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d20radio.comWhere Gamers Roll |
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Doctor Xerox
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Post subject: Re: Ultimate Build Requests!!! Posted: Wed May 16, 2012 11:29 am |
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| Geek In Training |
Joined: Wed Nov 23, 2011 6:26 pm Posts: 40
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Mapmaker wrote: I'd like to see an Ultimate Build for the perfect stealthy sniper assassin. One that can sit in stealth and take shot after shot without ever being seen, preferably with a "one shot/one kill" level of expertise.
Bonus points if you use a Xerrol Nightstinger rifle to make the blaster shots harder to trace back to the assassin...
I play one in Brev's online game, but I've got too much of a jack-of-all-trades approach going on with feats and talents split between several areas of expertise including starship combat and repair, etc. I actually made an npc with this exact strategy in mind in my last campaign. I built the character a year ago, so I can't remember my reasoning behind every choice I made. But I made him to be deadly at both close range and at a great distance. It was a level 8 evil Scout 7/Bounty Hunter 1 Gungan. My group uses extremely high point buy values, but this should at least give you an idea of your priorities: STR 10 DEX 22 CON 20 INT 14 WIS 14 CHA 8 Trained Skills: Endurance, Initiative, Mechanics, Perception, Pilot, Stealth, Survival Feats: Scout Weapon Proficiencies, Shake it off, Quick Draw, Point Blank Shot, Careful Shot, Far Shot, Precise Shot, Deadeye If he survived the encounter with the PCs I was planning on moving into: Sniper, Crossfire (FU), Desperate Gambit (S&V), Deadly Sniper (S&V) Talents: Acute Senses and Improved Initiative (entirely to get into bounty hunter, but acute senses is great for a sniper regardless), Long Stride (There are probably much better choices), Hidden Attacker (#1 priority), Uncanny Dodge I In the future I would have moved into getting some of the bounty hunter talents such as Hunter's Mark and Hunter's Target for even more damage with his sniper.
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Wed May 16, 2012 12:20 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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I'm working on both of your requests, but currently only have my iPad so I'd like to wait til tonight so I can make them pretty!
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Wed May 16, 2012 10:36 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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isdestroyer wrote: Got a question, is it possible to make an assassin char based on the Assassin's Creed games? I.E. can you make a char that can one shot NPC's with heroic levels using only a Tiny-sized knife weapon?
Please let me know if this is a feasible build. I leave it to the infinitely smarter Gamer Nation. Here is a big, brutish assassin. His main asset is his strength: he deals 11 damage plus whatever the dice roll, and treats his opponent's Threshold as -10 lower than normal (once per encounter, he can treat it as -15 lower). Twice per encounter, he attack with two weapons as a standard action (Vibroblade, vibrodagger, or vibroknucklers), and then after that he can spend a Force Point if he wants to do it again. At the beginning of combat, he should coat a weapon with poison. He then approaches an enemy, uses the Accelerated Strike feat to dual-wield attack him, very likely surpassing his Damage Threshold both times. Using his Stunning Strike talent, his foe is now -4 steps down the CT and poisoned. As soon as that opponent's turn starts, he is attacked by the poison at +11 against his penalized Fort def (-10), which will almost definitely move him the final step down the CT! Note that for this build, you will (I think) need to select Recurring Success before Accelerated Strike, which is allowed by the feat's text, but kinda wastes a feat for a level or two. Myls CL 11Medium Feeorin soldier 6/scoundrel 2/elite trooper 3 Init +12; Senses low-light vision; Perception +9 Languages Basic, Feeorin, 1 unassigned Defenses Ref 26 (flat-footed 23), Fort 28, Will 21 hp 65; second wind +16/32; DR 1; Threshold 28 Speed 6 squares Melee vibrorapier +16 (2d6+11) or Melee vibrorapier +16 (2d6+16) with both hands or Melee vibrorapier +14 (3d6+16) with Rapid Strike or Melee vibrorapier +14 (2d6+11) and vibrodagger +14 (2d4+11) or Melee vibrorapier +12 (3d6+11) and vibrodagger +12 (3d4+11) with Rapid Strike or Melee vibrodagger +16 (2d4+11) or Melee vibrodagger +14 (3d4+11) with Rapid Strike or Melee vibroknucklers +16 (1d6+14) or Melee vibroknucklers +14 (2d6+14) with Rapid Strike Ranged by weapon +12 Base Atk +10; Grp +15 Atk Options Accelerated Strike, brutal, Devastating Attack (simple weapons), Dual Weapon Mastery, Greater Devastating Attack (undefined), Point Blank Shot, Rapid Strike, Stunning Strike Special Actions Malkite Techniques Abilities Str 20, Dex 15, Con 13, Int 12, Wis 8, Cha 6 Special Qualities delay damage Talents Devastating Attack (advanced melee weapons), Greater Devastating Attack (advanced melee weapons), Greater Weapon Focus (advanced melee weapons), Malkite Techniques, Melee Smash, Stunning Strike Feats Accelerated Strike, Armor Proficiency (light, medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Martial Arts I, Point Blank Shot, Rapid Strike, Recurring Success (), Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee, pistols, rifles, simple weapons) Primary Skills Endurance +11, Initiative +12, Perception +9, Stealth +12 Secondary Skills Acrobatics +7, Climb +10, Deception +3, Gather Information +3, Jump +10, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (tactics) +6, Knowledge (technology) +6, Mechanics +6, Persuasion +3, Pilot +7, Ride +7, Survival +4, Swim +10, Treat Injury +4, Use Computer +6 Possessions vibrodagger, vibroknucklers, vibrorapier Let me know if this is at all what you were looking for. Obviously the vibrorapier can be swapped for another vibrodagger, but I kinda liked the idea of a silent, slightly longer blade.
