal training in the Magical arts. Most Praxeums pass knowledge of Magic down from one teacher (or Master ) to one student (or Apprentice ), though some Praxeums have a single Master instructing multiple students. In either case, a Mage s tutelage focuses on a combination of intense meditative exercises, learning from ancient scriptures, and senior instruction from their Masters as the Mage learns the secrets of Magic by unlocking the power within them NEW CLASS AND EXISTING CLASSES A new class, the Mage, is detailed on the following pages as are updates for the Noble, Scoundrel, Scout, and Soldier which all remain playable classes in this game. Jedi The Jedi class is completely removed from this game. Many of the Jedi talents and talent trees have been adapted to the new Mage class, which carries much in common with the old Jedi class but is different in many key ways and is more suited to a traditional fantasy setting. Mage Mages focus on the study of Magic, an unseen and powerful ebbing and flowing energy field that connects all things in the world. Though some beings dabble with magic, a Mage is a rare creature, one with an inborn connection to the flow of Magic. Mages are born, not made (though some mages come into their powers later in life). A mage is a being with a very strong connection to the magic within them, so much so that a Exploits A Mage may journey into the wider world to further their own knowledge, to help others in need, or to simply satisfy a sense of curiosity and wonder. Some mages journey as a representative of their Praxeum, with a goal of their school s design. It is not uncommon to see pairs of mages journeying together usually a Master and an Apprentice. Different Praxeums have different views of Magic. Some are philanthropic believing that the use of magic is to further the 5

6 cause of good. Such mages usually refrain from using Magic for every task, preferring to find other solutions and to save Magic until it is truly needed. Other Praxeums cater to mages that see magic as a tool for personal gain. These Praxeums usually have no qualms about who they will train, but charge exorbitantly for instruction. Mages from such schools are often selfish and crave power, using Magic frequently and without restraint to achieve their goals. Characteristics A Mage s strength comes from their direct and strong connection to the Magic that permeates the world and all living things. Mastering the use of Magic and learning Spells depends entirely on the strength of will and personal insight of the Mage. As such, Charisma and Wisdom are the most important abilities for a Mage. Background A typical Mage starts out as an Apprentice student attached to a more powerful Master Mage. This Master has taken on the responsibility to guide and teach the Apprentice, so that they may one day become a valued member of the Praxeum or a Table 1-1: The Mage Base Attack Level Bonus Special 1st +0 Defense Bonuses, Starting Feats, Talent 2nd +1 Bonus feat 3rd +2 Talent 4th +3 Bonus feat 5th +3 Talent 6th +4 Bonus feat 7th +5 Talent 8th +6 Bonus feat 9th +6 Talent 10th +7 Bonus feat 11th +8 Talent 12th +9 Bonus feat 13th +9 Talent 14th +10 Bonus feat 15th +11 Talent 16th +12 Bonus feat 17th +12 Talent 18th +13 Bonus feat 19th +14 Talent 20th +15 Bonus feat champion of its ideals hopefully even becoming Masters and taking Apprentices of their own someday. The relationship between Master and Apprentice (and between Praxeum and student) varies from constant, direct instruction to a more hands-off approach by the Master, with periodic tenures of deep instruction. This depends on the Praxeum s traditions and the stage of development the Master feels their Apprentice has attained. Either way, a mage always shares a deep connection to their Master and Praxeum, but often operates with only tangential contact with them. Game Rule Information Mages have the following game statistics. Abilities Charisma and Wisdom are the most important abilities for a mage, as they affect how many spells they are able to learn, and how well they can cast them. But a mage s often cloistered life tends to lead to frailty and weakness. As such, a mage often benefits from a good Constitution score to help boost their low hit dice. Hit Points A Mage begins play at 1 st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1 st, Mages gain 1d6 hit points + their Constitution modifier. Spirit Points Mages gain a number of Spirit Points equal to 5 + one-half their character level (rounded down) at 1 st level, and every time they gain a new level in this class. Any Spirit Points left over from previous levels are lost. Class Features All of the following are features of the Mage class. Defense Bonuses At 1 st level, you gain a +1 class bonus to your Fortitude Defense, Reflex Defense, and Will Defense. 6

