Heavy

Hit Die D12

Class Skills: Athletics, Demolitions, History, Religion, Repair, Perception, Intimidation, Persuasion.

Skill Points: 1 + Intelligence Mod Per level (*4 at first level) 

Armor Proficiency All: You start with the ability to use all armor, as long as you have all the other required prerequisites.

Heavy Weapon: Choose one of the below weapons when you gain a heavy weapon. This decision cannot be changed once equipped. Heavy Weapons All gives you the ability to equip all heavy weapons at the same time, however, you must first find and buy the additional weapons past the first 2. The weapons are below:


RPS-6 Rocket launcher: +4 to hit, 2d12+str mod damage, 20 x2 crit, 10 Foot explosive radius, range 60 feet

Special: Locks on to droids and vehicles, giving an additional +10 to hit and unlimited range


Z-6 Blaster Cannon: +1 to hit,3d6+str mod energy dmg,19-20 x2 Crit. range 70 feet

Special: you may exchange your movement action to attack an additional time.


Gamorrean Great Hammer: +2 to hit, 3d6+(str mod x 2) physical damage, 19-20 x2 crit.

Special: This weapon may be used with Shoulder Charge


Bow Caster: +3 to hit, 1d12+str mod energy damage, 20 x 2 crit, range 100 feet

Special: you may shoot this weapon in a 15 foot cone, 3d6 damage, range 15 ft


Mandalorian Blunderbuss: -3 to hit, 2D6 str mod unstoppable dmg, 20×4 crit, range 30 feet

Special: may not be deflected by lightsabers


Echani Ichimonji: +3 to hit, 3d6 + (str mod x dex mod) physical damage. 20×2 crit

Special: This weapon may be used with Shoulder Charge, may only attack 2 times per round


X7 Flamethrower: 1D6 +str mod fire damage, 20×2 crit, range 15 feet.

Special: Cannot be blocked, always shoots in a 15 foot cone.


Other Heavy weapons exist and can be switched out, however the 2 free weapons must be picked from the list above.

Damage reduction: gain flat damage reduction based on the number in the chart.

Shoulder charge: As a full action, you may move up to double your movement speed, and end the move with a melee attack. Add str mod damage for every 5 feet you charged.

Bonus HP: add bonus hp to your max hp.

Bonus Attack Per Turn: Gain an additional attack per turn

Bonus Feat: Gain a bonus Feat

Prestige Class: Choose one of the following prestige classes

Aerial: 

Gain + 10 on piloting

Gain Flight (60 feet). Subject to pilot checks.

Piloting may be used with the Str modifier

All attacked made from the air gain an additional str mod damage, even if it does not use str

Brute:

Shoulder Charge may be used as a Movement action

Gain +2 AC

Shoulder Charge deals double your str mod per 5 feet you charge

Gain +5 Initiative 

Iron Will: Remain conscious even at negative hit points. You die at -20.