Last edited by Awaypturwpn on Thu May 24, 2012 9:00 am, edited 1 time in total.
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Fri May 18, 2012 6:28 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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Mapmaker wrote: I'd like to see an Ultimate Build for the perfect stealthy sniper assassin. One that can sit in stealth and take shot after shot without ever being seen, preferably with a "one shot/one kill" level of expertise.
Bonus points if you use a Xerrol Nightstinger rifle to make the blaster shots harder to trace back to the assassin...
I play one in Brev's online game, but I've got too much of a jack-of-all-trades approach going on with feats and talents split between several areas of expertise including starship combat and repair, etc. Alright here's that sneaky sniper: Muug the Shadow CL 11Small Defel scout 6/scoundrel 1/pathfinder 2/bounty hunter 1/gunslinger 1 Init +14; Senses Perception +11 Languages Basic, Defel, 2 unassigned Defenses Ref 30 (flat-footed 26), Fort 27, Will 24 hp 91; second wind +22/45; Threshold 27 Speed 6 squares Melee by weapon +8 Ranged Xerrol nightstinger +12 (3d6+8) Base Atk +7; Grp +6 Atk Options Careful Shot, Dastardly Strike, Deadeye, Hunter's Mark, Point Blank Shot, Precise Shot Special Actions Bunker Blaster, create cover (1 squares), Quick Draw, Shake it Off Abilities Str 12, Dex 18, Con 14, Int 14, Wis 12, Cha 8 Special Qualities partial invisibility Talents Acute Senses, Bunker Blaster, Dastardly Strike, Debilitating Shot, Hidden Attacker, Hunter's Mark, Improved Initiative Feats Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Skill Focus (Stealth), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons) Primary Skills Acrobatics +14, Endurance +12, Initiative +14 (may reroll but must keep the result of the reroll even if worse), Jump +11, Perception +11 (may reroll but must keep the result of the reroll even if worse), Stealth +24, Survival +11 Secondary Skills Climb +6, Deception +4, Gather Information +4, Knowledge (bureaucracy) +7, Knowledge (galactic lore) +7, Knowledge (life sciences) +7, Knowledge (physical sciences) +7, Knowledge (social sciences) +7, Knowledge (tactics) +7, Knowledge (technology) +7, Mechanics +7, Persuasion +4, Pilot +9, Ride +9, Swim +6, Treat Injury +6, Use Computer +7 Possessions Xerrol nightstinger (tech specialist mod; +3 damage) with Improved energy cell, Double trigger and Targeting scope, low-light TACTICS: 1st Round: Create Cover (standard), aim (2 swifts) 2nd Round: attack (standard), Stealth to snipe (swift), position yourself as needed behind your created cover (move) 3rd Round: aim (move), attack (standard), Stealth to snipe (swift) 4th Round: repeat #3 as needed. Each aimed attack will knock a target -3 assured steps down the CT, for a very easy two shots per enemy. Now you'll need to remain hidden to benefit from Dastardly Strike, but being a Defel and having that +24 stealth will help in that arena. A level in soldier might be useful to get Devastating Attack (in order to have a better chance at beating their Threshold). Post continued below
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Fri May 18, 2012 6:35 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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Here's another sneaky sniper build, this one being a very possible one-hit scenario:
(EDITED FROM THE ORIGINAL POSTING-the first one was not what I meant to post up)
Trixie the Magnificent CL 14
Medium Gran soldier 1/scout 5/scoundrel 1/elite trooper 3/bounty hunter 1/gunslinger 1/pathfinder 2 Init +16; Senses darkvision; Perception +13 Languages Basic, Gran, 1 unassigned
