Droid
A Race-Class combination. Droids are normally created for a niche utility purpose, like helping to pilot ships or handling cleanup and maintenance at a shop. But some droids are made to survive, adapt and overcome to complete their missions. While droids cannot access the force, due to the lack of midichlorians being able to naturally develop in their circuitry; they make up for it with their superior durability, being immune to poison and versatility in their programming.
Hit Die: d12+d4
Starting Skill Points: (4+Int mod) x 4
Skill Points per level: 4+Int mod
Granted Starting Feats
Armor Proficiency : Droid Armor
Power Blast
Power Attack
Weapon Proficiency : Melee Weapons
Weapon Proficiency : Blaster Rifles
Weapon Proficiency : Blaster Pistols
Droid Interface
Trained Skills
Computer Use
Demolitions
Repair
Security
Alternate Capstone
Normal Capstone: Tactical Strategist (Give your party a small advantage, ability to use HUD pings for easier communication and advanced micro planning while in stealth).
Alternate Capstone: Autodroids - Reassemble
Have a swarm of tiny droids live in your systems, automatically repairing damage. For these droids to come out during combat, you must not be within 10 feet of an enemy, and not have taken damage for 2 rounds (3 rounds if recently hit by a critical). Recover 16d6+1d6/Con Mod per round until damage taken or an enemy comes within 10 feet.
Starting Skill Points: (4+Int mod) x 4
Skill Points per level: 4+Int mod
Level | BaB | Defense Bonus | Fortitude Save | Reflex Save | Will Save | Granted Feat(s) | Select Feat | DROID BONUS |
---|---|---|---|---|---|---|---|---|
1 | +1 | 3 | 3 | 1 | 2 | Logic Upgrade I | 1 | A new trained skill |
2 | +2 | 3 | 3 | 2 | 3 | Weapon Focus(One) StancesChoice | 1 | Another Feat of players choice |
3 | +3 | 4 | 4 | 2 | 3 | Force Immunity | 1 | +1 Attack with ranged weapons |
4 | +4 | 4 | 4 | 3 | 4 | Close Combat | 1 | +1 bonus to your lowest ability score (before other bonuses) |
5 | +5 | 5 | 5 | 3 | 4 | Stealth Run | 1 | +2 Electricity Resistance |
6 | +6 | 5 | 6 | 4 | 5 | Logic Upgrade II Stances Choice | 2 | +1 Electricity Damage with ranged weapons |
7 | +7/+1 | 6 | 6 | 4 | 5 | Improved Force Immunity | 1 | +2 Electricity Damage dealt when hit by a melee attack (Max once per enemy per round) |
8 | +8/+2 | 6 | 7 | 5 | 6 | Droid Trick I | 1 | +5 on saves for climbing and jumping |
9 | +9/+3 | 7 | 7 | 5 | 6 | Improved Close Combat Stances Choice | 2 | Skilled: Can add +5 to any skill check once per day |
10 | +10/+4 | 7 | 8 | 6 | 7 | Prestige Class Choice | 1 | Confidence Boost: When standing next to an ally, both gain +1 to Attack and Will Saves (Max of one ally gets the bonus at any given time) |
11 | +11/+5 | 8 | 9 | 6 | 7 | Logic Upgrade III | 1 | Initiative: +1/4 levels |
12 | +12/+6 | 8 | 10 | 7 | 8 | Weapon Focus (One) Stances Choice | 2 | Favored Prey: Player chooses either Humanoid, Beast, or Droids as their favored prey for the rest of the game. Deal an additional 1/4 levels of critical damage to the chosen type. |
13 | +13/+7/+1 | 9 | 11 | 7 | 8 | Better Ingredients, Better Droids I | 1 | Cha-Ching: Once per round, when you score a critical hit against an enemy, gain 10 credits. |
14 | +14/+8/+2 | 9 | 12 | 8 | 9 | Master Force Immunity | 1 | Emotionally Stunted: +5 dark side resistance |
15 | +15/+9/+3 | 10 | 13 | 8 | 10 | Droid Trick II Stances Upgrade Choice | 2 | Cha-Ching+: Once per round, when you score a critical hit against an enemy, everyone in your party gets 10 credits, and you gain 20 credits. (Replaces Cha-Ching) |
16 | +16/+10/+4 | 10 | 15 | 9 | 11 | Master Close Combat | 1 | M0R4L3 B0O5T: Learn phrases of words that motivate your party members onward. When one of these phrases is said at the start of battle, increase party move speed by 5ft for the first 2 rounds of combat. |
17 | +17/+11/+5 | 11 | 16 | 10 | 12 | Logic Upgrade IV | 1 | Confidence Boost+: Can now choose up to 3 party members to apply the bonus to at the start of combat, for the rest of the encounter. No longer must be standing next to them. |
18 | +18/+12/+6 | 12 | 17 | 11 | 13 | Weapon Focus (One) Stances Upgrade Choice | 2 | Internet Access: You are now old enough to recieve unrestricted access to the internet. Can now look up the resistance stats of one enemy once per day. |
19 | +19/+13/+7 | 13 | 19 | 12 | 14 | Better Ingredients, Better Droids II | 1 | Electrical Overload: Can sacrifice health to deal electricity damage to an area of 10', centered on you. Conversion rate of 2 health/1 elec damage. If using this ability kills you, you can not be recovered. Sacrificing health ignores damage resistances/immunities that you may possess. |
20 | +20/+14/+8 | 14 | 20 | 12 | 16 | Tactical Strategist | 4 | Off the Grid: Immunity to electrical damage. |
Granted Starting Feats
Armor Proficiency : Droid Armor
Power Blast
Power Attack
Weapon Proficiency : Melee Weapons
Weapon Proficiency : Blaster Rifles
Weapon Proficiency : Blaster Pistols
Droid Interface
Trained Skills
Computer Use
Demolitions
Repair
Security
Alternate Capstone
Normal Capstone: Tactical Strategist (Give your party a small advantage, ability to use HUD pings for easier communication and advanced micro planning while in stealth).
Alternate Capstone: Autodroids - Reassemble
Have a swarm of tiny droids live in your systems, automatically repairing damage. For these droids to come out during combat, you must not be within 10 feet of an enemy, and not have taken damage for 2 rounds (3 rounds if recently hit by a critical). Recover 16d6+1d6/Con Mod per round until damage taken or an enemy comes within 10 feet.Remove these ads. Join the Worldbuilders Guild
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