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

I think I am also going to add "In addition, if you succeed with a natural 20 to recover from the Reeling condition, you recover as a Reaction."

For Reks he recovers and can take his normal actions with the natural 20. Also as a reminder about Second Wind - when you are at or below 1/2 your Hit Point total you can spend a Bonus action to recover your highest Hit Die (if you are multi-classing) and regain that Hit Die + your Constitution modifier + your Heroic Level (Reks could recover 1d10+7 if he wanted)
 

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Kacela, Jihahna and Reks are still at their lower levels and kind of need to be updated if possible. I will just guess that your defenses are one higher if not... and as I don't remember what classes Jihahna was taking (I think 1 in Jedi where she also took Battle Meditation), I am not sure about other abilities...
 

Don't worry about the maps, the description provided helps. I just didn't have a very good idea about the scale of the area we were in. I was thinking of a smaller chamber, didn't realize we were that exposed in the middle, but as long as we can grab cover, then we're good to go.

Just to double check, I may be conflating game systems, but does taking cover require the use of your action or just moving into cover? I was assuming the former, but wasn't sure. If it is just movement, I may try to shoot back during the surprise round.
 

No I have always played it in 5th that it is just part of your movement, no extra action. As you can move and attack and move again in 5th I see no reason for you to have to take an action to gain cover and fire etc. Full cover I am not sure about though... especially as there are enemies from many angles right now.
 

OK, in that case Cal is going to shoot back in the surprise round. Assuming his movement got him into normal range of the closest sniper, here's the attack against said sniper:

To hit: [roll0]
Damage: [roll1]
 

man EN's crash has pretty much killed all my games it seems :(

Still no reply from [MENTION=6792106]Sezarious[/MENTION] and Kacela and Reks (and Jihahna) are still not updated with their levels... Not sure what to do here?
 


I will probably NPC Jihahna at least this round... also going off Memory I am going to try and rebuild the other characters to maybe help people out...
 

Here is my best guess on everyone...

Name: Kacela Nejis
Medium Twi'lek Jedi 5
Init: +3; Perception: +1 (passive 11)
Languages: Basic, Ryl
Force Points: 10 (1d4+1, also can spend 2 FP for one roll)
–––––––––––––––––––––––––
Defenses: Fort 17 Ref 17 Will 18
Hit Points: 59
–––––––––––––––––––––––––
Spd 12 meters
Melee +6 (lightsaber)
Ranged +6
Base Proficiency Bonus: +3
–––––––––––––––––––––––––
Abilities Str 10, Dex 16, Con 12, Int 11, Wis 13, Chr 18
Talents:
1 Lightsaber Defense (+1 all defenses when lightsaber is ignited and held at ready)
2 Clear Mind
3 Dark Side Sense

Feats:
B Force Sensitive
B Force Training
2 Skill Expertise: Use the Force
3 Force Boon
4 Action Surge

Racial
- Adv on Charisma (Deception)
- +2 Fort defense
- Low Light Vision

Skills:
Persuasion +7
Insight +4
Supernatural +3
Use the Force +10

Force Powers:
- Move Object
- Negate Energy
- Force Slam
- Surge
Force Techniques:

Proficiencies
Armor: None
Weapons: Simple, Lightsabers
Tools: Land vehicles (speeders) +6

Background
Jedi Acolyte

Equipment:
Lightsaber, +6 atk, 2d8+5 slash/energy
Holdout blaster pistol w/extra cell, +3 atk, 3d4+5 energy, 6 shots, 40/160 rng
Short-range commlink
Aquata Mask
Field kit
- Canteen
- Water filter
- Sunshield
- Rations (1 week)
- 2 glow rods
- Breather mask (24 filters)
Jedi Icon
Credstick: 300




Jihahna Darut - Human ex-mercenary Fringer
Human (Mercenary [Soldier])
Scout 2nd level - Soldier 2nd level – Jedi 1st level

Fortitude: 18, Reflex: 19, Will: 16
Hit Points: 57 (HD 2d8, 3d10), Damage Threshold: 17, Second Wind: 1d10+7
Speed: 12 meters
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 11 (+0), CHA 12 (+1)
Force Points 7 (1d8+1 and can spend two FP on one roll)

Proficiency: Simple Weapons, Martial Weapons, Pistols, Rifles, Advanced melee weapons, Heavy weapons.