Defenses Ref 33 (flat-footed 28), Fort 30, Will 27 hp 111; second wind +27/55; DR 1; Threshold 30
Speed 6 squares Melee by weapon +12 Ranged stun pistol +16 (3d6+12 stun) Base Atk +10; Grp +14 Atk Options Careful Shot, Dastardly Strike, Deadeye, Devastating Attack (pistols), Greater Devastating Attack (pistols), Hunter's Mark, Point Blank Shot, Precise Shot, Steadying Position Special Actions Bunker Blaster, create cover (1 squares), Quick Draw, Shake it Off
Abilities Str 14, Dex 18, Con 14, Int 12, Wis 12, Cha 10 Special Qualities delay damage, target awareness, triple vision Talents Acute Senses, Bunker Blaster, Dastardly Strike, Debilitating Shot, Devastating Attack (pistols), Greater Devastating Attack (pistols), Greater Weapon Focus (pistols), Hidden Attacker, Hunter's Mark, Improved Initiative Feats Armor Proficiency (light, medium), Careful Shot, Deadeye, Martial Arts I, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Steadying Position, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple weapons) Primary Skills Acrobatics +16, Endurance +14, Initiative +16 (may reroll but must keep the result of the reroll even if worse), Perception +13 (may reroll but must keep the result of the reroll even if worse), Stealth +26, Survival +13 Secondary Skills Climb +9, Deception +7, Gather Information +7, Jump +9, Knowledge (bureaucracy) +8, Knowledge (galactic lore) +8, Knowledge (life sciences) +8, Knowledge (physical sciences) +8, Knowledge (social sciences) +8, Knowledge (tactics) +8, Knowledge (technology) +8, Mechanics +8, Persuasion +7, Pilot +11, Ride +11, Swim +9, Treat Injury +8, Use Computer +8 Possessions camouflage poncho, stun pistol (superior tech +5 damage) with Double trigger and Targeting scope, low-light
With his stun pistol, he does exactly what the earlier build does, and his attacks knock the target (20 squares away max) at least -3 steps down the CT, -5 down the track if it beats his damage threshold (treated as -10 lower with Greater Devastating Attack). This is your surest way of one-shotting your opponents, though you're limited by the stun pistol's range and d6 damage dice. Keep in mind that Grans can also aim as 1 swift once per encounter.
This build uses two Int-bumps to get Survival and Stealth as trained skills.
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Cyril
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Post subject: Re: Ultimate Build Requests!!! Posted: Sat May 19, 2012 12:17 pm |
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| Sith Lord |
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Joined: Sat Apr 25, 2009 6:06 am Posts: 3844 Location: Fargo, ND
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Gran can also get sick use out of Double/Triple Attack and the Accelerated Strike feat. Not exactly "one shot" but one round at any rate.
_________________ GM Chris wrote: Cyril's got it. ;-) AsaTJ wrote: Cyril wrote: Only if I can call him one bad motheryubber in game. And every once in a while, I am reminded why this is the best forum community on the Internet.
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isdestroyer
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Post subject: Re: Ultimate Build Requests!!! Posted: Sat May 19, 2012 6:47 pm |
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| Geek In Training |
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Joined: Sat Feb 11, 2012 9:53 am Posts: 46 Location: Home: Houston; Current: Ft. Campbell
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Awaypturwpn wrote: isdestroyer wrote: Got a question, is it possible to make an assassin char based on the Assassin's Creed games? I.E. can you make a char that can one shot NPC's with heroic levels using only a Tiny-sized knife weapon?
