Author Topic: Leaders of the Galaxy #1: Warlords and Generals  (Read 2897 times)

Rictus

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Leaders of the Galaxy #1: Warlords and Generals
« on: December 31, 2016, 02:33:09 pm »
Leaders of the Galaxy #1: Warlords and Generals

General rules for this and further competitions I propose:
1) No House Rules, only rules as written.
2) No weird epic level stuff. That doesn't exist in Saga and I really shouldn't have to say this.
3) 2 Builds Max per competition
4) Submissions end one month after start (In this case, 1/31/2017)
5) Voting will open immediately after submissions close for two weeks afterwards (2/14/2017)


This competition covers the movers and shakers of the military in the galaxy, be it warlords forged by the harsh life on Outer Rim, arm-chair admirals trained at the best Core World academies, or Jedi generals. These are the people that your characters would follow onto the field of battle and take orders from. Like the rest of the competitions on this forum, provide at least one concept for your peers to judge and vote on.

Rules specific to this competition:
1) 32 point buy maximum.
2) It is optional, but encouraged, to design an organization (Force Unleashed rulebook) for them to either lead or be a part of, or use a pre-existing one.
3) Include plot hooks to enable potential players to be working for or against these characters, as well as a short summary of what the characters have done up to that point. And I do mean short, so please no novels.
4) 25,000 credits for equipment
5) Original characters are preferred, but Canon characters will not be rejected.
« Last Edit: December 31, 2016, 08:24:10 pm by Rictus »
There is a fine line between bravery and stupidity. Most people are one side of it or the other. Me? I like to think I play hopscotch with it.

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MasterArkaine

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #1 on: December 31, 2016, 07:07:36 pm »
Looks good. I'll go by by saying this is approved in case any of the other Mods question why this popped up w/o warning.

Good luck to those that will enjoy this contest
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fairytalejedi

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #2 on: December 31, 2016, 08:06:39 pm »
Is this for original characters?
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Rictus

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #3 on: December 31, 2016, 08:24:49 pm »
Edited the original post. Original characters are preferred, but canon characters are acceptable as well.
There is a fine line between bravery and stupidity. Most people are one side of it or the other. Me? I like to think I play hopscotch with it.

fairytalejedi

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #4 on: January 03, 2017, 07:20:29 am »
Wam Stazi grew up amid the Duros starship industry, and served the Republic as a junior naval officer in the Clone Wars. After the declaration of the Galactic Empire, Stazi grew disillusioned as he watched less capable human officers being promoted ahead of him. He resigned his commission and became a navigator on a spice freighter, and then began to see first hand how the Empire was brutally suppressing freedom, especially in the outer rim far from the eyes of the Imperial Senate. Stazi's conscience finally prompted him to join the fledgling Rebel Alliance, and he was soon made captain of a Rebel blockade runner.

Plot hooks:

1) Captain Stazi has been sent to evaluate the strategic situation in a star system that's considering joining the Rebellion. Rebel PCs may be assigned to aid him in this task, provide clandestine transport and/or serve as bodyguards.

2) A prototype vessel is nearing completion at the Duros shipyards, and the Rebel Alliance wants to steal the ship if possible, or at least steal the plans and sabotage the Imperial fleet's newest weapon. Due to his familiarity with Duros and with Imperial bureaucracy and procedures, Captain Stazi has been assigned to go uncover and help a team of Rebel PCs accomplish the mission.

3) After receiving a message that a former smuggling comrade needed help, Captain Stazi took a leave of absence from the Rebel fleet, and has not been heard from since. Alliance command fears that he may have been lured into a trap by a criminal gang who hope to ransom him to the Empire. His detailed knowledge of Rebel operations cannot be allowed to fall into the Empire's hands. Rebel PCs must track down Stazi and either rescue him... or make sure he doesn't talk.

