Jace Concorkill |
Zeve Holchoy, Jedi knight
Init +12; Senses Perception +12
Languages Basic
Defenses Ref 24 (21 flat-footed), Fort 22, Will 24; Dodge, Block, Deflect, 0
hp 87; Threshold 22
Speed 6 squares
Melee lightsaber +12 (2d8+6)
Melee lightsaber +7/+7 (2d8+6) with Double Attack
Ranged by weapon +11
Base Atk +8; Grp +11
Atk Options Double Attack (lightsabers)
Force Powers Known (Use the Force +16) Assured Strike, Battle Strike, Draw Closer, Force Slam, Force Thrust, Mind Trick, Move Object, Shatterpoint
Abilities Str 11, Dex 16, Con 13, Int 12, Wis 16, Cha 14
Special Qualities Bonus Trained Skill, Bonus Feat , Build Lightsaber
Talents Elusive Target, Block, Deflect, Weapon Specialization (lightsabers), Soresu
Feats Dodge, Double Attack (lightsabers), Force Sensitivity, Improved Defenses, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Acrobatics +12, Initiative +12, Perception +12, Use the Force +16
Possessions lightsaber
// Assured Strike (standard; one creature) • Lightsaber Form<BR>DC 15: make a single attack rolling twice and keep the better result, -5 damage
DC 20: as DC 15 but -2 damage
DC 25: as DC 15 but -1 damage
DC 30: as DC 15 but no penalty to damage
Spend a Force Point for three rolls, keeping the highest<BR>
// Battle Strike (swift; you) <BR>DC 15: +1 next attack made before end of next turn, gain +1d6 damage
DC 20: as DC 15 but gain +2d6 damage
DC 25: as DC 15 but gain +3d6 damage
Spend a Force Point to deal an additional +2d6 damage<BR>
// Draw Closer (standard; one enemy within 6 squares and line of sight) •Lightsaber Form, Telekinetic<BR>DC 15: pull Medium creature that is not grabbed or grappled into nearest unoccupied space adjacent to you make a lightsaber attack
DC 20: as DC 15 except up to a Large creature
DC 25: as DC 15 except up to a Huge creature
DC 30: as DC 15 except up to a Gargantuan creature
Spend a Force Point to pull target to any adjacent space<BR>
// Force Slam (standard; all targets within a 6 square cone) •Telekinetic<BR>+16 vs. Will, deal 4d6 damage and targets are knocked prone; half damage on a miss
Spend a Force Point to deal +2d6 damage<BR>
// Force Thrust (standard; one object or character within 12 squares and line of sight) •Telekinetic<BR>+16 vs. Strength check + base attack + size modifier, push target back 1 square + 1 square per 5 points over the Strength check; target takes 1d6 damage if pushed into an object
Spend a Force Point to apply -5 penalty to opponent's check, 2d6 damage if pushed into larger object<BR>
// Mind Trick (standard; one creature of intelligence 3 or higher within 12 squares and line of sight) •Mind-Affecting<BR>+16 vs. Will to:
1. create an hallucination to use Stealth even if target is aware
2. perform a feint so that target loses Dexterity bonus to Reflex on your next attack against them
3. make an unpalatable suggestion
4. fill target with terror to flee at top speed 1 minute, stops fleeing if wounded, not if higher level
Spend a Force Point to improve attitude one step, + one step per every 5 points the check exceeds Will<BR>
// Move Object (standard; one character or object within 12 squares and line of sight) •Telekinetic<BR>+16 vs Will if target resists, hurl or drop object vs. target's Reflex, both take damage according to DC below
DC 15: Move up to medium object, 2d6 damage
DC 20: Move up to large object, 4d6 damage
DC 25: Move up to huge object, 6d6 damage
DC 30: Move up to gargantuan object, 8d6 damage
DC 35: Move up to colossal object, 10d6 damage
Moving or hovering target opposes Use the Force with a grapple check
Spend a Force Point to increase max size of object one category and +2d6 damage (max 12d6)
Spend a Destiny Point to increase max size three categories and +6d6 damage (max 16d6)<BR>
// Shatterpoint (swift; you) <BR>DC 25: if next attack hits, the target's damage threshold is treated as 5 lower
DC 30: as DC 25 except damage threshold is 10 lower
DC 35: as DC 25 except damage threshold is 15 lower
DC 40: as DC 25 except damage threshold is 20 lower
Spend Force Point to also ignore the target's damage reduction<BR>
"
Myralda Looska |
Looking over ship mods, if we went with the YT-1300, we could probably afford something like this:
YT 1,300 Transport - 100,000 Base, 10p spend
Combat Thrusters - 1p - 10,000
Shields 55 - 3p - 30,000
Laser Cannon, Medium (x2) - 2p - 8,000
Total - 148,000 - 4p left
Shields for safety, combat thrusters for the ace pilot, and weapons for all PC's to have something to use.
Joynt Jezebel |
going to pull out, but have fun guys.
Fortunately, there is no need for panic. :P
Myralda and Jace- It is great to see PCs co-operating so nicely to create characters. But I am pretty sure the GM said one Jedi.
On Spaceships- We will need all the PCs and the budget before making a final decision.
