Interest Check - Star Wars SAGA - Legacy Era Adventure


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I kind of think of that talent of peering into the Force and looking at weaknesses and them communicating them to the party. The persuasion/negoiator tree is pretty spiffy too though.


I was looking at Quen and it seems he and I are both hold overs from another era, possible we could have met???

I decided against attempting to build a custom droid from the ground up!


You do have the option of mixing and matching. That's one of the best things about Saga's talents. You aren't locked into a single tree.


@spinningdice: Don't forget to add in your ability score increases from 4th and 8th level. You get a +1 to two different scores each time.


AJTD1: "AJ" tutoring droid 1 wrote:

I was looking at Quen and it seems he and I are both hold overs from another era, possible we could have met???

I decided against attempting to build a custom droid from the ground up!

What period of history are you from?


Dice roll test:
Hit Points: 7d8 + 0 ⇒ (7, 3, 7, 2, 5, 7, 3) + 0 = 34


^^^^ The above dice roll is what I will use for my hit points


F.Castor thanks so much for your help! I updated the profile.
:)


Everything should be updated now, I hope. :)


spinningdice:

It seems fine to me.

ULTRAGEEK:

It seems fine to me.

Rennah Mars:

Threshold should be 25 and Will defense should be 21 (I am guessing the 2 is a typo :-P). Also not sure where the Damage Reduction comes from. Other than that it seems fine to me.


Threshold and defense typo sorted. The damage reduction was from comment by Gamemaster The Living Force on page 4, saying that I got half my level as Damage Reduction. I'll be honest though, I don't remember that one from the books myself. :P

Dark Archive

Looking back at his post, he says Damage Bonus I think...

RPG Superstar Season 9 Top 32

You're absolutely right. No wonder I thought it was strange. Updating now. :)


Don't listen to Gamemaster the Living Force, listen to me...


Gamemaster the Dark Side wrote:
Don't listen to Gamemaster the Living Force, listen to me...

"Die Jedi dogs! Oh what did I say?"

----C3PO Attack of the Clones....


AJTD1: "AJ" tutoring droid 1 wrote:
Gamemaster the Dark Side wrote:
Don't listen to Gamemaster the Living Force, listen to me...
"Must obey..."

Just got the Droid book but no ay to read it until Sunday at the earliest.


Gamemaster the Dark Side wrote:
Don't listen to Gamemaster the Living Force, listen to me...

Never. Succumbing to the Dark Side is a sign of weakness, a lack of discipline. My will is strong and my resolve unfaltering.


Rennah Mars wrote:
Gamemaster the Dark Side wrote:
Don't listen to Gamemaster the Living Force, listen to me...
Never. Succumbing to the Dark Side is a sign of weakness, a lack of discipline. My will is strong and my resolve unfaltering.

(Insert something Yoda would say here!)


Work is crazy right now. Saturday or Sunday I will post an uodate on factions and characters as I see it. 10 days to go before we launch! :-)


Rebuilt with 25 pt build
beginning stats 12,13, 13,15,15

skills: UTF,Iniative, Perception, Know Bueracry, Life Science
Talent: Adept Negoiator
feats: Force Training (x2)
Force Power: Vital Transfer, Affect Mind, Move Object, Force Push, Force Slam

2nd
Bonus: Skill Focus: UTF

3rd
T: Force Persuasion
F: Force Training: Shatterpoint, Malacia

4th +1 cha, +1 wis
aDD pOWERS FOR Boost: Vital Transfer, Rebuke, Severe Force
Bonus Feat: Unstoppable Force

5th
T: Dampen Prescence

6th
F: Force Boob
Bonus: Strong in The Force

7th
T: Adversary Lore

8 7th/ Knight 1
T: Force Treatment

I need a little help with the math like the skill bonuses etc.

I think this is a better build.


Those are 5 stats there. You are missing one as there are six in total (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma).

Even with the five stats though you seem to have spent 30 points.