Wam Stazi               CL 8
Medium Duros (middle-aged) nonheroic 6/Noble 1/Officer 5
Force 6
Init +8; Senses Perception +8
Languages Basic, Durese, High Galactic, Huttese, Shyriiwook
------------------------------------------------------------------
Defenses Ref 20 (flat-footed 18), Fort 16, Will 22
hp 31; Threshold 16
------------------------------------------------------------------
Speed 6 squares
Melee unarmed +8 (1d4+3)
Ranged by weapon +10
Base Atk +8; Grp +10
Special Actions Assault Tactics, Battle Analysis, Born Leader, Fleet Deployment, Share Talent (Assault Tactics, Battle Analysis)
------------------------------------------------------------------
Abilities Str 10, Dex 15, Con 10, Int 16, Wis 14, Cha 16
Special Qualities command cover +2, expert pilot
Talents Assault Tactics, Battle Analysis, Born Leader, Fleet DeploymentSotG
Feats Adaptable Talent (Fleet TacticsSotG), Adaptable Talent (Legendary CommanderSotG), Armor Proficiency (light), Skill Focus (Knowledge [tactics], Pilot), Skill Training (Persuasion), Weapon Proficiency (heavy weapons, pistols, simple weapons)
Skills Knowledge (bureaucracy) +14, Knowledge (tactics) +19, Persuasion +14, Pilot +18 (may reroll), Use Computer +14
Possessions Rebel captain's uniform and code cylinder, Imperial lieutenant's uniform
« Last Edit: January 04, 2017, 08:20:07 pm by fairytalejedi »
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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #5 on: January 04, 2017, 07:11:39 pm »
This is awkward, my first build is also a Duros Admiral...   :D


Admiral Baron Cedric Conlar



 "There is more to life than war you know."

Medium Duros Noble 1/Scoundrel 3/Scout 3/Ace Pilot 7/Officer 1
Destiny 8; Force 13; Dark Side 2
Initiative +15
Senses Perception +15
Languages Basic, Binary, Shryiwook, Yuuzhan Vong, Huttese, Ubese, Cheuhn, Huttese
----------------------------------------------------------------------------
Defenses Ref 32 (flat-footed 29), Fort 27, Will 32
hp 124; Threshold 29
----------------------------------------------------------------------------
Speed 6 squares
Melee Knife +12 (1d4+7, slashing or piercing)
Ranged Bryar Rifle +12 (3d8+7, energy)
Ranged Ascension Gun +12 (3d8+7, energy, stun setting)
Base Atk +9; Grp +12
Starship Manoeuvres Known (Pilot +20): Ackbar Slash (2), Attack Formation Zeta Nine (3), Devastating Hit (2), I Have You Now, Intercept (2), Overwhelming Assault (2), Shield Hit (3), Snap Roll (2), Target Lock (3)
Special Qualities Admiral in Galactic Alliance Navy, Baron of Duro, Vehicle Dodge +3
----------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 16, Wis 16, Cha 16
Talent Born Leader, Spacehound, Starship Raider, Evasion, Deep Space Gambit, Wingman, Squadron Manoeuvres, Squadron Tactics, Begin Attack Run, Legendary Commander
Feats Flawless Pilot, Linguist, Point Blank Shot, Skill Focus (Pilot), Starship Tactics (5), Weapon Proficiency (Rifles + Pistols + Simple)
Trained Skills Deception +15, Gather Information +15, Initiative +15, Knowledge (Military Tactics) +15, Perception +15, Persuasion +15, Pilot +20, Treat Injury +15, Use Computer +15
Skills Acrobatics +10, Climb +7, Endurance +7, Jump +7, Knowledge +10, Mechanics +10, Ride +10, Stealth +10, Survival +10, Swim +7
Possessions Admiral’s Uniform, Admiral’s Dress Uniform, Ascension Gun, Bryar Rifle, Knife, Communications Interface
Notes This is a 28-point build, assuming max HP every level.

Baron Cedric Conlar is a Duros Admiral in the Galactic Alliance Navy, having risen up the ranks during the Sith-Imperial Wars and even becoming a landed Aristocrat, becoming a Baron of Duro. He was drafted into the Alliance Navy as a pilot for larger starships, but quickly was able to prove himself as having leadership potential (Noble Talent Born Leader), and was promoted to a non-commissioned Officer very quickly. He gained much experience in Space combat, despite flying Freighter-sized craft and above, and soon became a Wing Leader (Ace Pilot Talents Squadron Manoeuvres and Squadron Tactics). Finally, he was promoted to Admiral, in the process moving from Enlisted Man to Officer, and was given command of entire Fleets, in recognition of his status as a Legendary Commander (Officer Talent Legendary Commander) (gaining a Level in Officer automatically makes a Heroic Character an Officer according to the Rank and Privilege System, Galaxy at War pg75).

