Author Topic: Star Wars: Twilight of the Krath  (Read 1663 times)

sienn_sconn

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Star Wars: Twilight of the Krath
« on: October 18, 2014, 03:44:32 pm »
It is a time of war and conflict.  The Great Sith War is in full swing, and the Sith alliance of Exar Kun and Ulic Qel-Droma threatens the entire galaxy.

But with the infighting between Aleema Keto and Qel-Droma leading to Qel-Droma’s capture by the Jedi, his subsequent rescue at the hands of Exar Kun, and the death of Aleema at the battle of Kemplex IX, an opportunity has been provided to the Republic and the Jedi to eliminate an enemy faction by taking the war to the Krath in the Deep Core.

Launching a full-scale assault against the Krath-held world of Iope, the Republic has dispatched a group of highly skilled operatives to help capture a Krath temple in the capital city . . . . .


I'd like four players for this game.  MasterArkaine has already indicated interest in this game, so I need three others to fill the gaps (DeShay expressed interest, but I haven't seen him for a few weeks, and the others that I messaged never replied, so I'm opening it up).


Campaign/Character Info

--This is a heroic encounter (ie. no dark-side PCs) set during the Great Sith War of the KOTOR era and features a group of Jedi and Old Republic troopers waging a final battle to recapture the planet Iope in the Deep Core from the Krath.
--I have access to all the official Saga books, so you may use era-appropriate material (including species) from any of them.  Players wishing to use non-official sourcebooks as a resource must run each item by me.  If you have a question about any material (or if I have one about your character), we’ll figure it out.
--Point buy of 32 points (28 for a droid).
--Make your character 13th level and include a background from the Rebellion Era Campaign Guide.
--Hp after 1st level will be Max-2 (so d10 gets 8, d8 gets 6, d6 gets 4), then add Con bonus.
--Climb, Jump, and Swim are combined into Athletics.
--No Destiny points.  Standard method for Force Points.
--This is intended to be a one-shot encounter.  Plan your character accordingly.
--If a hero is the subject of an attack, Force power, or hazard that would deal enough damage to kill the hero and he does not have (or does not wish to spend) a Force Point to save his life, the hero may sacrifice a body part instead to remain alive.  The body part lost is determined by the GM via a special dice roll and is not restricted to limbs.  Limbs lost in this manner function exactly as if the Severing Strike talent had been used against the hero by an opponent.  The penalties for the loss of non-limb organs are determined by the GM (the general rule will be -1 persistent CT and the loss of function provided by the lost body part, with additional penalties at GM discretion). 
--The feat Force Training may only be taken a total of 3 times.
--Certain Force powers are not allowed.  This includes the following:  Phase and Fold Space.
--Force Grip is a [dark side] power.
--All talents from the Dark Side talent tree increase your DSS when they are used.
--Area-effect Force powers can be Rebuked.  I refer you to GM Sarli  (read the opening post, then post #55).  http://community.wizards.com/forum/temple/threads/1433361?page=1
--Any talent that is ‘1/day’ becomes ‘1/encounter’ and may no longer be taken multiple times if previously allowed (Knack, Lucky Shot, etc).
--Any talent or feat that substitutes one ability or skill for another is subject to the same limitations that the original ability or skill was.
--If you have the Melee Defense feat and take a penalty of at least -2 on your attack roll when using Melee Defense, you may gain the benefits of any talents or feats that activate when using the Fighting Defensively action.  Any restrictions apply normally when applicable.
--Changes have been made to the following Jedi Knight talents:  Niman - Provides a +1 bonus to Reflex, Will, and Fortitude Defenses.  Jar’Kai - No longer has Niman as a prerequisite.  Trakata - No longer has +12 Base Attack Bonus as a prerequisite.
-- Credits/Possesions:  Each character may have personal equipment totaling up to 45000 credits (including lightsabers and lightsaber crystals).  Tech Specialist and S&V upgrades are available (but Superior Tech is not).   For lightsabers, no crystals from the Extremely Rare Crystals section may be selected, and the Build DC modifier of any lightsaber hilt plus its crystal may not exceed 25.  Purchase prices for lightsabers can be found on page 122 of the SECR or page 52 of the JATM.  The price of a lightsaber crystal is determined as follows:  1000 credits for a crystal without a listed Build DC Modifer and 5000 credits for any crystal with a +5 Build Modifier.
« Last Edit: October 19, 2014, 03:40:52 pm by sienn_sconn »
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Ultimate Dream Builds: #1, #11, #16

