| Storyteller Shadow |
I'm having trouble building the character concept I was originally going for, unfortunately. If possible, would it be possible to switch to Roan Fel's Empire as a faction? I'm thinking I might play a covert operative of some sort, probably going into the Assassin prestige class. Would you allow me to take Dastardly Strike as a Scout, rather than a scoundrel? Scout fits better for my character in almost every way, but to be an Assassin you need the Scoundrel's Dastardly Strike talent. Alternately, if I could just not take the talent. Either works.
Haven't decided on race yet, but I'm possibly thinking droid? I haven't decided if this character would still be Force sensitive at all, but I'm thinking no at this point.
Ok to switch to Roan Fel.
Dastardly Strike sounds Scoundrel. Just don't want to multi class? I can live with Scout having access to it...
| AJTD1: "AJ" tutoring droid 1 |
I am still a work in progress, I hope we can slog through everything and get a fun character built and played...
DM
| Gamemaster the Light Side |
Quen, I will take a look and let you know. EDIT: Your Con and Dex seem a bit high one needs to be a 10 and the other a 12 based on the point buy calculator I found, need to check it against the book to double check if that is accurate but seems to work correctly.
| Gamemaster the Dark Side |
Hmmm...if we end up losing enough Sith, I might end up reworking my guy for another faction. How many people do we have left for the Sith faction?
You and Spazmodeous though I think Raving dork will also be Sith, as we ger closer if no one checks back in and we have 5 in one faction and 3 in another someone will have to shift...
| Spazmodeus |
Phntm888 wrote:Hmmm...if we end up losing enough Sith, I might end up reworking my guy for another faction. How many people do we have left for the Sith faction?You and Spazmodeous though I think Raving dork will also be Sith, as we ger closer if no one checks back in and we have 5 in one faction and 3 in another someone will have to shift...
Still around...just busy with work :)
| Storyteller Shadow |
Gamemaster the Dark Side wrote:Still around...just busy with work :)Phntm888 wrote:Hmmm...if we end up losing enough Sith, I might end up reworking my guy for another faction. How many people do we have left for the Sith faction?You and Spazmodeous though I think Raving dork will also be Sith, as we ger closer if no one checks back in and we have 5 in one faction and 3 in another someone will have to shift...
I van relate :-)
| F. Castor |
Quen Pah: The following is basically a partially filled character sheet for your character. All you have to do is copy/paste and fill in the rest. I made it as simple as possible.
Your hit points should be 31 + 7d10 + 7.
You get 5 trained skills (2 +1 Int +1 human +1 GM bonus).
You get 7 feats (1 human +3 general +3 Jedi bonus).
You get 5 talents (4 Jedi +1 Jedi Knight).
You get a number of Force powers equal to Force Training x4.
You begin with 6000 credits (Jedi max of 1200 x5). I have already subtracted 1500 since you build your own lightsaber at 7th level of Jedi (you gain a +1 bonus to attacks made with your self-built lightsaber).
Melee attacks depend on whether you have Weapon Finesse or not. Atk Options and Special Actions also depend on your feats and talents (say, if you have Rapid Strike as a feat, that also goes to Atk Options to remind you that you have that option).
QUEN PAH
Medium Human Jedi 7/Jedi Knight 1
Force 10; Dark Side 0
Init +?; Senses Perception +?
Languages Basic, ?
___________________
Defenses Fort 21, Ref 21 (flat-footed 20), Will 23
hp ?; Threshold 21
___________________
Speed 6 squares
Melee Lightsaber +? (2d8+4/20/x2/E and S) or
. . Unarmed +? (1d4+4/20/x2/B)
Ranged By weapon +9
Base Atk +8; Grp +9
Atk Options ?
Special Actions ?
Force Powers Known (Use the Force +?): ?
____________________
Abilities Str 10, Dex 13, Con 12, Int 12, Wis 16, Cha 16
Talents ? (Jedi 1), ? (Jedi 3), ? (Jedi 5), ? (Jedi 7), ? (Jedi Knight 1)
Feats Force Sensitivity, Weapon Proficiency (Lightsabers, Simple Weapons), ? (Level 1, Human), ? (Level 1), ? (Level 3), ? (Level 6), ? (Jedi 2), ? (Jedi 4), ? (Jedi 6)
Skills (Trained) ?, ?, ?, ?, ?
Combat Gear Lightsaber (self-built); Other Possessions ?
Money 4500 credits
| F. Castor |
AJTD1: By the way, far as I can remember, Weapon Specialization is not a feat, but a talent. Also, you might want to take a look at the Tech Specialist and Superior Tech feats.
spinningdice
|
Hit Points: 7d8 ⇒ (5, 2, 8, 6, 2, 3, 1) = 27
This can probably be considered a first draft, I'd forgotten how many abilities in SWSE just focus on combat, not as bad as 4E... but still.