Now that the war has ended, he has chosen to stay in the military, despite being drafted and eligible to leave early with full Pension, along with the comfortable resources available to him as a Baron of Duro. The military life has chosen him, and he feels that he must stay in the Navy to safeguard the Galaxy from the One Sith’s possible return, and train the next generation of Officers.

Baron Cedic Conlar is a space-based Officer who doesn’t see much combat himself; instead, he commands an entire Capital Ship and its crews, as well as other Starships in his Squadron.

He can share Ace Pilot Talents (most notably Wingman) and Starship Manoeuvres (most notably Shield Hit), and can buff troops further with the Ace Pilot Talent Begin Attack Run. Legendary Commander is a really good Officer Talent for Naval Commanders; Capital Ship's he commands gain Reflex Defence, the gunners do more damage, and the generic crew are better.

The build also represents him at earlier levels; Evasion, Deep Space Gambit and Starship Raider were more useful when he piloted ships himself, before he had become an Admiral.

As an Admiral, he is able to make 3 Minor, 3 Major, and 2 Command Special Orders per game session, as well as call up a Capital Starship for a week, as per the Rank and Privilege System in Galaxy at War pg77.


Potential plot hooks could be
The party are crew on his ship, or are Starfighter pilots who are in his squadron
The party are transported to a Warzone by Conlar's ships
The party in a Sith Campaign might have to brave his ship's defences and board it to steal a valuable prize, or even assassinate the Baron
« Last Edit: January 07, 2017, 10:32:06 pm by The Living Force »
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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #6 on: January 05, 2017, 06:22:15 am »
Krome, Droid Warlord



"I was designed to defeat the Tyranny of the Republic. The Empire has replaced the Republic. Therefore myself and my Droids have taken on a new directive to defeat the Tyranny of the Empire."

Medium 4th-Degree Droid Soldier 5/Scoundrel 2/Officer 1/Droid Commander 4/Independent Droid 1/Elite Trooper 1/Gunslinger 1
Destiny 10; Force 13; Dark Side 1
Initiative +15
Senses Perception +10, Low-light Vision
Languages Basic, Binary, Geonosian
----------------------------------------------------------------------------
Defenses Ref 36 (flat-footed 33), Fort 29, Will 30; Delay Damage
hp 164; Threshold 28
----------------------------------------------------------------------------
Speed 6 squares
Melee Sith Tremor Sword +13 (2d6+9, slashing or piercing) (one handed)
Melee Sith Tremor Sword +13 (2d6+11, slashing or piercing) (one handed with Droid Smash OR both hands)
Melee Knife +13 (1d4+6, slashing or piercing)
Ranged Heavy Assault Blaster Rifle +14 (3d10+7, energy, autofire setting)
Ranged Heavy Assault Blaster Rifle +14 (4d10+7, energy, autofire setting), with Rapid Strike and Trigger Work (d12 if Critical hit)
Ranged Ascension Gun +14 (3d8+7, energy, stun setting)
Ranged Ascension Gun +14 (4d8+7, energy, stun setting), with Rapid Strike and Trigger Work
Base Atk +11; Grp +14
Special Qualities General of Droid Armies, Rebel Leader, Sapience, Networked Allies x2, Delay Damage
----------------------------------------------------------------------------
Abilities Str 14, Dex 16, Con –, Int 14, Wis 12, Cha 16
Talent Armoured Defence, Improved Armoured Defence, Droid Smash, Just a Scratch, Assault Tactics, Droid Defence, Droid Mettle, Power Surge, Full Advance, Trigger Work
Feats Armour Proficiency (Light, Medium), Martial Arts I, Natural Leader, Precise Shot, Point Blank Shot, Quick Draw, Rapid Shot, Sensor Link, Separatist Military Training, Skill Focus (Knowledge Tactics), Weapon Proficiency (Advanced Melee, Rifles, Pistols, Simple)
Trained Skills Initiative +15, Knowledge (Galactic Lore) +14, Knowledge (Military Tactics) +19, Mechanics +14, Use Computer +14
Skills Acrobatics +10, Climb +9, Deception +8, Endurance +7, Gather Information +8, Jump +9, Knowledge +9, Perception +10, Persuasion +8, Pilot +10, Ride +10, Stealth +10, Survival +8, Swim +9, Treat Injury +9
Possessions 2 hands, Ascension Gun, Darkvision, Gyroscopic Stabilisers, Heavy Assault Blaster Rifle, Heuristic Processor, Hidden Core, Internal Comlink, Knife, Magnetic Feet, Medium Durasteel Droid Armour, Micro Shield, Sensor booster, Specialised Subprocessor, Sith Tremor Sword, Tactician Battle Computer, Vocabulator, walking locomotion
Notes This is a 24-point build, assuming max HP every level. Destiny Bonuses have increased Charisma by 4, due to fulfilling Champion and Destruction Destinies in becoming a Droid Warlord against the Empire, and also for destroying a notable Imperial Target in a notable raid.