Please let me know if this is a feasible build. I leave it to the infinitely smarter Gamer Nation. Here is a big, brutish assassin. His main asset is his strength: he deals 11 damage plus whatever the dice roll, and treats his opponent's Threshold as -10 lower than normal (once per encounter, he can treat it as -15 lower). Twice per encounter, he attack with two weapons as a standard action (Vibroblade, vibrodagger, or vibroknucklers), and then after that he can spend a Force Point if he wants to do it again. At the beginning of combat, he should coat a weapon with poison. He then approaches an enemy, uses the Accelerated Strike feat to dual-wield attack him, very likely surpassing his Damage Threshold both times. Using his Stunning Strike talent, his foe is now -4 steps down the CT and poisoned. As soon as that opponent's turn starts, he is attacked by the poison at +11 against his penalized Fort def (-10), which will almost definitely move him the final step down the CT! Note that for this build, you will (I think) need to select Recurring Success before Accelerated Strike, which is allowed by the feat's text, but kinda wastes a feat for a level or two. Myls CL 11Medium Feeorin soldier 6/scoundrel 2/elite trooper 3 Init +12; Senses low-light vision; Perception +9 Languages Basic, Feeorin, 1 unassigned Defenses Ref 26 (flat-footed 23), Fort 28, Will 21 hp 65; second wind +16/32; DR 1; Threshold 28 Speed 6 squares Melee vibrorapier +16 (2d6+11) or Melee vibrorapier +16 (2d6+16) with both hands or Melee vibrorapier +14 (3d6+16) with Rapid Strike or Melee vibrorapier +14 (2d6+11) and vibrodagger +14 (2d4+11) or Melee vibrorapier +12 (3d6+11) and vibrodagger +12 (3d4+11) with Rapid Strike or Melee vibrodagger +16 (2d4+11) or Melee vibrodagger +14 (3d4+11) with Rapid Strike or Melee vibroknucklers +16 (1d6+14) or Melee vibroknucklers +14 (2d6+14) with Rapid Strike Ranged by weapon +12 Base Atk +10; Grp +15 Atk Options Accelerated Strike, brutal, Devastating Attack (simple weapons), Dual Weapon Mastery, Greater Devastating Attack (undefined), Point Blank Shot, Rapid Strike, Stunning Strike Special Actions Malkite Techniques Abilities Str 20, Dex 15, Con 13, Int 12, Wis 8, Cha 6 Special Qualities delay damage Talents Devastating Attack (simple weapons), Greater Devastating Attack (undefined), Greater Weapon Focus (undefined), Malkite Techniques, Melee Smash, Stunning Strike Feats Accelerated Strike, Armor Proficiency (light, medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Martial Arts I, Point Blank Shot, Rapid Strike, Recurring Success (), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple weapons) Primary Skills Endurance +11, Initiative +12, Perception +9, Stealth +12 Secondary Skills Acrobatics +7, Climb +10, Deception +3, Gather Information +3, Jump +10, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (tactics) +6, Knowledge (technology) +6, Mechanics +6, Persuasion +3, Pilot +7, Ride +7, Survival +4, Swim +10, Treat Injury +4, Use Computer +6 Possessions vibrodagger, vibroknucklers, vibrorapier Let me know if this is at all what you were looking for. Obviously the vibrorapier can be swapped for another vibrodagger, but I kinda liked the idea of a silent, slightly longer blade. Very nice, I thank you. So allow me to get inside your head. I want to learn how to go through the books and "see" the awesome combos. How do you do it? And in that respect, let me ask you how you came up with what you did. Why this and not this, kinda stuff. Why the Elite Trooper, and not the Assassin prestige, or Malkite Techniques and not Sneak Attack? Same kinds of questions for feats. Help me to understand, my master.
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Sat May 19, 2012 7:38 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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isdestroyer wrote: Very nice, I thank you. So allow me to get inside your head. I want to learn how to go through the books and "see" the awesome combos. How do you do it? And in that respect, let me ask you how you came up with what you did. Why this and not this, kinda stuff. Why the Elite Trooper, and not the Assassin prestige, or Malkite Techniques and not Sneak Attack? Same kinds of questions for feats. Help me to understand, my master. Well, first I start with a spreadsheet where on column is class levels, one column has class-dependent stuff (Bonus feats, talents, etc), and one has character feats. The rest of the sheet is for starting feats and writing down skills or other information pertinent to the build. Then I see how many levels it takes to get to where I want, with a measure of meaningful playability in the levels leading up to it (try to hold off on the Scout 1/Scoundrel 1/Noble 1 progression right off the bat or else your BAB is awful for the first several levels). For this stage, tools like "SAGA Index" are invaluable for saving time and cross-referencing. Next, to put it all together and for a degree of proofing, SagaSheet 1.4 by Adam Kent & Ilmion is very handy though for me it's a little buggy. Still, I think it ultimately saves time and does all the numerical calculations for me for the purpose of stat block creation. It even auto-formats for forum posting! Why Elite Trooper and not assassin? Assassin PrC costs to many range-happy feats to be viable for most dedicated melee builds, especially if you're trying to make one that's good with a tiny weapon  one thing the simple spreadsheet method us great for us figuring out how to budget your character levels. Similarly, if I had more Scoundrel levels then Sneak Attack might be wise, but my main concern is CT movement and Malkite Techniques does that without having to worry about the target being flat-footed. Lastly, nothing is better than just practicing character builds, and occasionally getting to playtest them is helpful too.