7 Starting Feats At 1 st level, you gain the following bonus feats: Magical Spirit Weapon Proficiency (Simple Weapons) Talents At 1 st level, and at every odd-numbered level thereafter (3 rd, 5 th, 7 th, etc.) you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated. PRAXEUM GUARDIAN TALENT TREE Isolated Praxeums need protection from the foul forces of the world, and even in civilized areas, many Praxeums work together with (or occasionally, serve entirely as) the civil defense forces of a community, working to protect it from harm. As such, many Mages are trained to use Magic in a more combat-oriented role, honing their skills to become deadly combatants. Battle Magic: You have learned to focus magical energy to strengthen your allies in times of combat, lifting their spirit. Once an encounter, as a full-round action, you can grant yourself and all allies within 12 squares a +1 insight bonus on attack rolls made before the end of the encounter. This bonus remains with those affected until the end of the encounter, but ends if you are knocked unconscious or killed. This is a mindaffecting affect. Deflect: The power of Magic directs your weapon to deflect an attack that may otherwise harm you. As a reaction, once per encounter, you may negate a melee or ranged attack that has hit you by making a successful Use Magic check. The DC of the check is equal to the result of the attack roll you wish to negate. You must have a melee weapon drawn and ready to use this talent, and you must be aware of the attack and not flat-footed. Special: You may take this talent more than once. Each time you take this talent, you may use Deflect one additional time per encounter. Elusive Target: (as the Elusive Target talent on pg. 40) Magical Intuition: The power of your Magic governs your reactions and senses of the world about you while in combat. You can use your Use Magic modifier instead of your Initiative modifier when making Initiative checks. You are considered trained in the Initiative skill. If you are entitled to an Initiative check re-roll, you may re-roll your Use Magic check instead (subject to the same circumstances and limitations). Resilience: You have learned to let your Magical strength steel your resolve. You can spend a full-round action to move +2 steps up the condition track. PRAXEUM HUNTER TALENT TREE Praxeums frequently train Mages with certain aptitudes to assist the Praxeum (or the government it may serve) in areas of surveillance and espionage. In addition, these Hunters serve as the eyes and ears of the Praxeum, and are frequently used to locate other Magically Sensitive individuals, perhaps children or adolescents destined to become apprentices; or to simply root out enemy Mages hiding in plain sight. Clear Mind: You have learned to temporarily suppress your magical resonance, making you much harder to detect. You may re-roll any opposed Use Magic checks made to avoid being detected by other Magic-users. You must take the result of the re-roll, even if it is worse. Magic Sense: You have learned to strengthen your mental senses to hear the faintest echo of magic. You may reroll any opposed Use Magic checks made to detect other Magic-users. You must take the result of the re-roll, even if it is worse. Spell Haze: You have learned a spell that can shield you and others from prying eyes. As a standard action, you can spend a Spirit Point to magically hide yourself and your allies from the Perception of others, creating a haze around yourselves. You can hide yourself, plus one other creature per Mage class level that is within your line of sight. Make a Use Magic check and compare it to the Will Defense of any opponent that enters into the line of sight of you or any other ally hidden by your magical haze. If your check beats the Will Defense of the opponent, you and all creatures hidden by the haze are treated as having total concealment against that foe. Magical Stealth: You have learned to use your Magic to govern your sense of movement and go unnoticed. You can use your Use Magic modifier instead of your Stealth modifier when making Stealth checks. You are considered trained in the Stealth skill. If you are entitled to a Stealth check re-roll, 7