Backstory
Krome is the Leader of Krome’s Faction, a resistance cell against the Galactic Empire who seeks to defeat them and fulfill their programming, which was to destroy the Galactic Republic and secure victory for the Separatist Alliance. It founded this Faction out of Droid Holdouts that survived the destruction of the Separatist Leadership by Darth Vader, and the resultant shut-off signal.

It was constructed during the Clone Wars to lead Droid Troops on the ground, but in the many years since the end of the Clone Wars, it has adapted well to serving as a Droid Warlord. In the nearly 2 decades since its construction, it has been modified and repaired countless times, leaving little of its original construction left. It joined the nascent Rebel Alliance, with its forces providing a useful role in various campaigns against the Empire. Unfortunately, the Rebellion lacked the resources and means to acquire more droids, meaning that his forces grow slimmer and slimmer. Even with the occasional discovery of surviving Separatist Battle Droids, his faction is dangerously small and close to being snuffed out forever…

The Build
Krome is my effort to make a badass Droid Warlord. Droids are something I haven’t quite gotten the hang of in this game, and the bewildering number of options available to them was quite daunting. Krome uses multiple Prestige Classes and Talents to gain what I judge as needed for the character, as well as Gunslinger, Elite Trooper and Officer for some sweet +4 Reflex, Fortitude and Will Defence action. And yes, I was inspired by the Super Tactical Droid Kalani.  :P

Separatist Droid Training grants it +1 atk when there’s an adjacent ally. It has 2 Networked Allies; Networked Droid Allies can receive mind-altering benefits from it, and if they have comlink communications, then its treated as if they’re in Line of Sight. With Assault Tactics, allies gain +1d6 damage against a selected target, after it clears a DC15 Knowledge (Military Tactics) check. Droid Defence grants its INT mod (+2) to any Defence of its Droid Allies, and with Droid Mettle, can grant them 10 + CL HP (in this case 25 HP) to a Droid Ally. Full Advance lets him grant +2 damage to itself and 3 allies. Its Sensor Link Feat lets it communicate completely with a receiver up to 24 squares away as if it’s right next to it. 

It was designed to Lead Droids into combat as well, not just sit back at a Command Post. This would mean conflict with Jedi. To help it hold back Jedi opponents, it was given a Sith Tremor Sword, which despite dating back to the days of the Old Sith Wars, was in perfect condition, and Lightsaber-proof due to its Cortosis Weave. It has skill with Pistols and Rifles, using Rapid Shot, Trigger Work, Point Blank Shot and Precise Shot. Improved Armour Defence also grants it extra toughness when wearing its Durasteel Armour, which since it’s a part of the Droid, doesn’t impose speed and weight penalties.