Tools:
(Class) Mechanics +4
(Class) Electronics +4
(Background) Slicer +4
(Background) Vehicle (speeders +6).

Skills:
(class) Athletics +5
(class) Initiative +5
(Class) Insight +3
(Race) Use the force +4
(background) Survival +3
(background) Perception +3

Feats:
-Point Blank Shot (+1 to hit and damage within normal range of weapon)
-Force Sensitivity
-Shake it Off (free; have advantage to recover from reeling condition)
-Strong in the Force (force die increase to 1d8+1 and can spend two on one roll)
-Improved Defense (+1 to all of your Defense scores)
-Parry (as a Reaction, you substrate 1d10+str mod +level/+7 from any one melee attack that just hit you).


Talents:
-Control - Damage Reduction (spend a Force Point as an Action and gain Resistance for 1 minute/10 rounds)
-Melee Smash (+1 to all melee damage)
-Battle Meditation (as an Action, spend a Force Point to give all allies with 12m of you a +2 force bonus on all attacks, skills and ability rolls and a +2 force bonus to Will defense. This bonus last until you take your next rest or move more than 12m away. Also lose the bonus if you are Incapacitated or reduced to 0 hit points)

Senses: passive perception 13
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 damage, Wt. 2.5kg; or auto-fire: hit +1, damage 3d8+2 (+3 point blank), area affect 4x4meters), with two extra power cells (Wt. 0.2kg)

Vibro-Bayonet (hit +5, damage 2d8+6 piercing, Wt. 1kg, dagger when not attached to carbine, one additional bayonet (hit +5, damage 1d4+6, thrown hit +5, damage 1d4+6, range 10/30). Field kit (Wt. 10kg), comlink (short ranged) (Wt. 0.1kg) Common clothing, credstick with 50 credits, Mechanics tool kit (Wt. 1kg), Splicer Kit (Wt. 1kg)
Advanced Splicer kit (either grants you proficiency or grants Advantage on roll).




Reks Seviir
Medium-Sized Human Jedi (Acoylte) 5
Force Points: 7/7 (1d4+1)
Initiative: +4
Passive Perception: 11 Languages: Basic, Binary
-----------------------------
Defenses:
Fortitude 16, Reflex 19, Willpower 16
Hit Points: 64
Threshold 16
(Second Wind: 1d10+7)
-----------------------------
Proficiency: +3
Speed: 12 Meters
Proficiency: Lightsaber, Simple Weapons, Tools (Electronics +3)
----------------------------
Combat Options:
Dual Lightsabers: +8 to hit, 2d8+6 energy/slashing damage (finesse, light, ignores hardness, can use bonus action to make off-hand weapon attack).
Heavy Blaster Pistol +7 to hit, 3d8+6 energy damage (Wt. 1.5kg, Military, Ammo 50 cell, Range 40/160, stun setting)
-----------------------------
STR 11, DEX 16, CON 14, INT 10, WIS 12, CHA 14
Talents: Lightsaber Defense (when wielding an ignited lightsaber you gain +1 to all defenses), Throw Lightsaber (range 10/30, can attempt Use the Force DC12/15 with two lightsabers, to call them back to hands as a free action), Damage Resistance (spend a Force Point as an Action and gain Resistance for 1 minute/10 rounds. Cannot be maintained).
Feats: Action Surge (gain another Action that turn, must complete a short or long rest to use again), Dual Weapon (when wielding a melee weapon in each hand add +1 Reflex Defense), Dual Weapon Mastery (add ability modifier to off-hand attack damage), Force Sensitive, Martial Arts (unarmed does 1d6, +1 Reflex), Weapon Focus-Lightsabers (+1 to attack rolls with lightsabers)
Skills: Acrobatics (+7), Insight (+4), Persuasion (+5), Supernatural (+3), Use the Force (+5)
-----------------------------
Possessions: Lightsabers, Short-range comlink, Breath mask, Field kit, Jedi icon, Datapad, Jedi Robes, Common clothing, credstik 10credits
2 Medikits, Heavy Blaster Pistol with extra power cell.
 

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