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EliasWindrider
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Post subject: Re: Ultimate Build Requests!!! Posted: Thu May 24, 2012 8:45 am |
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| Sith Warrior |
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Joined: Wed Jun 11, 2008 7:15 pm Posts: 647
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Doctor Xerox wrote: Mapmaker wrote: I'd like to see an Ultimate Build for the perfect stealthy sniper assassin. One that can sit in stealth and take shot after shot without ever being seen, preferably with a "one shot/one kill" level of expertise.
Bonus points if you use a Xerrol Nightstinger rifle to make the blaster shots harder to trace back to the assassin...
I play one in Brev's online game, but I've got too much of a jack-of-all-trades approach going on with feats and talents split between several areas of expertise including starship combat and repair, etc. I'm not seeing the original post that was Doctor Xerox Quoted but here's my response what's wrong with a jack of all trades, master (as opposed to grand master) of a few approach? Here's my favorite build that fits that description medium human male starting attributes STR 12, DEX 14, CON 14, INT 14, WIS 12, CHA 10 1: scout 1; scores: BAB 0, Ref 16, Fort 15, Will 13, hp 26; talent: evasion; feats: weapon proficency(pistols,rifles,simple), shake it off, improved defenses, point blank shot; trained skills: endurance, initiative, knowledge(tactics), mechanics, perception, pilot, stealth, survival; languages: basic, huttese, military sign 2: soldier 1; scores: BAB 1, Ref 21, Fort 21, Will 14, hp 35; talent: armored defense; feat: armor proficiency(light) 3: soldier 2; scores: BAB 2, Ref 21, Fort 22, Will 19, hp 44; feats: precise shot, grand army of the republic training 4: soldier 3; scores: BAB 3, Ref 22, Fort 23, Will 20, hp 53; talent: improved armored defense; attribute increase: DEX 15, CON 15 5: soldier 4; scores: BAB 4, Ref 23, Fort 24, Will 21, hp 62; feat: deadeye 6: soldier 5; scores BAB 5, Ref 24, Fort 25, Will 22, hp 71; talent: tough as nails, feat: quickdraw 7: scout 2; scores: BAB 6, Ref 25, Fort 26, Will 23, hp 78; feat: careful shot 8: gunslinger 1; scores: BAB 7, Ref 29, Fort 28, Will 26, hp 93; talent: debilitating shot; attribute increase: DEX 16, CON 16 9: officer 1; scores: BAB 8, Ref 30, Fort 29, Will 29, hp 103; talent: indomitable; feat: assured attack 10: vanguard 1; scores: BAB 9, Ref 31, Fort 32, Will 30, hp 113; talent: acute senses 11: pathfinder 1; scores: BAB 9, Ref 32, Fort 33, Will 31, hp 123 ; talent: improved initiative 12: bounty hunter 1; scores: BAB 10, Ref 33, Fort 34, Will 32, hp 133; talent: hunter's mark; feat: vehicular combat; attribute increase: CON 17, WIS 13 13: scout 3; scores: BAB 11, Ref 34, Fort 35, Will 33, hp 141; talent: deep space gambit 14: gunslinger 2; scores: BAB 12, Ref 35, Fort 36, Will 34, hp 149; special quality: trusty sidearm +1 15: gunslinger 3; scores: BAB 13, Ref 36, Fort 37, Will 35, hp 157; talent: snap shot; feat: zero range 16: soldier 6; scores: BAB 14, Ref 38, Fort 39, Will 36, hp 183; feat: martial arts 1; attribute increase: CON 18, STR 13 17: scout 4; scores: BAB 15, Ref 39, Fort 40, Will 37, hp 192; feat: bad feeling 18: pathfinder 2; scores: BAB 16, Ref 40, Fort 41, Will 38, hp 203; special quality: create cover 1 sq; feat: republic military training 19: pathfinder 3; scores: BAB 17, Ref 41, Fort 42, Will 39, hp 214; talent: enhance cover 20: officer 2; scores: BAB 18, Ref 42, Fort 43, Will 41, hp 225; special quality: share talent(tough as nails OR indomitable); attribute increase: STR 14, WIS 14 If you want it stealthier, you could take this as a starting point, drop the armor proficiency talents and a few levels of soldier and pick up a few levels of scout and some camouflage talents
_________________ "One should not seek to control the force for it is an ally not a slave, rather one should seek the aid of the force in controlling one's own self." --Elias Windrider quoting his father
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DarthEnrage@EbonHawk
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Post subject: Re: Ultimate Build Requests!!! Posted: Tue Sep 18, 2012 6:04 am |
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| Youngling |
Joined: Tue Oct 20, 2009 9:40 am Posts: 11
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Darth Eclipse here. Thank you all for the resources given in another post.