No Gear, need to add up skill modifiers, add background, polish etc.
Female Chiss Scout 7/Infiltrator 1
STR 10
DEX 12
CON 13
INT 16
WIS 10
CHA 14
SPD 6Sq
HP: 24+7D8+8
REF 25 (10+8level+1Dex+4class+2MA) (+5vs OoO; +1vs 1 target)
FRT 20 (10+8level+1Con+1class)
WIL 20 (10+8level+2class)
Threshold: 20
ATT +5class (+0STR/+1DEX)
ABILITIES
Low Light Vision (ignore Concealment from darkness)
TALENTS
Blend In (Spy-TFU28): May use Stealth in place of Deception for creating deceptive appearance (Considered trained and can re-roll as if using Deception)
Traceless Tampering (Spy-TFU28): When using Mechanics to disable device leave no trace (with no DC increase), must fail by 10 or more for something to go wrong.
Improved Stealth (Camo-CORE49): May re-roll any Stealth check, but must accept result of 2nd roll.
Hidden Movement (Camo-Core49): No penalty for using stealth while moving at normal speed.
Silent Takedown (Infiltration-UNLSH50): When damage unaware opponent, they are unable to speak or make noise until end of my next turn (stun effect)
FEATS
Shake it Off: 2 swift actions instead of 3 to move 1 step along condition track.
Weapon Proficiencies (Pistols, Rifles, Simple)
2nd Class: Gearhead: Mechanics/Use Computer checks are 1 action type quicker, or -1 swift action (if multiple swift actions). Checks taking longer than a full round action can be completed in 1/2 time at -10 penalty.
Martial Arts I: D4 unarmed dmg, +1 Ref Defence
Dodge: +1 Reflex Defence
Martial Arts II: D6 Unarmed Dmg, +1 reflex Defence
Mobility: +5 Reflex Defence vs AoO
SKILLS (5class+2int+1Chiss+1bonus)
Initiative
Knowledge (Galactic Lore)
Mechanics
Perception
Pilot
Stealth
Survival
Swim
Use Computer (bonus)
Languages: Cheunh (Chiss), Basic, Binary, Bothan
| F. Castor |
In this game it is a talent
Yap, that is what I said. Also, in case you missed it, I thought to give you a hand with your character. Click the following link if you did miss it.
spinningdice:
I may be mistaken but I am counting 5 feats (Dodge, Gearhead, Martial Arts I, Martial Arts II, Mobility). You should have 1 more (3 general at heroic levels 1/3/6 and 3 from Scout for a total of 6). Also, and I may very well be wrong here, I think Dodge does not give a +1 Reflex in general, but against someone you designate (I do not remember it well, so I may be mistaken).
You should also reroll that last hit point roll as you rolled a 1.
I am at work and thus without the proper resources to check anything else. :-)
| Quen Pah |
Quen Pah wrote:In this game it is a talentYap, that is what I said. Also, in case you missed it, I thought to give you a hand with your character. Click the following link if you did miss it.
spinningdice:
I may be mistaken but I am counting 5 feats (Dodge, Gearhead, Martial Arts I, Martial Arts II, Mobility). You should have 1 more (3 general at heroic levels 1/3/6 and 3 from Scout for a total of 6). Also, and I may very well be wrong here, I think Dodge does not give a +1 Reflex in general, but against someone you designate (I do not remember it well, so I may be mistaken).
You should also reroll that last hit point roll as you rolled a 1.
I am at work and thus without the proper resources to check anything else. :-)
I was going to thank you for that but my phone was acting up.
Which talent tree is better for the consular feel? This guy was built to be a healer so when I get my knight level talents I plan on taking at least 1 talent from there.
Which talents would be better, the adversary lore chain, adept negotiator tree or deflect?
| F. Castor |
Going by the Jedi Consular entry in Wookieepedia (click me) and the stuff about them being diplomats and using words before resorting to force (not THE Force, mind you), I would say that the Jedi Consular Talent Tree in the core rulebook seems pretty fitting (Adept Negotiator, Force Persuasion and Master Negotiator would serve to not only make you at the very least a partial "face" character, but you would actually move enemies down the condition track by... well... basically talking to them).
Other than that Deflect is always a useful defensive talent.
