Rennah Mars RPG Superstar Season 9 Top 32 |
Quen Pah |
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.
F. Castor |
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.
Quen Pah |
"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>
"
Phntm888 |
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...
Quen Pah |
"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>
"
Loup Blanc |
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.
Gamemaster the Living Force |
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!
Gamemaster the Light Side |
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!
Loup Blanc |
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!
Gamemaster 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.
"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!
Loup Blanc |
Alright, here's the stat block for my submission. Backstory info on the way.
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