My players are brand spankin' new to SWSE and I've never poured over my pristine SWSE collection sadly. They are asking for a good 1-20 level build for three characters. All stats at -8 starting and 28 pt buy for character creation. Thanks!
#1: Player wants to play a mobile-stealthy Cathar sniper with some sneak attack damage, Knockdowns, condition debuffer.
#2: Player wants to play a Kel Dor Jedi equivalent to a good Darth Maul. A bit of flair added, he wants to have two one-handed sabers that he can attach and detach to a double-saber for offensive and defensive bonuses respectfully. Force powers are not a priority, pure dex based melee machine.
#3: Player wants to play an attitude carrying noble/officer human female. Think Leia's attitude to Luke and Han on the Death Star. Barking orders (IRL girlfriend, go figure, lol) to be a buff-bot and a impromptu healer.
Any help to get my players' feet off the ground would be a pure blessing!
Darth Eclipse
_________________ UTINNI!!
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Tue Sep 18, 2012 9:12 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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Darth Eclipse wrote: Darth Eclipse here. Thank you all for the resources given in another post.
My players are brand spankin' new to SWSE and I've never poured over my pristine SWSE collection sadly. They are asking for a good 1-20 level build for three characters. All stats at -8 starting and 28 pt buy for character creation. Thanks!
#1: Player wants to play a mobile-stealthy Cathar sniper with some sneak attack damage, Knockdowns, condition debuffer.
#2: Player wants to play a Kel Dor Jedi equivalent to a good Darth Maul. A bit of flair added, he wants to have two one-handed sabers that he can attach and detach to a double-saber for offensive and defensive bonuses respectfully. Force powers are not a priority, pure dex based melee machine.
#3: Player wants to play an attitude carrying noble/officer human female. Think Leia's attitude to Luke and Han on the Death Star. Barking orders (IRL girlfriend, go figure, lol) to be a buff-bot and a impromptu healer.
Any help to get my players' feet off the ground would be a pure blessing!
Darth Eclipse For Saga Edition, 1-20 builds almost never work out the way you expect them to (player preferences and play styles, combined with GM style, seem to cause the best-laid plans of character builders to go awry). I can do those no problem, but realize that your players' finished products (should you get anywhere near level 20) will likely look significantly different to these  I'll be right back with some character maps.
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Tue Sep 18, 2012 10:20 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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Darth Eclipse wrote: #1: Player wants to play a mobile-stealthy Cathar sniper with some sneak attack damage, Knockdowns, condition debuffer.
The stealthy-mobile Cathar is easy, because he starts with Stealth as a class skill and has a base speed of 8. Thank you, KotOR. I'm actually playing one of these in a play-by-post so I can attest to the awesome overpoweredness of this build. This build utilizes the standard Heavy Blaster Rifle with the Double Trigger upgrade. Starting abilities: Str 14, Dex 18, Con 12, Int 11, Wis 11, Cha 8 A skill monkey you ain't: Stealth, Perception, Initiative. Talents before feats at character feat levels: Soldier 1 Ambush Specialist (RECG 28), Deceptive Drop (S&V 21), Soldier starting feats Soldier 2 Point Blank Shot Soldier 3 Destructive Ambusher (RECG), Precise Shot Jedi 1 Sentinel's Observation (CWCG 22), Force Sensitivity (or WP lightsabers), bump Dex and Int, pick up Acrobatics as a trained skill. Soldier 4 Deadeye - at this point, you're dealing 5d10 damage when aiming at your prime target. The Riflemaster feat up front for the more flavorful . If you don't want to aim every round to reap big benefits (I included them because it's a sniper build), then ignore Deadeye and Careful Shot and pick up Rapid Shot and Running Attack. Soldier 5 Keep It Going (RECG), Careful Shot Soldier 6 Martial Arts I Soldier 7 Armored Defense (because who doesn't like wearing armor?), bump Dex and whatever else you want. Elite Trooper 1 Ambush (CWCG 40), Riflemaster (GaW) -now you're doing d12s for damage, and against your Prime Target who you've aimed at and are—I hope—going before, you deal 7d12 of damage and knock 'em prone. Oh and the attack bonus? You're looking at a +20 to hit him if he's unaware of you. +18 if he's not. Elite Trooper 2 DR 1 Elite Trooper 3 Improved Stealth (SECR 49) Elite Trooper 4 DR 2, Skill Focus (Stealth) Elite Trooper 5 Extended Ambush (UR 21) -note if you decided not to take Deadeye and Careful Shot, you can ditch Extended Ambush for Ghost Assailant from Galaxy at War 20. Vanguard 1 Maximize Cover (CWCG 47) Vanguard 2 Surprise attack +1, Cunning Attack (FUCG 33) Vanguard 3 Invisible Attacker Vanguard 4 Surprise attack +2 Vanguard 5 Impenetrable Cover, Far Shot or Zero Range Vanguard 6 Surprise attack +3 Vanguard 7 Acute Senses (SECR 48) And that's the Cathar! I went straight Vanguard as soon as the build qualified for it, so as to maximize the benefit from the Impenetrable Cover talent. If you don't like the Jedi talent in there (it gives you a +2 attack against unaware targets), feel free to ditch the level-dip and just shift all the class level slots up 1, adding Vanguard 8 at the end for Surprise attack +4. You did specify "sneak attack damage," but 1) Sneak Attack, the talent, only works up to 6 squares out and 2) Scoundrel has a bad BAB. So I figured with the Cathar's natural stealthiness you wouldn't need to compromise on the full BAB. The Ambusher talents from RECG (and later Vanguard talents) should more than make up for it. This guy is going to be doing so much damage that he'll knock foes down the CT left and right, but if you want more of a CT-killer build, just let me know and I can rework it. Later: The Kel-Dor Jar'kai duelist and the Princess Leia.
