#CR-2 heavy blaster pistol
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sw5w · 11 months ago
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The Queen Surrounded
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STAR WARS EPISODE I: The Phantom Menace 01:58:20
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Commando
I wanted to make a blaster-style class for @fallout5e ‘s amazing setting.
Hit Points
Hit Dice: 1d6 per commando level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per commando level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or Background.
Armor: Light Armor
Weapons: Simple Weapons, Martial Energy Weapons
Tools: Hacker Kit
Saving Throws: Constitution, Wisdom
Skills: Science, plus any two of: Athletics, History, Insight, Medicine, Perception, or Persuasion
Starting Equipment
You start with the following items, plus anything provided by your Background.
(a) an officer’s sword or (b) a simple Melee Weapon
(a) a laser musket (b) a plasma pistol
2 energy cells
Merc Clothes
An Explorer’s Pack
A Hacker Kit
The Big Book of Science
Table: The Commando
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Energy Modulation
Modulating your energy weapon is a lot like casting spells, except:
They require that you use an equipped energy weapon as the focus component.
They never have verbal or inexpensive material components
They always have somatic components; that component is firing the weapon, the attack of the weapon is completely replaced by the effects of the spell. This still counts as a shot fired.
Utilizing an energy modulation requires that you spend a number of modulation points equal to its spell level.
If you are capable of learning modulations of the desired level, you can spend more points in order to utilize (“cast”) it at a higher level.
If the modulation has a costly material component, it is replaced with a comparable number of energy cells.
Modulations aren’t magic, and can’t be counter or dispelled.
Modulating Ability
Wisdom is your Modulating Ability for your Commando Modulations, since the power of your modulations relies on good aim. You use your Wisdom whenever a modulation refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Commando modulation you utilize and when Making an Attack roll with one.
Modulation save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Modulation Attack modifier = your Proficiency Bonus + your Wisdom modifier
Modulation Focus
You must use an energy weapon as a focus for your Commando Modulations.
Commando Modulations
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Modulation Mastery
At 2nd level, choose a 1st level modulation you know. You can utilize the chosen modulation once without expending any modulation points. You must finish a Long Rest before you can do so again. If you wish to use the modulation at a higher level, you must spend the difference in modulation points. For example, if your maximum modulation level is 9th, and you have mastered magic missile, you can cast it at 9th level by spending 8 modulation points.
At higher levels, you gain more Commando Modulations of your choice that can be cast in this way: one 2nd level modulation at 4th level, one 3rd level modulation at 6th level,.one 4th level modulation at 8th level,.one 5th level modulation at 10th level, one 6th level modulation at 12th level, one 7th level modulation at 14th level, one 8th level modulation at 16th level, and one 9th level modulation at 18th level. You regain all uses of your Modulation Mastery when you finish a Long Rest.
Meta Modulation
At 3rd level, you gain the ability to twist your modulations to suit your needs. You gain two of the sorcerer’s metamagic options of your choice, except you spend modulation points instead of sorcery points, and you use your Wisdom modifier instead of your Charisma modifier. You gain another one at 10th and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Signature Gear
At 5th level, you restore a piece of technology, such as power armor, a holorifle, or a mesmetron, to a working state. As you continue to repair and train with it, you gain new powers. Your choice grants you features at 5th level and again at 9th, 13th, and 17th level.
Gear Modulation
Each piece of signature gear has a list of spells-its gear modulations-that you gain at the Commando levels noted in the signature gear description. If you have a gear modulation that doesn't appear on the Commando modulation list, the modulation is nonetheless a Commando modulation for you.
Supreme Modulation Mastery
Starting at 20th level, you recover the uses of your 5th level or lower Modulation Mastery abilities whenever you finish a Short Rest.
Knight
Table: Power Armor Gear Modulations
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Salvaged Power Armor
At 5th level, you become proficient with Medium and Heavy Armor, and salvage a suit of salvaged power armor, which is mechanically identical to robot armor. If you ever lose your salvaged power armor, you can create a new suit by spending an hour of work and using six pieces of scrap metal.
Power Armor Repair
At 9th level, you become proficient with Power Armor, and upgrade your salvaged power armor to a suit mechanically identical to raider’s power armor.
Power Armor Upgrade
At 13th level, you may apply one of the following upgrades to your power armor. You may change your choice whenever you take a long rest.
+2 Str (Maximum 24 Str)
Resistance to a damage type
Immunity to a damage type that the suit already resists
+1d6 damage with energy weapons (Maximum +1d6)
+10 basic land speed
You may apply an additional upgrade for every commando level you have after 13th.
Shining Knight
At 17th level, whenever a ranged attack that deals damage other than bludgeoning, slashing, piercing misses you, you may spend your reaction to have the damage that attack would have dealt be done to the attacker. This only applies to ranged attacks made with attack rolls, and not to abilities that depend on saving throws.
