[SWSE] Build Archive

The homebrew forum

Moderator: Moderators

Post Reply
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

[SWSE] Build Archive

Post by Korwin »

Since the WotC Forums are so ugly and I am more on this Forum than the other where I saved them, I’ll post them here too.

If you see anything to improve, tell me.
The first three are my favorites.

I am Immortal from Lvl. 3 on (would be possible from Lvl. 1 on, if you really wanted it)
Race: Something with + to Cha and/or Wis (like an Yakura)
Essential Skills: Use the Force
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Soldier 1 - Armored Defense, Soldier Starting Feats, Force Sensitive, 1
  2. Soldier 2 - Skill Focus Use the Force, 2
  3. Jedi 1 - Transfer Essence Lightsaber Proficiency, Force Training, 3
  4. Soldier 3 - Improved Armored Defense, 4
  5. Soldier 4 - Brink of Death, 5
  6. Soldier 5 - Juggernaught, Unstoppable Force, 6
  7. Soldier 6 - Heavy Armor Prof., 7
  8. Sith Apprentice 1 - Sith Alchemy**, 8
  9. Sith Apprentice 2 - Force Point Recovery 1, Grand Army of the Rebublic Training*, 9
  10. Sith Apprentice 3 - Cause Mutation, 10
  11. Sith Apprentice 4 - Improved Dark Rage, 11
  12. Sith Apprentice 5 - Sith Alchemy Specialist, Force Training, 12
  13. Sith Lord 1 - Folded Space Mastery, Fearles, Temtation, 13
  14. Sith Lord 2 - Force Secret 14
  15. Sith Lord 3 - Force Secret, Dark Healing, Force Training 15
  16. Sith Lord 4 - Force Secret, 16
  17. Sith Lord 5 - Force Secret, Impr. Dark Healing, 17
  18. Sith Apprentice 6 - Impr. Sense Surroundings, Force Regimen Mastery, 18
  19. Sith Apprentice 7 - Dark Healing Field, 19
  20. Sith Apprentice 8 - Language Absorption, 20

* Did his time in the Army in the Body of an Clone-Trooper (was hiding in the open).
** Sith Alchemy is now an new Talent-Tree by itself

Details of an extreme case:


Point buy Sith Lord (28):

Code: Select all

Str. 10 (02) -6 Age = 04 
Dex. 12 (04) -6 Age = 06 
Con. 10 (02) -2 Race -6 Age = 02 
Int. 12 (04) +3 Age = 15 
Wis. 15 (08) +2 Race +3 Age +5 Lvl. = 25 
Cha. 15 (08) +2 Race +3 Age +5 Lvl. = 25


Point buy Massassi Abomination(28):

Code: Select all

Str. 16 (10) +4 Race = 20 
Dex. 14 (06) = 14 
Con. 14 (06) +4 Abomination = 20 
Int. 10 (02) -2 Race -2 Abomination = 06 
Wis. 10 (02) -2 Race -2 Abomination = 06 
Cha. 10 (02) -2 Race -2 Abomination = 06


Point buy Massassi Crysalis Beast(28)***:

Code: Select all

Str. 16 (10) +4 Race +8 Size = 28 
Dex. 14 (06) -2 Size = 12 
Con. 14 (06) +8 Size = 24 
Int. 10 (02) -2 Race = 08 
Wis. 10 (02) -2 Race = 08 
Cha. 10 (02) -2 Race = 08

*** not Shure if legal... Opinions? Can it be used on Non-Beasts?

Attributes of the Sith Lord in the Massasi Crystalis Beast body:

Code: Select all

STR = 28 +9 
DEX = 12 +1 
CON = 24 +7 
INT = 15 +2 
WIS = 25 +7 
CHA = 25 +7


Does a worn Orbalisk Armor counts as Armor (1), an Separate creatur (2) or is he a part of the creature (3)?
1. As Armor: Bad, we dont want to turn the Orbalisk Armor into Heavy Dark Armor
2. We could make it into another Crystalis Beast (+4 DR) + Sith Abomination Trait +5 DR = +19 DR (even against Lightsabers)
3. Great: See 2. Same result (Well, we cant give the Masissi an Vile Natural Weapon... but who cares we use an Sith Alchemical Lightsaber)

Droid Mastermind
Race: (Small) Medical (First Degree) Droid)
Essential Skills: Pilot, Tread Injury, Mechanical, Deception, Persuasation, Use Computer
Books: SWSE, FUCG Sample Build
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Noble 1 - Wealth [later on reprogrammed into:] Born Leader, Noble Starting Feats, Skill Focus (Tread Injury)* 0
  2. Noble 2- Surgical Expertise, 1
  3. Noble 3 - Coordinate, Cybernetic Surgery, Skill Focus (Perception),** 2
  4. Independent Droid 1 - Sapience, Modification Specialist, 2
  5. Noble 4 - Tech Specialist 3
  6. Noble 5 - Trust, Vehicular Combat 3
  7. Independent Droid 2 - Independent Spirit, 4
  8. Independent Droid 3 - Skill Conversion, 5
  9. Medic 1 - Steady Under Pressure, Starship Tactics, 5
  10. Medic 2 - Medical Secret (Improved First Aid) 6
  11. Medic 3 - Extra First Aid 7
  12. Ace Pilot 1 - Medical Droid, Starship Tactics, 7
  13. Medic 4 - Medical Secret (Impr. Perform Surgery), 8
  14. Medic 5 - Dull the Pain, 8
  15. Crime Lord 1 - Impel Ally 1, Starship Tactics, 9
  16. Crime Lord 2 - Impel Ally 2, 10
  17. Scout 1 - Evasion, 10
  18. Scoundrel 1 - Fools Luck, Starship Tactics, 10
  19. Ace Pilot 2 - Vehicle Dodge +1, 11
  20. Ace Pilot 3 - Vehicle Focus (Space Transport), 12