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DarthEnrage@EbonHawk
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Post subject: Re: Ultimate Build Requests!!! Posted: Tue Sep 18, 2012 2:32 pm |
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| Youngling |
Joined: Tue Oct 20, 2009 9:40 am Posts: 11
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Awaypturwpn wrote: Darth Eclipse wrote: #1: Player wants to play a mobile-stealthy Cathar sniper with some sneak attack damage, Knockdowns, condition debuffer.
The stealthy-mobile Cathar is easy, because he starts with Stealth as a class skill and has a base speed of 8. Thank you, KotOR. I'm actually playing one of these in a play-by-post so I can attest to the awesome overpoweredness of this build. This build utilizes the standard Heavy Blaster Rifle with the Double Trigger upgrade. Starting abilities: Str 14, Dex 18, Con 12, Int 11, Wis 11, Cha 8 A skill monkey you ain't: Stealth, Perception, Initiative. Talents before feats at character feat levels: Soldier 1 Ambush Specialist (RECG 28), Deceptive Drop (S&V 21), Soldier starting feats Soldier 2 Point Blank Shot Soldier 3 Destructive Ambusher (RECG), Precise Shot Jedi 1 Sentinel's Observation (CWCG 22), Force Sensitivity (or WP lightsabers), bump Dex and Int, pick up Acrobatics as a trained skill. Soldier 4 Deadeye - at this point, you're dealing 5d10 damage when aiming at your prime target. The Riflemaster feat up front for the more flavorful . If you don't want to aim every round to reap big benefits (I included them because it's a sniper build), then ignore Deadeye and Careful Shot and pick up Rapid Shot and Running Attack. Soldier 5 Keep It Going (RECG), Careful Shot Soldier 6 Martial Arts I Soldier 7 Armored Defense (because who doesn't like wearing armor?), bump Dex and whatever else you want. Elite Trooper 1 Ambush (CWCG 40), Riflemaster (GaW) -now you're doing d12s for damage, and against your Prime Target who you've aimed at and are—I hope—going before, you deal 7d12 of damage and knock 'em prone. Oh and the attack bonus? You're looking at a +20 to hit him if he's unaware of you. +18 if he's not. Elite Trooper 2 DR 1 Elite Trooper 3 Improved Stealth (SECR 49) Elite Trooper 4 DR 2, Skill Focus (Stealth) Elite Trooper 5 Extended Ambush (UR 21) -note if you decided not to take Deadeye and Careful Shot, you can ditch Extended Ambush for Ghost Assailant from Galaxy at War 20. Vanguard 1 Maximize Cover (CWCG 47) Vanguard 2 Surprise attack +1, Cunning Attack (FUCG 33) Vanguard 3 Invisible Attacker Vanguard 4 Surprise attack +2 Vanguard 5 Impenetrable Cover, Far Shot or Zero Range Vanguard 6 Surprise attack +3 Vanguard 7 Acute Senses (SECR 48) And that's the Cathar! I went straight Vanguard as soon as the build qualified for it, so as to maximize the benefit from the Impenetrable Cover talent. If you don't like the Jedi talent in there (it gives you a +2 attack against unaware targets), feel free to ditch the level-dip and just shift all the class level slots up 1, adding Vanguard 8 at the end for Surprise attack +4. You did specify "sneak attack damage," but 1) Sneak Attack, the talent, only works up to 6 squares out and 2) Scoundrel has a bad BAB. So I figured with the Cathar's natural stealthiness you wouldn't need to compromise on the full BAB. The Ambusher talents from RECG (and later Vanguard talents) should more than make up for it. This guy is going to be doing so much damage that he'll knock foes down the CT left and right, but if you want more of a CT-killer build, just let me know and I can rework it. Later: The Kel-Dor Jar'kai duelist and the Princess Leia. He's ecstatic about the build. He said he'll take the non-Jedi dip route but the formula you've given is perfect. I myself cant wait to see what else you have in store! Many thanks again!