Personally I try not to get ships like the YT 1300. It is a fine ship, but I always feel like I am trying to copy the Millenium Falcon.
The Maka-Eekai and the Citadel are excellent space transports. The decond can carry 2 starfighters.
Myralda Looska |
I LOVE the Citadel, but I know others like customization. We'll be able to afford a used one, but it might be close for a new, though if we can afford it, I'd vote to spring for one. Plus, this is the exact timing in which the Citadel was in its major use, so its easily avaliable.
Jaynt - Thank you for the reminder. As for helping, I know only one Jedi player gets picked, and while I'd prefer only playing a Jedi, I'm okay with helping out others and knowing if they get picked I get left out. I'll be good. :)
Jace - I'm sure Joynt just wanted to make sure we understood that there was only one Jedi allowed, so we would not end up angry finding out later, and not trying to tell you not to make the character. Either of us would have a better chance with a non-Jedi (5/6), but it's was just a reminder.
We might be using the same excel program. I'll check the name when I get home. However, it will be tricky making sure you get character feats at each odd level, rather than Saga's feat levels. Also, your background mentions being Order 66, which has not happened yet in this campaign.
Rhal, the Styx Boatman |
Nobles have a tallent that can have them get illegal stuff without licences or background checks.
Correct
This is william, with the Farghul I'm applying. I have sooooo many credits... guess I could buy a starship...used of course.
I would suggest not buying a ship. You will not be able to take it on this mission, and it might not exist when the mission is over. Can't say to much more without giving a big thing away. You can always keep extra credits for later.
As a Note - Nobles with the Wealth talent please note where or how the money is generated. For example your family owns a major business (what kind of business).
I'm hoping that we can be issued a ship as part of my character's history. Otherwise, well, off to Crazy K2's Discount Ship Shack I go.
Rhal: I may swap out Martial Arts 1 for Skill Focus: Pilot.
Rima's Deception skill is high enough that she can easily "fly casual" and "lose 'em in those clouds", but I'm thinking it might be better for feats of Daring Do and Thrilling Heroics if she had that +5 bonus from the Skill Focus.
It also means she really is a crack pilot on top of her ability to fake out the bad guys.
A ship is going to be issued to the strike team, no worries there.
You may switch out for Skill Focus: Pilot.
This is my character, the Sluissi Tech Specialist, pilot and Force Adept Cleopatra.
I have a question for the GM, Rhal. Are spaceships necessary or desirable for the first mission? And if yes, are the PCs pooling money for one? I kind of need an answer to do equipment.
** spoiler omitted **
** spoiler omitted **...
Don't worry about a ship for now. Can always keep any left over credits for later.
Thank you. Once you do that you just typed it? I used SagaForge, an excel program because you can click the talents and Force powers with descriptions.
I tend to use this one for help in a character sheet. Character Sheet and Combat Tool v2.10a
jemstone |
I was about to come in and suggest that as all characters are working for the Republic Army, the GM would probably provide us a ship at some point, but he beat me to it. ;)
Rhal: Feats have been swapped, sheet is updated.
I'm going to hold off on equipment and whatnot until we know who made it into the game. And also because I'm not near my books right now. ;)
Myralda Looska |
Question for Rhal: What continuity will we be using and to what extent? (I.E. Lucas Arts or Disney? Strict adherence or loosely followed? Will we somehow be able to, say, happen upon Luke, make him have an accident, and end up letting the Empire remain fully in contol?)
...That last one is a joke, but I am interested in seeing the answer now that I've written it.
Joynt Jezebel |
YT-1300 is honestly not a great choice. I'm going to throw together a pilot/mechanic/tech specialist and I'll include some ship suggestions when I do so. But I do agree that ships should be left to group consensus
You can. But that describes my character fairly accurately.
How nice of you Joyner to limit people when the GM said only one would be accepted. If this is an indicator of how people are going to be in wonder if I should bother remaking the character?
As Myralsa said, I was definitely not meaning to be rude. Just to let you know you knew the GM only wanted one Jedi. Sorry if I offended.
And to whoever winds up as the Jedi- I may well become your Padawan eventually. I am force sensitive but not Jedi. I will buy a pad so I can take notes, I think that is where the term Padawan comes from, the ones with the pads.
Joynt Jezebel |
YT-1300 is honestly not a great choice. I'm going to throw together a pilot/mechanic/tech specialist and I'll include some ship suggestions when I do so. But I do agree that ships should be left to group consensus
I had a bit of a think about this. Your character choice is 100% yours of course. But if you want to play a tech I suggest you play another Sluissi. It is just they are much better at it than other races and you could find it a pain being outclassed by my character.
We can be related if you want. It would make sense.
Rhal, the Styx Boatman |
Question for Rhal: What continuity will we be using and to what extent? (I.E. Lucas Arts or Disney? Strict adherence or loosely followed? Will we somehow be able to, say, happen upon Luke, make him have an accident, and end up letting the Empire remain fully in contol?)
...That last one is a joke, but I am interested in seeing the answer now that I've written it.
Loosely Lucas. Somethings will stay as they are in the movies, but I can't guarantee everything will.
Loup Blanc |
So, Loup, want to link our Troopers' backstories?
