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Darth Leviathan
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Post subject: HELP! Posted: Tue May 01, 2012 9:06 am |
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| n00b |
Joined: Tue May 01, 2012 8:52 am Posts: 5
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Okay so here's my problem, my GM has green lit the use of Yoda species as well as dark siders, I'm bringing in a new character and I'm stuck on making a Jedi Sage of Yoda's species or a Sith Sorcerer of some kind. The campaign I'm in has us running a crime syndicate working the pre Clone Wars era. But we've become more of an independent movement ala CIS than a crime gang. Making a broken character isn't a problem for me as this is my 4th campaign I've been in so I know how to stay fair. The character is going to be using force powers only in combat, probably won't even have a lightsaber....so any opinions? Either for Sage Yoda or Darth Something?
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Darth Leviathan
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Post subject: Re: HELP! Posted: Tue May 01, 2012 4:30 pm |
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| n00b |
Joined: Tue May 01, 2012 8:52 am Posts: 5
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As a bit of a background the dark sider would be using transfer essence and play alot like Crowley from Supernatural, the sage would akin to a wizard ny having offensive, defensive, and utility powers. I need some feedback from players or GMs to give me some perspective.
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Durian Keldrona
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Post subject: Re: HELP! Posted: Thu May 03, 2012 12:41 am |
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| Jedi Apprentice |
Joined: Fri Jan 16, 2009 6:45 pm Posts: 401
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Lots of mind trick. High Charisma. Aim for taking a couple levels of Crime lord.
Play them palpatine esc. Lots of manipulating others. Lightsaber as a back up tool. It is the best defensive tool. Keep it hidden and whip it out as a surprise. take the Jedi sentinal talents that allow you to hide.
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Awaypturwpn
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Post subject: Re: HELP! Posted: Thu May 03, 2012 9:58 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2509 Location: Tacoma, WA
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Well, if you're going actual Sith route, make sure your GM allows the Sith PrCs in the Rise of the Empire Era (as canonically, and RAW, you wouldn't be allowed access to them). Also, the idea of a Dark Side Yoda leaves a bad taste in my mouth. But that's just me. Beyond that: 1) do you have stats for Yoda species? Any ability adjustments or other special traits? 2) What level are you coming in at? 3) How many players are in your party, and what are they playing? 4) Do you have a preference as to classes/PrCs? Jedi, Noble, Force Adept, Sith Lord? I love playing the Force Wizard. If you go this route, and especially if you're higher level, you'll need crazy high Charisma and preferably also Wisdom. This can be accomplished rather easily by being as old as Yoda. Make a "Venerable" hero, and you get all those crazy bonuses to your Int, Wis, and Cha. Pump up your Dex as much as possible to avoid getting hit. And see if your GM is amenable to you completing an Education destiny  The +5 bonus to UtF can come in quite handy. For a Force Wizard's defensive powers, you'll benefit from powers like obscure rather than intercept, and Force shield rather than negate energy. Obscure: if your attacker has a high Attack bonus, chances are they'll have taken hits to their Will defense. Play to your opponent's weaknesses. Force shield: focusing on damage mitigation. At higher levels, it's much easier to pull off an SR 20 than it is to negate damage completely. However, with that said, you could take Damage Reduction 10 as a talent and then negate energy becomes more viable. As does Force Shield, of course, since DR and SR stack. Or, if you're up against a lot of blaster-users, energy resistance is terrific in place of Damage Reduction 10 (maintaining as a swift action, still allows you to be offensive and also to use damage-reducing powers where appropriate to great effect). Rebuke is a must-have if you're going to be up against other Force users with any regularity. Since you're not going to be using a lightsaber, you're not going to be benefiting from Lightsaber Defense or the ubiquitous Block/Deflect. If you were using lightsabers, I might suggest something like a Lightsaber Defense/Shoto Master/Jar'Kai combo because it's awesome for a Small character. But if the preference is no lightsaber, then like I said you'll want those damage-mitigating/easy-DC defensive Force powers. For offense, there is move object, Force grip, and Force