Artwork

Content provided by Misdirected Mark Productions. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Misdirected Mark Productions or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
Player FM - Podcast App
Go offline with the Player FM app!

Barefoottourguide Presents Star Wars Threat Detected OMG The Dark Side

1:33:00
 
Share
 

Archived series ("Inactive feed" status)

When? This feed was archived on March 21, 2018 01:14 (6y ago). Last successful fetch was on February 10, 2018 03:56 (6y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 124427226 series 119604
Content provided by Misdirected Mark Productions. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Misdirected Mark Productions or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Darkness spreads across the Galaxy as an ancient evil awakens from death. It’s up to our heroes to put Darth Maul down for good. This is actual play of the Star Wars Dawn of Defiance Campaign from Echoes of the Jedi, inspired by a Dungeons and Dragons 4e module.

1. TD074 OMG The Dark Side - Threat Detected
MP3jPLAYLISTS.inline_48 = [ { name: "1. TD074 OMG The Dark Side", formats: ["mp3"], mp3: "aHR0cDovL21pc2RpcmVjdGVkbWFyay5jb20vd3AtY29udGVudC91cGxvYWRzLzIwMTYvMDMvVEQwNzQtT01HLVRoZS1EYXJrLVNpZGUubXAz", counterpart:"", artist: "Threat Detected", image: "", imgurl: "" } ]; MP3jPLAYERS[48] = { list: MP3jPLAYLISTS.inline_48, tr:0, type:'single', lstate:'', loop:false, play_txt:'     ', pause_txt:'     ', pp_title:'', autoplay:false, download:false, vol:100, height:'' };

omg2 omg1

The Zombie Darth Maul Stat Block

Darth Maul Zombie CL 15
Medium Zabrak Jedi 7/soldier 1/Sith apprentice 5/Sith Lord 1/beast 1
Destiny 1 Force 7; Dark Side 10
Init +12; Senses heightened awareness; Perception +11
Defenses Ref 34 (flat-footed 29), Fort 29, Will 31; Block [Core p.41], Deflect [Core p.41], Lightsaber Defense
hp 124; Threshold 29; Dark Preservation
Immune fear effects, Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties
Speed 4 squares
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) and unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) and unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+10) or
Melee double-bladed lightsaber +18 (2d8+13) with both hands or
Melee double-bladed lightsaber +16 (3d8+13) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+13) and double-bladed lightsaber +18 (2d8+13) or
Melee double-bladed lightsaber +16 (3d8+13) and double-bladed lightsaber +16 (3d8+13) with Rapid Strike
Ranged by weapon +18
Base Atk +14; Grp +18
Special Actions temptation
Force Powers Known (Use The Force +13)
corruption [TFU p.85] (2),
DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more
DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more
DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more
DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more
spend a Force Point for all adjacent to target take half once if over their Fort Def
dark rage [Core p.96] (2),
DC15: +2 melee Atk & dam until end of next turn
DC20: +4 melee Atk & dam until end of next turn
DC25: +6 melee Atk & dam until end of next turn
spend a Force Point to extend rage until end of encounter
fear [KOTOR p.24] (2),
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn
DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn
DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn
DC30: Use the Force v. Will Def, if equals target can take no actions on next turn
when successful, can spend FP to make all their Def -2 until your next turn
surge [Core p.100],
DC10: +10 Force Jump, speed increases 2 squares
DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary
vornskr’s ferocity [JATM p.36]
DC20: make a single attack +1 die dam
DC25: make a single attack +2 die dam
DC30: make a single attack +3 die dam
DC35: make a single attack +4 die dam
Lightsaber form (Juyo): this power is not dark for you
spend a Force Point to use at the end of a charge
Force Techniques Improved Dark Rage [TFU p.88],
can perform skills that require patience, can activate in surprise round
Improved Move Light Object [Core p.103]
move object as swift not move, use as a weapon requires move not standard
Abilities Str 16, Dex 18, Con 12, Int 3, Wis 16, Cha 12
Special Qualities build lightsaber, cyborg hybrid
Talents Block [Core p.41],
Consumed by Darkness [CWCG p.53], take -5 to Will Def for +2 Atk
Dark Preservation [LECG p.55], increase Dark Side Score by one to stop moving down track
Dark Scourge [Core p.223], extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
Deflect [Core p.41],
Disarming Attack (rifles) [KOTOR p.29], ignore target’s armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming
Lightsaber Defense [Core p.41], ‘+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max
Power of the Dark Side [Core p.101], when spending a Force Point on an Atk, reroll die, Dark Side Score +1
Weapon Specialization (undefined) [Core p.53],
Wrath of the Dark Side [TFU p.88] when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn
Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I [Core p.84], Dual Weapon Mastery II [Core p.84], Dual Weapon Mastery III [Core p.84], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Martial Arts I [Core p.86], Rapid Strike [Core p.88], Skill Focus) [Core p.88],
Staggering Attack (SAV) [SAV p.24], if deal extra dice dam, can move 2 sq per extra die not used
Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Skills Initiative +12, Perception +11 (may reroll but must keep the result of the reroll even if worse), Use the Force +13
Possessions double-bladed lightsaber
Nonliving as droid trait, SECR p.188
Scent:

Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking

Overwhelm:

+2 to melee attack rolls for each adjacent creature with Overwhelm

Infect If a Sith Zombie deals damage to a living target with a bite attack, the target is also infected. The first time a creature is infected, make an attack roll (1d20+10) against its Fortitude Defense. If the attack succeeds, the character takes 4d6 points of damage and moves -1 persistent step down the condition track. This attack occurs every hour the infection remains untreated. Treating the infection requires a successful DC 25 Treat Injury check. A creature reduced to 0 hp or moved to the bottom of the condition track by this attack immediately dies and becomes a Sith Zombie of its level.

Natural Armor Add the beast class level of the Sith Zombie to its Reflex Defense. This represents the Sith Zombie’s resistance to damage dealt to any part of the body except decapitation or destroying the brain.
Natural Weapons All zombies have bite. Fleshier zombies have slam, while the skeletal variety have 2 claws.

Critical Vulnerability Achieving a critical hit against a Sith Zombie represents a headshot or decapitation and the zombie dies instantly, regardless of damage dealt.

  continue reading

81 episodes

Artwork
iconShare
 

Archived series ("Inactive feed" status)

When? This feed was archived on March 21, 2018 01:14 (6y ago). Last successful fetch was on February 10, 2018 03:56 (6y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 124427226 series 119604
Content provided by Misdirected Mark Productions. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Misdirected Mark Productions or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Darkness spreads across the Galaxy as an ancient evil awakens from death. It’s up to our heroes to put Darth Maul down for good. This is actual play of the Star Wars Dawn of Defiance Campaign from Echoes of the Jedi, inspired by a Dungeons and Dragons 4e module.

1. TD074 OMG The Dark Side - Threat Detected
MP3jPLAYLISTS.inline_48 = [ { name: "1. TD074 OMG The Dark Side", formats: ["mp3"], mp3: "aHR0cDovL21pc2RpcmVjdGVkbWFyay5jb20vd3AtY29udGVudC91cGxvYWRzLzIwMTYvMDMvVEQwNzQtT01HLVRoZS1EYXJrLVNpZGUubXAz", counterpart:"", artist: "Threat Detected", image: "", imgurl: "" } ]; MP3jPLAYERS[48] = { list: MP3jPLAYLISTS.inline_48, tr:0, type:'single', lstate:'', loop:false, play_txt:'     ', pause_txt:'     ', pp_title:'', autoplay:false, download:false, vol:100, height:'' };