* At Lvl. 8 reprogrammed into Starship Tactics
** At Lvl. 8 reprogrammed into Improved Damage Threshold
(28 pb)

Code: Select all

Starting Stats    Lvl. 20 Stats    Defenses at Lvl. 20 
Str 08-2          Str 06           Fort: 32 
Dex 16            Dex 20           Refl: 39 
Con --            Con --           Will: 38 
Int 16+2          Int 22 (+2 Tech. Spec.) 
Wis 14+2          Wis 16         
Cha 10            Cha 10
13 Skills or 7 Skills and 6 Skill Focuses (--> Skill Conversion) 


This will be the BBG for my players. He uses at the moment an Wookie Bountyhunter Ally/Lackey as 'Mount' and gives tactical Advise. He was Lvl. 6 at the last encounter, and the players said: Want one too (saw only use the Droid First Aid use on the Wookie in the encounter.

Droidic Exotic Weapon Master
Race: Droid Essential
Skills: none
Level by level (Talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored, PreReqs are in red, Somethin reprogrammed is green
  1. Soldier 1 - Devastating Attack: Exotic Melee Weapon , Armor Proficiency (light, medium), Weapon Proficiency (simple, pistol, rifle) Exotic and Advanced Melee Weapon Prof., Improved Damage Threshold , 1
  2. Soldier 2 - Weapon Focus: Exotic Weapon, 2
  3. Soldier 3 - Weapon Spec. Exotic Weapon, Martial Arts 1, 3
  4. Independent Droid 1 - Modification Specialist,, 3
  5. Jedi 1 - Elusive Target, Lightsaber Proficiency reprogramm to Point Blank Shot, 4
  6. Independent Droid 2 - Tech Specialist , 5
  7. Independent Droid 3 - Computer Master , 6
  8. Soldier 4 - Skill Focus Computer, 7
  9. Gladiator 1 - Exotic Weapon Master, Triple Critical Exotic, 8
  10. Elite Trooper 1 - Greater Weapon Focus Exotic, , 9
  11. Gladiator 2 - Unflinching 1, , 10
  12. Gladiator 3 - Multiattack Prof.* , Double Attack, 11
  13. Gladiator 4 - Unflinching 2, 12
  14. Gladiator 5 - Multiattack Prof.*, 13
  15. Gladiator 6 - Unflinching 3, Triple Attack, 14
  16. Gladiator 7 - Multiattack Prof.*, 15
  17. Gladiator 8 - Unflinching 4, 16
  18. Gladiator 9 - Multiattack Prof.*, Droidcraft, 17
  19. Elite Trooper 2 - DR 1, 18
  20. Elite Trooper 3 - Greater Devastating Attack Exotic, 19
Errata


Exotic Weapon Master - was there first (before the Droid version)
Race: Human or that Race with Bonus Feat: Advanced Melee Weapon
Essential Skills: none
Level by level (Talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored, PreReqs are in red
  1. Soldier 1 - Devastating Attack: Exotic Melee Weapon, Sodier starting Feats, Exotic and Advanced Melee Weapon Prof., 1
  2. Soldier 2 - Weapon Focus, 2
  3. Soldier 3 - Weapon Spec. Exotic Weapon, Improved Damage Threshold, 3
  4. Soldier 4 - Martial Arts 1, 4
  5. Scoundrel 1 - Dastardly Strike, Point Blank Shot, 4
  6. Soldier 5 - Armored Defense, Precise Shot, 5
  7. Soldier 6 - Quick Draw, 6
  8. Gunslinger 1 - Trigger Work,, , 8
  9. Gladiator 1 - Exotic Weapon Master***, Rapid Shot7
  10. Elite Trooper 1 - Greater Weapon Focus Exotic, , 9
  11. Gladiator 2 - Unflinching 1, , 10
  12. Gladiator 3 - Multiattack Prof.* , Double Attack, 11
  13. Gladiator 4 - Unflinching 2, 12
  14. Gladiator 5 - Multiattack Prof.*, 13
  15. Gladiator 6 - Unflinching 3, Triple Attack, 14
  16. Gladiator 7 - Multiattack Prof.*, 15
  17. Gladiator 8 - Unflinching 4, 16
  18. Gladiator 9 - Multiattack Prof.*, Triple Critical [Exotic], 17
  19. Elite Trooper 2 - DR 1, 18
  20. Elite Trooper 3 - Greater Devastating Attack Exotic, 19


* for Exotic Weapons.
*** Works after Errata
Errata

Whats the matter with this build? He can use Triple Attack with nearly every weapon there is! (at an -2 Malus)
“How so?” you ask. Well since, S&V you can (to gain an extra upgrade slot) make an non-exotic-weapon** an exotic weapon. I like the Ionized Power-Hammer with integrated Behavior Inhibitor.