8 you may re-roll your Use Magic check instead (subject to the same circumstances and limitations). Prerequisite: Clear Mind. Magical Resistance: So dedicated are you rooting out the foes of your ideology, you have learned special defenses to combat them. You gain a +2 Magic bonus to all Defense scores against spells that target you. Prerequisite: Magic Sense. PRAXEUM MYSTIC TALENT TREE Many Praxeums become home to scholars and mystics who devote their entire lives to the acquisition of wisdom, and to the mastery of pure spellcasting. For Mages who find their talents best suited to pure spellcasting, and find little use for the more physical or political machinations of Praxeum life (or the world in general), many become Mystics. Praxeum Mystic talents focus on using the knowledge of spells to greater benefit. Expanded Spell Knowledge: Your Magical focus has brought you greater spell knowledge than most. Add an extra spell to your Spell Suite. This only occurs once, regardless of how many times you take the Spell Training feat. Prerequisite: Spell Training. Mystical Seer: You have gained skill at using Magic to predict the future. You may re-roll any Use Magic checks made to activate the Augury option of the Use Magic skill. You must take the result of the re-roll, even if it is worse. Prerequisite: Farseeing. Mystical Healer: Your focus in healing Magic has made it second nature to you. You may re-roll any Use Magic checks made to cast the Vital Transfer spell. You must take the result of the re-roll, even if it is worse. Prerequisite: Vital Transfer, trained in Knowledge (Nature). Practiced Mage: Due to your extensive training and practice, spell casting comes more naturally to you. Once a day, you may choose to re-roll a Use Magic check made to cast a spell from your Spell Suite. You must take the result of the re-roll, even if it is worse. Prerequisite: Skill Focus (Use Magic). Swift Power: So focused are you on the casting of spells, that you can pull off feats of spell casting speed. Once a day, you can attempt to cast a spell that normally requires a standard action as a move action or a swift action. Prerequisite: Mage. Expanded Spell Knowledge, Practiced PRAXEUM SPEAKER TALENT TREE Mages that follow the path of the Praxeum Speaker are trained to serve as the voice of their Praxeum, working as skilled negotiators and talented ambassadors. They prefer to use the strength of their words, and the power of Magic to augment those words, in order to solve conflict. Adept Negotiator: (as the Adept Negotiator talent on pg. 39) Magical Persuasion: The power of your Magic has grown to influence your words and skill at negotiation. You can use your Use Magic modifier instead of your Persuasion modifier when making Persuasion checks. You are considered trained in the Persuasion skill. If you are entitled to a Persuasion check re-roll, you may re-roll your Use Magic check instead (subject to the same circumstances and limitations). Prerequisite: Adept Negotiator. Master Negotiator: (as the Master Negotiator talent on pg. 40) Skilled Advisor: (as the Skilled Advisor talent on pg. 40) Bonus Feats At each even-numbered level (2 nd, 4 th, 6 th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet the prerequisites for that feat. Armor Proficiency (Light), Combat Reflexes, Dodge, Master of the Spirit, Melee Defense, Mobility, Quick Draw, Running Attack, Skill Focus, Skill Training, Weapon Finesse, Weapon Focus (Simple). Class Skills A mage chooses a number of skills equal to 2 + their Intelligence modifier to Train in at 1 st level. These choices must be made from the Mage s class skill list. The following skills comprise the Mage class skill list: Initiative (Dex), Knowledge (Int) [All], Perception (Wis), Ride (Dex), and Use Magic (Cha). Starting Wealth A 1 st level Mage starts play with 50 gold pieces. 8

9 Noble The noble class remains largely unchanged, except for the notations below. Make the following replacements: Class Features All of the following are features of the Noble class. Starting Feats (pg. 42) At 1 st level, you gain the following bonus feats: Linguist* Weapon Proficiency (Simple Weapons) Weapon Proficiency (Longsword, Rapier) *You must meet the prerequisites of this feat (Minimum Intelligence 13) to gain it. Talents LINEAGE TALENT TREE (pg. 44) Connections: You know people. People who owe you, or your family, or who trust you as a good friend. These contacts come from all walks of life. Once per game session, when in a fairly well populated area (per GM discretion), your character can call on the aid of one of your connections. Your contact will possess non-heroic levels equal to your character level, and can: perform a trained skill check; cast a spell; arrange lengthy or difficult transportation, either free of charge or at a drastic discount; speak on your behalf in matters of law or commerce; obtain difficult-to-find items either free of charge or at a drastic discount; provide an