8 -> 12: 4 points
8 -> 13: 5 points
8 -> 13: 5 points
8 -> 15: 8 points
8 -> 15: 8 points

Without fixing the point buy at 1st level and also stating where your ability score increases at 4th and 8th level go there is not much I can do to help.


I used a pt. Calculator to do it.


using the calculator this is what I have now:
str: 10
dex: 13
con: 13
int: 12
wis 15
cha: 16

http://www.jody-white.com/pathfinder-ability-score-calculator.php

the ability scores would increasr at 4 and 8. both would go to cha and wis

so it would be
str: 10
dex: 13
cob: 13
int: 13
wis: 17
ch: 18


Ah, I see. That is for Pathfinder. Saga has a somewhat different point buy, as ability scores start at 8 and I think point costs may be a little different too. Check the Star Wars Saga Edition Core Rulebook.


There is a difference. That is why I liked SagaForge it set things up right away. GRRRR.


I FOUND IT!! HOORAY. Having to rbuild but oh well.

2nd level hp 1d10 ⇒ 3
3rd level 1d10 ⇒ 5
4th 1d10 ⇒ 5
5th 1d10 ⇒ 2
6th 1d10 ⇒ 4

7 and 8th were previously rolled and were 9s.


"Quen Pah CL 8Medium Human Jedi 7/Jedi Knight 1
Force 10, Strong in the Force
Init +9; Senses Perception +12
Languages Basic
Defenses Ref 20 (20 flat-footed), Fort 20, Will 23; 0
hp 65; Threshold 20
Speed 6 squares
Melee lightsaber +8 (2d8+4)
Ranged by weapon +8
Base Atk +8; Grp +8
Atk Options Unstoppable Force
Force Powers Known (Use the Force +17) Farseeing, Force Slam, Inspire, Mind Trick, Morichro, Move Object, Rebuke, Resist Force, Sever Force, Shatterpoint, Vital Transfer (2)
Abilities Str 10, Dex 10, Con 10, Int 11, Wis 17, Cha 17
Special Qualities Bonus Trained Skill, Bonus Feat , Build Lightsaber
Talents Adept Negotiator, Force Persuasion, Adversary Lore, Dampen Presence, Force Treatment
Feats Force Boon, Force Sensitivity, Skill Focus (Use the Force), Strong in the Force, Unstoppable Force, Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Initiative +9, Knowledge (Life Sciences) +9, Perception +12, Persuasion (Use the Force) +17, Use the Force +17
Possessions lightsaber
// Farseeing (full; one creature you know or have met before) <BR>+17 vs. Will, cannot reuse for 24 hours, can get a sense of target, whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling
Spend a Force Point for a clear image of surrounding 6 squares of target<BR>
// Force Slam (standard; all targets within a 6 square cone) •Telekinetic<BR>+17 vs. Will, deal 4d6 damage and targets are knocked prone; half damage on a miss
Spend a Force Point to deal +2d6 damage<BR>
// Inspire (swift; allies) •Light Side<BR>DC 20: allies gain +2 bonus to Will against mind-affecting and fear effects until the end of your next turn
DC 25: as DC 20 except +5 bonus
DC 30: as DC 20 except +10 bonus
DC 35: as DC 20 except immunity instead of bonus
Maintain as a swift action
Spend a Force Point to grant +2d6 temporary hit points when the power is first activated<BR>
// Mind Trick (standard; one creature of intelligence 3 or higher within 12 squares and line of sight) •Mind-Affecting<BR>+17 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>
// Morichro (standard; one living creature you have grabbed or grappled) <BR>After making a grab or grapple, +17 vs. Fortitude, target moves -1 step down the condition track, if they are at the bottom of the condition track you can choose to kill them or put them in a Force trance<BR>
// Move Object (standard; one character or object within 12 squares and line of sight) •Telekinetic<BR>+17 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>
// Rebuke (reaction; one Force power directed at you) <BR>+17 vs. check of Force power to negate, beat check of Force power by 5 or more and redirect against creator; if the creator in turn rebukes, both of you suffer the effects of the power
Spend a Force Point for no effect on 2nd rebuke<BR>
// Resist Force (standard; you) <BR>DC 15: +1 to one defence vs. Force powers until your next turn
DC 20: +2 to one defence vs. Force powers until your next turn
DC 25: +5 to one defence vs. Force powers until your next turn
Spend a Force Point to increase two defences<BR>
// Sever Force (standard; one dark side Force user within 12 squares and line of sight) •Light Side<BR>+17 vs. Will; no effect if Dark Side score is 0
DC 25: target cannot spend Force Points for a number of hours equal to its Dark Side score
DC 30: as DC 25 except the target also moves -1 step down the condition track if it uses Force powers within duration""
DC 35: as DC 30 except the target moves -2 steps down the condition track
Spend a Force Point to double the duration
Spend a Destiny Point to increase to days instead of hours""<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>
// Vital Transfer (standard; one ally touched) •Light Side<BR>DC 15: heals 16 hit points
DC 20: heals 24 hit points
DC25: heals 32 hit points
Take half of the damage you heal; spend Force Point to avoid taking damage; spend Destiny Point to move target +5 steps up the condition track<BR>
"

