House Rules Block/Deflect (Defend) can be used against a critical to take normal damage. The Use the Force check must meet or beat the total attack roll. When using Force powers which requires a standard action or full-round action in combat ; allies of the target, if adjacent, may make an Attack of Opportunity against the Force user if one has not been take already by the ally that round. The target, however, may not make an Attack of Opportunity against the Force user. Example: If Jedi Knight Juda Lurn attempted to use Force Grip on a Captain of the Guard (who is 4 squares away) while Juda was flanked by two of the guards, both guards would get an AoO on the Jedi. However, if Juda attempted to Force Grip one of the two guards, the other guard would get an AoO, but the victim of the Force Grip would not. Since ammo is not being kept track of , use the following rule instead: When a natural 1 is rolled on an attack roll when using a weapon which contains a power cell or pack, then the weapon has become jammed or shorts out and the power source must be replaced with two swift action next round. This also includes any melee weapon, only lightsabers do not need a replacement. Instead it takes two swift actions next round to readjust the power settings and turn it back on. It is thus assumed that during down time a character has recharged his power pack or energy cell, or replaced a used one. Retraining :(Notify GM when retraining and my be subject to scrutiny; in character reason for Retraining will be needed/requested) Sometimes you make decisions when you create or advance your character that you later regret. Perhaps a talent you chose isn't working with your character concept, or a feat never comes into play the way you anticipated. Every time you gain a level, you can retrain your character: change one feat, talent, or skill selection you made previously. You can make only one change at each level. Feat : You can replace a feat with another feat. You must meet the prerequisites of the new feat. You can’t replace a feat if it’s a prerequisite for any other attribute you have. If you choose to replace a feat you gained as a class bonus, you must replace it with a feat from the bonus feat list for that class. Talent : You can replace a talent with another talent from the same class. You must meet any prerequisites for that talent and you can't replace the talent of it is a prerequisite for another attribute. Skill : You can replace a trained skill with another trained skill from your class list. You can’t replace a skill if it’s required for any other attribute you have. Destiny Unleashed Destiny Points may be spent as normal, but they may also be used to attempt things that the character would otherwise be incapable of or that might not be permissible within the constraints of the rules. The player states their proposed action, then declares a number of Destiny Points they are willing to stake to make the action happen. They may also suggest one or more serious consequences that the action will have on the character in an attempt to reduce the amount of Destiny Points required. The GM then either accepts the offer or makes a counter offer which the player can in turn accept or refuse. If negotiation is successful the action occurs, the agreed amount of Destiny Points are spent, and any consequences agreed on are suffered by the character. Example uses of Destiny: Natural 20, or negate a critical hit: 1 Destiny Point Use an Unleashed ability (FU p35 & 37): 1 Destiny Point, and move 1 persistent step down the Condition Track (this consequence is not suffered by anyone who possesses the Unleashed Feat) Unique effects: 1 or more Destiny Points, variable consequences. Rules Changes: (These rules will be changed if they become an issue) When multiclassing, if going from one class to another that uses the 3/4th BAB scale, you do not have to start over. BAB for such levels is treated as total character levels with 3/4th BAB. Climb, Swim and Jump now fall under the Athletics (Str) skill. Athletics is a class skill for: Jedi, Soldiers, and Scouts Armored Defense and Improved Armored Defense Soldier talents are now under one talent of Armored Defense Mastery and is accessible to Soldiers as normal. The Imperial Knight Talent Armor Mastery is now null. Battle Meditation and Improved Meditation Jedi talents are combined under the name Battle Meditation . Block and Deflect Jedi talents are now combined into one talent called Defend . Take cumulative for each block and deflect action. Talents such as Riposte and Redirect Shot are still taken individually. Riposte Jedi talent (KotOR p25) - As a reaction once per round instead of once per encounter. Improved Riposte and Improved Redirect Jedi talents (KotOR p39) - Once per encounter not once per turn Improved Skill Focus feat - Prerequisite level 6, Skill Focus in desired skill. Cannot be taken as a bonus feat. Can be taken multiple times, choosing the skill to be improved in. To symbolize continuing studies in an area of expertise, Improved Skill Focus replaces the bonus from Skill Focus granting either +5 skill bonus or 2 + 1/2 level skill bonus, whichever is higher. Followers (CW p33) - Rules do not exist Backgrounds and Destiny will be used in combination. While no Destiny template will be chosen, the character will receive 1 Destiny Point for every odd level. Meaning a level 6 character will have 3 Destiny Points. In addition, the player will choose a Background from the Rebellion Era Source book (p16) with the following changes: Add all skills from the Background to your Class Skill list Event background's bonus is the same as written. Occupation background's competency bonus may be stacked with Skill Training (can be used with trained skills). Origin backgrounds will gain a Skill Training for one of the Background Skills for free (mark on sheet as a Skill Training with a footnote indicating Background Skill Receive all additional benefits from background as described