introduction to a powerful leader or a hidden one. Each of these options is entirely up to your GM s discretion, and they possess the final say in regards to what you can accomplish through your connections. Wealth: Each time you gain a level (including the level at which you select this talent) you receive an amount of Gold Pieces equal to 500 x your noble level. You can spend these gold pieces as you see fit. They appear in a civilized, accessible location of your choice, or in a private bank account. Bonus Feats (pg. 44) At each even-numbered level (2 nd, 4 th, 6 th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet the prerequisites for that feat. Armor Proficiency (Light), Exotic Weapon Proficiency, Improved Defenses, Linguist, Melee Defense, Skill Focus, Skill Training, Surgical Expertise, Weapon Finesse, Weapon Proficiency (Martial). Class Skills A noble chooses a number of skills equal to 6 + their Intelligence modifier to Train in at 1 st level. These choices must be made from the noble s class skill list. The following skills comprise the Noble class skill list: Deception (Cha), Gather Information (Cha), Initiative (Dex), Knowledge (Int) [All], Perception (Wis), Persuasion (Cha), Pilot (Dex), Ride (Dex), and Treat Injury (Wis). Starting Wealth (pg. 44) A 1 st level Noble starts play with 300 gold pieces. 9

10 Scoundrel The scoundrel class remains largely unchanged, except for the notations below. Make the following replacements: Class Features All of the following are features of the Scoundrel class. Starting Feats (pg. 42) At 1 st level, you gain the following bonus feats: Point Blank Shot Weapon Proficiency (Simple Weapons) Weapon Proficiency (Hand Crossbow, Rapier, Sap, Short sword, Short bow) Talents SLICER TALENT TREE (pg. 47) Remove the Slicer Talent Tree and Replace it With: CUTPURSE TALENT TREE You move like a ghost through quiet houses, dark neighborhoods, and rich abodes plying the trade of the thief with extraordinary talent and grace. Master Filcher: Nothing s too big for you to snag. When using the Conceal an Item option of the Stealth skill, you treat any object you are trying to conceal as one size category smaller. Lock Breaker: You re so good at picking locks, it takes you only a few moments. You can use the Open Lock option of the Thievery skill as a move action, instead of a fullround action. Crooked Fingers: You do not require a set of Thieves Tools to perform any aspect of the Thievery skill, and receive no penalty for failing to have a set of Thieves Tools. You are able to make do without, or to fashion what you need instantly from materials on hand. SEADOG TALENT TREE You prowl the briny waves seeking wealth, fame, adventure, or something more. You re a seadog, and the ocean is the comfort you long for. Wave Tossed: Once per day, while aboard a ship, you can add your scoundrel class level as a bonus on a single attack roll, skill check, or ability check. The decision to add this bonus can be made after the result of the roll is known. Scallywag: You take no penalty to attack rolls in rough seas or high winds, and are able to take 10 on Acrobatics checks to Balance, even when threatened. In addition, you are considered proficient with any ship-mounted weapon. Ship Raider: You gain a +1 bonus on attack rolls while aboard a ship. This bonus applies to attacks made with shipmounted weapons, as well as personal weapons used aboard a ship. Prerequisite: Scallywag. High Seas Fighter: Whenever you roll a natural 20 on an attack roll made aboard a ship, you gain a temporary Spirit Point. If the Spirit Point is not used before the end of the encounter, it is lost. Prerequisite: Scallywag. Bonus Feats (pg. 47) At each even-numbered level (2 nd, 4 th, 6 th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet the prerequisites for that feat. Deadeye, Dodge, Melee Defense, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Running Attack, Skill Focus, Skill Training, Vehicular Combat, Weapon Proficiency (Martial). SPACER TALENT TREE (pg. 47) Remove the Spacer Talent Tree and Replace it With: 10

