
Slimmy |
Hello everyone !
With my group, we have been playing star wars in a "pathfinderized" version. Changing the classes, ect.
Not much you really need to know about this, we will make a thread about it when the first version of "starfinder" is concluded.
I come here because of my character. You see, star wars has what we call "lightsaber combat form". If you don't know about it, well google and wookieepedia are your friends. The DM said we could change our builds since we changed the rules of the Force recently.
I want my character (a consular jedi, which means he is very powerfull in the Force but not much in lightsaber combat) to be proficient in four forms, INRP. And I would like your advice on the feats to take to convert those styles in a character sheet. We are thinking about doing a "build help" which would explain to player how to make certain kinds of characters.
The first form, Shii-Cho, is usefull against multiple opponents. The user is random and unpredictable, and the opponents are hindering each others. It's supposed to be terrible against a single opponent. So, it would need feats that heavily relies on movement, and multiple attacks to quickly dispose of groups of weak opponents. Most of the time, it disarms without serious injuries...But it's D20 system, I'm not expecting any miracle.
The second form I'd like is Ataru. It's exactly the reverse, usefull against a single opponent, terrible against multiple or against blasters and other ranged attacks. The user jumps, kicks...It's said to be the most exhausting. Again, it would need feats that relies on movement.
The third form is Niman, the form of the diplomat. That...well, it's mostly about using Force powers to fight. And since Force powers don't cause attacks of opportunity, it's mostly about fighting defensively, and using environement.
The last is the juyo, the most offensive. It's about overwhelming the opponent, never let him time to strike. It's about being offensive and forgetting everything else.
So, in general, we have a need for a build based around movement, quickness, all offense and little defense. I was also thinking, if there are any feats left after all of that,(out of a 20 level human build, there are only three feats I am sure to take, Force feats) to use two lightsaber.
Okay, I'll admit it, I'm planning my character to have the same build I expect Palpatine to have (these are the forms he uses, in addition to being more of a Force user). Don't sue me and don't tell my DM. Please.
Don't need to master it all, and I think if I had to sacrifice two, it would be the Shii-cho and Ataru.
Thanks in advance !

Fetchystick |

Knights of the Old Republic 2 had feats for each of the Lightsaber forms. You should go and check them out. Maybe the GM should give each player access to a lightsaber form feat every 4 jedi levels. Also I would recommend researching each of the forms a little bit more, I think you had some minor mistakes about each of the forms (There are actually seven: Shii-cho, Makashi, Soresu, Ataru, Shien/Djem So, Niman, Juyo/Vaapad, in that order)
And do look at the 3.5 books from WOTC: http://en.wikipedia.org/wiki/Star_Wars_Roleplaying_Game_(Wizards_of_the_Coa st)
And also, these character sheets exist for the game, but if you want to tweak them, feel free: http://swrpg.wikispaces.com/file/view/CharacterSheet.pdf/30060392/Character Sheet.pdf
Best of luck! I really really really want to do a Star wars campaign sometime in the future. Tell me how it goes

Slimmy |
Fetchystick, there are seven, but I only talked about the ones I wanted with my character.
And we don't use any existing system because...Well, our DM is experienced in this, and he doesn't really like their approche of the star wars world.
And for the Force : We use a VERY custom system. There are force "effects", everyone knows a big deal of them according to their Force sect. So, a character who uses the Force, at the creation must have "Force sensibility" as a "racial" trait (long story, you kinda customize your own race by picking traits).
Then, you have to take "Force training", which is a feat, but you have it for free when you take your first level in a Force user class. That's where it gets complicated : You have one Force point in your Force reserve when you begin. According to your class, you gain a certain number of Force Might each level, and everytime you have 20 Force might points, you gain a new point in your Force reserve.
You cast a power most of the time by a standard action, without attacks of opportunity, but there are a few exceptions. A Force effect may be augmented by using more Force points, and the classes devoted to the Force gain a few "tricks".
And yeah, I should check the feats for KOTOR 2 (which was a great game by the way), but I really wanted to check existing feats in pathfinder RPG, which wouldn't need to be implanted in the starfinder game because we have a rule of "every feat of pathfinder, except all linked, one way or another, to magic, are available"
We have a website, but it's still not finished and is in french, and I don't think most people on this forum can read french.

Propsken |
...I know some French.
I can personally advise to, indeed, get Saga Edition rolling instead of converting and customizing PF. But if you persist (and I won't judge - too hard ;) ), Bard is actually a decent class to base Force-users on. Between the healing, mind-affecting and buffing spells, you've got a great deal of a Jedi's repertoire covered. A good selection of spells and feats can easilly emulate certain lightsaber combat forms as well. I'll italicize the type of spells/feats you should focus on per form.
Shii-cho: iirc this is the basic core form, and it offers bonuses to resisting and performing combat maneuvers.
Makashi: the ultimate dueler's form. Stuff that let you defend and counter are a must; I tend to remember the form relying on grace more than on power.
Soresu: wall o' blades. Every single defensive option to prevent your enemy from coming even close to laying a hand on you; outlast, then respond.
Ataru: speed and precision are God; power be damned. Requires good maneuvering space. Athleticism, acrobatics, speed and mobility are the way to go.
Shien/Djem So: all about giving back what you're taking. Be it ranged or melee, you work your way around an enemy's attack and make them pay for it. Preferably by turning the enemy's offenses against them, mind you. This form also relies more on power for hard counterstrikes.
Niman: boring. It's less about fighting, and more about talking. Enchantment effects and social skills are this form's staple. It's pretty balanced on the defensive side.
Juyo/Vaapad: form seven is all about chaos. It relies on speed and unpredictability to land series of devastating, critical blows. Hard to master, but very rewarding.
Basing your character on the Emperor, eh? Well, good ol' Palpy is proficient in all of the forms except Vaapad, but iirc his only true statistical specialization is Juyo. He started off as a Noble (social skill monkey), with a few levels of Jedi (advanced Force- and 'saber-training), then switched into the Sith classes. Most of his combat feats are a mix of everything really - no clear specialization, just lets him function in many situations. His true strength is in his vast repertoire of Force powers.
Hope this helps you some...