If you are Jedi 7/Jedi Knight 1, you have just enough Jedi talents to grab all 4 of the talents I have just mentioned (Adept Negotiator, Force Persuasion, Master Negotiator and Deflect). Also, you have 1 Jedi Knight talent to do with as you please (such as getting a talent from the Jedi Healer Talent Tree in the Clone Wars Campaign Guide, if that is what you meant by saying that he was built to be a healer).
| F. Castor |
As I am at work and away from my books, I think I will let someone else answer that. :-)
By the way, methinks I will be using the Scoundrel version of Caleb Rook after all. I have grown fond of the guy while statting him out.
There is still the matter of his gear (such as getting him a blaster pistol and maybe some other knick knacks, as well as deciding what weapon trait from Scum and Villainy's Superior Tech feat to purchase for his self-built lightsaber, if the GM allows it that is; he may not have the feat himself, but by 8th level he must have met someone, either a member of what remains of the Galactic Alliance or another Jedi, with the tech expertise necessary to do so, at the appropriate cost of course) before he is completely complete, but here you go...
CALEB ROOK
Medium Human Scoundrel 1/Jedi 7
Force 9; Dark Side 0
Init +12; Senses Perception +11
Languages Basic, Huttese
--------------------
DEFENSE
--------------------
Defenses Fort 20 (25 vs. extreme heat or cold), Ref 23 (flat-footed 20), Will 21
hp 83; Second Wind +20; Threshold 20
Special Actions Block, Deflect
--------------------
OFFENSE
--------------------
Speed 6 squares
Melee Lightsaber +12 (2d8+6/20/x2/E and S) or
. . Lightsaber +10 (3d8+6/20/x2/E and S) with Rapid Strike or
. . Unarmed +10 (1d4+4/20/x2/B)
Ranged By weapon +10
Base Atk +7; Grp +10
Atk Options Acrobatic Strike, Rapid Strike
Special Actions Fortune's Favor, Redirect Shot
--------------------
FORCE
--------------------
Force Powers Known (Use the Force +15): mind trick, move object, surge
--------------------
STATISTICS
--------------------
Abilities Str 10, Dex 16, Con 12, Int 12, Wis 14, Cha 12
Talents Block, Deflect, Fortune's Favor, Redirect Shot, Weapon Specialization (Lightsabers)
Feats Acrobatic Strike, Force Sensitivity, Force Training, Point Blank Shot, Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers, Pistols, Simple Weapons)
Skills (Trained) Acrobatics +12, Deception +10, Gather Information +10, Initiative +12, Perception +11, Stealth +12, Use the Force +15
Skills (Untrained) Climb +4, Endurance +5, Jump +4, Knowledge +5, Persuasion +5, Pilot +7, Ride +7, Swim +4, Treat Injury +5, Use Computer +5
Combat Gear Lightsaber (blue, self-built); Other Possessions All-temperature cloak, utility belt (aquata breather, comlink (long-range, miniaturized), credit chip, energy cell x2, glow rod, liquid cable dispenser (15 meters) with grappling hook, medpac, mesh tape, power pack x2, ration pack x5, tool kit)
Money 11925 credits; Other Wealth None
| AJTD1: "AJ" tutoring droid 1 |
AJTD1: By the way, far as I can remember, Weapon Specialization is not a feat, but a talent. Also, you might want to take a look at the Tech Specialist and Superior Tech feats.
Ok, you are right, that was supposed to be a talent slot and I used a feat slot; so that means I now have the tech specialist feat!
| Gamemaster the Light Side |
What about adversary lore tree? I do like the talent that makes people forget you were there since he took it during purge.the talent that gives him a light side power use without burning a force.point is that really good for a healer?
I'll let Phntm field that one as he has more experience than in in the RPG generally.
| Quen Pah |
This is his background:
Quen Pah is from the planet Naboo. He was a very out going and friendly youngling and had many friends. Being from Naboo he was proud that the Supreme Chancellor and Padme Amidala, very high ranking people in the Republic, were from his planet. As the Clone Wars broke out he was proud of the contributions they made to help fight the Seperatists.
Even as a youngling, Master Yoda and other members of the Council liked talking with him and watched him grow and develop in the force because he was a truly good person. Many on the Council looked forward to the time when Quen would join them.
There was no guile in him and nothing that could attract the attention of the dark side. When it was time to become a padawan learner he was apprenticed to a Miraluke Jedi Master named Thon Razel. She was much more combat oriented, a guardian, and the Council hoped that she would help this fledgling counselor to strike a balance within himself. Sadly, the Clone Wars struck before this could truly be handled and his Master was cut down very early in the fighting.
He was then apprenticed to a newly named Master, Jediorum Rex. Master Rex had a gift for healing and the Council and Jediorum recognized this talent with Quen. He happily took on this training, his first apprentice, and they went on a few adventures and participate in a battle or two but they focused on healing and developing this talent in the young padawan. He grew in his connection to the light side under the tutelage of Master Rex.
