I know it is late in the game to be changing things, Rigil, but looking at my feats, I wonder just how often you think Cybernetic Surgery (allows me to put on cybernetic appendages to people) will come in? Or Experienced Medic (allows me to do surgery on 2 people at once)?
I'm thinking those 2 may be absolutely useless. Worse yet, as far as I know we don't have a surgery kit, which means I can't even do surgery! I do have Surgical Expertise which allows me to do surgery in 10 min as opposed to 1 hour once we have a surgery kit - which I need as a feat for later.
Thoughts? I was thinking of trading those 2 for more combat oriented feats (Point Blank Shot, Weapon Finesse) and maybe repick those others up later if needed?
Well, I'm kinda asking for advice, as I am not sure how frequent surgery (and even more specifically, cybernetic surgery) takes place? I am filling the combat medic role, so I don't want to let those duties languish, but I am not sure if surgery would even really ever be used
Post by Rigil Kent on Apr 14, 2011 10:15:38 GMT -6
Right. If you consult the Treat Injury skill in the SAGA book, it explains surgery. A successful DC 20 check will heal damage equal to patient's Constitution bonus x level (so, for example, a 5th level character with a CON of 18 would recover 20hp.) You also would use this surgery check to remove some persistent conditions.
As to the Cybernetic Surgery, that is going to be a fairly limited thing, especially since your guys aren't going to be running around facing a lot of guys with lightsabers, so I'd definitely recommend swapping it out.
The Surgical Expertise is still useful based on the surgery option there in the Treat Injury skill, but isn't all that necessary.
Looking at it, I'd recommend going ahead and swapping those feats out. Why Weapon Finesse, though? That's mostly for people who use melee weapons but have crappy STR & good DEX.
Mainly b/c I have a 18 DEX and 12 STR... I'm not sure why, though I am sure I had a reason at some point in time.... I really don't want to completely overhaul this character, so I don't think having the DEX and STR like that is too big of deal, do you?
I was thinking of swapping out a medpac for a Survival Knife (UR 36) since the cost is the same and it would be nice to have a knife for utility and in case Tesla tosses over a table in a place where I can't carry a gun
Post by Rigil Kent on Apr 14, 2011 10:37:55 GMT -6
No-Bark CL 5
Medium Human scout 1/soldier 4 Force 7 Init +6; Senses Perception +10 Languages Basic, High Galactic, Mando'a
Defenses Ref 21 (flat-footed 18), Fort 21, Will 18; Evasion hp 69; second wind +17/34; Threshold 21
Speed 6 squares Melee survival knife +8 (1d6+3) Ranged commando special rifle +8 (3d10+2) or Ranged commando special rifle +3 (3d10+2) with autofire Base Atk +4; Grp +8 Atk Options autofire (commando special rifle), Point Blank Shot Special Actions Man Down, Shake it Off, Wilderness First Aid
Abilities Str 12, Dex 18, Con 14, Int 14, Wis 16, Cha 8 Talents Battlefield Remedy, Evasion, Man Down Feats Armor Proficiency (light, medium), Point Blank Shot, Shake it Off, Skill Focus (Treat Injury), Skill Training, Weapon Finesse, Weapon Proficiency (pistols, rifles, simple weapons), Wilderness First Aid Skills Endurance +9, Knowledge (life sciences) +9, Knowledge (tactics) +9, Perception +10, Pilot +11, Survival +10, Treat Injury +15 (no penalty to heal self; move tended creature +1 step on the condition track when succeeding at First Aid) Possessions commando special rifle, medical kit, 3 medpacs, stormtrooper armor (+6 armor, +2 equipment, no helmet), survival knife
Lest you panic too terribly, No-Bark will be able to retrieve his rifle. 8T33 will be able to determine that a weapon like that has a very specific energy signature ... as well as a homing device of some sort in the pistol grip. So you can get the rifle back.
Now what No-Bark does upon realizing the weapon can be tracked, well that's up to you...