** with the possible exception of ship-weapons.

Sample Char
Medium Human scoundrel 1/soldier 6/elite trooper 3/gunslinger 1/gladiator 9
Init +20; Senses low-light vision; Perception +20
Languages Basic Defenses Ref 40 (flat-footed 34), Fort 37, Will 32 hp 210; DR 1; Threshold 42
Speed 6 squares, fly 6 squares
Melee arg'garok +28 (2d12+19/x3) or
Melee arg'garok +28 (2d12+24/x3) with both hands or
Melee arg'garok +28/+28 (2d12+24/x3) with Double Attack or
Melee arg'garok +26/+26/+26 (2d12+24/x3) with Triple Attack
Ranged commando special rifle +28 (3d10+14) or
Ranged commando special rifle +23 (3d10+14) with autofire or
Ranged commando special rifle +26/+26/+26 (4d10+14) with Rapid Shot and Triple Attack
Base Atk +19; Grp +24 Atk Options autofire (commando special rifle), Dastardly Strike, Devastating Attack, Double Attack, Point Blank Shot, Precise Shot, Rapid Shot, Trigger Work, Triple Attack, Triple Crit
Special Actions Quick Draw
Abilities
Str 20,
Dex 20,
Con 14,
Int 10,
Wis 10,
Cha 10
Special Qualities delay damage, Unflinching (4/encounter)
Talents Armored Defense, Dastardly Strike, Devastating Attack, Exotic Weapons Master, Greater Weapon Focus, Greater Weapon Specialization, Multiattack Proficiency (exotic weapons) (4), Trigger Work, Weapon Specialization
Feats Armor Proficiency (light, medium), Double Attack (Arg'garok), Exotic Weapon Proficiency (arg'garok), Improved Damage Threshold, Martial Arts I, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Triple Attack (Arg'garok), Triple Crit (arg'garok), Weapon Focus (arg'garok), Weapon Proficiency (advanced melee, pistols, rifles, simple) Skills Initiative +20, Mechanics +15, Perception +20, Pilot +20, Stealth +25 (untrained)
Possessions arg'garok with Neutronium Reinforcement, commando special rifle with Rangefinder, Mandalorian combat suit (+4 armor, +1 equipment) with Vacuum Seals and Internal Comlink, short-range, superior helmet package, Shadowskin (reflec), Climbing Claws, Integrated Equipment (5 slots), Rangefinder, Internal Generator, Armorplast

Armored Ying
Race: Human or Felucian or Miraluka Essential Skills: none
Level by level (Talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Soldier 1 - Armored Defense, Sodier starting Feats, Force Sensitive, Force Training, 1
  2. Jedi 1 - Mobile Combantant, Lightsaber Prof., 2
  3. Scout 1 - Evasion, Shake it off, Weapon Focus*, 2
  4. Scout 2 - , Skill Focus: Use the Force, 3
  5. Scout 3 - Fringe Savant, , 4
  6. Soldier 2 - Heavy Armor Prof., Power Attack, 5
  7. Soldier 3 - Impr. Armored Defense, 6
  8. Jedi 2 - Doble Attack, 7
  9. Jedi Knight 1 - Juggernaut, Melee Defense, 8
  10. Jedi Knight 2 - Force Point Recovery, , 9
  11. Jedi Knight 3 - Multiattack Prof.*, 10
  12. Jedi Knight 4 - Improved Force Disarm, Impr. Disarm**, 11
  13. Jedi Master 1 - Fearless, Serenety, Multiattack Prof.* , 12
  14. Jedi Master 2 - Force Secret (Quicken Power), , 13
  15. Jedi Master 3 - Force Secret (Multitarget Power), Multiattack Prof.* , Triple Attack, 14
  16. Jedi Master 4 - Force Secret (Distant Power), 15
  17. Jedi Master 5 - Force Secret (Debilitating Power), Multiattack Prof.* , 16
  18. Jedi Knight 5 - Multiattack Prof.* , Force Training, 17
  19. Jedi Knight 6 - Language Absorption, 18
  20. Jedi Knight 7 - Improved Weapon Focus* , 18