It was in one of these battles, in the hospitals, that he and his Master met and befriended Ren Corrian, a healer who used his medicine rather than the Force to heal. As the battles grew longer and more and more Jedi and padawans and clones died in the fighting, it began to take a toll on the young padawan but his Master always took the the time to comfort the young man and help him to deal with the grief.
Master Rex was in the beginning stages in their training, of showing Quen how to use the force to hide, almost as a preminition of things to come. When Order 66 was issued, Master Rex was able to take the clones out who attacked him in the hospital. As they fled, knowing that they would soon be over run, he placed the padwan in a force trance, making him seem as if he was dead and his Master fled. It was a gamble that paid off.
Quen awoke to find Ren Carrian over him. In desperation he felt in the force for his Master to no avail. It was reported that Master Rex had been killed on another planet a day or two after Quen woke up. Quen was devastated by this news but did not feel his Master die through the Force.
Without his Master and due to all of the horrible things he has seen in his life he has withdrawn into himself. He had not dispaired or even come close to hate that would be an easy way for the Dark Side to creep him but he is having trouble making lasting friendships. Right now the only person he trusts is Ren since he has worked with him before and has helped to keep this young beacon of light alive in a galaxy that is quickly darkening.
| AJTD1: "AJ" tutoring droid 1 |
Still slogging through...malfunction, malfunction....beep
The duelist elite stock droid has the following ability scores
Str 15, Dex 14, Con-, Int 11, Wis 10, Cha 10
The other option is to custom build on point buys from the GM.
The book one is all scores start at 8 and 21 points to modify...
This one looks horrible!
Which brings me to the answer!....see next spoiler..
The Third is the standard package
15, 14, 13, 12, 10 and assign as desired.
Then add the two leveling
+1/+1 bumps
15-->16
14-->16
13-->14
Then add an increase to one score via tech specialist to add a +2 to one!
14-->16 Int.
Which comes out as Strength 16, dex 16, con -; int 16, wis 12, cha 10
I think!....
| F. Castor |
Hmm...
The duelist elite stock droid's scores are essentially the 21-point buy (Str 8->15 for 8 points, Dex 8->14 for 6 points, Int 8->11 for 3 points, Wis 8->10 for 2 points and Cha 8->10 for 2 points).
The standard package (15, 14, 13, 12, 10) on the other hand is a 25-point buy spread over five abilities (while a non-droid character's 25-point buy has to be spread over six abilities).
As far as I can tell, standard point buy is 25 for non-droids (spread over six abilities) and 21 for droids (spread over five abilities), with abilities starting at 8 in both cases. At least I think so. No idea where the standard package (15, 14, 13, 12, 10) fits in all this.
Sheesh... Droid-building is confusing.
Anyone who can shed some much-needed light on this thing?
Sir Longears
|
I think you are assuming there is only one entry of the standard package score on the core rulebook, but there are two, one on the beginning of the book (for common PCs) and one on the droid chapter (specially for droid PCs).
Essentially it is the same, since a non-droid's package is actually 15, 14, 13, 12, 10 and 8... since the droid has no Con, it assumes the PC will be smart and put the 8 on Con, throwing it away.
| AJTD1: "AJ" tutoring droid 1 |
What do we want to know about Droids? I have that book.
I have the book and the GM is getting it in the mail soon. The thing is the rules give several ways to generate droid characters....see spoilers in my post above.....
Just clunky rules for making droids.....thanks for offering to help!! ; )
| Phntm888 |
My suggestion is go full custom. Droid degrees still get ability modifiers (CRB), and the 21 point buy is based on a lack of Constitution. My highest ability score with 25 point buy is 16, and that's after level up increases. This is a game where you're perfectly fine without super high stats.
You have full customization options by going that route. Once you've built the droid, you just build like a normal character (class, feats, etc).
| Errin Khass |
@spinningdice: Do you need Dodge and Mobility as prerequisites for something else down the line? If not, Improved Defenses (+1 to Fort, Reflex and Will) is hands down better than Dodge (+1 Reflex vs one opponent), and Skill Training (Acrobatics) is arguably better than Mobility. Also, I think you need to pick up Skill Focus (Stealth) as a prerequisite for Infiltrator. And I think you get one more skill (as your Int modifier is +3, not +2). Maybe Knowledge (Tactics), since you're a Chiss?
| F. Castor |
ULTRAGEEK:
Regarding Kaldo Vantai. Let us see...