Totally! I know JDPhipps is also working on a trooper, with a focus on dual-wielding pistols; my guy, as you can see, is a little more focused on long-range combat with lots of skills to help him perform various functions in the field. If we want to all link our characters together, that would make a good deal of sense! We could spin it as being like a team of Republic Commandos, trained to work as a smaller fireteam unit for precise, specialized missions--quite fitting for this game's premise.
Being ARCs also allows us to totally rationalize sticking around after the end of the Clone Wars, since a lot of the ARC troopers disregarded Order 66 and did their own thing. But then, I'm guessing that's why the concept is fairly popular here!
Darkness Rising |
Knights of the Old Republic Campaign Guide (page 75).
Thanks, F.Castor! What would I do without you :)
Aviri’savron (Rissa) is now mostly complete; I've tweaked appearance/personality slightly but background is the same.
28 points:
Str 13 (3 points)
Dex 16 (10 points)
Con 14 (5 points)
Int 14 (5 points)
Wis 10 (0 points)
Cha 14 (5 points)
+2 Cha (racial)
-2 Wis (racial)
Lvl 4 stat increases: +1 Dex, +1 Int
Lvl 8 stat increases: +1 Dex, +1 Int
Female Twi’lek Scoundrel 8
Force 9
Init +13; Senses Lowlight Vision; Perception +12 (Use the Force)
Languages: Basic, Binary, Bocce, Huttese, Ryl
--------------------
DEFENSE
--------------------
Reflex 25 (10 Base + 8 Level + 4 Dex +1 Feat +2 Class) Fort 23 (10 Base +2 Race +8 Level +2 Con +1 Feat) Will 19 (10 Base +8 Level -1 Wis +1 Feat +1 Class)
HP 76 (18+7d6+16) Threshold 23
--------------------
OFFENSE
--------------------
Speed 6 squares
Melee
Dagger +7 (d4+1)
Ranged
Holdout blaster pistol +10 (3d4+4)
Blastech DT-12 heavy blaster pistol +11 (4d6+4), Inaccurate (cannot fire at long range); Hair Trigger; Improved Accuracy Modification
Blastech DLT-20A blaster rifle +11 (3d10+7), Improved Energy Cell, no Stun setting, Improved Damage, Accurate (no penalty for firing at short range)
Micro grenade launcher +11 (varies), Inaccurate (cannot fire at long range), reduced damage (grenades take -2 damage), Capacity: 4 grenades (reload is full-round action)
8 Concussion grenades (8d6-2)
8 Frag grenades (4d6-2)
4 Gas grenades (4d6-2) STUN, attacks Fort Defence, successful attack moves -2 down condition track
4 EMP grenades (4d6-2) ION damage, moves droids etc -5 down condition track if would take to 0 damage
4 Explosive charges (10d6), 1 square Burst Radius
BAB +6 Grapple +12
Combat Options: Point Blank Shot, Rapid Shot, Personalised Modifications,
--------------------
STATISTICS
--------------------
Str 13, Dex 18, Con 14, Int 16, Wis 8, Cha 16
Special
Enslaved background: +2 to Grapple checks, trained in Athletics
Deceptive: Twi’lek may re-roll any Deception check but must abide by the results of the re-roll even if the result is worse.
Talents
Damage Reduction: You can spend a Force point as a standard action to gain Damage Reduction 10 for 1 minute.
Force Perception: You can use a Use the Force check instead of a Perception check to avoid surprise, notice targets, sense deception, or sense influence. You are considered trained in the Perception skill for the purposes of using this talent.
Knack: Once per day, you can re-roll a skill check and take the better result.
Personalized Modifications (SotG p.17): As a standard action, you may tweak the settings, grips, and moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of the encounter, you gain a +1 equipment bonus on attack rolls and a +2 equipment bonus on damage rolls with that weapon. You can use this talent only on powered weapons (those that require a power cell to operate), including weapons connected to a larger power source, such as vehicle and starship weapons.
Feats
Starting feat - Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range.
Starting feat - Weapon Proficiency (pistols): You are proficient with that type of weaponry.
Starting feat - Weapon Proficiency: (simple weapons): You are proficient with that type of weaponry.
Lvl 1 feat - Force Sensitivity: You can make Use the Force checks, and Use the Force is considered a class skill for you. Whenever you gain a new talent, you have the option of selecting a Force talent instead.
Bonus Lvl 2 feat - Skill Focus (use computer): You gain a +5 competence bonus with the selected skill.
Lvl 3 feat - Improved Defences: You add +1 to each of your Reflex, Fortitude and Will defences.
Bonus Lvl 4 feat - Skill Focus (mechanics): You gain a +5 competence bonus with the selected skill.
Lvl 5 feat - Weapon Proficiency (rifles): You are proficient with that type of weaponry.
Bonus Lvl 6 feat - Tech specialist (SotG, p.21): You can modify a device, suit of armor, weapon, droid, or vehicle so that it gains a special trait. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid, or vehicle, and you can't apply the same benefit more than once. Before beginning the modification, you must pay one-tenth the cost of the device, suit of armor, weapon, droid, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires 1 day per 1,000 credits of the modification's cost. At the end of this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn't gain the desired trait. However, you may start over from scratch if you wish.
