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House Rules

Star Wars Classes

All Star Wars classes are acceptable with the exception of the Noble. However, Lightsabers and blasters have not yet made it into widespread use as of yet. Therefore, the following modifications apply to all classes and feats;

WEAPON GROUP PROFICIENCY - BLASTERS: Applies to handguns

WEAPON GROUP PROFICIENCY - BLASTER RIFLES: Applies to rifles and assault weapons but not to heavy ordinance such as tanks and the like.

EXOTIC WEAPON PROFICIENCY - LIGHTSABER: The Jedi character may choose any one-handed bladed weapon to use fill the slot. However, since the character is likely proficient in the weapon already (and swords are not exotic weapons…) the player may substitute Weapon Finesse or another suitable feat at the DM's discretion.
A Force Adept's Force Weapon is unaffected.


New Feats

Credit where credit is due - with apologies, I do not remember who wrote this feat. However, as much as I would like to say otherwise, I did not write it. - Rockthunder

Energy Shift
Benefit: You can change the energy type of a spell.
Effect: You can change the energy type (Fire, Cold, Electricity, Acid, and Sonic) of a spell to another energy type (For example, a fireball becomes an acidball). An energy shift spell takes one spell slot higher. Damage remains unchanged.


New Races

Elemental-Kin

Elemental-Kin are a new phenomenon among the Changed and only a handful are known to exist. They correspond to the four main elements of Fire, Water, Earth and Air. Variants exist, but in game terms they all use the same system as the "parent element." For example, Loehann Silverback is Stone-Kin. He uses all the rules for Earth-Kin and in game terms he is an Earth-Kin.

Elemental Kin have some feature that shows their "heritage." This includes slate skin (Earth), long wavy blue hair (Water), a burning gaze (Fire), wet skin (Water) etc. Size, habits and movement are also affected. Earth Kin are determined, Fire Kin are quick, Air Kin are often flighty, Water Kin tend to be emotional.

All Elemental-Kin are immune to attacks and effects caused by their parent element. The player may work out an alternate arrangement with the DM. For Example, Owen Heavystrike is a Fire-Kin. Instead of total fire immunity, the character has immunity to natural cold and natural heat. This includes lava, fire, flamethrowers, restaurant freezers, winter, etc. It excludes dragon breath, spells, freezers that extend into the Kelvin range and the like. He also radiates heat like a campfire.

Favored Class: Determined by the Element type:
EARTH - any warrior (Bbn, Ftr, Mnk, Pal, Ran, Sol)
FIRE - Rge, Nbl
WATER - Clr, Mnk, FRC
AIR - Brd, Rge, Scn
(Sol - SW Soldier, Nbl - SW Noble, FRC - any SW Force Class, Scn - SW Scoundrel)

Elemental Kin CANNOT choose powers, domains, etc that are in direct "opposition" to their chosen element; Earth opposes Air, while Water opposes Fire.

Most Elemental Kin are of neutral or good alignment. Evil Kin are often "tainted" or "polluted" in some way.

Elemental Kin are considered three levels above regular classes. A newly created character may do one of two things: start two levels below the party (for first level, subtract the equivalent of two levels xp from zero and make him/her work his way up. Alternatively, use the XP Charts for powerful races found in the Forgotten Realms sourcebook (which I have only heard about).

Hit Dice are per class with the exception of Earth-Kin who increase by one type (barbarians gain +2 to all die rolls)
Speed is per the base creature. Air-Kin have a 75% chance to be able to fly at their normal speed (average maneurvability)

Special Attacks: Per class

Special Abilities:
Each elemental-kin has a special attack based on its element in addition to all class abilities.
Fire - Produce Flame: 6d10 damage
Earth -
Water -
Air -

Special Qualities:
Per class, plus a unique defense:
Fire - Heat & Cold DR = Fortitude Modifier
Earth - DR = twice Fortitude Modifier against bludgeoning attacks
Water - ???
Air - AC bonus = to Reflex Modifier

Abilities:
Fire - Str +2, Dex +2, Con +8, Int +0, Wis +0, Cha+0
Earth - Str +8, Dex +0, Con +2, Int +2, Wis +0, Cha+0
Water - Str +3, Dex +0, Con +7, Int +0, Wis +2, Cha+0
Air - Str +0, Dex +8, Con +2, Int +0, Wis +0, Cha+2

Feats:
Per class, Elemental Kin have access to Dragon and Monster Feats as appropriate.