Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]

This Gand is lying down 4-6 meters away from the first tunnel entrance (towards the center).
Targo is 18 meters away from the tunnel entrance, towards the north part of the chamber.
Cal is 12 meters away from the tunnel entrance, towards the north part of the chamber.
Reks and Kacela are 4 meters away from the tunnel entrance (along the chamber wall and towards teh northern part of the chamber.
Jihahna is 6 meters from the tunnel entrance (towards the center).

The 5 Sith Troopers in the chamber are 64 meters from the tunnel entrance (56 meters from Cal)
There are 2 Sith Troopers at the tunnel entrance and four more troopers that are 8, 10, 12 and 16 meters back in the tunnel (3 of these troopers are obscured by smoke).
The Sith Battle Droid is at present 48 meters from the tunnel entrance (and 30 meters away from Targo)

As for the Healing notes they do appear to have disappeared. I am pretty sure we lost the ideas we were talking about in the big blow up.

If I remember right... with a Medkit and the Medic Feat you could use your Action to allow someone to spend a Hit Die, maybe as a Reaction on their part, and you would add you Wisdom or Intelligence mod to this roll. I can't remember but I do want to add it back.
 

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Great! With the Gand's positioning being imprecise, I'm not sure if I can get to him/her this round. I have to spend 6 meters to stand up, I would have 6 meters left to move without Dashing. The Gand is either 6 or 8 meters away from me. Assuming a grid framework, I guess 6 meters would be enough to get into "base to base" contact with the Gand?
 


I don't have my Player's Book here but what does the Healer feat give you? If I remember you can use an action on that one to heal people some amount... I can check when I get home.
 

I don't have my Player's Book here but what does the Healer feat give you? If I remember you can use an action on that one to heal people some amount... I can check when I get home.
Action: Spend a use of a healer's kit for 1d6+4 HP plus HP equal to the maximum number of Hit Dice a creature has (effectively level for PCs). A patient can't benefit from this feat until it finishes a short or long rest.

Maybe we should add limited uses for the Medikit (10?), with resupplies maybe costing 1/10th of the total value of the kit?

Here's my idea for an amended Medikit item. I added the ability to automatically stabilize a dying character without a Wisdom (Medicine) check as that was what the original D&D healer's kit did. We can take that out if you think it is too much:

Medikits are advanced kits, carried in a backpack with almost everything one would need to treat injuries in the field. If the user is proficient in Medicine they are proficient with medikits. A fully stocked medikit has units of supplies sufficient for 10 uses. The kits have a variety of uses, each requiring one unit of supplies:
- Grants up to six creatures Advantage on their Hit Dice rolls during a short rest.
- Restore expended Hit Dice to a single creature. This requires a DC 10 check and 1 minute work. Success restores one expended Hit Die. A creature must complete a long rest to benefit again.
- C
ure a disease or neutralize a poison. The DC varies by disease or poison.
- Attempt surgery in the field requiring at least one hour of work but at a Disadvantage and most DC start at 15.
- Stabilize a dying creature without requiring a Wisdom (Medicine) check.
Restocking a medikit costs 10 credits per expended unit of supplies. (Cost 600, Wt. 10kg)

Then the Medic feat can add on to the capabilities of the Medikit, like the Healer feat does for the healer's kit.

 
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Just to improve on Targo's life expectancy, he does have that Scoundrel trait where he can take a Dash, Disengage, or Hide action as a Bonus Action. Too bad he doesn't have Stealth as a skill proficiency.
 

Oh yea I forgot I gave Targo that :) I should let Binder play him and decide his actions :)

Hmm as for Healer... sounds good. Should it require the Medic feat then? Or maybe First Aid (as right now the First Aid feat does not add much). Or just it just require training in Medkit?
 