Lvl 7 feat - Weapon Focus (rifles): You gain a +1 bonus on all attack rolls you make with the selected weapon group.
Bonus Lvl 8 feat - Rapid Shot: You may fire 2 shots as a single attack against the target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack.
Trained Skills (8: 4 Class, 3 Int, 1 Background)
Athletics 10 (4 Class, 5 Trained 1 Str)
Deception 12 (4 Class, 5 Trained, 3 Cha)
Initiative 13 (4 Class, 5 Trained, 4 Dex)
Mechanics 17 (4 Class, 5 Trained, 3 Int, 5 feat)
Persuasion 12 (4 Class, 5 Trained, 3 Cha)
Stealth 13 (4 Class, 5 Trained, 4 Dex)
Use Computer 20 (4 Class, 5 Trained, 3 Int, 5 Feat, 3 Equipment)
Use the Force 12 (4 Class, 5 Trained, 3 Cha)
Untrained Skills
Acrobatics 8 (4 Class, 4 Dex)
Endurance 6 (4 Class, 2 Con)
Gather Information 7 (4 Class, 3 Cha)
Jump 5 (4 Class, 1 Str)
Knowledge 7 (4 Class, 3 Int)
*Perception 3 (4 Class, -1 Wis) Force Perception Talent applies
Pilot 8 (4 Class, 4 Dex)
Ride 8 (4 Class, 4 Dex)
Survival 3 (4 Class, -1 Wis)
Treat Injury 3 (4 Class, -1 Wis)
--------------------
GEAR
--------------------
Weapons
Knife (25 credits, 1 kg)
Holdout blaster pistol (300 credits, 0.5 kg)
Blastech DT-12 heavy blaster pistol (900 credits, 2 kg) – CWCG p.61
*Hair trigger (1200 credits) – KOTOR p.75
*Modified (1000 credits): Improved Accuracy – SotG p.21
Blastech DLT-20A blaster rifle (1300 credits, 6.7 kg) – CWCG p.61
with Micro grenade launcher (3500 credits, 3 kg) – S&V p.51
*Improved energy cell, no Stun setting (4000 credits) – KOTOR p.75
*Modified (1000 credits): Improved Damage – SotG p.21
8 Concussion grenades (3200 credits, 4 kg) – RECG p.48
8 Frag grenades (1600 credits, 4 kg)
4 Gas grenades (1000 credits, 2 kg) – RECG, p.50
4 EMP grenades (2000 credits, 2 kg) – CWCG, p.61
4 Explosive charges (6000 credits, 2 kg)
Equipment
Hands-free commlink, Encrypted (1500 credits, 0.1 kg) – LECG, p.66
Bracer computer (1300 credits, 0.5 kg) – CWCG p.65
Computer interface visor (1200 credits, 0.5 kg) – KOTOR p.73
*Modified (1000 credits): Mastercraft Device – SotG p.21
Electrobinoculars (1000 credits, 1 kg)
Flight suit (1000 credits, 3 kg)
10 Ration packs (50 credits, 1 kg)
10 Energy cells (100 credits)
5 Power packs (125 credits, 0.5 kg)
Security kit (750 credits, 1 kg)
Utility belt (500 credits, 4 kg)
*3 rations
*Medpack
*Tool kit
*1 Power pack
*1 Energy cell
*Glow rod
*Comlink
*Liquid cable dispenser with grappling hook
Concealed holster (50 credits, 0.2 kg)
*holdout blaster
2 Hip holsters (50 credits, 1 kg)
*heavy blaster pistol
*knife
Money: 14450 credits
Carrying Capacity: 42 kilos
Encumbrance: 38.8 kilos
===================================================
Don’t be pretty – be useful. The Twi’lek slave girl learned this lesson when her best friend was killed just because their owner (a Hutt crime-lord) decided her performance was less amusing than her agonised pleas for mercy. That day, Aviri’savron stopped being a passive witness of her circumstances and turned to active efforts to escape her life on the Outer Rim. Instead of dancing and courting rich clients, she focussed on gaining favour with the other lackeys of her owner: technicians, mechanics, those who kept the machines running and who could, for a few favours, teach her to do the same.
The girl was lucky in finding teachers and learned fast, and was soon able to repair and rebuild almost anything from an R2’s astronav circuitry to a computer terminal to a hyperdrive. Eventually, her owner learned of her new talents and traded her to a notorious Rodian space-pilot by the name of Navikko, who was delighted to find that his new girl could be of many uses on his ship, the Reaver.
Aviri’savron has done her best to forget what passed during her time on board, but the occasional nightmare still surfaces.
Her luck saved her again when Navikko took one risk too many and ventured into the fringes of Republic space. He sought rich pickings but found only his end: the ship he tangled with initiated a boarding action with him. It was carrying a Jedi Knight, a Human called Matesh, who decided that he had the time to rid the Galaxy of one pirate lord and still complete his mission. Seizing the moment, Aviri’savron managed a lucky hack into the Reaver’s weapon systems, disabling them; she was almost beaten to death by an enraged Navikko before the Jedi’s lightsaber cut the Rodian down.