* for Lightsaber
** see page 31 KOTORCG

Armored Yang
Race: Human or Felucian or Miraluka Essential Skills: none
Level by level (Talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Soldier 1 - Armored Defense, Sodier starting Feats, Force Sensitive, Force Training, 1
  2. Jedi 1 - Mobile Combantant, Lightsaber Prof., 2
  3. Scout 1 - Evasion, Shake it off, Weapon Focus*, 2
  4. Scout 2 - , Skill Focus: Use the Force, 3
  5. Scout 3 - Fringe Savant, , 4
  6. Soldier 2 - Heavy Armor Prof., Power Attack, 5
  7. Soldier 3 - Impr. Armored Defense, 6
  8. Sith Apprentice 1 - Juggernaut, 7
  9. Sith Apprentice 2 - Improved Dark Rage, Double Attack , 8
  10. Sith Apprentice 3 - Multiattack Prof.*, , 9
  11. Sith Apprentice 4 - Force Point Recovery , , 10
  12. Sith Apprentice 5 - Multiattack Prof.* , Force Training, 11
  13. Sith Lord 1 - Fearless, Temptation, Dark Healing, 12
  14. Sith Apprentice 6 - Improved Force Disarm, 13
  15. Sith Apprentice 7 - Multiattack Prof.*, 14
  16. Sith Apprentice 8 - Improved Force Stun, Triple Attack, 15
  17. Sith Apprentice 9 - Multiattack Prof.* , 16
  18. Sith Apprentice 10 - Language Absorption , Force Training, 17
  19. Sith Lord 2 - Force Secret (Devastating Power), , 18
  20. Sith Lord 3 - Force Secret (Quicken Power), Improved Dark Healing, 19

Jedi Duelist
Race: any
Essential Skills: none
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Scout 1 - Acute Sense, Scout starting Feats, Force Sensitive, If Human: Bonus Feat, 0
  2. Jedi 1 - Force Intuition, Lightsaber Proficiency, 1
  3. Jedi 2 - , Weapon Focus Lightsaber, Lvl. 3 Feat, 2
  4. Jedi 3 - Lightsaber Spezialisation, , 3
  5. Jedi 4 or Soldier 1 - If Soldier 1 then Talent, If Jedi 4 then Feat, 4
  6. Scout 2 - , Scout Class Feat, Lvl. 6 Feat, 5
  7. Scout 3 Improved Initiative, , 6
  8. Bounty Hunter 1 - Hunter's Mark, , 7
  9. Bounty Hunter 2 - Familiar Foe +1, Lvl. 9 Feat, 8
  10. Bounty Hunter 3 - Hunter's Target, , 9
  11. Jedi Knight 1 - Juyo, , 10
  12. Jedi Knight 2 - Force Point Recovery, Lvl. 12 Feat, 11
  13. Jedi Knight 3 - Vapaad, , 12
  14. Jedi Master 1 - Serenity, Greater Weapon Focus: Lightsaber, , 13
  15. Bounty Hunter 4 - Familiar Foe +2, Lvl. 15 Feat, 14
  16. Bounty Hunter 5 - Relentless, , 15
  17. Bounty Hunter 6 - Familiar Foe +3, , 16
  18. Jedi Knight 4 - Force technique, Lvl. 18 Feat, 17
  19. Bounty Hunter 7 - Dastardly Strike, , 18
  20. Bounty Hunter 8 - Familiar Foe +4, , 19


Jedi Pilot
Race: Duros
Essential Skills: Use the Force
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Soldier 1 - Force Pilot, Soldier starting Feats, Force Sensitive, 1
  2. Soldier 2 - Vehicular Combat 2
  3. Jedi 1 - Force Reflexes, Starship tactics, 3
  4. Jedi 2 - Skill Focus: Use the Force, 4
  5. Scout 1 - Evasion, 4
  6. Scout 2 - Free Class Feat and Free Lvl. Feat 5
  7. Scout 3 - Fringe Savant, 6
  8. Ace Pilot 1 - Vehicle Focus, 6
  9. Ace Pilot 2 - Vehicle Dodge +1, Flawless Pilot, 7
  10. Ace Pilot 3 - Free Talent, 8
  11. Imperial Knight 1** - Armor Mastery, 9
  12. Imperial Knight 2 - Force Point Recovery, Free Feat, 10
  13. Imperial (Jedi) Master 1 - Serenety, Talent, 11
  14. Imperial Knight 3 - Free Talent, 12
  15. Imperial Knight 4 - Force technique, Free Feat, 13
  16. Imperial Knight 5 - Free Talent, 14
  17. Imperial Knight 6 - Force technique, 15
  18. Imperial Knight 7 - Free Talent, Free Feat, 16
  19. Imperial Knight 8 - Force technique, 17
  20. Ace Pilot 4 - Vehicle Dodge +2 18


Use the Force = Pilot check = 25*** + 1W20 Can take 10 on Pilot checks (if in the correct Vehicle --> Vehicle Focus****). If he rolls a dice, he can roll 2d20 for the pilot check (keep the better), if it’s a check for a maneuver he can reroll the better of the two dice (must use a Foce Point for this) and keep the better (basically roll 3d20 keep the better). On every roll or reroll ther is the chance of a 20 --> temp. Force Point, was the roll on an pilot check for a maneuver you get all your expended ones back.

