Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]
Of course, it's Greenkarl's decision at the end of the day... Soz Greenkarl. I was just speaking aloud with the above.
This was what I was hoping for Jihahna's build changes, she's actually losing out slightly with action economy, but is now more viable for melee. Basically swapped out soldier levels and a scout level for 3 in scoundrel. It kinda fits better and the talents would suit her 'bullheaded' tactics more than her previous build. I think others mentioned they saw her more as having some scoundrel lvs at one point... I tried to make sure her various proficiencies obtained each lv lined up:
Jihahna Darut - Human -
Ex-Mercenary
Scout 1st level - Scoundrel 3rd level - Jedi 2nd level - Force Adept 1st level
Fortitude: 17, Reflex: 18, Will: 15
Hit Points: 67 (HD 3d6, 1d8, 2d10), Damage Threshold: 16,
Second Wind: 1d10+5
Speed: 12 meters
Force Points: 7
Dark Side Points: 2 (Historical)
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 13 (+1), CHA 10 (+0)
Proficiencies:
-Weapons:
Simple, Martial, Pistols, Rifles, Advanced melee, Lightsabers.
-Armor:
Light
-Tools:
(Class) Mechanics +4
(Class) Electronics +4
(Background) Pilot (Speeders) +4
(Background) Slicers Kit +4
(Scoundrel) Security Kit +4
-Skills:
(Class) Athletics +5
(Class) Initiative +5
(Class) Insight +4
(Race) Use the force +3
(Background) Survival +4
(Background) Perception +4
(Scoundrel) Computers +4
(Jedi) Medicine +4
Feats:
(Human)-Force Sensitivity
(Scout Bonus)-Shake it Off
(1st)-Advanced Weapon Proficiency
(Scoundrel bonus)-Point Blank Shot
(3rd)-Strong in the force
(Scoundrel second)-Precise Shot
(6th)-Tech Specialist
(Jedi)-Double attack
Talents:
(Scout 1st)-Resistance
(Scoundrel 1st)-Skirmisher
(Jedi 1st)-Battle Meditation
(Adept 1st)-Attune Weapon
(Scoundrel 3rd)-Dastardly strike
Senses: passive perception 14
Languages:
-Basic
-Huttesse
Gear: Blaster carbine (hit +6, (+7 point blank) damage 3d8+5 (+6 point blank) energy, ammo 50 power cell, folding stock, range 60/600 or 40/160 with stock folded, reload, stun 2d8+5 (+6 point blank), Wt. 2.5kg; or auto-fire: hit +2, (+3 point blank) damage 3d8+5 (+6 point blank), area affect 4x4meters), with two extra power cells (Wt. 0.2kg)
Vibro-Bayonet (hit +5, damage 2d8+4 piercing, Wt. 1kg, dagger when not attached to carbine,
One additional bayonet (hit +5, damage 1d4+4, thrown hit +7, damage 1d4+3, range 10/30).
Utility belt, Field kit (Wt. 10kg), comlink (short ranged) (Wt. 0.1kg) Common clothing, credstick with 270 credits, Mechanics tool kit (Wt. 1kg)
To sell and distribute amongst party:
3 Blaster Rifles (To be sold),
213 cred bills
4 power packs (I assume packs with 75 charge for blaster rifles)
2 comlinks
2 Kessels Kiss
3 packs deathsticks
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