"Quen Pah CL 8Medium Human Jedi 7/Jedi Knight 1
Force 10, Strong in the Force
Init +9; Senses Perception +12
Languages Basic
Defenses Ref 20 (20 flat-footed), Fort 20, Will 23; 0
hp 65; Threshold 20
Speed 6 squares
Melee lightsaber +8 (2d8+4)
Ranged by weapon +8
Base Atk +8; Grp +8
Atk Options Unstoppable Force
Force Powers Known (Use the Force +17) Farseeing, Force Slam, Inspire, Mind Trick, Morichro, Move Object, Rebuke, Resist Force, Sever Force, Shatterpoint, Vital Transfer (2)
Abilities Str 10, Dex 10, Con 10, Int 11, Wis 17, Cha 17
Special Qualities Bonus Trained Skill, Bonus Feat , Build Lightsaber
Talents Adept Negotiator, Force Persuasion, Adversary Lore, Dampen Presence, Force Treatment
Feats Force Boon, Force Sensitivity, Skill Focus (Use the Force), Strong in the Force, Unstoppable Force, Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Initiative +9, Knowledge (Life Sciences) +9, Perception +12, Persuasion (Use the Force) +17, Use the Force +17
Possessions lightsaber
// Farseeing (full; one creature you know or have met before) <BR>+17 vs. Will, cannot reuse for 24 hours, can get a sense of target, whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling
Spend a Force Point for a clear image of surrounding 6 squares of target<BR>
// Force Slam (standard; all targets within a 6 square cone) •Telekinetic<BR>+17 vs. Will, deal 4d6 damage and targets are knocked prone; half damage on a miss
Spend a Force Point to deal +2d6 damage<BR>
// Inspire (swift; allies) •Light Side<BR>DC 20: allies gain +2 bonus to Will against mind-affecting and fear effects until the end of your next turn
DC 25: as DC 20 except +5 bonus
DC 30: as DC 20 except +10 bonus
DC 35: as DC 20 except immunity instead of bonus
Maintain as a swift action
Spend a Force Point to grant +2d6 temporary hit points when the power is first activated<BR>
// Mind Trick (standard; one creature of intelligence 3 or higher within 12 squares and line of sight) •Mind-Affecting<BR>+17 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>
// Morichro (standard; one living creature you have grabbed or grappled) <BR>After making a grab or grapple, +17 vs. Fortitude, target moves -1 step down the condition track, if they are at the bottom of the condition track you can choose to kill them or put them in a Force trance<BR>
// Move Object (standard; one character or object within 12 squares and line of sight) •Telekinetic<BR>+17 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>
// Rebuke (reaction; one Force power directed at you) <BR>+17 vs. check of Force power to negate, beat check of Force power by 5 or more and redirect against creator; if the creator in turn rebukes, both of you suffer the effects of the power
Spend a Force Point for no effect on 2nd rebuke<BR>
// Resist Force (standard; you) <BR>DC 15: +1 to one defence vs. Force powers until your next turn
DC 20: +2 to one defence vs. Force powers until your next turn
DC 25: +5 to one defence vs. Force powers until your next turn
Spend a Force Point to increase two defences<BR>
// Sever Force (standard; one dark side Force user within 12 squares and line of sight) •Light Side<BR>+17 vs. Will; no effect if Dark Side score is 0
DC 25: target cannot spend Force Points for a number of hours equal to its Dark Side score
DC 30: as DC 25 except the target also moves -1 step down the condition track if it uses Force powers within duration""
DC 35: as DC 30 except the target moves -2 steps down the condition track
Spend a Force Point to double the duration
Spend a Destiny Point to increase to days instead of hours""<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>
// Vital Transfer (standard; one ally touched) •Light Side<BR>DC 15: heals 16 hit points
DC 20: heals 24 hit points
DC25: heals 32 hit points
Take half of the damage you heal; spend Force Point to avoid taking damage; spend Destiny Point to move target +5 steps up the condition track<BR>
"


