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

See my final edited post above yours.

- I'll modify the First Aid feat to include the healing.
- How about for the Stabilization bit, we change it to Advantage on the check with just a medikit. (I'm leaning more towards this since one of the uses of a Medpac is to autostabilize, but those cost 100cr for a single use). I think the >20 Check result benefit might be something else to shoehorn under First Aid. I was thinking First Aid could be the "in combat" feat and "medic" could be the patch-up after combat feat.

I think one important thing, and I'm not sure where it would go, is that you can't restore HPs to a dying creature until it stabilizes, barring rolling a 20+ on the Wisdom (Medicine) check to Stabilize a creature using a Medikit with the First Aid feat (at least the way I have it written up right now). Otherwise, I think people would wonder why they would ever stabilize when they could just use First Aid to heal their ally back into consciousness.
 
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Squint, Gran Scoundrel

Totally off-topic, but this was kind of a fun build I put together. Leverages Gran and Scoundrel capabilities pretty well:

[Sblock=Squint]Ree-Acks “Squint”
Medium-Sized Male Gran Criminal Scoundrel 5
Force Points: 7/7
Initiative: +6
Passive Perception: 14
Languages: Basic & Gran
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Defenses: Fortitude 15, Reflex 18, Willpower 15
Hit Points: 44/44, Damage Threshold: 15 (Second Wind: 1d6+7)
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Proficiency: +3
Speed: 12 Meters
Weapon Proficiency: Pistols & Simple Weapons
Games, Tool, Instrument, & Vehicle Proficiency: Games (Dejarik), Tools (Security), Tools (Slicer), & Vehicles (Speeders)
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Combat Options
Blaster Pistol, Ranged +6, 3D6+5, Ammo: 100/100, Range: 40/160
Holdout Blaster Pistol, Ranged +6, 3D4+5, Ammo: 6/6, Range: 40/160
Dagger, Melee +6, 1d4+5
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STR 10, DEX 16, CON 14, INT 14, WIS 12, CHA 10
Talents: Dastardly Strike, Fool’s Luck, & Skirmisher
Feats: Careful Shot, Far Shot, Point Blank Shot, Precise Shot, & Tool Expertise (Slicer)
Skills: Computer Use (+5), Initiative (+6), Galactic Lore (+5), Perception (+4), Sleight of Hand (+6), & Stealth (+6)
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Equipment: Blaster Pistol (+1PC), Hold-Our Blaster Pistol (+1PC), Vibrodagger, Pocket Scrambler, Security Kit, Slicer Kit, Short-Range Comlink, Utility Belt, Common Clothing, & Credstick (300CR)[/Sblock]

The basic concept is to leverage the Skirmisher talent, Careful Shot feat, and the Gran's ability to move and still Aim. Move 4m, advantage on the attack, plus the benefits of Aim, plus causing Reeling if he hits due to Dastardly Strike. Just stack a few levels of Sneak Attack to boost the damage, swap out for a Heavy Blaster Pistol and he's good to go. Dastardly Strike may become a bit redundant down the road when most of Squint's shots would probably do enough damage to force Reeling. If the reeling condition from dastardly strike stacked with the reeling condition caused by serious damage, it would still remain very useful.

He's also a Slicer, working toward full B&E expert. Main problems are low HPs and defenses. Probably use Fool's Luck to boost his defenses since I think he already has solid to hit modifiers (+3 from PBS and Careful Aim. Even when out of normal range, he doesn't attack at disadvantage due to Far Shot).
 
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One weird artifact of the system I noted was with some of the level-gated feats. For instance, Double Attack: it only opens up at 5th Level, but a 5th Level Soldier/Jedi would be unable to pick it up until 6th level due to not gaining a feat at 5th level. On the other hand, a Any Class 3/Soldier/Jedi 2 (assuming Soldier/Jedi 2 was their 5th Level) would be able to pick up Double Attack at 5th with their Soldier/Jedi bonus feat. Maybe the diversity of backgrounds of the multiclass opened them up to better ways of doing things earlier? It's not a big deal, just feels strange that the dedicated Soldier/Jedi would have to get it later in their career. I don't know how to fix it, if it even needs to be fixed, other than to push the level gate to 6th, since all characters get a feat then.
 
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Yes this is something I have thought about also but not sure how I would fix it... it happened in Saga also as some feats were only available at certain levels and they did not match up for straight class advancement...

Also on further thought I think because Stabilize is going to use a Medical Kit use I want to add back in "a result of 20+ on the roll also restores the creature to 1 HP." to the Kit instead of requiring First Aid. Mostly because it uses one of the 10 uses for the kit and all...

This would also mean that Cal can roll again (as he has Advantage) and if he gets a 20 or above, this Gand would be at 1 HP


 

Cool. I feel like it may leave First Aid a little anemic though. I figured Advantage on the Stabilization check was good enough for a use of a unit of supplies. I try to think about what the benefits are to someone with varying level of investment: only Tools (Medikit), only Medicine Proficiency, only with First Aid or Medic Feat, or with both First Aid and Medic feats. I think with someone who doesn't have a massive modifier, they would be willing to burn 10 credits to get advantage on their Medicine check to save their ally's life.

Hmm... maybe someone with the First Aid feat, if they roll a 20+ on the Stabilization check, could also add in the HP recovery provided by the First Aid feat into that single action/supply use? I'm honestly a little wary with recovering someone at 1 HP since they have a pretty good chance of getting hit and outright dying from a blaster rifle shot.

Let's see if that helps out the Gand... Advantage on Wisdom (Medicine) Check = [roll0]

ETA: Nope, a 4 and a 5...
 


Maybe with First Aid feat you also allow the creature to spend one Hit Dice for recovery? So for this Gand who is a Scout/Soldier who had spent no HD during a short rest yet, would be able to add a d10 plus their Con bonus.

Remember also that you can now use a Medpac against someone to heal some points if they have at least 1 HP
 

I think you've always been able to do that with a medpac, right? Actually, I think you're supposed to be able to apply to a character who is either stabilized or has more than 0 HPs. It's only if they're dying that you can't heal HP, just stabilize them. I think we just added the HP recovery ability to a medikit with the First Aid feat. I don't have the First Aid feat, so I think in this case, this Gand is basically down until we hit him/her with a medpac or he/she recovers naturally.
 
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