* You can use Evasion in Starship combat, if you are the pilot (see page 16 of SotG]
** Imperial Knight not needed, take Jedi Knight, Sith Apprentice for Force Point Recovery

*** with Starting Charisma of 16
**** not shure if being able to take 10 on Pilot checks is important anymore…

Droid Battle Mech
Race: Droid with 2 melee-weapon mounts Essential Skills: none Level by level (talents and Force techniques are in italics, feats are in bold)
  1. Soldier 1 - Soldier Starting feats, Advanced Melee Weapons, Devastating Attack
  2. Soldier 2 - Weapon Focus
  3. Soldier 3 - Powerfull Charge, Armored Defence
  4. Soldier 4 - Power Attack
  5. Soldier 5 - Juggernaut
  6. Soldier 6 - Rapid Strike, Martial Arts 1
  7. Soldier 7 - Impr. Armored Defence
  8. Soldier 8 - Point Blank Shot
  9. Elite Trooper 1 - Impr. Weapon Focus, Cleave
  10. Elite Trooper 2 - DR 1
  11. Elite Trooper 3 - Impr. Devastating Attack
  12. Soldier 9 - Great Cleave, Melee Smash
  13. Soldier 10 - Dual Weapon Fighting I
  14. Soldier 11 - Stunning Strike
  15. Soldier 12 - Tech Specialist, Dual Weapon Fighting II
  16. Soldier 13 - Expert Grabler
  17. Soldier 14 - Pin
  18. Soldier 15 - Dual Weapon Fighting III, Tough as Nails
  19. Officer 1 - Indomitable
  20. Officer 2 - Share Indomitable, Command Cover


Example build - Spider-Bot or Centaur-Bot
Medium droid (4th-degree) soldier 15 / elite trooper 3 / officer 2
Force 16; Dark Side 0
Init +18;
Senses Darkvision, Low-light vision, Perception +19
Languages Basic, Binary, Gamorrean, Huttese, Neimoidian
Defenses Ref 40 (flat-footed 36), Fort 41, Will 36 hp 162; Threshold 41
Speed 6 squares (Walking)
Melee force pike +29 (2d8+25) with one weapon mount or
Melee force pike +27 (3d8+25) with Rapid Strike or
Melee force pike +29 (2d8+25) and force pike +29 (2d8+25) or
Melee force pike +27 (3d8+25) and force pike +27 (3d8+25) with Rapid Strike
Melee force pike +31 (3d8+35) with Rapid Strike and Powerfull Charge

Base Atk +20; Grp +29 Atk Options Cleave, Devastating Attack (advanced melee), Great Cleave, Greater Devastating Attack (advanced melee), Pin, Point Blank Shot, Power Attack, Rapid Strike, Stunning Strike, Trip
Special Actions Command Cover +1, Delay Damage, Indomitable, Powerful Charge, Share Talent x1
Abilities
Str 24,
Dex 17,
Con -,
Int 16,
Wis 14,
Cha 8
Special Qualities
Droid Traits Talents Armored Defense, Improved Armor Defense, Juggernaut, Expert Grappler, Melee Smash, Stunning Strike, Indomitable (x1), Tough as Nails, Devastating Attack (advanced melee), Greater Devastating Attack (advanced melee)
Feats Armor Proficiency (Light, Medium), Cleave, Dual Mastery I, II & III, Great Cleave, Martial Arts I, Pin, Point Blank Shot, Power Attack, Powerful Charge, Rapid Strike, Trip, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple)
Skills Initiative +18, Knowledge (Tactics) +18, Mechanics +18, Perception +19, Pilot +18, Use Computer +18
Systems walking locomotion, extra legs, magnetic feet, 2 hand appendages (telescopic), 2 tool appendages (telescopic) (stabilised mount), heuristic processor, backup processor, comlink, internal, vocabulator, locked access, darkvision, improved sensor package, sr 15 shield generator, dc 5 translator unit
Possessions force pike, force pike, corellian powersuit (+8 armor) Tactics: Against Mooks, Powerfull Charge and Great Cleave them. Against BBEGs. First Pin them, next round full attack them (if both Force Pikes stun setting)are hitting, the guy drops 6 steps on the condition track

Traditional (pre Lightsaber) Sith Lord - not satisfied with this build. Should redo it with the new Sith Alchemy from Jedi Training Manual
Race: Draethos (KOTORCG)
Essential Skills: none
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Jedi 1 - Force Perception, Jedi Starting Feats, Weapon Finesse, 1
  2. Soldier 1 - Melee Smash Light Armor Prof., 2
  3. Soldier 2 - Rapid Strike, Weapon Focus (Adv. Weapon), 3
  4. Jedi 2 - Skill Focus (Use the Force), 4
  5. Soldier 3 - Stunning Strike, 5
  6. Jedi 3 - Force Pilot Force Training, 6
  7. Jedi 4 - Melee Defense, 7
  8. Sith Apprentice 1 - Dark Side Adept 8
  9. Sith Apprentice 2 - Force Point Recovery 1, Dual Weapon Master 1 9
  10. Melee Duelist 1 - Dual Weapon Flourish 1, 10
  11. Sith Apprentice 3 - Dark Side Master, 11
  12. Sith Apprentice 4 - Force Point Recovery 2, Dual Weapon Mastery 2 12
  13. Sith Lord 1 - Sith Alchemy, Fearles, Temtation, 13
  14. Sith Apprentice 5 - Ataru (Sith Sword) 14
  15. Sith Apprentice 6 - Force Point Recovery 3, Dual Weapon Mastery 3 15
  16. Sith Apprentice 7 - Dark Healing 16
  17. Sith Apprentice 8 - Force Point Recovery 4, 17
  18. Sith Apprentice 9 - Dark Healing, Force Training, 18
  19. Sith Lord 2 - Force Secret 19
  20. Sith Lord 3 - Force Secret, Impr. Dark Healing, 20