With 25,000 credits to spend on gear and droid systems, I couldn’t just get it everything, so I got it Droid systems that I felt complimented the build. Its Specialised Subprocessor gives it an extra swift action per turn to use on Knowledge (Tactics) checks. Hidden Core keeps it safe from mind wipes. Its Tactical Battle Computer lets it survey a scene as a standard action, and for the next turn, a number of Droid Allies = to its INT mod (2) gain +2 atk. Its Gyroscopic Stabilisers give it a +5 to attempts to knock it prone, and its Magnetic Feet allow it to cling to metal surfaces, most notably the hull of a starship. Finally, with Sensor Booster, its sense have a range of 2km.


Player Hooks
Krome is active from the Clone Wars until the Rebellion Era and potentially even into the Sequel Trilogy Era. Players who seek to aide the rebellion may have to help it take part in guerrilla operations. Imperial Players may come into conflict with its Droids and may even have to assassinate it as an enemy of the Empire.

Droid Players may have been constructed or acquired by Krome’s Faction in order to wage their war against the Empire, or potentially seek to join its organisation willingly.


Krome’s Faction
Krome’s Faction is a Rank 10 Organisation, with influence and a presence on multiple planets.

Positives
Experience; + 1/2 Heroic Level
Droid; +1
Has levels of Droid Commander; +1 if above score 20, if score under 20, then treat as if your score adds up to 20 for the purposes of gaining benefits
Has levels of Independent Droid; +1
Separatist Armies Veteran; +1
Opposed to the Galactic Empire; +1
Has aided Krome’s Faction in a notable mission; +2
Has helped Krome’s Faction recruit new Droids; +2
Defeat a CL 10 or higher enemy of the organisation; +1 per enemy
Is a member of the Rebel Alliance +1

The organisation has no negatives, since Krome is a Droid driven by Logic, and therefore views applicants under a case-by-case basis and not under a strict guideline. The strange positive gained by taking levels of Droid Commander is replicate the optional rule for Officers in the Rank and Privilege system, where a character with a level of Officer can be treated as if they're a Commissioned Officer regardless of their actual Organisation Score. Here, having a level of Droid Commander means that even if the character isn't actually experienced, their qualifications to lead automatically give them a Leadership role in Krome's Faction, and the benefits of a Droid Follower to act as an adjutant or non-commissioned Officer.

Krome’s score is 30, due to fulfilling every positive Criteria, founding the organisation, and having slain an additional 2 notable enemies.

Benefits Score 0-9
Strength in Numbers
You gain +1 ref def per adjacent Droid Ally (max of half your Heroic Level).

Benefits Score 10-19
Droid Recruitment
Once per encounter, if you reduce a Droid’s HP to 0, you can disable it, then reprogram it and salvage it for half the cost it would otherwise cost.

Benefits Score 20-29
Droid Adjutant
You have a Droid Follower, as if you had taken any of the following talents; Inspire Loyalty, Reconnaissance Team Leader, or Commanding Officer. Rules for Followers can be found in the Clone Wars Campaign Guide pg33.

Benefits Score 30 +
Droid Bodyguard
You have Droid Bodyguard. This is a minion that takes heroic levels, but this can’t exceed half of your heroic level, as if you have taken the Attract Superior Minion Talent.
« Last Edit: February 06, 2017, 11:35:37 pm by The Living Force »
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mudtop

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #7 on: January 06, 2017, 03:22:18 pm »
Spoiler: character build (hover to show)
Spoiler: story (hover to show)
Spoiler: organization (hover to show)
« Last Edit: April 07, 2017, 08:07:17 am by mudtop »
I am White/Blue.
I am both lawful and rational. I'm extremely orderly, and rely on complex rules and laws, upholding them whenever I can.
At best, I am organized and law-abiding. At worst, I am bureaucratic and totalitarian.

MERC_1

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #8 on: January 06, 2017, 08:05:28 pm »
Great builds, but dosen't combining Climb, Jump and Swim skills into a single Athletics Skill break the no house-rules rule? It is a common house-rule for sure, but still...?

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #9 on: January 06, 2017, 10:00:39 pm »
Great builds, but dosen't combining Climb, Jump and Swim skills into a single Athletics Skill break the no house-rules rule? It is a common house-rule for sure, but still...?