Aviri’savron’s brief time with Matesh changed her greatly, as he explained to her that what she had thought of as ‘luck’ was something called ‘the Force’ at work. Although too old – and frankly uninterested – to begin training as a Padawan, the young woman listened to what Matesh had to teach her, and has since then continued to try to develop her talents. The Jedi Knight dropped her at the nearest civilised world, with some possessions and enough credits to buy passage into the Core Worlds, refusing any offer of payment – in any form – with a warm smile.
Aviri’savron goes by the name of Rissa these days. Humans (and there seem to be a lot of them around in the Republic) have trouble with her longer name; and the new name goes well with her new life, as a loyal - and useful - member of the Republic’s special operations branch. Signing up to help protect and defend something that (through its Jedi) gave her freedom is her way of acknowledging a debt she cannot repay.
Rissa’s deep blue, almost purple, skin makes a striking combination with her wide, green eyes and her dark eyebrows (tattooed on during her time of slavery). Other tattoos and more unsavoury marks of her former owners are hidden by her dusk-grey clothing – now that she’s no longer a slave-girl, she dresses in practical garb which hides the scars of her servitude under layers of grime and oil.
Never without her beloved utility belt (modified to carry her computer gear as well as her tool kit), whenever possible Rissa also wears a heavy blaster on her hip: a perhaps unsubtle way of warning onlookers not to touch, however much they might admire. Those who get close enough to look beyond the obvious will note the deeply-ingrained grease under her fingernails, and may also see the look of nervousness if contact looks likely – Rissa has a pronounced flinch reflex, another legacy of her past.
She is also rarely without her beloved – and heavily customised – Blastech heavy rifle, which is her pride and joy and perpetual engineering project. Like every pet project of every engineer across the whole of space and time, the thing has spent far more hours in various states of disassembly than it ever has in combat; people who point this out to Rissa find that they have dropped to the bottom of her priority list when it comes to servicing their equipment.
Rissa is both skittish, and impulsive, but is bright enough to know that she usually needs to take advice before she acts. She is not hugely conformist (in particular, her habit of sweet-talking inanimate objects that she’s tinkering with can be disturbing to those who haven’t heard it before), and her transfer to the special ops wing of the Republic’s forces was the perfect move for her: enough leeway that her unpredictability is an asset, while having superior officers who will protect her from her worst instincts. Her time in service has honed her talents, so that in addition to her technical skills she is capable of defending herself in a firefight. Any commanding officer of a unit she is attached to has gained a valuable asset for unconventional warfare, whether breaking open locks, slicing through enemy computer systems, or laying down sabotaging explosives.
Wary of her past experiences with humanoids, Rissa generally prefers the company of her beloved computer programs, machines and droids: whatever demands they make of her, she can attend to without revisiting memories best left sealed. One of her few true friendships is with Matesh, the Jedi Knight who rescued her and showed her a larger universe than she could ever have imagined. With her duties and his, they meet infrequently at best, perhaps 2 or 3 times a year. In his company, Rissa feels not only at ease, but safe; she knows that she can endure whatever the Galaxy throws at her, so long as she has that friendship to fall back on.
Phntm888 |
Phntm888 wrote:So, Loup, want to link our Troopers' backstories?Totally! I know JDPhipps is also working on a trooper, with a focus on dual-wielding pistols; my guy, as you can see, is a little more focused on long-range combat with lots of skills to help him perform various functions in the field. If we want to all link our characters together, that would make a good deal of sense! We could spin it as being like a team of Republic Commandos, trained to work as a smaller fireteam unit for precise, specialized missions--quite fitting for this game's premise.
Being ARCs also allows us to totally rationalize sticking around after the end of the Clone Wars, since a lot of the ARC troopers disregarded Order 66 and did their own thing. But then, I'm guessing that's why the concept is fairly popular here!
Sounds like a plan. My guy is focused on demolitions and weapons versatility - he can use every non-exotic and non-lightsaber weapon, plus he's good at blowing things up. And the Saboteur prestige class has a talent called "Droid Jammer", which lets me craft an item that can deactivate a droid within 6 squares of me as a full-round action. That one seemed extra thematic :).
DekoTheBarbarian |
Debated on whether to dot in or not, but I really wanted in on another Star Wars game and this seemed interesting. I'm wanting to play a Droid, as there doesn't seem to be any droids submitted yet. How do you feel about a reprogrammed battle droid? (Before anybody asks, I just watched Rogue One on the 16th, and had an idea for something like this before then.)
Otherwise, I might go for a different kind of droid, though not sure what else would fit. Plan on taking the Independent Droid prestige class to be my own droid.
Rhal, the Styx Boatman |
Debated on whether to dot in or not, but I really wanted in on another Star Wars game and this seemed interesting. I'm wanting to play a Droid, as there doesn't seem to be any droids submitted yet. How do you feel about a reprogrammed battle droid? (Before anybody asks, I just watched Rogue One on the 16th, and had an idea for something like this before then.)
Otherwise, I might go for a different kind of droid, though not sure what else would fit. Plan on taking the Independent Droid prestige class to be my own droid.
That is reasonable, but just make sure the droid is more than battle focused, at least some.
Joynt Jezebel |
I have a question, would you allow for a lightsaber bought off the black market? I'm planning on having my ccharacter born into a family of black market drugrunners/smugglers. Might dual class into scoundrel.
