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

Hmm ok sounds good... how about as follows...

First Aid, Prerequisite: Proficiency with Wisdom (Medicine). You are good at patching up your allies in the middle of a fight. This feat allows a character to use their Action to attempt a Wisdom (Medicine) check on behalf of an adjacent creature afflicted with the Reeling or Stunned Conditions. If the check meets or exceeds the DC of the original affect, one of the conditions is removed. If the check exceeds the DC by 5, both conditions are removed (if the creatures is suffering from both). This feat adds two additional capabilities to the medical kit, costing one unit of supplies per application for the first capability. First a character with this feat may use an Action and immediately heal 1d6+4 HPs, plus an additional number of HPs equal to the treated creature's Hit Dice maximum plus the healer's Intelligence or Wisdom modifier (healer's choice). A creature may only benefit from this use once before taking a short or long rest. Second, while using a Medical Kit to stabilize an incapacitated creature, if the check results is 20+, not only is the creature restored to 1 HP and no longer incapacitated, that creature is also healed by the amount listed above.
 

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Here are some thoughts I have had about Dark Side Points. Not set at all, still thinking about them.

Additional Conditions of Dark Side – those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force. There are three basic conditions or levels of corruption for these individuals.
· Tempted by Darkness: A character with 1 Dark Side point but less than ½ (round down) her Wisdom score is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way…
(a) Whenever a character invokes Dark Fortune, they gain a +2 to the end result.
(b) A character can spend a Force Point and activate any non-Light side Force Power as a Bonus Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke this.
· Tainted by Darkness: A character with a Dark Side Score greater than ½ (round down) her Wisdom score but less than their Wisdom score has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve his problems. This character suffers the additional temptations listed above and also they gain a +2 to their Charisma (Use the Force) skill rolls with any Force Power with the [dark side] descriptor. They suffer a -4 to their Charisma (Use the Force) skill rolls with any Force Power with the [light side] descriptor.
· Consumed by Darkness: A character with a Dark Side Score equal to his Wisdom Score has been consumed by Dark Side of the Force. This character should be considered an NPC and can no longer call on the Dark Side of the Force (see below). Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) or due they gain the bonus to Charisma (Use the Force) checks with powers with the [dark side] descriptor and can no longer use any Force Power with the [light side] descriptor (if they have any such powers they are lost until the characters Dark Side Score drops below their Wisdom score).

Call on the Dark Side: The Dark Side of the Force is every tempting to all creatures of the Universe, not just for the Jedi or the Sith. Heroic characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were. NOTE that only player characters can be tempted in these ways and NPC Heroic characters cannot use any of these as they are meant to tempt the players towards the Dark Side and Evil.
· Dark Fortune: When a heroic character spends a Force Point to increase a roll, he now has Advantage on this roll, taking the better of the two results. This increase the characters Dark Side Score by 1. Characters that have the Strong in the Force feat can instead have advantage on both Force Point rolls if they choice to spend two Force Points, but they also increase their Dark Side Score by 2 points.
· Dark Luck: A heroic character can gain back one spent Force Point but in doing so the characters Dark Side Score is increased by 1.
· Dark Reserves: A heroic character could spend a Force Point and regain the use of her Second Wind ability, even if she has not completed a long rest. This increase the characters Dark Side Score by 1.
· Quick Action: A heroic character can spend a Force Point and gain one additional non-Attack action at any time. For example a soldier facing off against a charging hoard of Tusker raiders could spend a Force Point and take the Dash action before the Tuskers to get to him, thus moving out of their range. This increase the characters Dark Side Score by 1.
 





Also for [MENTION=63746]Binder Fred[/MENTION] if you want you can role-play (and make his rolls) Targo for right now AND after you recover. IF you want.
 


I played around a bit with it and I think I will change the idea that regaining a Force Point costs you 2 Dark Side Points and also the following...

"Finally, for every 3 Dark Side Points that a character acquires, they suffer a penalty of -1 to Wisdom (Insight) and Charisma (Persuasion) checks as they being losing touch with others. However, for every 5 Dark Side Points that a character acquires, they gain a +1 bonus to Deception and Intimidate."

The idea is that as you give over to anger and fear there are other affects. So the Emperor with a Wisdom of 16, can't have more then 16 Dark Side Points and would suffer a -5 to his Insight and Persuasion checks but would also gain a +3 to his Deception and Intimidate.

Still thinking about it a bit, but thoughts??
 

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