Mini Sample Char:
(28 pb)

Code: Select all

Starting Stats    Lvl. 20 Stats    Defenses at Lvl. 20 
Str 10            Str 10           Fort: 36 
Dex 15            Dex 20           Refl: 39 
Con 14+2          Con 16           Will: 37 
Int 12            Int 13 
Wis 14            Wis 18         
Cha 10-2          Cha 08

Attack as a Standard action +26/+26 Sith Vibro Blades 2d6 + 15 (2d6+33 with Force Point) I tried to make an Sith Lord who can 1. Use a Sith Sword passable 2. Make his Swords himself

Sith Protector
Race: Pau'an Essential
Skills: Use the Force
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Jedi 1 - Deflect, Jedi Starting Feats, Force Training, 1
  2. Jedi 2 - Skill Focus (Use the Force), 2
  3. Jedi 3 - Block, Improved Damage Threshold, 3
  4. Noble 1 - Noble Fencing Style, Weapon Prof.: Blaster Pistol, 3
  5. Scoundrel 1 - Fools Luck, Point Blank Shot 3
  6. Soldier 1 - Though as Nails, Force Training, Weapon Prof.: Blaster Rifle 4
  7. Soldier 2 - Weapon Prof.: Advanced, 5
  8. Sith Apprentice 1 - Adept of the Dark Side 6
  9. Sith Apprentice 2 - Force Point Recovery 1, Force Training 7
  10. Gladiator 1 - Personal Vendeta, 8
  11. Gladiator 2 - Unflinching 1/encounter, 9
  12. Gladiator 3 - Call Out, Force Training, 10
  13. Sith Lord 1 - Dark Healing, Temptation, Fearless, 11
  14. Sith Lord 2 - Devastating Power, 12
  15. Sith Lord 3 - Quicken Power, Improved Dark Healing, Force Training 13
  16. Sith Apprentice 3 - Dark Healing Field 14
  17. Sith Apprentice 4 - Force Point Recovery 2, 15
  18. Sith Apprentice 5 - Stolen Form: Shii-Cho Force Training 16
  19. Sith Apprentice 6 - Force Point Recovery 3, 17
  20. Sith Apprentice 7 - Force Deception, 18

(28 pb)

Code: Select all

Starting Stats    Lvl. 20 Stats    Defenses at Lvl. 20 
Str 10            Str 10           Fort: 34 
Dex 15            Dex 20           Refl: 34 
Con 10            Con 12           Will: 38 
Int 10            Int 10 
Wis 16            Wis 20         
Cha 16            Cha 20

Attack with a lightsaber +23 Tactis: Stand there and blast the enemy with Force powers into the ground.(Use the Force: +25 (+30 with Fools Luck [only Pre-Errata]) Taunt the enemy and let your minions swarm them (call out gives them an effective +5 Refl.) You probably don't need 6 x 6 = 36 Force Powers, so there is some wiggle room in the build...

Inquisitor/Jedi Hunter
Race: any
Essential Skills: none
Books: SWSE and FUCG
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Scout 1 - Awareness Talent 1, Force Sensitive, [if Human, free Feat,] 0
  2. Scout 2 - Free Bonus Feat, 1
  3. Scout 3 - Awareness Talent 2, Free Feat, 2
  4. Jedi 1 - Force Talent 1, Lightsaber Prof., 3
  5. Soldier 1 - Force Talent 2, Light Armor Prof., 4
  6. Soldier 2 - WP: Heavy Weapon, Free Feat, 5
  7. Soldier 3 - Force Talent 3, 6
  8. Force Adept 1 - Imbue Weapon, 6
  9. Force Adept 2 - Force Technique, Free Feat, 7
  10. Force Adept 3 - Inquisitor, 8
  11. Bounty Hunter 1 - Bounty Hunter Talent, 9
  12. Bounty Hunter 2 - Familiar foe +1, Free Feats, 10
  13. Bounty Hunter 3 - Jedi Hunter, 11
  14. Bounty Hunter 4 - Familiar foe +2, 12
  15. Bounty Hunter 5 - Bounty Hunter Talent, Free Feats, 13
  16. Bounty Hunter 6 - Familiar foe +3, 14
  17. Bounty Hunter 7 - Bounty Hunter Talent, 15
  18. Bounty Hunter 8 - Familiar foe +4, Free Feats, 16
  19. Bounty Hunter 9 - Bounty Hunter Talent, 17
  20. Bounty Hunter 10 - Familiar foe +5, 18
Hmm like it, many free feats. With an Power Hamer that would be 5d12 against an Force User. A Question, does Inquisitor and Jedi Hunter count in Starship combat? If the opponent is in an Starfighter it seams clear (for me), but if the opponent is an capital ship? And there is only on force sensitve on the whole ship (1 out of 10000???)