Hit points should be 67. Otherwise everything else seems fine to me.


Do u like his power array


Quen Pah wrote:
Do u like his power array

I do!

Update as to what characters/players have thus far coming tomorrow.


I build him to be a force wizard character


Quen, Force Points should be 13 (6 + 1/2 level (4) + Force Boon (3) = 13).

Shatterpoint isn't the best choice of power for you. The lower damage threshold applies to your next hit, and you aren't going to be very good at hitting with that stat array. You might want to switch it out for something else, or tweak your stats slightly.

EDIT: Cardis Rin's backstory is done. I think he'll be rather fun...


I agree about shatterpoint. I think I will change it.


"Quen Pah CL 8Medium Human Jedi 7/Jedi Knight 1
Force 13, Strong in the Force
Init +9; Senses Perception +12
Languages Basic
Defenses Ref 20 (20 flat-footed), Fort 20, Will 23; 0
hp 67; Threshold 20
Speed 6 squares
Melee lightsaber +8 (2d8+4)
Ranged by weapon +8
Base Atk +8; Grp +8
Atk Options Unstoppable Force
Abilities Str 10, Dex 10, Con 10, Int 11, Wis 17, Cha 17
Special Qualities Bonus Trained Skill, Bonus Feat , Build Lightsaber
Talents Adept Negotiator, Force Persuasion, Adversary Lore, Dampen Presence, Force Treatment
Feats Force Boon, Force Sensitivity, Skill Focus (Use the Force), Strong in the Force, Unstoppable Force, Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills Initiative +9, Knowledge (Life Sciences) +9, Perception +12, Persuasion (Use the Force) +17, Treat Injury +7, Use the Force +17
Possessions lightsaber
// Farseeing (full; one creature you know or have met before) <BR>+17 vs. Will, cannot reuse for 24 hours, can get a sense of target, whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling
Spend a Force Point for a clear image of surrounding 6 squares of target<BR>
// Force Slam (standard; all targets within a 6 square cone) •Telekinetic<BR>+17 vs. Will, deal 4d6 damage and targets are knocked prone; half damage on a miss
Spend a Force Point to deal +2d6 damage<BR>
// Inspire (swift; allies) •Light Side<BR>DC 20: allies gain +2 bonus to Will against mind-affecting and fear effects until the end of your next turn
DC 25: as DC 20 except +5 bonus
DC 30: as DC 20 except +10 bonus
DC 35: as DC 20 except immunity instead of bonus
Maintain as a swift action
Spend a Force Point to grant +2d6 temporary hit points when the power is first activated<BR>
// Malacia (standard; 1) •Light Side<BR>+17 vs. Fortitude, target moves -1 step down the condition track takes a -5 penalty to damage threshold
Spend Force Point to increase the penalty to damage threshold to -10<BR>
// Mind Trick (standard; one creature of intelligence 3 or higher within 12 squares and line of sight) •Mind-Affecting<BR>+17 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>+17 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>
// Negate Energy (reaction; one attack that deals energy damage) <BR>+17 vs. damage to negate, failure take damage as normal, must be aware of attack
Spend a Force Point to regain hit points equal to the damage negated<BR>
// Rebuke (reaction; one Force power directed at you) <BR>+17 vs. check of Force power to negate, beat check of Force power by 5 or more and redirect against creator; if the creator in turn rebukes, both of you suffer the effects of the power
Spend a Force Point for no effect on 2nd rebuke<BR>
// Resist Force (standard; you) <BR>DC 15: +1 to one defence vs. Force powers until your next turn
DC 20: +2 to one defence vs. Force powers until your next turn
DC 25: +5 to one defence vs. Force powers until your next turn
Spend a Force Point to increase two defences<BR>
// Sever Force (standard; one dark side Force user within 12 squares and line of sight) •Light Side<BR>+17 vs. Will; no effect if Dark Side score is 0
DC 25: target cannot spend Force Points for a number of hours equal to its Dark Side score
DC 30: as DC 25 except the target also moves -1 step down the condition track if it uses Force powers within duration""
DC 35: as DC 30 except the target moves -2 steps down the condition track
Spend a Force Point to double the duration
Spend a Destiny Point to increase to days instead of hours""<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>
// Vital Transfer (standard; one ally touched) •Light Side<BR>DC 15: heals 16 hit points
DC 20: heals 24 hit points
DC25: heals 32 hit points
Take half of the damage you heal; spend Force Point to avoid taking damage; spend Destiny Point to move target +5 steps up the condition track<BR>
"