http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg

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illslim2

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Re: Star Wars: Twilight of the Krath
« Reply #1 on: October 18, 2014, 06:59:22 pm »
Would you ok with a revamp of Juljosi for this your campaign? Would have to adjust her to your build rules. Sounds like the same time frame. If no I understand, just been bored and was enjoying the DeShay game greatly!!!

If so could you please un-spoiler the Camp/Char info so I can copy it to be able to print it out? Or message me it here so I can print it out?
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Re: Star Wars: Twilight of the Krath
« Reply #2 on: October 18, 2014, 08:54:07 pm »
I'm interested, for sure. (Also, il, this is not the same time frame; this is during the Old Republic era).
« Last Edit: October 19, 2014, 08:56:21 am by CHIA The Friendly Admin »
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MasterArkaine

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Re: Star Wars: Twilight of the Krath
« Reply #3 on: October 18, 2014, 09:39:35 pm »
I did? lo, but yes I will do this
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sienn_sconn

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Re: Star Wars: Twilight of the Krath
« Reply #4 on: October 18, 2014, 10:21:33 pm »
Would you ok with a revamp of Juljosi for this your campaign? Would have to adjust her to your build rules. Sounds like the same time frame. If no I understand, just been bored and was enjoying the DeShay game greatly!!!

If so could you please un-spoiler the Camp/Char info so I can copy it to be able to print it out? Or message me it here so I can print it out?

Yes to both.


I'm interested, for sure.

Welcome aboard!


I did? lo, but yes I will do this

Well, it has been about two months since I sent the message.  I made the level high enough so you could do the Jedi Scoundrel concept you talked about.
You Make the... Contest #9

You Build the Character:  #33, #37, #44

Ultimate Dream Builds: #1, #11, #16

http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg

Jarveiyan

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Re: Star Wars: Twilight of the Krath
« Reply #5 on: October 19, 2014, 12:03:33 am »
Is it okay if I join this one?
No I didn't take mind trick this time, yes it's going to be a morre martial jedi.
Do you have a problem with taking juyo and vaapad?
Is assured strike, swift flank, tempered aggression, and vornskyrs ferocity allowed?
Are we going to need personal transportation? I have bought my equipment and still have 40300cr left. Are we going to need a aquata breather?
Are fast flesh med pacs allowed?
And must we pick a background? I picked everything without it already.
« Last Edit: October 19, 2014, 12:22:27 am by Jarveiyan »

sienn_sconn

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Re: Star Wars: Twilight of the Krath
« Reply #6 on: October 19, 2014, 09:46:25 am »
Is it okay if I join this one?

Of course.  You are always welcome at my table .

No I didn't take mind trick this time, yes it's going to be a more martial jedi.

Mind Trick is ok if you want it.  I am interested to this martial jedi.

Do you have a problem with taking juyo and vaapad?
Is assured strike, swift flank, tempered aggression, and vornskyrs ferocity allowed?

No problem with Juyo/Vaapad nor their associated lightsaber form powers.  I'm sure that other Jedi developed similar techniques long before Mace and Sora Bulq did.


Are we going to need personal transportation? I have bought my equipment and still have 40300cr left. Are we going to need a aquata breather?
Are fast flesh med pacs allowed?
And must we pick a background? I picked everything without it already.

No need for personal transportation.  I hadn't planned on anything that needed an aquata breather.  FastFlesh medpacs are fine.  And no need to take a background, was just out there if people wanted.