lightning. Those are gonna be your heavy-hitting powers. However, at higher levels, you're going to get a lot more bang for your buck with condition track movement than you would with direct damage (in most cases). Force stun is awesome for this, especially as it's the one offensive Force power with no range limit. Or if you're up against a lot of droids, Ionize can be effective (at a much smaller range). Combustion is freakin' sweet, if only for the fire damage, and if you have Force Points to burn then this power is pretty nice. Also powers that end fights quickly are not to be overlooked. Drain energy and Force disarm are good here. Finally, control powers: Force slam to knock them prone, Force whirlwind/Force grip to keep them out of the fight, Fear [Dark Side] to limit their actions. Plant Surge is okay, especially if you're trying to avoid getting Dark Side Points, but there are better powers out there to keep enemies tied up  Stagger is a nice power, despite what some may say. It's only a swift action, and it gives you the chance to get out of melee range which, for you as a Force Wizard, is a good thing. That's all I can think of for the moment. If you let us know a few more details, I would definitely have more cogent/concise ideas 
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Darth Leviathan
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Post subject: Re: HELP! Posted: Sat May 05, 2012 4:02 am |
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| n00b |
Joined: Tue May 01, 2012 8:52 am Posts: 5
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Okay heres the setup, I'll be bringing him in at level 9. The way we roll stats is roll 4d6, drop the lowest, reroll all 1s, do that 6 times. We have 4 people but our GM throws some heavy stuff our way and likes us to do things heroically so we also have high stats. Unlike most games we don't have one character we have 1-5 but we only can use one at a time. This comes into play since we normally run multiple missions within the same time span (space battle as we orbit the planet while the strike team assaults enemy base and secondary team disables the comm array). As for the Sith we're not sticking to canon too much so not only are there new Sith that are emerging but the Muur talisman is also active. No dark side Yoda btw but we do have our Force Points renewed at the start of every session.
The force wizard is going to use Predictive Defense for his defense abilities (Int insetad of Dex for Ref) so he'll be physically weak but mentally a powerhouse. The stats I found for Yoda's species are -4 Str -2 Con +4 Wis +4 Cha, Speed 4, Primitive, with Skill Focus (Utf). He's going to be taking equillibrium and fortified body so the force preserves his health. I'm thinking Jedi 6 Noble 1 Force Adept 2 and later he'll be a Force Disciple since the Adept and Disciple classes are a better fit for a Jedi Sage. I have him set up woth 32 powers in his suite right now, 16 combat, 10 defensive, 6 utility. His lighsaber will be using the crystal that turns it into a fusion torch. He's a Holocron Lorekeeper that has taken a mission from the high council to investigate the recent new Sith that have popped up and to find out why they have returned. For his combat powers he's goignto be using alot of TK powers and Mind Shard, an under used power in my experience.
As for my Sith he has a more old school approach, he's traditional Sith. As in he knows Sith Alchemy and his weapon is not a lightsaber but in fact a Sith War Sword imbued with the dark side. I'm planning on using the Ultroloth mini from D&D since I want him to be some sort of Duro-Sith hybrid. He represents a splinter faction of the Sith that broke away around 4,200 BBY. They don't see the Jedi as their greatest enemy, it's other Sith that they hate most. Every time a Sith Empire has fallen it was due to infighting or rivals getting too power hungry so they're taking a differet approach. As for him hiding....he won't be. He's going to tell the Jedi that he wants to make an alliance to stop these new Sith, a mutually beneficial pact. So with the war about to break out and the Sith returning they won't have much choice. He's a lesser of two evils kind of guy. As for powers he's goign to use alot of Force Lighting as well as other torture force powers.
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Darth Leviathan
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Post subject: Re: HELP! Posted: Sat May 05, 2012 4:07 am |
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| n00b |
Joined: Tue May 01, 2012 8:52 am Posts: 5
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Oh and the level of Noble for the Sage is to give him Linguist to represent his studies into the history of the force and so he can take Exceptional Skill (Use the Force).
The Sith will use his war sword to block and deflect in lieu of a lightsaber. I think it's more authentic and more original than another glowstick in the crowd.