I think he makes a pretty good counselor/force wizard.


What did you replace Shatterpoint with? It's still in the stat block.


I took another mind trick. I thought I the powers had been edited.


I'm still here and still making an Imperial Knight. I'm strongly considering altering my character at this point, probably switching to a Dexterity build with a little more use of some Force powers (mainly the lightsaber forms from Jedi Academy Training Manual). I'm still hoping to keep with a Tech Specialist bent though.


I am looking forward to the interaction with the other jedi and the new imperial knights with this ncharacter.


Recap of Progress Thus Far

The Roan Fel Empire
1 Rennah Mars: Imperial Knight. Played by Curtisin.
2 Scout/Infiltrator. Played by SpinningDice.
3 Taras Vaskor Soldier/Jedi/Imperial Knight. Played by Loup Blanc.
4 Errin Khass, troubled Echani bounty hunter. Played by tribeof1.
5. Scoundrel/Assassin. Played by JD Phipps.
6. Scout. Kaldo Vantai. Played by Ultrageek.

The Jedi Order
1 AJTD1: Droid. Played by KenderKin.
2 Mao YUUL: Jedi. Played by Sir Longears.
3 Quen Pah Jedi. Played by Jason Rodarte.
4. Caleb Rook Scoundrel/Jedi. Played by F. Castor.

The Sith Empire
1 Cardis Rin: 1. Noble. Played by Phntm888.
2. Sith. Played by Spazmodeus.

---------------------------------------------------
At this point, those who have not check in more than once I will assume are not coming back. That leaves us with 12 submissions (though Spazmodeus and JD have not completed a submissions, both plays in other games I am involved in here on the boards so I think they will finalize submissions within the next 8 days).
I see two options based on the above:
1. Our Sith become Jedi Order faction, OR
2. Two Roan Fel Loyalists join the Sith.
---------------------------------------------------
I will let you all decide if you would rather have 2 groups of 6 of three groups of 4. Either way is fine for me.

With respect to Credits and Ships I will table that analysis until I see what everyone else submits, if anything as we get closer to the 25th!


A special thank you to F. Castor who has assisted with the review of the character submissions, he's damn good at it isn't he?

