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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Wed May 16, 2012 11:29 am 
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Geek In Training

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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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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Wed May 16, 2012 12:20 pm 
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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!

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Wed May 16, 2012 10:36 pm 
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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 11

Medium 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.

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


Last edited by Awaypturwpn on Thu May 24, 2012 9:00 am, edited 1 time in total.

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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Fri May 18, 2012 6:28 pm 
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Sith Lord
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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 11

Small 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

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Fri May 18, 2012 6:35 pm 
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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.

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Sat May 19, 2012 12:17 pm 
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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.

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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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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Sat May 19, 2012 6:47 pm 
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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 11

Medium 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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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Sat May 19, 2012 7:38 pm 
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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.

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Thu May 24, 2012 8:45 am 
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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

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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Tue Sep 18, 2012 6:04 am 
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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

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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Tue Sep 18, 2012 9:12 am 
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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.

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Tue Sep 18, 2012 10:20 am 
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Posts: 2638
Location: Tacoma, WA
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.

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Tue Sep 18, 2012 2:32 pm 
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Youngling

Joined: Tue Oct 20, 2009 9:40 am
Posts: 11
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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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Wed Sep 19, 2012 2:52 am 
Online
Sith Lord
User avatar

Joined: Thu Dec 29, 2011 9:37 am
Posts: 2638
Location: Tacoma, WA
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)

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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 Post subject: Re: Ultimate Build Requests!!!
 Post Posted: Wed Sep 19, 2012 3:26 am 
Online
Sith Lord
User avatar

Joined: Thu Dec 29, 2011 9:37 am
Posts: 2638
Location: Tacoma, WA
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

_________________
Saga Edition Resources:
My Google Docs Character Record Sheet
SE Official FAQ Compilation - SE Official Errata & Clarifications - Jedi Counseling 105 to 115

Edge of the Empire Resources: Beta Updates, crib sheets, and other goodies


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