But she also wants to become equal to a jedi in martal status (a very aspiring position)
I know you were asking the GM who has the final say of course. But I know the SW Saga rules well and have some suggestions.
Light sabers are used by Tapani Sector Nobles [see Intrigue p122]who are not force sensitive. And you can consider the Melee Duelist Pr C, KOTOR p 46. You might revise your character to have a level of the Pr C.
JDPhipps |
How do you want to do the point buy system, since I won't have a con score? That'll give me more points to spend than others.
Playing a droid myself in another campaign, I highly suggest not changing the ability scores at all. While droids do gain a lot of immunities from being droids, ion damage can be a horrid pain to deal with and the inability to add Constitution to your hit points really hurts. While droids can purchase shield generators, they still use a Constitution-linked skill (Endurance) to power them up again which makes it difficult to do so. They can spend a feat to make it easier to make it easier to recharge shields but that then means spending other character resources. Also, they tend to want higher strength due to them adding it to Fortitude (and thus their Damage Threshold), so points are put into that which would otherwise be in Constitution.
As for forming an ARC Trooper fireteam, that sounds like an awesome idea. My character is specialized for wielding dual-pistols, and next level I do plan to take proficiency in Heavy Weapons and mount a miniature proton torpedo launcher or missile launcher on my armor with my last available upgrade slot. I do have rifle proficiency though, so I can handle one if need be, I'm just taking Greater Weapon Specialization in pistols with my next available talent so he'll be best with those above anything else. He's an airborne fighter more often than not and will likely use that to our advantage whenever possible; he's also a skilled medic and has mechanical and computer skills as well as a competent pilot. However, unlike what I know of Loup's character I have no real stealth skills, so in cases of planning an ambush or something requiring stealth or anything like that I would highly suggest I be used as bait or a diversion instead.
Rhal, the Styx Boatman |
I have a question, would you allow for a lightsaber bought off the black market? I'm planning on having my ccharacter born into a family of black market drugrunners/smugglers. Might dual class into scoundrel.
But she also wants to become equal to a jedi in martal status (a very aspiring position)
It is a possibility, but bare in mind you are in a Republic group and there might be a Jedi in it who would not be happy about it.
How do you want to do the point buy system, since I won't have a con score? That'll give me more points to spend than others.
That's a very good question. Let's just keep it the same.
Daria Shavis wrote:I have a question, would you allow for a lightsaber bought off the black market? I'm planning on having my ccharacter born into a family of black market drugrunners/smugglers. Might dual class into scoundrel.
But she also wants to become equal to a jedi in martal status (a very aspiring position)I know you were asking the GM who has the final say of course. But I know the SW Saga rules well and have some suggestions.
Light sabers are used by Tapani Sector Nobles [see Intrigue p122]who are not force sensitive. And you can consider the Melee Duelist Pr C, KOTOR p 46. You might revise your character to have a level of the Pr C.
That is quite correct.
JDPhipps |
I mean, I personally have no problem with possibly having to change my backstory if not all three of us were to be in the game; much of it will likely just be that I'll have to change names and maybe not even then, the other trooper(s) who aren't selected may just be backstory characters instead. I won't speak for anyone else amongst the three of us though.
I'm a fairly decent Pilot but that's mostly for the use of my jet-pack as opposed to anything else.
Joynt Jezebel |
DekoTheBarbarian wrote:How do you want to do the point buy system, since I won't have a con score? That'll give me more points to spend than others.That's a very good question. Let's just keep it the same.
The RAW for this is on p186 of the Core rulebook. A Droid character receives 21 pts to distribute among 5 attributes. That is instead of 25 points on the table presented on Core p 18.
In this campaign we get a 28 point buy as for a Pathfinder character, which is pretty similar. By that logic a droid character should get either 25 or 24 points to distribute.
And I disagree with JDPhipps about droid characters. While what he says about droid characters is true enough per se, imho the worst thing about droids is you can't be force sensitive.
I once found myself building a character with 3 other players all playing Jedi. I set out to build a character that could do everything else. The result was the Scientist Paramedic Astromech Mechanic droid, SPAM for short. Great character, but likely shows droid PCs are broken. A view shared by the only person I know who knows the SW Saga rules better than I.
Despite their drawbacks, droids have advantages. 2 are just brilliant, other PCs improve themselves with experience, a droid can also improve themselves with money. And reprogramming. If you have some time a a good programmer, you are great at nearly anything you need to be.
I don't allow droid characters. I am not suggesting they should necessarily be banned here. I do think the rules for their creation are given in Core and should be applied. It is of course up to the GM.
Joynt Jezebel |
Joynt Jezebel wrote:That is quite correct.Daria Shavis wrote:I have a question, would you allow for a lightsaber bought off the black market? I'm planning on having my ccharacter born into a family of black market drugrunners/smugglers. Might dual class into scoundrel.
But she also wants to become equal to a jedi in martal status (a very aspiring position)I know you were asking the GM who has the final say of course. But I know the SW Saga rules well and have some suggestions.
Light sabers are used by Tapani Sector Nobles [see Intrigue p122]who are not force sensitive. And you can consider the Melee Duelist Pr C, KOTOR p 46. You might revise your character to have a level of the Pr C.