11 Class Skills A Scoundrel chooses a number of skills equal to 4 + their Intelligence modifier to Train in at 1 st level. These choices must be made from the scoundrel s class skill list. The following skills comprise the Scoundrel class skill list: Acrobatics (Dex), Deception (Cha), Gather Information (Cha), Initiative (Dex), Knowledge (Int) [Bureaucracy, Lore, Science, and Tactics], Perception (Wis), Persuasion (Cha), Pilot (Dex), Ride (Dex), Stealth (Dex), and Thievery (Dex). Starting Wealth (pg. 47) A 1 st level Scoundrel starts play with 100 gold pieces. Scout The scout class remains largely unchanged, except for the notations below. Make the following replacements: Class Features All of the following are features of the Scout class. Starting Feats (pg. 49) At 1 st level, you gain the following bonus feats: Shake it Off* Weapon Proficiency (Simple Weapons) Weapon Proficiency (Martial) *You must meet the prerequisites of this feat (Minimum Constitution 13 and trained in the Endurance skill) to gain it. Talents FRINGER TALENT TREE (pg. 50) Jury-Rigger: You re able to cobble together the best quick-fixes to get out of the worst situations. You may re-roll any Thievery check made to accomplish the Disable Device option of the Thievery skill. You must, however, accept the result of the re-roll. Bonus Feats (pg. 50) At each even-numbered level (2 nd, 4 th, 6 th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet the prerequisites for that feat. Armor Proficiency (Light, Medium), Careful Shot, Deadeye, Dodge, Far Shot, Linguist, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Shake it Off, Skill Focus, Skill Training, Sniper, Vehicular Combat, Weapon Proficiency (Martial). Class Skills A Scout chooses a number of skills equal to 5 + their Intelligence modifier to Train in at 1 st level. These choices must be made from the scout s class skill list. The following skills comprise the Scout class skill list: Athletics (Str), Endurance (Con), Initiative (Dex), Knowledge (Int) [Lore, Nature, and Tactics], Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Thievery (Dex). Starting Wealth (pg. 50) A 1 st level Scout starts play with 100 gold pieces. 11

12 Soldier The soldier class remains largely unchanged, except for the notations below. Make the following replacements: Class Features All of the following are features of the Soldier class. Starting Feats (pg. 51) At 1 st level, you gain the following bonus feats: Armor Proficiency (Light) Armor Proficiency (Medium) Weapon Proficiency (Simple Weapons) Weapon Proficiency (Martial) Talents COMMANDO TALENT TREE (pg. 52) Cover Fire: When you make a ranged attack, all allies within 6 squares of you when the attack was made get a +1 bonus to Reflex Defense until the start of your next turn. Allies within range don t need to be within your line of sight to gain the bonus. Prerequisite: Battle Analysis Demolitionist: **Remove this Talent from the Commando Talent Tree** Bonus Feats (pg. 53) At each even-numbered level (2 nd, 4 th, 6 th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet the prerequisites for that feat. Armor Proficiency (Heavy), Bantha Rush, Careful Shot, Charging Fire, Cleave, Combat Reflexes, Coordinated Attack, Crush, Deadeye, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Exotic Weapon Proficiency, Far Shot, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mighty Swing, Pin, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Rapid Strike, Running Attack, Shake it Off, Shield Bash, Skill Focus, Skill Training, Sniper, Throw, Toughness, Trip, Triple Attack, Triple Crit, Vehicular Combat, Weapon Focus. Class Skills A Soldier chooses a number of skills equal to 3 + their Intelligence modifier to Train in at 1 st level. These choices must be made from the soldier s class skill list. The following skills comprise the Soldier class skill list: Athletics (Str), Endurance (Con), Initiative (Dex), Knowledge (Int) [Tactics], Perception (Wis), Pilot (Dex), Ride (Dex), and Treat Injury (Dex). Starting Wealth (pg. 53) A 1 st level Soldier starts play with 200 gold pieces. MULTICLASSING No changes have occurred in the multiclassing process. However, confusion may arise as a new feat, Weapon Proficiency (type) is part of the starting feats for two of the classes (for example, Scoundrel, who gets Weapon Proficiency [Rapier, Sap, Short Sword, Short Bow] at first level). When muticlassing into such a class, and if you choose the Weapon Proficiency (type) feat from the starting feat choices, then you do not gain Weapon Proficiency for each weapon listed but you must choose ONE of the weapons from that weapon class to take proficiency in. 12