Been playing in SW SE games with him on these Boards for years.

GM Kalderaan never did re-materialize, I hope he is alright, that was really a great SW game he ran all those years ago!


I'd actually be fine to switch to the Sith; I'd gone back and forth on which I'd prefer, and switching to the Sith could actually help my new build a little bit. And I'd rather not see the dark lords disappear--it'd be a shame to lose them, especially in a race like this.

So count me as a Sith submission now, in hopes that we'll be able to rule the Galaxy once again! Loyalty Death to Roan Fel!


Siar has been transferred to her own profile, with a short bio/appearance added.

I would prefer sticking with Fel's Empire, but no real changes needed to switch to Sith, if it makes it easier.


See, I was about to say I can easily create a different character to switch to Jedi. If you guys do want to go Sith, though, feel free. Perhaps I'll create the character and we can see closer to the 25th.


Do we even need a Sith faction? Would 2 factions make it easier on the DM?


Quen Pah wrote:
Do we even need a Sith faction? Would 2 factions make it easier on the DM?

I am fine with 2 or 3 no worries :-)

With Loup as a Sith faction member, just one more member of Roan Fel's Empire needs to be turned to the Dark Side...


Like I say, I don't mind switching to Sith, if it helps balance out. I'll probably be "obedient and loyal" rather than evil though.


Just a head's up, my dad is going to have quadruple bi-pass surgery next Monday.


Siar wrote:
Like I say, I don't mind switching to Sith, if it helps balance out. I'll probably be "obedient and loyal" rather than evil though.

"It's the Jedi who are evil. We have brought peace, freedom, justice, and security to the Galaxy".

PERFECT. So we have 4 vs. 4 vs. 4.

I a week I will get this game up and running.

That gives JD and Spazmodeus the time to complete their submissions.

I think I will cut the group there as no one else who expressed interest has checked in in quite some time.

Quen Pah will be delayed by the surgery to his dad.

Good luck to him Quen, these surgeries are much easier to do now then they used to be from what I understand!


Alright, here's the stat block for my submission. Backstory info on the way.

Taras Vaskor:
Taras Vaskor
Male Arkanian Offshoot Soldier 1/Jedi 6/Sith Apprentice 1
Initiative +13; Senses Perception +12
- - - - -
DEFENSES AND RESOURCES
- - - - -

Fortitude 18, Reflex 22 (flat-footed 18), Will 21

Hit Points: 85 (30+7d10)

Force Points: 10
- - - - -
OFFENSE
- - - - -

Speed 6 squares

Melee Lightsaber +13 (2d8+14)

Ranged +12 (By weapon)

Attack Options Force Powers
- - - - -
STATISTICS
- - - - -

Str 10, Dex 18, Con 10, Int 12, Wis 16, Cha 12

Feats Force Sensitive, Force Training (2), Quick Draw, Skill Focus (Mechanics, Use the Force), Tech Specialist, Weapon Finesse, Weapon Proficiency (lightsabers, simple)

Talents Ataru, Block, Deflect, Power of the Dark Side, Swift Power

Trained Skills
Initiative +13 (5 trained+4 level+4 Dex)
Mechanics +15 (5 trained+4 level+1 Int+5 Skill Focus)
Perception +12 (5 trained+4 level+3 Wis)
Use the Force +15 (5 trained+4 level+1 Int+5 Skill Focus)

Force Power Suite: dark rage, draw closer, hawk-bat swoop, saber swarm x2, surge x2, swift flank

Languages Arkanian, Basic
- - - - -
EQUIPMENT
- - - - -

Weapons
Lightsaber (self-built; spring-loaded; synthetic crystal, +1 attack; Tech Specialist--Improved Damage, +2 damage)

Other Gear
All-temperature cloak
Anti-rad dose
Antitoxin patches, 5
Camouflage shroud
Datapad
Earbud comlink
Panic ring
Personal holoprojector
Utility belt

100 credits

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