Me with more suggestions.
I don't think that there is anything in the RAW that says you have to be Force Sensitive to take levels in Jedi. You can simulate a Tapani or otherwise a light saber user lacking force sensitivity by taking a level or levels of Jedi after starting in another class and taking the feat WP Light Saber as the feat you get as level 1 Jedi.This sounds like a better way to achieve Daria's character aim than 8 levels of noble.
Something like-
Noble 4
Jedi 3
Soldier 1 [to get AP light]
I had earlier suggested Melee Duelist PrC at level 8. My mistake, that Pr C requires a BaB of +7, so will have to wait till level 9 if you want to start as a noble. Or in fact have any levels not in soldier and jedi.
JDPhipps |
Me with more suggestions.
I don't think that there is anything in the RAW that says you have to be Force Sensitive to take levels in Jedi. You can simulate a Tapani or otherwise a light saber user lacking force sensitivity by taking a level or levels of Jedi after starting in another class and taking the feat WP Light Saber as the feat you get as level 1 Jedi.
This sounds like a better way to achieve Daria's character aim than 8 levels of noble.
Something like-
Noble 4
Jedi 3
Soldier 1 [to get AP light]I had earlier suggested Melee Duelist PrC at level 8. My mistake, that Pr C requires a BaB of +7, so will have to wait till level 9 if you want to start as a noble. Or in fact have any levels not in soldier and jedi.
Taking Jedi without Force Sensitivity is a terrible idea; almost none of the classes talents will ever work for you because Use the Force is required for almost all of them, especially for Lightsaber combat. You can't use Block/Deflect nor their countering options (Redirect Shot or Riposte) as they require use the Force, and Lightsaber Throw does as well. You cannot take any talents related to Battle Meditation and why take something like Resilience when the Soldier can let you regain more steps on the track without spending a finite, per-level resource? You're far better off just eating the feat requirement for Weapon Proficiency as at least you'll get talents you can actually use.
Also, I don't really count being unable to take Force Sensitivity as a droid because if you're even considering playing a droid then you weren't planning to be in the first place. Droids also have the unfortunate drawback that almost all armor made for droids lacks a bonus to Fortitude defense, and while they are immune to some things requiring such a defense it makes them sitting ducks for Force powers. The right builds can make droid characters powerful but I highly disagree that they should be banned let alone use less points for ability score creation.
Joynt Jezebel |
There are actually quite a number of talents that don't need use the force.
If you look at the first 2 talent tree in core, 3 of the 4 jedi consular talents don't and 3 or 4 of the jedi guardian talents don't. I say 3 or 4 because battle meditation does not say it does, but I think it should. Elusive target and acrobatic recovery are good for the melee duelist concept.
Add that to d10 HPs and a full +1 BaB per level [a very big consideration], plus getting WP light saber at level 1. Some jedi levels look excellent to me.
On droid characters, I have said what I think. The points they get at creation is covered in the Core rulebook as I said.
Rhal, the Styx Boatman |
Rhal, the Styx Boatman wrote:DekoTheBarbarian wrote:How do you want to do the point buy system, since I won't have a con score? That'll give me more points to spend than others.That's a very good question. Let's just keep it the same.
The RAW for this is on p186 of the Core rulebook. A Droid character receives 21 pts to distribute among 5 attributes. That is instead of 25 points on the table presented on Core p 18.
In this campaign we get a 28 point buy as for a Pathfinder character, which is pretty similar. By that logic a droid character should get either 25 or 24 points to distribute.
And I disagree with JDPhipps about droid characters. While what he says about droid characters is true enough per se, imho the worst thing about droids is you can't be force sensitive.
I once found myself building a character with 3 other players all playing Jedi. I set out to build a character that could do everything else. The result was the Scientist Paramedic Astromech Mechanic droid, SPAM for short. Great character, but likely shows droid PCs are broken. A view shared by the only person I know who knows the SW Saga rules better than I.
Despite their drawbacks, droids have advantages. 2 are just brilliant, other PCs improve themselves with experience, a droid can also improve themselves with money. And reprogramming. If you have some time a a good programmer, you are great at nearly anything you need to be.
I don't allow droid characters. I am not suggesting they should necessarily be banned here. I do think the rules for their creation are given in Core and should be applied. It is of course up to the GM.
I entirely missed that in the book, and I am sure I have read it before. SO, I am retconning what I said earlier - make it 25 point buy for droids.
Rhal, the Styx Boatman wrote:
Joynt Jezebel wrote:That is quite correct.Daria Shavis wrote:I have a question, would you allow for a lightsaber bought off the black market? I'm planning on having my ccharacter born into a family of black market drugrunners/smugglers. Might dual class into scoundrel.
But she also wants to become equal to a jedi in martal status (a very aspiring position)I know you were asking the GM who has the final say of course. But I know the SW Saga rules well and have some suggestions.
Light sabers are used by Tapani Sector Nobles [see Intrigue p122]who are not force sensitive. And you can consider the Melee Duelist Pr C, KOTOR p 46. You might revise your character to have a level of the Pr C.
Me with more suggestions.