And that looks like 4 people.  Awesome.  We'll start as soon as characters get posted and sorted.
« Last Edit: October 19, 2014, 09:48:36 am by sienn_sconn »
You Make the... Contest #9

You Build the Character:  #33, #37, #44

Ultimate Dream Builds: #1, #11, #16

http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg

MasterArkaine

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Re: Star Wars: Twilight of the Krath
« Reply #7 on: October 19, 2014, 11:18:26 am »
Not exactly the original plan for my Scoundrel Jedi, but this will work well.



Arkaine Skywarden, Scoundrel Jedi                                                            CL 13

Medium Human Jedi 7/Scoundrel 1/Soldier 1/Jedi Knight 3/Jedi Master 1
Force 12
Init +9; Senses Perception +9
Languages Basic, Binary, Huttese, Shyriiwook

Defenses Ref 29 (flat-footed 26), Fort 27, Will 29; Block
hp 137; Threshold 29
Immune fear effects

Speed 6 squares
Melee crossguard lightsaber +17 (2d8+11)
Ranged heavy blaster pistol +15 (3d8+9) or
Ranged frag grenade +15 (4d6+6, 2-square burst) or
Ranged thermal detonator +15 (8d6+6, 4-square burst)
Base Atk +12; Grp +15
Atk Options Cunning Attack, Dastardly Strike, Devastating Attack (lightsabers),
   Exposing Strike, Force Directed Shot, Point Blank Shot, Zero Range
Special Actions Lightsaber Throw, Quick Draw, serenity, Trakata
Force Powers Known (Use The Force +19) battle strike, blind, malacia, obscure, rebuke,
   pass the blade, saber swarm, unbalancing block

Force Techniques Improved Malacia

Abilities Str 12, Dex 16, Con 12, Int 14, Wis 16, Cha 16
Special Qualities fearless, serenity
Talents Ataru, Block, Dastardly Strike, Devastating Attack (lightsabers), Exposing Strike,
   Force Directed Shot, Lightsaber Throw, Trakata, Weapon Specialization (lightsabers)
Feats Cunning Attack, Fight Through Pain, Force Sensitivity, Force Training (2), Point Blank Shot,
   Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency
   (lightsabers, pistols, simple weapons), Zero Range
Skills Acrobatics +14, Deception +14, Mechanics +13, Stealth +14, Use the Force +19
Possessions crossguard lightsaber (see below), encrypted long-range comlink (miniaturized) with holo capability (7,500 credits), heavy blaster pistol (see below), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, security kit, liquid cable dispenser; 1,225 credits), bandolier (with 3 HBP power packs, 2 frag grenades, and 2 thermal detonators; 4,650 credits), credit chip with 21,865 credits

Background: Nar Shaddaa (Added Deception and Stealth to skill list, Huttese bonus language)

Spoiler: Arkaine’s Weapons (hover to show)

Spoiler: Talents/Feats Explained (hover to show)
« Last Edit: October 19, 2014, 07:25:46 pm by MasterArkaine »
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Jarveiyan

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Re: Star Wars: Twilight of the Krath
« Reply #8 on: October 19, 2014, 12:19:40 pm »


Arriaddik CL 13
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« Last Edit: October 20, 2014, 06:47:16 am by Jarveiyan »

sienn_sconn

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Re: Star Wars: Twilight of the Krath
« Reply #9 on: October 19, 2014, 03:40:00 pm »
Forgot to put in the Campaign Info that I use the Athletics houserule.
You Make the... Contest #9

You Build the Character:  #33, #37, #44

Ultimate Dream Builds: #1, #11, #16

http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg

MasterArkaine

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Re: Star Wars: Twilight of the Krath
« Reply #10 on: October 19, 2014, 04:21:28 pm »
Hey we have the Han and Chewbacca of Jedi!  ;D