13 Skill Details Most skills from the core rulebook remain the same, though some have been removed outright or combined into other existing skills or brand new skills. A handful of brand new skills have been added to the game as well, and are detailed below. Here you will find information on which skills to delete, which to change, and which to add. If a skill is not touched on below, it remains identical to its version in the core rulebook. In addition, an updated class skill chart reflecting the new skills is presented here. TRAINED SKILLS Recall that a character chooses certain Trained skills at 1 st level (or upon an Intelligence modifier increase, or when taking the Skill Training feat). At 1 st Table 2-1: Trained Skills at First Level Class Trained Class Skills at 1 st Level Mage 2 + Int modifier Noble 6 + Int modifier level, a character chooses a number of Trained skills from their class skill list, Scoundrel 4 + Int modifier depending on the class. Table 2-1 details the number of Trained skills a character gets at 1 st Scout 5 + Int modifier level, based on class (humans gain one additional Trained Soldier 3 + Int modifier skill at 1 st level). Table 2-2: Class Skills by Class (C denotes class skills) Armor Check Skill Penalty? Mage Noble Scoundrel Scout Soldier CLASS SKILLS Each class possesses a class skill list that a character must choose from when picking Trained skills at 1 st level. A character s class skill list expands to encompass any class they have a level in, meaning that after 1 st level, if the character is able to Train in another skill (via the Skill Training feat, or an Intelligence modifier increase), they may choose a skill from any of the class lists they have levels in. Table 2-2 denoted class skills, as well as skills that an Armor Check Penalty applies to, and whether certain skills can even be used untrained. Acrobatics (Dex) Yes C Athletics (Str) Yes C C Deception (Cha) No C C Endurance (Con) Yes C C Gather Info (Cha) No C C Initiative (Dex) Yes C C C C C Knowledge (Int) Bureaucracy No C C C Lore No C C C C Magic No C C Nature No C C C Science No C C C Tactics No C C C C C Perception (Wis) No C C C C C Persuasion (Cha) No C C Pilot (Dex) No C C C Ride (Dex) Yes C C C C C Stealth (Dex) Yes C C Survival (Wis) No C Thievery (Dex) Yes C C Treat Injury (Wis) No C C Use Magic (Cha) 1 Yes C 1 Any Character with the Force Sensitivity feat treats Use Magic as a class skill. 13

14 SKILL DESCRIPTIONS Skill Name (Key Ability): Trained Only; Armor Check Penalty. The skill name line and the line beneath it include the following information: Key Ability: The abbreviation for the ability whose modifier applies to the skill check. Trained Only: If Trained Only appears on the line beneath the skill name, you must be trained in that skill to use it. If Trained Only is omitted, the skill can be used untrained, except for some uses which are outlined in detail in the description. Any special notes that apply to Trained or untrained skills will appear in the Special section. Armor Check Penalty: If the Armor Check Penalty appears on the line beneath the skill name, you take a penalty on skill checks make while wearing armor or a shield, the penalty is outlined in the armor and shield descriptions. Retry: Any circumstances that apply to successive attempts to use the skill successfully. If this section is omitted, the skill may be tried again without any penalty (other than taking up more time). Special: Any special notes that apply, such as rules regarding untrained use and whether or not you can take 10 or 20 on the check. Time: How much time is takes to use this skill assuming that information hasn t already been provided elsewhere. Athletics (Str): **The Following Skill is Added to the Skills Chapter of the Core Rulebook** Armor Check Penalty. Athletics represents physical modes of movement that rely on your strength to accomplish, such as climbing, jumping, and swimming. Wearing armor you are not proficient with, or being encumbered, adds a penalty to Athletics checks. Climb: (as is detailed in the Climb Skill on pg. 63 of the SECR; except replace Climb with Athletics ) Jump: (as is detailed in the Jump Skill on pg. 68 of the SECR; except replace Jump with Athletics ) Swim: (as is detailed in the Swim Skill on pg. 74 of the SECR; except replace Swim with Athletics ) Retry: An Athletics check can be retried, provided you are able to retry it (it s difficult to retry an Athletics check the next round to climb the rope you just fell from, or to swim to the surface after you ve just drowned). Special: You can take 10 on an Athletics check, but you can t take 20. Climb (Str): (pg. 63) **This Skill is Removed from the Core Rulebook** Gather Information (Cha): (pg. 67) **The Following Changes are Made to This Skill** You can use this skill to discover unknown information, secrets, and gossip or to make contacts. Learn News and Rumors: Major news stories and popular local rumors can be discovered with a DC 10 Gather Information check. Learning the detailed or little known facts of a story, or the real background of a rumor requires a DC 20 check and 5 to 25 gold pieces in bribes. Learn Secret Information: Secret Information includes anything unavailable to the general public, such as a wealthy