Variant - The 'Jedi' Hunter
Race: any
Essential Skills: none
Books: SWSE and FUCG
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Scout 1 - Awareness Talent 1, Force Sensitive, [if Human, free Feat,] 0
  2. Scout 2 - Free Bonus Feat, 1
  3. Scout 3 - Awareness Talent 2, Free Feat, 2
  4. Jedi 1 - Force Talent 1, Lightsaber Prof., 3
  5. Soldier 1 - Force Talent 2, Light Armor Prof., 4
  6. Soldier 2 - WP: Heavy Weapon, Free Feat, 5
  7. Soldier 3 - Force Talent 3, 6
  8. Force Adept 1 - Imbue Weapon, 6
  9. Force Adept 2 - Force Technique, Free Feat, 7
  10. Force Adept 3 - Inquisitor, 8
  11. Jedi Knight 1 - Jedi Knight Talent, 09
  12. Bounty Hunter 1 - Jedi Hunter, Free Feat, 10
  13. Jedi Master 1 - Jedi Master Talent, 11
  14. Bounty Hunter 2 - Familiar foe +1, 12
  15. Bounty Hunter 3 - Bounty Hunter Talent, Free Feat, 13
  16. Bounty Hunter 4 - Familiar foe +2, 14
  17. Bounty Hunter 5 - Bounty Hunter Talent, 15
  18. Bounty Hunter 6 - Familiar foe +3, Free Feat, 16
  19. Bounty Hunter 7 - Bounty Hunter Talent, 17
  20. Bounty Hunter 8 - Familiar foe +4, 18
Hunts Dark Force Users, more of a player Char. Obviosly more for another Era than FUCG...

SWSE Lockdown
Race: Something strong
Essential Skills: none
Min. Attribute: Dex: 13, Int: 13
Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored
  1. Soldier 1 - Armored Defense, Soldier Starting Feats, WP (Adv. Melee), 1
  2. Soldier 2 - Melee Defense, 2
  3. Jedi 1 - Atune Armor, Force Sensitive, Impr. Damage Threshold, 3
  4. Jedi 2 - Weapon Focus (Adv. Melee), 4
  5. Soldier 3 - DR 10, 7
  6. Soldier 4 - Tumble Defense, Powerful Charge 6
  7. Soldier 5 - Equilibrium, Whirlwind Attack, 7
  8. Gladiator 1 - Lockdown Strike, 8
  9. Force Adept 1 - Empower Weapon, Withdrawal Strike, 8
  10. Force Adept 2 - Force Point Recovery, 9
  11. Force Adept 3 - Attune Weapon, 10
  12. Soldier 6 - Rapid Strike, Dual Attack, 11
  13. Soldier 7 - Improved Armored Defense, 12
  14. Melee Duelist 1 - Mulitattack Prof. (Adv. Melee), 13
  15. Soldier 8 - Power Attack, Cleave, 14
  16. Soldier 9 - Weapon Spec. (Adv. Melee), 15
  17. Soldier 10 - Combat Reflexes, 16
  18. Gladiator 2 - Unflinching 1, Great Cleave, 17
  19. Gladiator 3 - Brutal Attack, 18
  20. Soldier 11 - Devastating Attack (Adv. Melee) 19
With an Powerhammer... nice :cool:

Exotic Imperial Knight
Race: any Essential Skills: none Level by level Talents and Force techniques are in italics, feats are bold, Base Attack Bonus is underscored, PreReq. are in red
  1. Soldier 1 - Talent, Soldier starting Feats, Exotic Weapon Prof., Force Sensitive, 1
  2. Soldier 2 - Advanced Melee Weapon Prof., Weapon Focus, 2
  3. Soldier 3 - Talent, Improved Damage Threshold, 3
  4. Soldier 4 - Feat, 4
  5. Jedi 1 - Talent, Lightsaber Prof., 5
  6. Soldier 5 - Talent, Feat, 6
  7. Soldier 6 - Feat, 7
  8. Gladiator 1 - Exotic Weapon Master, 8
  9. Imperial Knight 1 - Armor Mastery, Triple Critical [Exotic], 9
  10. Gladiator 2 - Unflinching 1, 10
  11. Gladiator 3 - Multiattack Prof.* , 11
  12. Imperial Knight 2 - Force Point Recovery, Double Attack, 12
  13. Jedi Master 1 - Serenity, Talent, 13
  14. Gladiator 4 - Unflinching 2, 14
  15. Gladiator 5 - Multiattack Prof.*, Triple Attack, 15
  16. Gladiator 6 - Unflinching 3, 16
  17. Gladiator 7 - Multiattack Prof.*, 17
  18. Gladiator 8 - Unflinching 4, Feat, 18
  19. Gladiator 9 - Multiattack Prof.*, 19
  20. Imperial Knight 3 - Talent, 20
finished but feels a little empty... uses an modified (exotic) lightsaber