Holorifleman
Table: Holorifle Gear Modulations
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Holorifle
At 5th level, you salvage a holorifle.
Focus Lens
Starting at 5th level, whenever you fail a Constitution saving throw to maintain concentration on a modulation you used with the holorifle, you may spend your reaction to succeed instead.
Wrath of Sierra Madre
At 9th level, you may summon a Sierra Madre security hologram. It lasts for either 24 hours, until it reaches 0 HP, or until you use this ability again, whichever happens first. After you use this ability, you can’t use it again until you finish a long rest.
Hard Light
At 13th level, creatures you summon receive 30 temporary HP.
Hologram Mastery
At 17th level, you can use the holorifle as a minute-long action to create bridges, walls, ladders, and other hard, bulky, physical objects. These structure last until you dismiss them or they are further that 20 ft from you, and you can only create up to 300 cubic yards at any one time.
Mesmer
Table: Mesmetron Gear Modulations
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Mesmetron
At 5th level, you salvage a mesmetron, which is similar to the cryolator, except that it deals psychic damage.
Adverse Effect
Starting at 5th level, whenever you deal psychic damage to an enemy, you may spend a modulation point. If you do, they roll a Constitution saving throw (DC equal to 8 + your Proficiency Bonus + your Wisdom modifier). If they fail, and their current HP is less than your character level times 5, they die instantly. If their HP is too high, they are instead dazed for one round. A creature immune to charm is immune to Adverse Effect. Further, a creature that succeeds on their saving throw is immune to your Adverse Effect for 24 hours.
Hypnotics
At 9th level, you can put your mesmetron into overdrive for one minute. While in overdrive, it deals 2d8 psychic damage, has a reload of 3 shots/ 3 cells, and you can cast Command without expending modulation points. After you use this feature, you can’t use it again until you take a long rest.
Waves of Paradise
At 13th level, you modify your mesmetron to emit soothing waves of psychic energy. As long as a mesmetron is on your person, you and allies within 20 feet are immune to charm and fear, and resist psychic damage.
Eulogy
At 17th level, whenever a creature within 20 ft of you dies, you either recover modulation points or receive temporary hit points equal to its CR, your choice. (If it doesn’t have a CR, use its character level). You can only recover a number of modulation points equal to your level each day with this feature.
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sw5w · 11 months ago
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Naboo Soldiers Provide Cover Fire
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STAR WARS EPISODE I: The Phantom Menace 01:54:54
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sw5w · 8 months ago
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The Explosion Rocks the Cruiser
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STAR WARS EPISODE II: Attack of the Clones 00:03:24
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sw5w · 8 months ago
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Explosion
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STAR WARS EPISODE II: Attack of the Clones 00:03:22
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sw5w · 8 months ago
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Cordé Descends the Ramp
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STAR WARS EPISODE II: Attack of the Clones 00:03:21
One thing I’d do, if ever given the opportunity, would be to designate these black-garbed Naboo security guards as “security agents” specially assigned to the Senator, and also to match Mett Hebble’s given rank.
It would probably make a bit more sense as well, since the Naboo Security Guards were more like the police force of their world.
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sw5w · 11 months ago
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I Think You Can Kiss Your Trade Franchise Goodbye
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STAR WARS EPISODE I: The Phantom Menace 02:05:39
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sw5w · 11 months ago
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After Her! This One's a Decoy!
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STAR WARS EPISODE I: The Phantom Menace 02:00:54
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sw5w · 11 months ago
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Viceroy! Your Occupation Here Has Ended
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STAR WARS EPISODE I: The Phantom Menace 02:00:49
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sw5w · 11 months ago
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They Win This Round
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STAR WARS EPISODE I: The Phantom Menace 01:58:27
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sw5w · 11 months ago
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The Queen and Her Men Rush Through the Halls
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STAR WARS EPISODE I: The Phantom Menace 01:58:16
Here's the George Lucas cameo, snuck in as a relief over the arch.
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sw5w · 11 months ago
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Taking Cover Behind the Columns
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STAR WARS EPISODE I: The Phantom Menace 01:52:53
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sw5w · 11 months ago
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Into the Great Hall
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STAR WARS EPISODE I: The Phantom Menace 01:51:52
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sw5w · 11 months ago
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Anakin, Stay Where You Are
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STAR WARS EPISODE I: The Phantom Menace 01:50:18
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sw5w · 11 months ago
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Panaka Enters the Hangar
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STAR WARS EPISODE I: The Phantom Menace 01:47:59
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sw5w · 11 months ago
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Sabé and Her Soldiers Join the Fight
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STAR WARS EPISODE I: The Phantom Menace 01:47:42
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