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Awaypturwpn
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Post subject: Re: HELP! Posted: Sun May 06, 2012 3:10 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2509 Location: Tacoma, WA
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Yikes. That method of character creation is already a little overpowered, so I'd strongly suggest against using such a broken Species as that. Besides that, it's obvious that this species stat block is built with an end in mind (Force Wizard), not by modeling the species. For one, +4 Charisma is just bad. You're telling me that Yoda's species is the most charismatic in the galaxy? I won't argue with the Wisdom, but even so, two +4 stats with only a -4 and a -2 to contend with is clearly broken. And then to try and "balance" it with Primitive...meh. Try this stat block out, first hit on Google. http://www.enworld.org/forum/general-rp ... stats.htmlThis one seems much more balanced and reasonable; you'll have to work for the Charisma here  Which, given your group's method of rolling Abilities, shouldn't be that much of an issue. Other than that, it doesn't sound like your GM has a problem with Dark Side characters, so just make sure that, for yourself, you roleplay your character in such a way that his Force usage is both 1) fun and 2) in character! If you're a Jedi, beware the Dark Side and all that. Oh and, here's a suggestion for free: make sure not to dump Strength TOO much. You don't want to not be able to carry anything 
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Darth Leviathan
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Post subject: Re: HELP! Posted: Sun May 06, 2012 5:18 pm |
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| n00b |
Joined: Tue May 01, 2012 8:52 am Posts: 5
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I like that stat block better except for the only +2 to Wisdom, since he's relying on force powers for offense and defense the loss of 4 powers is huge. Yeah we are very powerful in this campaign but we are also a group of only 4 and usually go against very challenging enemies or lost of easier ones. The GM's battles can't be won by sheer brute force, tactics are needed in almost every battle. As for the powers I was going to give the Jedi Sever Force so he can remind other force users why the light is stronger. Whenever we play again I can finally bring this up.
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Awaypturwpn
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Post subject: Re: HELP! Posted: Sun May 06, 2012 5:40 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2509 Location: Tacoma, WA
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Darth Leviathan wrote: I like that stat block better except for the only +2 to Wisdom, since he's relying on force powers for offense and defense the loss of 4 powers is huge. Yeah we are very powerful in this campaign but we are also a group of only 4 and usually go against very challenging enemies or lost of easier ones. The GM's battles can't be won by sheer brute force, tactics are needed in almost every battle. As for the powers I was going to give the Jedi Sever Force so he can remind other force users why the light is stronger. Whenever we play again I can finally bring this up. Don't forget that you can just advance your character's age to Old or Venerable for some pretty nice boosts to Int, Cha, and Wis. I just know that, if one of my players came to me and showed me that previous stat block, I wouldn't even consider allowing it in my game. YMMV, so check with your GM and maybe work with him to homebrew a species stat block yourselves!
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Zaknaefin
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Post subject: Re: HELP! Posted: Mon May 07, 2012 7:59 pm |
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| Youngling |
Joined: Fri Jun 03, 2011 11:27 pm Posts: 27
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In addition to the rest of the advice on playing a character like Crowley, I'd suggest taking the Fold Space force power. Its a great force power, and disappearing immediately after a conversation or battle is very dramatic. Especially if you use your, probably spectacular, Deception to 'distract' them first.
However, a lot of GMs don't like that power in Star Wars as they consider it too "D&D-ish", but it would fit the character concept.
- Zaknaefin
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Awaypturwpn
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Post subject: Re: HELP! Posted: Mon May 07, 2012 9:07 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2509 Location: Tacoma, WA
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Zaknaefin wrote: However, a lot of GMs don't like that power in Star Wars as they consider it too "D&D-ish", but it would fit the character concept. It seems very Star Wars-y to me, but maybe that's just because I love Timothy Zahn's stuff. If I was GM-ing, you'd have to have a reason why you as a Jedi have knowledge of an extremely obscure technique like that, which itself belongs to a very secretive Force Tradition. But it could definitely be a part of an adventure. Your group ventures into the Kathol region for some reason and encounters the Aing-Tii. But without prior knowledge of the Aing-Tii, I'd be hesitant to allow anything that savors of their ilk. That's where the D&D feel can creep in, IMO. "My character is a Aing-Tii Jedi Assassin. My Force power suite consists of 18 instances of Force lightning. My GM gave me 2 free feats and a free talent at first level so I could keep up with the 6 ARC Trooper player characters, all of which started with Katarn-class Commando Armor." Well...I guess that's not particularly D&D either. But it is pretty much a true story  bottom line, IMO GMs should give a crap about Star Wars lore, just like they should give a crap about game balance, so as to give their players a more rewarding Star Wars experience.
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