Thanks.

Yeah, I'm still a youngling on this board, and I keep making mistakes such as getting stuck in a nest of Gundarks and not reading a post well enough before building a character. I've gotten rid of Athletics and replaced it with Climb, Jump and Swim.

I wish I could do a third character, then I'd do a Jedi General. As it stands, I'm happy with the two I did, even if one is quite similar to another build in the comp.
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mudtop

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #10 on: January 08, 2017, 09:08:56 pm »
Spoiler: image (hover to show)
Spoiler: build (hover to show)
Notes:-
Champion: Hiemsaurae's Line +2 Cha
Education Destiny: Members of Hiemsaurae's Line. +5 UtF
Im not sure if Victorious Force Mastery is an allowed talent. It was taken with the level of Jedi Master. Normally to join the tradition you have to have a darkside score (thus implying you must have a DDS to take the talent) but Im not sure if because it was taken with Jedi Master that the condition can be ignored as it does not specifically state that a DDS is necessary as it does with other talents.
I also ignored the special condition of the entry to Imperial Knight and Jedi Knight classes, Im not entirely sure if that is allowed as RAW is being followed.
Spoiler: story (hover to show)
Spoiler: orginaztion (hover to show)
« Last Edit: April 07, 2017, 08:01:20 am by mudtop »
I am White/Blue.
I am both lawful and rational. I'm extremely orderly, and rely on complex rules and laws, upholding them whenever I can.
At best, I am organized and law-abiding. At worst, I am bureaucratic and totalitarian.

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #11 on: January 08, 2017, 10:47:11 pm »
Nice build. I like the mix of combat power and Battle Meditation.

Quote
Im not sure if Victorious Force Mastery is an allowed talent. It was taken with the level of Jedi Master. Normally to join the tradition you have to have a darkside score (thus implying you must have a DDS to take the talent) but Im not sure if because it was taken with Jedi Master that the condition can be ignored as it does not specifically state that a DDS is necessary as it does with other talents.

Nothing about the actual talent says you need a Dark Side Score, so its fine RAW.

Quote
I also ignored the special condition of the entry to Imperial Knight and Jedi Knight classes, Im not entirely sure if that is allowed as RAW is being followed.

According to some pirate I met, its more of a guideline than an rule to be strictly adhered to. I usually ignore it except for good characters taking levels of Sith Apprentice and Sith Lord.
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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #12 on: January 09, 2017, 02:43:25 pm »
Quote
Im not sure if Victorious Force Mastery is an allowed talent. It was taken with the level of Jedi Master. Normally to join the tradition you have to have a darkside score (thus implying you must have a DDS to take the talent) but Im not sure if because it was taken with Jedi Master that the condition can be ignored as it does not specifically state that a DDS is necessary as it does with other talents.

Nothing about the actual talent says you need a Dark Side Score, so its fine RAW.

Quote
I also ignored the special condition of the entry to Imperial Knight and Jedi Knight classes, Im not entirely sure if that is allowed as RAW is being followed.

According to some pirate I met, its more of a guideline than an rule to be strictly adhered to. I usually ignore it except for good characters taking levels of Sith Apprentice and Sith Lord.

While tradition requirements maybe should be seen as prereqs for that tradition's talent trees when you consider that the "master" class ignore the requirement of belonging to a tradition to take the talents it wouldn't make sense to also require meeting the traditions requirements.

While the "special" in many PrCs is really "have GM permission" the DSS=WIS score is a separate requirement for the Sith PrCs which should be enough to keep the "good guys" out of them.
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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #13 on: January 26, 2017, 02:29:55 pm »
Submission deadline in 5 days
There is a fine line between bravery and stupidity. Most people are one side of it or the other. Me? I like to think I play hopscotch with it.

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Re: Leaders of the Galaxy #1: Warlords and Generals
« Reply #14 on: January 31, 2017, 11:47:14 pm »
Submissions are now closed. Voting begins today.
There is a fine line between bravery and stupidity. Most people are one side of it or the other. Me? I like to think I play hopscotch with it.