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

Healing: Since @Binder Fred has been otherwise engaged, is it okay to assume the Gand would have used Second Wind prior to the Force Trance? Actually, does this special Force Trance use recharge Second Wind? If not, s/he probably should save it.

Regardless on which way we go with the Medikit supply question, there are enough supplies that everyone who spends Hit Dice to heal can do so with Advantage and will also gain +6 HP per Hit Die spent due to Cal's Medic feat. If it does cost one supply/person for the previous benefit, we will have three remaining uses of the kit, assuming five characters are going to be treated (otherwise we would have seven remaining uses). I could then also try to restore Hit Dice to three characters in addition, but it would wipe out our supplies. Alternately, I'm picking up the First Aid feat for sure at this level up, which allows more uses of the Medikit during combat situations, which may be a better use of our supplies.

Looking at it from a meta-perspective, I am guessing we have another big fight down below and hopefully nothing else until we at least get another long rest. If it is one supply/person for the Hit Die benefit, it might be in our interest for the least hurt folks (Cal, Kacela, and Jihahna) to just spend Hit Dice normally without advantage or extra HPs. That would leave us with six medikit uses. We can't really use Hit Dice in the middle of combat, so I am not sure if it would be valuable here.
 
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Yes use for up to six people (including the healer) can benefit from one use of the Medical kit. Yes this Gand could have used her/hist Second Wind and everyone gets their Second Wind back at the end of the rest.
 

Sorry, one use of supplies for up to six people? If you think that's too powerful (it is pretty powerful), I'm totally down with doing it the other way. It makes the decision making a bit more strategic, which I think goes in line with the slow healing approach you want to take.

Rats, I just realized I can't get First Aid and Double Attack at 6th level. Hmm... will have to think on it a bit more.
 


Neither First Aid nor Double Attack are Scout Bonus Feats. I was going to go Scout (probably, those Defense bonuses plus the armor would make him pretty tough if he went Bounty Hunter).
 

AH I see... well the 6th level feat is anything you want. Yes I put Medic and First aid in the Noble class as bonus feats. In Saga they were the only ones who could get the medical type ones as bonus feats...

Double Attack SHOULD be on the Scouts list though, so I will edit that.
 

Hmm so yea in Saga Jedi and Soldiers both gain +1 attack bonus every level, while Nobles, Scoundels and Scout got less. Yea maybe they should stay as bonus class feats for just the Jedi and Soldier. Hmm
 

Whatever you decide. I guess it depends on whether you're trying to emulate 5E or Saga more.

5E obviously changed it up a bit and made double attack a function of the Barbarian, Fighter, Ranger, and Paladin classes (with some flavors of Warlock being able to pull it off with an invocation). Triple attack is limited strictly to Fighters. Attack bonus is uniform across all classes and not tied into the number of attacks one can make.

I could see a happy medium being allowing Double Attack as a bonus feat for Jedi (Paladins), Scouts (Rangers), and Soldiers (Fighters) with Triple Attack being a bonus feat for Soldiers (and Jedi, I guess). Not a perfect corollary, of course.
 


OK, I'm going to take Bounty Hunter. The defensive boosts are too good to pass up. With the scout armor, Cal should have a pretty high Reflex Defense. Between that and Uncanny Dodge, he should have a lot of staying power, which is something I think you would want in a medic. With that said, I probably won't go any further down the PrC.

Quick Questions for @GreenKarl

1) Does the Fort bonus from armor apply to the Damage Threshold or just the Fortitude Defense?
2) Does the Bounty Hunter class feature have a threshold of +1? The text says Class Level/2 (Round Down) but then lists (+1 to +5).
3) Scout (Awareness) talent Keen Shot: As far as I am aware, light obscurement doesn't impact attack rolls, so I don't know if that part of the talent does anything (unless it is intended to eliminate the penalty to Perception checks). With the new Aim rules, would this allow Cal to stage 3/4 cover to nothing if he takes Aim? Maybe a no-go since it duplicates one of the benefits of the Sniper feat? It all kind of starts running together...
4) Speaking of the Sniper feat, how does it interact with a targeting scope? I think I got this figured out. Sniper feat extends the range that Point Blank Shot works. Are there any other feats or talents that are based on being made at regular weapon range?
 
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