merchant s shipping schedule, the hidden location of a local thieves guild, or security blueprints to the local Lord s manor. Learning a piece of secret information typically requires a DC 25 check and 50 to 100 gold pieces in bribes. However, especially difficult to obtain information might require a DC 30 check or higher, and cost 500 gold or more (at the GM discretion). If the check fails by 5 or more, someone notices that you re asking questions and comes to investigate, arrest, or silence you. Locate a Person: Make a Gather Information check to locate a specific person, either someone you know, or someone with the skills, items, or information you need. A relatively easy to locate target can be found with a DC 15 check. If the target isn t well known, or has taken measures to conceal his presence and/or activities, the DC is 25 and the information costs 2 to 25 gold pieces in bribes. Special: You can take 10 on a Gather Information check, but you can t take 20. A successful Persuasion check can reduce the monetary cost of a Gather Information check (see Persuasion skill details). Some information is beyond the means of a Gather Information skill check. Characters seeking a mighty elf archmage won t likely find him in a goblin cave den, no matter how many goblins they question.

15 Time: Each Gather Information check represents 1d4 hours of time spent talking to informants, searching market stalls and taverns, and entertaining people. Jump (Str): (pg. 68) **This Skill is Removed from the Core Rulebook** Knowledge (Int): (pg. 68) **The Following Changes are Made to This Skill** Knowledge is not actually one skill, but several unrelated skills. When you pick the Knowledge skill, you must specify a field of study (see below). Knowledge in that field represents knowledge of some body of lore, possibly an academic, magical, or even scientific discipline. o Bureaucracy (governments and organizational structures, legal systems and regulations) o Lore (history, geography, general information about nations, cities, groups of humanoid people) o Magic (spellcasting, Praxeum knowledge, magical and extra-planar creatures) o Nature (the natural world, medicine, horticulture, animals, non-humanoid peoples) o Science (alchemy, architecture, astronomy, engineering, mathematics, mechanics, constructs) o Tactics (military history, combat techniques, battle analysis, strategy) Common Knowledge: You can answer basic questions about a subject related to your field of study with a successful DC 10 check. For example, a DC 10 Knowledge (Lore) check would tell you a common country s ruler. A common knowledge check can be made as a free action. Expert Knowledge (Trained Only): You can make a Knowledge check as a swift action to answer a question within your field of study that requires some level of expertise. This DC ranges from 15 (for simple questions) to 25 (for tough questions), and the GM may adjust the DC s based on personal experience. A Knowledge (Lore) check regarding a particular city may have its DC set much lower if the character making the check was born and raised there. You can also make an expert knowledge check to ascertain the special powers or vulnerabilities of certain foes or monsters. In general, the DC of such a check equals 10 + the foe s CL. A successful check allows you to remember a bit of useful information about that monster or threat (as determined by the GM). For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Decipher Script (Trained Only): A character Trained in a Knowledge skill can attempt a check to decipher ancient writings, strange dialects, or messages in incomplete or archaic forms provided the message being deciphered is related to the area of Knowledge being used. Deciphering the equivalent of a single page takes 1 minute (10 rounds). The base Knowledge DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). Retry: You cannot re-roll a failed Knowledge check until you gain a level, or spend an adequate amount of time researching the subject in question (per GM s discretion). The roll represents what you know, and usually, thinking about it a second time doesn t let you know something you never learned in the first place. Special: You can take 10 when making a Knowledge check, but you can t take 20. Mechanics (Int): (pg. 63) **This Skill is Removed from the Core Rulebook** Pilot (Dex): (pg. 71) **The Following Changes are Made to This Skill** You can use this skill to operate a ship, airship, or other vehicle. Basic operation of a vehicle does not require a skill check or special training but performing evasive maneuvers and difficult stunts does. Whenever you make a Pilot check, you must apply the vehicle s size modifier to your check. Avoid Collision: You can make a DC 15 Pilot check as a reaction to reduce or negate the damage from a collision. Engage the Enemy (Trained Only): When piloting a vehicle in combat, you can choose to make a Pilot check instead of an initiative check to determine your place in the initiative order. Increase Vehicle Speed (Trained Only): You may make a DC 20 Pilot check as a swift action to make your vehicle perform beyond its normal limits. (You can t take 10 on this check.) If the check fails, your vehicle s speed does not 15