Very cool build Jav. It'd very funny you made a Wookiee Jedi because I randomly chose Shyriiwook as a know language in my build. Weird lol
« Last Edit: October 19, 2014, 04:41:23 pm by MasterArkaine »
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Jarveiyan

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Re: Star Wars: Twilight of the Krath
« Reply #11 on: October 19, 2014, 06:42:05 pm »
Yeah I'm laughing about that one too. Get outa my head.  ;D Lucky for me you did though.

illslim2

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Re: Star Wars: Twilight of the Krath
« Reply #12 on: October 19, 2014, 11:58:02 pm »
Ok guys take a look tell me what you think. Already got sienn's ok on the gear and cost. Look over the build make sure I did not miss something, I was am pretty tired and it is blurring all together. I shortened my stat block of all the attack possibilities, I know some don't like the way I do it so I shortened it some. I do stat blocks how I can find the info the quickest sorry. If anyone wants to redo it and message me it I will post the standard version.

Spoiler: Finished Stat Block (hover to show)

Spoiler: LvL Build (hover to show)

Spoiler:  Equipment notes (hover to show)
« Last Edit: October 21, 2014, 12:10:10 am by illslim2 »
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Re: Star Wars: Twilight of the Krath
« Reply #13 on: October 21, 2014, 02:49:24 pm »
Sergeant Ferr Valence, Republic Commando CL 13

Medium Human Scoundrel 3 / Soldier 4 / Assassin 3 / Martial Arts Master 3
Force 12 Dark Side 1
Init +13 Senses Perception +13
Languages Basic, Shyriiwook, Sith
----------------------------------------------------------------------------------------------
Defenses Reflex 32 (flat-footed 30) Fort 30 Will 26
HP 140 Threshold 30 (does not decrease with Fort Defense as Ferr goes down the condition track), DR 2 against slashing attacks
----------------------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +17 (2d10 +10), once per turn if the opponent takes damage from this, Ferr may make a disarm attack as a swift action, with a +5 bonus on the attack roll and no penalty if the enemy is wielding the weapon with more than one hand. The enemy does not get to make an immediate attack if Ferr misses.
Melee unarmed against a flat-footed enemy +19 (3d10 +1d6 +10), a successful hit moves the target -1 steps down the CT
Base Atk +12 Grpl +15
Attack Options: Melee Defense, K'Tara Training, Deceptive Drop,
Murderous Arts I+II, mark +1, tough as durasteel
----------------------------------------------------------------------------------------------
Str 16 Dex 14 Con 14 Int 14 Wis 14 Cha 10
SQ:  mark+1, tough as durasteel
Talents: Dastardly Strike, Sneak Attack +1d6, Melee Smash, Armored Defense, Murderous Arts I+IIS&V, K'Tara ExpertiseGaW, Teras Kasi BasicsTotG
Feats: Armor proficiency (light), Weapon proficiency (pistols, simple), Martial Arts I,II, & III, Cunning AttackFUCG, Melee Defense, Skill Focus (stealth), K'Tara TrainingGaW, Weapon Focus (unarmed), Deceptive DropS&V, Improved Disarm
Skills: Initiative +13, Mechanics +13, Perception +13, Stealth +18, Treat Injury +13, Use Computer 13
Possessions: liquid cable dispenser, 4 thermal detonators, utility belt, custom armor (see below)

Ferr possesses the Crippled Background and, as such, has a cybernetic leg. He has Treat Injury on his class skills list becaase of this.
Custom armor
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Design Notes
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« Last Edit: October 22, 2014, 03:31:22 pm by CHIA The Friendly Admin »
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Jarveiyan

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Re: Star Wars: Twilight of the Krath
« Reply #14 on: October 23, 2014, 05:14:36 am »
I'm going to the Ren Fair. Going to be gone either today or Friday to about monday. Not going to have Wifi in the room so I'm not sure I'm going to be able to reply until I get back.
« Last Edit: October 29, 2014, 07:53:41 am by Jarveiyan »