_________________ UTINNI!!
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Wed Sep 19, 2012 2:52 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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Darth Eclipse wrote: #2: Player wants to play a Kel Dor Jedi equivalent to a good Darth Maul. A bit of flair added, he wants to have two one-handed sabers that he can attach and detach to a double-saber for offensive and defensive bonuses respectfully. Force powers are not a priority, pure dex based melee machine. Darth Eclipse This build utilizes shotos. I'll give you one that uses a standard lightsaber as well. Thing is, this guy will really only start to shine around level 12. But by that time he will be ble to make 4 attacks as a standard action. I feel that when you roll the d20 that many times, Triple Crit becomes a better than average choice. Until then, I felt that Redirect Shot is nice nice to have; since you have such a high Dex bonus and BAB, you'll be hitting a lot of things with redirected bolts. Otherwise, there's nothing too fancy about this build. He just likes to get in there and start swatting stuff with his shotos. Str 11 Dex 18 Con 9 Int 10 Wis 16 Cha 12 Jedi 1 Shoto Focus, Weapon Finesse, Jedi starting feats Jedi 2 Rapid Strike Jedi 3 Deflect, Melee Defense Jedi 4 Dual Weapon Mastery I Jedi 5 Redirect Shot Jedi 6 Double Attack (lightsabers), Dual Weapon Mastery II Jedi 7 Precise Redirect (RECG) Melee Duelist 1 Dual Weapon Flourish I (KotOR) Melee Duelist 2 Master of Movement /1, Triple Crit (short lightsaber) Melee Duelist 3 Master of Elegance Melee Duelist 4 Master of Movement /2 Melee Duelist 5 Dual Weapon Flourish II, Triple Attack (lightsabers) Jedi Master 1 Multiattack Proficiency (lightsabers) Jedi Master 2 Unconditional Power (CWCG) Jedi Master 3 Multiattack Proficiency (lightsabers), Quicken Power, Force Training (with lots of offensive and defensive lightsaber powers from JATM) Jedi Knight 1 Multiattack Proficiency (lightsabers) Jedi Knight 2 Force Point Recovery Jedi Knight 3 Multiattack Proficiency (lightsabers), Force Training Jedi Knight 4 Improved Sense Surroundings Jedi Knight 5 Multiattack Proficiency (lightsabers)
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Awaypturwpn
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Post subject: Re: Ultimate Build Requests!!! Posted: Wed Sep 19, 2012 3:26 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2638 Location: Tacoma, WA
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Darth Eclipse wrote: #2: Player wants to play a Kel Dor Jedi equivalent to a good Darth Maul. A bit of flair added, he wants to have two one-handed sabers that he can attach and detach to a double-saber for offensive and defensive bonuses respectfully. Force powers are not a priority, pure dex based melee machine. Darth Eclipse Kel-Dor Jedi 2! This one focuses more on defense with two lightsabers. He won't be making a lot of full attacks, though that is an option should he wish. I call this the "hit more often, get hit less" build. Jedi 1 Lightsaber Defense, Improved Defenses Jedi 2 Weapon Finesse Jedi 3 Lighsaber Defense, Instinctive Defense Jedi 4 Weapon Focus (lightsabers) Jedi 5 Weapon Specialization (lightsabers) Jedi 6 DWM I, Instinctive Attack Jedi 7 Lighsaber Defense Jedi Knight 1 Niman Jedi Knight 2 Force Point Recovery, Force Boon Jedi Knight 3 Jar'kai Jedi Knight 4 Improved Sense Surroundings Jedi Knight 5 Twin Weapon Style, Strong in the Force Jedi Knight 6 Improved Telepathy Jedi Knight 7 Twin Weapon Mastery Jedi Master 1 Force Momentum (KotOR 58), Force Training ( battle strike, surge, energy resistance, Force shield) Jedi Master 2 Quicken Power Jedi Master 3 Surrender to the Current JATM 77), Unconditional Power Jedi Master 4 Extend Power, Force Training ( levitate, phase, inertia, cloak) Jedi Master 5 Force Fighter (CWCG 56) Jedi 8 Rapid Strike
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