Before getting to the crunch of it all, I do not think Saga has alignments. Also, am I reading it correctly? The character is 12 years old?
Ability scores seem fine.
Languages need to total 11 (Basic and Durese +4 Int +5 Linguist). So you need to pick 4 more.
Defenses are too low. They are 10 + 8 (heroic level) + class defense bonuses + relevant ability modifier. So, they should be: Fortitude 19, Reflex 22 (flat-footed 20), Will 21.
Hit points should be 24 + 7d8. I am not sure if you have rolled in one of your previous posts in this thread. If not, when you do, you get to reroll all 1s.
Damage threshold is equal to Fortitude, so 19.
Force points are 5 + 1/2 heroic level, so that gives you 9 Force points. As for Destiny, we are not using it (not yet anyway).
Talents seem fine.
Feats should be 7 in total. I see only 5: Armor Proficiency (Light), Dodge, Linguist, Skill Focus (which skill?), Weapon Focus (which weapon group?).
A couple of suggestions... Armor Proficiencies and armor in general are mostly only worth it if you have access and get armor-related talents as the armor's Reflex defense bonus substitutes the heroic level. As for Dodge, unless you want it as a prerequisite for other future feats, Improved Defenses and Martial Arts do a better job.
Skills now. You should have a total of 10 trained skills (5 scout +4 Int +1 GM bonus). You have only 9, so you are missing one. Also, you need to add 1/2 heroic level to them (all of them, both trained and untrained). I am assuming your Skill Focus feat applies to Mechanics, yes?
As for your weapons and attacks, I am guessing your Weapon Focus applies to the double barreled blaster carbine. Not sure about what the laser cannon attack should be, as I am not sure whether you are proficient with it or not.
I think that is all.
| F. Castor |
They do seem like useful debuffs as they basically make the enemy not only easier to hit, but to take more damage as well. And it affects not only your attacks, but all of your allies' as well.
On the other hand, they are strictly combat talents and you mentioned doing a consular/healer approach.
But bottom line is that you should build your character in a way that you have fun with him, not just looking to fill the spots/niches that need filling. The point is not to only contribute to the group and end up with characters with varied abilities and skills, but also to have fun and not make playing a character a chore.
spinningdice
|
Tempting, was thinking of doing that in my first build.
2nd Draft for now, still subject to change, still missing gear etc.
Kvith'Siar'vlizz
Female Chiss Scout 7/Infiltrator 1
STR 10
DEX 12
CON 13
INT 16
WIS 10
CHA 14
SPD 6Sq
HP: 64
REF 26 (10+8level+1Dex+4class+2MA+1ImpDef)
FRT 21 (10+8level+1Con+1class+1ImpDef)
WIL 21 (10+8level+2class+1ImpDef)
Threshold: 21
ATT +5class (+0STR/+1DEX)
ABILITIES
Low Light Vision (ignore Concealment from darkness)
TALENTS
Blend In (Spy-TFU28): May use Stealth in place of Deception for creating deceptive appearance (Considered trained and can re-roll as if using Deception)
Traceless Tampering (Spy-TFU28): When using Mechanics to disable device leave no trace (with no DC increase), must fail by 10 or more for something to go wrong.
Improved Stealth (Camo-CORE49): May re-roll any Stealth check, but must accept result of 2nd roll.
Hidden Movement (Camo-Core49): No penalty for using stealth while moving at normal speed.
Silent Takedown (Infiltration-UNLSH50): When damage unaware opponent, they are unable to speak or make noise until end of my next turn (stun effect)
FEATS
Class Feat:Shake it Off: 2 swift actions instead of 3 to move 1 step along condition track.
Class Feat: Weapon Proficiencies (Pistols, Rifles, Simple)
1st Level: Improved Defences: +1 to all defences
2nd Class: Gearhead: Mechanics/Use Computer checks are 1 action type quicker, or -1 swift action (if multiple swift actions). Checks taking longer than a full round action can be completed in 1/2 time at -10 penalty.
3rd Level: Martial Arts I: D4 unarmed dmg, +1 Ref Defence
4th Class: Flash & Clear: When damage a target with burst or splash weapon gain concealment against that target until beginning of next turn
6th Level: Martial Arts II: D6 Unarmed Dmg, +1 reflex Defence
6th Class: Point Blank Shot: +1 Attack/Damage with Ranged Weapons within Point Blank Range.
SKILLS (5class+3int+1Chiss+1bonus)
Initiative
Knowledge (Galactic Lore)
Knowledge (Tactics)
Mechanics
Perception
Pilot
Stealth
Survival
Swim
Use Computer (bonus)
Languages: Cheunh (Chiss), Basic, Binary, Bothan