Imperial Knight
Race: any Essential
Skills: none
Level by level Talents and Force techniques are in italics, feats are bold, Base Attack Bonus is underscored, PreReq. are in red
  1. Scout 1 - Evasion, Scout Starting Feats, Force Sensitive, if Human: Bonus Feat 0
  2. Scout 2 - Light Armor Prof., 1
  3. Scout 3 - Fringe Savant, Force Training 2
  4. Soldier 1 - Attune Armor, Medium Armor Prof., 3
  5. Soldier 2 - Heavy Armor Prof., 4
  6. Jedi 1 - Force Pilot, Lightsaber Prof., Grand Army of the Republik Training, 5
  7. Jedi 2 - Skill Focus: Use the Force, 6
  8. Jedi 3 - Force Perception, 7
  9. Imperial Knight 1 - Armor Mastery, Free Feat (Vehicular Combat?), 8
  10. Soldier 3 - Juggernaught, 9
  11. Imperial Knight 2 - Force Point Recovery, 10
  12. Imperial Knight 3 - Armored Augmentation 1, Weapon Focus: Lightsaber 11
  13. Jedi Master 1 - Serenety, Greater Weapon Focus: Lightsaber, 12
  14. Imperial Knight 4 - Force technique (Impr. Rage?), 13
  15. Imperial Knight 5 - Armored Augmentation 2, Free Feat (Unstoppable Force or Force Training?) 14
  16. Force Adept 1 - Empower Weapon 14
  17. Force Adept 2 - Force technique, 15
  18. Force Adept 3 - Attune Weapon, Free Feat, 16
  19. Imperial Knight 6 - Force technique, 17
  20. Imperial Knight 7 - Pretoria Vonil, 18
With Armored Augmentation he gets (if he uses an force point) the Reflex-Bonus from his Armor to damage threshold and his Armor-Bonus to the Fortitude Defense as an DRx2. And he always gets his Armor-Fortitude Bonus to Will-Defense. With his lightsaber he would make (if he moves) 4d8+lvl+Strx2 or 4d10+lvl+Strx1 (with an longhandled lightsaber).




Droid Condition Dropper
Race: Droid (small one)
Essential Skills: Stealth
Level by level (talents or class features are in italics, feats are in bold), Somethin reprogrammed is green, Base Attack Bonus is underscored
  1. Soldier 1 - Indomitable, Armor Profeciency (light, medium), Weapon Prof. simple, Pistols, Rifles, Point Blank Shot, Precise Shot, Free Feat, 1
  2. Soldier 2 - Careful Shot, 2
  3. Soldier 3 - Though as Nails, Skill Focus: Stealth, 3
  4. Soldier 4 - Sniper, 4
  5. Soldier 5 - Mercenary's Grit, 5
  6. Soldier 6 - , Quick Draw, Droidcraft,, 6
  7. Jedi 1 - Targeting Package Lightsaber Prof., Deadeye , 7
  8. Gunslinger 1 - Debilitating Shot, 8
  9. Vanguard 1 - Acute Senses, Deadly Sniper, 9
  10. Vanguard 2 - surprise attack +1, 10
  11. Vanguard 3 - Improved Initiative, 11
  12. Vanguard 4 - surprise attack +2, Free Feat, 12
  13. Vanguard 5- Evasion, 13
  14. Bounty Hunter 1 - Hunter's Mark 14
  15. Bounty Hunter 2 - familiar foe +1, Free Feat 15
  16. Bounty Hunter 3 - Dastardly Strike, 16
  17. Vanguard 6 - surprise attack +3, 17
  18. Vanguard 7 - Maximize Cover Free Feat, 18
  19. Vanguard 8 - surprise attack +4, 19
  20. Vanguard 9 - Invisible Attacker, 20
Last edited by Korwin on Tue Dec 22, 2009 8:52 am, edited 2 times in total.
Surgo
Duke
Posts: 1924
Joined: Fri Mar 07, 2008 7:54 pm

Post by Surgo »

What's the point of taking the first level of Noble as a droid without taking the Wealth talent? That's a great way to go crazy-go-nuts immediately, and you can just retrain it away later. See my review of the Saga book for more on that.
Last edited by Surgo on Wed Dec 16, 2009 2:36 pm, edited 1 time in total.
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

Post by Korwin »

Good point.
I think that did'nt occur to me, because its so weird.
Edit: and it was an GM Char. first, no need for credits.

Will read your review in the bus.
Link for me
Last edited by Korwin on Wed Dec 16, 2009 3:06 pm, edited 1 time in total.
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

So, the droid exotic weapon master is taking Jedi levels. I have to ask: is that even legal?
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

Post by Korwin »

Droids cant have Force Sensitive and cant take Jedi at first level (because they would get Force Sensitive automatically).

But afterwards its no problem.
There is an Droid in the Force Unleashed CG who has Levels in the Jedi class (If you know the game its Proxy).
Image
Obviously if you take Jedi as an Droid you should not take Talents that needs the 'Use the Force'-Skill...[/spoiler]
TheWorid
Master
Posts: 190
Joined: Thu Jan 21, 2010 7:17 pm

Post by TheWorid »

Nice stuff. Happen to have a Force wizard telekinetic build (i.e. Move Object spam)? I have a character based on that, but I want him to not suck at higher levels.
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

Post by Korwin »

While slow starting (lvl. 3), I use my Immortal build as an Force Wizard.
Here is RT's build archive
I think there are some Force Wizard builds in there... (formating is messed up, and a little aged...)

But for the basic problem:
Defenses scale faster than skills and have more ways to be pushed up.

I have no solution. (Well other than to get and finish the education destiny)
Post Reply