16 increase, and your vehicle moves -1 step down the Condition Track. If you succeed, your vehicle s speed increases by 1 square until the start of your next turn. For every 5 points by which you exceed the DC, your vehicle s speed increases by an additional 1 square. Ram: You can make a Pilot check as part of a full-round action to collide intentionally with a target. Special: You can take 10 on a Pilot check (except when attempting to increase speed), but you can t take 20. Stealth (Dex): (pg. 73) **The Following Changes are Made to This Skill** Armor Check Penalty. You use Stealth to sneak past a guard, catch a foe off-guard, or snipe at him from hiding. Stealth is about not being seen or heard, and about masking your movements. Sneak: When attempting to sneak about, your Stealth check sets the Perception DC to notice you. If an opponent s Perception check meets or exceeds your Stealth check, you ve been noticed. You must have either cover or concealment in order to sneak about. When in a situation that hampers your ability to sneak (such as noisy, debris-strewn floor, or a brightly-lit room), you take a -2 penalty on your Stealth check. Conversely, a favorable circumstance grants a +2 bonus to your check (such as a room with many niches to hide in). If you move more than your speed during the round, you take a - 5 penalty on your Stealth check to sneak. If you move more than double your speed in a round, you take a -10 penalty on your check. Your size also provides a modifier to your Stealth checks: Fine, +20; Diminutive, +15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan, -15; Colossal, -20. Conceal Item: As a standard action, you can attempt to conceal an object (such as a weapon, a book, a flask, a ring, a key, etc.) on your person. The object must be at least one size smaller than you to be concealed, and you take a modifier to your Stealth check, depending on the object s size in relation to you: One size smaller, -5; two sizes smaller, +0; three sizes smaller, +5; four or more sizes smaller, +10. To notice a concealed object, an observer must make a Perception check opposed by your Stealth check and you must not have total concealment. If the observer s Perception check meets or exceeds your Stealth check, the observer notices the concealed item. If an observer physically touches you as part of their search for a concealed item, they gain a +10 modifier to their Perception check. Such a search requires a full-round action, and you (the target) must be willing, pinned, or helpless. Drawing a concealed item is a standard action. Snipe: After making a ranged attack from hiding, you can try to hide again. You must be 2 or more squares from the target, and the target must have been unaware of your presence prior to the attack (having failed a Perception check against your Stealth check). Make a new Stealth check as normal, with a -10 penalty, as a move action. If your Stealth check once again beats the target s Perception check, you remain hidden, otherwise, your location is known to the target. Special: You can take 10 when making a Stealth check, but you cannot take 20. Swim (Str): (pg. 74) **This Skill is Removed from the Core Rulebook** Thievery (Dex): **The Following Skill is Added to the Skills Chapter of the Core Rulebook** Armor Check Penalty. With this skill, you can pick locks, disable traps and other devices, and use rope to bind a foe or help enter a secured area. Disable Device: A Thievery check made to disable a device is made secretly, so that you don t necessarily know whether you ve succeeded. The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you re attempting some sort of sabotage, you think the device is disabled, but it still works normally. You Device Time Security DC 1 Example Simple 1 round 10 Jam a lock. Tricky 1d4 rounds 15 Sabotage a wagon wheel. Difficult 2d4 rounds 20 Disarm a trap, reset a trap. Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device. 1 If you attempt to leave behind no trace of your tampering, add 5 to the DC. 16

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