Sorry, I was editing my post. Here's what I was going to suggest for the Medikit:

Medikits are advanced kits, carried in a backpack with almost everything one would need to treat injuries in the field. If the user is proficient in Medicine they are proficient with medikits. A fully stocked medikit has units of supplies sufficient for 10 uses. The kits have a variety of uses, each requiring one unit of supplies:
- Grants up to six creatures Advantage on their Hit Dice rolls during a short rest.
- Restore expended Hit Dice to a single creature. This requires a DC 10 check and one minute. Success restores one expended Hit Die. A creature must complete a long rest to benefit again.
- C
ure a disease or neutralize a poison. The DC varies by disease or poison.
- Attempt surgery in the field requiring at least one hour of work but at a Disadvantage and most DC start at 15.
- Stabilize a dying creature without requiring a Wisdom (Medicine) check.
Restocking a medikit costs 10 credits per expended unit of supplies. (Cost 600, Wt. 10kg)


The Medic feat can expand on the use options like the Healer feat does to the healer's kit in 5E. Do you think 100 credits is too low for a full restock?

ETA: I would have the hit point restoration mechanic be part of the Medic or First Aid feats, probably the First Aid feat. I might consider moving the entirety of the Hit Dice recovery mechanic under the Medic Feat.
 

Consolidated Healing Rules List

Medikit: Medikits are advanced kits, carried in a backpack with almost everything one would need to treat injuries in the field. If the user is proficient in Medicine they are proficient with medikits. A fully stocked kit has units of supplies sufficient for 10 uses. The medikit has a variety of uses, each requiring the use of a character's Action and one unit of supplies:
- Grant up to six creatures Advantage on their Hit Dice rolls during a short or long rest.
- C
ure a disease or neutralize a poison. The DC varies by disease or poison.
- Attempt surgery in the field requiring at least one hour of work but at Disadvantage. DCs are variable but usually start at 15.
- Grant Advantage on Wisdom (Medicine) checks made to stabilize a creature.
A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can be restored in this way again.
Restocking a medikit costs 10 credits per expended unit of supplies. (Cost 600, Wt. 10kg)


First Aid, Prerequisite: Medicine Skill Proficiency.
This feat allows a character to use their Action to attempt a Wisdom (Medicine) check on behalf of a creature afflicted with the Reeling or Stunned Conditions. If the check meets or exceeds the Reeling DC, one of the conditions is removed. If the check exceeds the DC by 5, both conditions are removed, if applicable. This feat also adds one additional capability to the medikit, costing the character's Action and one unit of supplies per application. A character with this feat may heal 1d6+4 HPs, plus an additional number of HPs equal to the treated creature's Hit Dice maximum plus the healer's INT or WIS modifier (healer's choice). The healer must be able to touch a creature to treat them. A creature may only benefit from this application once before taking a short or long rest.

Medic: Prerequisites: Wisdom 13+, Medicine Skill Proficiency. You are trained at patching up wounded comrades in the field, extending their staying power. When using a medikit during a shot or long rest, all Hit Dice that your allies spend while you are in their presence gain ½ your Character level (round up) + your Intelligence or Wisdom modifier (healer's choice) to the end result. You can treat up to six people (including yourself) during a rest. This feat also adds an additional capability to the medikit, costing the character's action and one unit of supplies per application. A character with this feat can restore expended Hit Dice to a single creature. This requires a DC 10 check and one minute. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before they can benefit from this use again.

 
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I like that, but I am not sure what you mean by "I might consider moving the entirety of the Hit Dice recovery mechanic under the Medic Feat."

EDIT: never mind answers in the next post ;)

A 100 credits seems fine too me. I think I want to modifying the Healer kit idea to say the following instead...

"A healer can s
pend an action and a medkit use to heal a creature 1d6+4 + their level + the healer's Wisdom or Intelligence modifier (healers choice). A patient can't benefit from this feat until it finishes a short or long rest."

I also think that I want to add on the Medkit the following... "
Stabilize a dying creature automatically with a Wisdom (Medicine) check. If this check is 20 or greater, the healer also restores the creature to 1 hp. A creature cannot be brought back to 1 hp in this way again until they have finished a long rest."


 

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