omg2 omg1

The Zombie Darth Maul Stat Block

Darth Maul Zombie CL 15
Medium Zabrak Jedi 7/soldier 1/Sith apprentice 5/Sith Lord 1/beast 1
Destiny 1 Force 7; Dark Side 10
Init +12; Senses heightened awareness; Perception +11
Defenses Ref 34 (flat-footed 29), Fort 29, Will 31; Block [Core p.41], Deflect [Core p.41], Lightsaber Defense
hp 124; Threshold 29; Dark Preservation
Immune fear effects, Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties
Speed 4 squares
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) and unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) and unarmed +15 (2d6+10) with Rapid Strike or
Melee unarmed +17 (1d6+10) or
Melee unarmed +15 (2d6+10) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+10) or
Melee double-bladed lightsaber +18 (2d8+13) with both hands or
Melee double-bladed lightsaber +16 (3d8+13) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+13) and double-bladed lightsaber +18 (2d8+13) or
Melee double-bladed lightsaber +16 (3d8+13) and double-bladed lightsaber +16 (3d8+13) with Rapid Strike
Ranged by weapon +18
Base Atk +14; Grp +18
Special Actions temptation
Force Powers Known (Use The Force +13)
corruption [TFU p.85] (2),
DC15: Use the Force v. Fort Def, 2d6 dam & half next turn if exceed by 5 or more
DC20: Use the Force v. Fort Def, 3d6 dam & half next turn if exceed by 5 or more
DC25: Use the Force v. Fort Def, 4d6 dam & half next turn if exceed by 5 or more
DC30: Use the Force v. Fort Def, 5d6 dam & half next turn if exceed by 5 or more
spend a Force Point for all adjacent to target take half once if over their Fort Def
dark rage [Core p.96] (2),
DC15: +2 melee Atk & dam until end of next turn
DC20: +4 melee Atk & dam until end of next turn
DC25: +6 melee Atk & dam until end of next turn
spend a Force Point to extend rage until end of encounter
fear [KOTOR p.24] (2),
DC15: Use the Force v. Will Def, if equals target can take only 1 stan on next turn
DC20: Use the Force v. Will Def, if equals target can take only 1 move on next turn
DC25: Use the Force v. Will Def, if equals target can take only 1 swif on next turn
DC30: Use the Force v. Will Def, if equals target can take no actions on next turn
when successful, can spend FP to make all their Def -2 until your next turn
surge [Core p.100],
DC10: +10 Force Jump, speed increases 2 squares
DC15: +20 Force Jump, speed increases 4 squares
DC20: +30 Force Jump, speed increases 6 squares
spend a Force Point to increase by +10 and 2 squares
may use any and all movement as part of a jump
spend DP to increase 4 squares, no roll necessary
vornskr’s ferocity [JATM p.36]
DC20: make a single attack +1 die dam
DC25: make a single attack +2 die dam
DC30: make a single attack +3 die dam
DC35: make a single attack +4 die dam
Lightsaber form (Juyo): this power is not dark for you
spend a Force Point to use at the end of a charge
Force Techniques Improved Dark Rage [TFU p.88],
can perform skills that require patience, can activate in surprise round
Improved Move Light Object [Core p.103]
move object as swift not move, use as a weapon requires move not standard
Abilities Str 16, Dex 18, Con 12, Int 3, Wis 16, Cha 12
Special Qualities build lightsaber, cyborg hybrid
Talents Block [Core p.41],
Consumed by Darkness [CWCG p.53], take -5 to Will Def for +2 Atk
Dark Preservation [LECG p.55], increase Dark Side Score by one to stop moving down track
Dark Scourge [Core p.223], extra damage on melee attacks v. Dark Side equal to Cha mod (min +1)
Deflect [Core p.41],
Disarming Attack (rifles) [KOTOR p.29], ignore target’s armor bonus to Ref Def when disarming, 1/encounter as free +10 Atk when disarming
Lightsaber Defense [Core p.41], ‘+1 to Ref Def, must have activated lightsaber, aware and not flat-footed, +3 max
Power of the Dark Side [Core p.101], when spending a Force Point on an Atk, reroll die, Dark Side Score +1
Weapon Specialization (undefined) [Core p.53],
Wrath of the Dark Side [TFU p.88] when you roll nat 20 with force power that deals dam, not regain powers for dam & half dam next turn
Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I [Core p.84], Dual Weapon Mastery II [Core p.84], Dual Weapon Mastery III [Core p.84], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Martial Arts I [Core p.86], Rapid Strike [Core p.88], Skill Focus) [Core p.88],
Staggering Attack (SAV) [SAV p.24], if deal extra dice dam, can move 2 sq per extra die not used
Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Skills Initiative +12, Perception +11 (may reroll but must keep the result of the reroll even if worse), Use the Force +13
Possessions double-bladed lightsaber
Nonliving as droid trait, SECR p.188
Scent:

Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking

Overwhelm:

+2 to melee attack rolls for each adjacent creature with Overwhelm

Infect If a Sith Zombie deals damage to a living target with a bite attack, the target is also infected. The first time a creature is infected, make an attack roll (1d20+10) against its Fortitude Defense. If the attack succeeds, the character takes 4d6 points of damage and moves -1 persistent step down the condition track. This attack occurs every hour the infection remains untreated. Treating the infection requires a successful DC 25 Treat Injury check. A creature reduced to 0 hp or moved to the bottom of the condition track by this attack immediately dies and becomes a Sith Zombie of its level.

Natural Armor Add the beast class level of the Sith Zombie to its Reflex Defense. This represents the Sith Zombie’s resistance to damage dealt to any part of the body except decapitation or destroying the brain.
Natural Weapons All zombies have bite. Fleshier zombies have slam, while the skeletal variety have 2 claws.

Critical Vulnerability Achieving a critical hit against a Sith Zombie represents a headshot or decapitation and the zombie dies instantly, regardless of damage dealt.

  continue reading

81 episodes

All episodes

×
 
Loading …

Welcome to Player FM!

Player FM is scanning the web for high-quality podcasts for you to enjoy right now. It's the best podcast app and works on Android, iPhone, and the web. Signup to sync subscriptions across devices.

 

Quick Reference Guide