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

Hm, true! And I have a lot of TK powers it's so...

Though I kind of want to focus my first talents on Jedi ones, since I can get Force Talents with Jedi Master levels, and Lightsaber talents with Jedi Knight levels...but it seems ONLY Jedi levels let me take Sentinel or Guardian talents. So it would be good to get those out of the way up front...
 

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Yea that seems like something Jedi Knights could and should be able to take, so I will update with them being able to take any Talent from the Jedi class plus their new ones.
 

I think you can also take the generic Force Talents too, right?

Hmmm... I'm really not sure what to do. The only prestige class that Cal qualifies for is Bounty Hunter (I guess he could pick up Ace Pilot if he used his 6th level feat for Vehicle Combat, but that seems a little pointless and out of character). I had initially planned on going down the Bounty Hunter route, but now I'm not 100% sold on it. I may just take another level of Scout for the two feats this level. I definitely want to pick up First Aid as a feat and am strongly considering Double Attack to help with his damage output (I just need the dice to help me out too, LOL). I just don't know. Any thoughts from the rest of you?
 

Now that combat is over, and with the change making Reeling even easier to resist, will you consider changing the Reeling check to a free check at the end of the character's turn/spending your Action grants advantage on the check/Shake It Off moves the free check to the front of the turn? That way, Reeling is generally always going to do something for at least a round, unless the Reeling character has Shake It Off.

ETA: Hmm... can we salvage the gear from the dead Sith? I could use some scout armor and we could probably all use a few power packs and/or blaster rifles.
 

Scout is cool and gets you the same Hit Points. Bounty Hunter gets better Defense Score bonuses is all.

Are there any other Prestige Classes from the other books that might appeal to you (or anyone else?) from some of the other books? There is a Field Medic from the Clone War campaign if I remember. Some others I considered were a Slicer, Infiltrator, Spy, Melee Weapon Specialist
 

Now that combat is over, and with the change making Reeling even easier to resist, will you consider changing the Reeling check to a free check at the end of the character's turn/spending your Action grants advantage on the check/Shake It Off moves the free check to the front of the turn? That way, Reeling is generally always going to do something for at least a round, unless the Reeling character has Shake It Off.

ETA: Hmm... can we salvage the gear from the dead Sith? I could use some scout armor and we could probably all use a few power packs and/or blaster rifles.

Yes I will consider it again. What are everyone else's thoughts?

Power packs are generally not interchangeable, partly because a Blaster Rifle has 75 shots and a Carbine has 50. I think Jihahna could pretty easily convert them over though or just jury rig something to recharge the ones you have...

You can get the Scout armor and even any Blaster Rifles or the two snipers Blaster Sniper Rifles if you want. They can't fire autofire but they have better range and their scopes extend that even farther.
 

The Jedi Knight class writeup doesn't say you can... It specifies the Talents listed under that PrC, plus the Lightsaber Combat feats from the Jedi class.

I'm probably going with Double Attack too. It's not exactly how I see Kacela developing, but it's just too big a force multiplier to ignore.
 


So I changed it to say...

Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the Jedi Knight can select a talent. This talent may be selected from the Duelist or Lightsaber Form talent trees, or from the Armored Specialist (Solider) or any of the Jedi talent trees.
 

At least in so far as the Generic Force Talents, I think the Force Sensitive feat covers them:

Also when you class allows you to pick a Talent you can instead pick a Force Talent (see The Force).


More PrCs: I don't know if we need to overcomplicate the game with more PrCs. Again, I think the point is to have fun and stress test the basic system. No need to complicate it, I think. Just my opinion.

Gear: Well, Cal is going to scavenge some gear then before we head down. Papa wants some armor! I figured power cells for any given class of weapon would be transferable, just that some weapons draw more energy per shot than others. Obviously your call on that one, but if we're going to be potentially lugging around rifles and carbines, it may make it over-complicated if they aren't compatible. Or we just need to start listing them out on our sheets for what works with what. So far, I've only been listing them as Power Cells since the description in the equipment list didn't call out a separation (at least that I remember).

Scout vs. Bounty Hunter - I would get an extra HP since BHs get a 1d10, but their basic class ability doesn't appear to come on line until you take two levels. I do like some of the talent options from the basic classes that it would open up, but I'm not sure if the trade off is worth it. Still, the bonuses to Defense would be really nice. <Ponder>


 

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