I don't think that there is anything in the RAW that says you have to be Force Sensitive to take levels in Jedi. You can simulate a Tapani or otherwise a light saber user lacking force sensitivity by taking a level or levels of Jedi after starting in another class and taking the feat WP Light Saber as the feat you get as level 1 Jedi.
This sounds like a better way to achieve Daria's character aim than 8 levels of noble.
Something like-
Noble 4
Jedi 3
Soldier 1 [to get AP light]I had earlier suggested Melee Duelist PrC at level 8. My mistake, that Pr C requires a BaB of +7, so will have to wait till level 9 if you want to start as a noble. Or in fact have any levels not in soldier and jedi.
Nothing rule wise precludes it. Just RP things that could come up, but not guaranteed.
Hello. Are Pau'an kosher? If not, I might do a Selkath. Any problem with it?
Not familiar with the Pau'an. At least not off the top of my head. Point me in the direction of them and I will review.
Phntm888 |
JDPhipps - That sounds spot on. My character has no Stealth skills either, but he does know how to lie (Saboteur requires Deception as a trained skill, but as far as I can tell, nothing that actually uses it).
Anyway, here are the stats for Alpha-83, or Breaker as he's known.
Alpha-83 “Breaker”
Medium Human (clone) soldier 6/scoundrel 1/saboteur 1
Init +13; Perception +13, low-light vision
Force: 10; DSP: 0; Background: Military (Treat Injury)
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DEFENSE
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HP 110 (30+5d10+1d6+1d8+16)
DT 26
Fort 24 (10+8 Level+2 Class+2 Con+2 Armor)
Ref 28 (10+8 Level+2 Class+4 Dex+3 Armor+1 Dodge)
Will 26 (10+8 Level+4 Class +2 Wis+2 Armor)
Condition Level 0
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OFFENSE
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Speed 6 squares
Melee unarmed +8 (1d6+7)
Melee vibroblade +8 (2d6+7)
Ranged DC-17m Interchangeable Weapon System
----------blaster rifle configuration +11 (3d8+4, Crit x2)
----------sniper rifle configuration +11 (3d10+4, Crit x2, -2 to hit unmodified point blank range)
----------anti-armor configuration +10 (4d6+4, Crit x2, 3-square burst radius)
Ranged sidearm blaster pistol +10 (3d6+4, Crit x2)
Ranged frag grenade +10 (4d6+4, crit x2, 2-square burst radius)
Ranged ion grenade +10 (4d6+4 ion damage, crit x2, 2-square burst radius)
Attack Options Point Blank Shot, Precise Shot
Special Actions Droid Jammer
Base Atk +6; Grapple +8
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STATISTICS
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Str 14, Dex 18, Con 15, Int 14, Wis 14, Cha 10
Talents Armored Defense, Demolitionist, Droid Jammer, Improved Armored Defense, Security Slicer
Feats Armor Proficiencies (light, medium), Grand Army of the Republic Training, Martial Arts I, Point Blank Shot, Precise Shot, Skill Training (Deception), Skill Focus (Mechanics), Weapon Focus (rifles), Weapon Proficiencies (advanced melee weapons, heavy weapons, pistols, rifles, simple weapons)
Trained Skills (Total = ½ Level + Trained + Ability+Skill Focus); +2 bonus Endurance, Ride
Deception +9 (4+5+0 Cha)
Initiative +13 (4+5+4 Dex)
Knowledge (tactics) +11 (4+5+2 Int)
Mechanics +16 (4+5+2 Int+5)
Perception +11 (4+5+2 Wis)
Pilot +13 (4+5+4 Dex)
Treat Injury +11 (4+5+2 Wis); Background
Languages Basic, Ryl, Republic Sign Code
Equipment ARC Trooper Armor (stormtrooper armor; helmet package; comlink; integrated equipment (5 slots; aquata breather, demolitions sensor, electrobinoculars, glow rod, vibroblade); vacuum seals; Tech Specialist: Agile Armor), DC-17m Interchangable Weapons System (environmental sealing, storage capacity (5 anti-armor ammunition)), sidearm blaster pistol (rangefinder), 6 frag grenades, 6 ion grenades, 2 explosive charges, 6 detonite, 8 timers, field kit, bracer computer, security kit, tool kit, hip holster, bandolier, 6 power packs, 6 energy cells, power recharger, 5 liquid cable dispensers, 4 medpacs, ABC Scrambler, 7055 credits
As for having to change backstories if we get in, I'm not worried about it. The extent of any changes would likely just be names, as JDPhipps said, and even then I don't know that it would be necessary. Dovetailing skills is irrelevant. I had the concept and plan for this ARC Trooper already.
Oh, and make it 4 competent pilots (I wasn't quite sure what to do with my last trained skill).
As to taking a Jedi without Force Sensitivity, I actually have an Echani Martial Artist build that dips 3 levels of Jedi for Elusive Target and Acrobatic Recovery, neither of which requires Use the Force. Of course, it only works with a house rule I use, which is that you can choose to train one of the class's skills instead of taking one of the Starting Feats.
Droids are droids. If you build them a certain, they can be quite broken and overpowered. But then, the same can be said of many characters in Saga. Regardless, the rules do state that a droid should have a lower point buy specifically because of the lack of a Constitution score, and I err on the side of the rules in questions like this.