Author Topic: The New You Build the Character Hall of Fame  (Read 9433 times)

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Re: The New You Build the Character Hall of Fame
« Reply #30 on: August 01, 2013, 09:36:32 am »
31. Darth Bane

Winning entry by Darth_Scorpion

Quote


Darth Bane, Dark Lord of the Sith (as of Path of Destruction)                                               CL 16
Medium Human scoundrel 1/soldier 3/Jedi 5/Jedi Knight 1/Sith apprentice 4/Sith Lord 2
Destiny* 5; Force 7, Strong in the Force; Dark Side 18
Init +14; Senses Perception +17
Languages Basic, Bocce, Sith
------------------------------------------------------------------------------------------------------------------------------
Defences Ref 31 (flat-footed 30), Fort 33, Will 34; Block, Deflect, Soresu
hp 186; Threshold 33
Immune fear effects
------------------------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee duelling lightsabre +20 (2d8+11) or
Melee duelling lightsabre +22 (2d8+19) with Powerful Charge
Ranged by weapon +16
Base Atk +15; Grp +18
Atk Options Bantha Rush, Power Attack, Powerful Charge, Power of the Dark Side
Special Actions Battle Analysis, Dark Healing, Djem So, Equilibrium, Riposte, temptation
Force Powers Known (Use the Force +21): dark rage, falling avalanche, Force grip, Force lightning (2),
   Force shield, Force slam, move object, rebuke, surge
Force Secrets Devastating Power
Force Techniques Improved Dark Rage, Improved Force Lightning
------------------------------------------------------------------------------------------------------------------------------
Abilities Str 17, Dex 13, Con 17, Int 15, Wis 18, Cha 16
Talents Battle Analysis, Block, Dark Healing, Deflect, Djem So, Equilibrium, Force Deception, Power
   of the Dark Side, Riposte, Stolen Form (Soresu)
Feats Armour Proficiency (light), Bantha Rush, Force Sensitivity, Force Training (2), Power Attack,
   Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabres),
   Weapon Proficiency (lightsabres, pistols, rifles, simple weapons)
Skills Deception +16, Initiative +14, Knowledge (galactic lore) +15, Knowledge (tactics) +15,
   Perception +17, Persuasion +16, Use the Force +21 (may substitute for Deception checks)
Possessions comlink, lightsabre energy cell, duelling lightsabre (self-built with blade lock), Sith
   robes, Valcyn
* Darth Bane is considered to have fulfilled the Corruption, Destruction and Discovery destinies.



Design Notes

    Jun 16, 2012 -- 8:20PM, Darth_Scorpion wrote:
Quote
    This is going to be (relatively) brief for a few reasons:
    1) It's late at night
    2) I made these a long time ago, so the following is based on some admittedly hazy memories.
    Point Buy 38 - as the BBEG (or heroic equivalent), he gets the highest point buy I'm willing to assign to a character.
    Classes Scoundrel reflects his time as a miner, but is primarily there to gain access to skills he needs later on (including deception, perception and persuasion which he certainly used on Apatros during his time playing sabacc). Soldier reflects his time as a member of the Gloom Walkers and his initial military training before being recognised by Kopecz as a potential Sith Lord. Jedi reflects his time at the Korriban Academy as a large proportion of the Brotherhood's trainers were fallen Jedi/ had Jedi training that they would have passed on. Jedi Knight may be controversial, but IMHO, the Brotherhood weren't training true Sith and more Dark Jedi given their beliefs which Bane was first exposed to. Sith Apprentice and Sith Lord round out Darth Bane as he discovered how the Brotherhood had fallen from the true path of the Sith - only he developed the knowledge truly necessary to become a Sith.
    Talents Power of the Dark Side is no brainer and actually was earned in his scoundrel level and the various duelling feats (Block, Deflect, Riposte, Djem So, Soresu) reflect his mastery of the lightsabre - Djem So he was certainly trained in and by Rule of Two he was also using Soresu, though I feel he was using this against Sirak (he definitely was using Soresu by Dynasty of Evil, managing to avoid getting hit by a single drop of rain using the sequences of the form). Dark Healing reflects his time on Ambria when he used it to limit the effects of Synox by 'draining the health' of a father and children team of salvagers. Equilibrium reflects Bane's sheer stamina and his ability to shrug off incredible amounts of damage in pursuit of his goals (resisting the following problems: hunger during his exploration of the Korriban temples, synox poisoning long enough to find a cure, the aftershocks of the thought bomb that were causing significant pain, orbalisk poisoning, etc.).
    Force Deception may seem out of place, given that he is already trained in Deception, but doing so grants an increased chance of success and also shows that Bane layered his considerable skills in deceiving his opponents with Force techniques.
    Block and Deflect are no brainers, but I decided to give Darth Bane Riposte rather than Redirect Shot for two reasons: 1) Throughout the Darth Bane Triliogy, I cannot find a single definitive example of an occasion when he returned blaster shots to their sources (deflected yes, but not returned) 2) He was a very formidable duellist and Riposte makes much more sense IMHO
    Feats Nothing overly special here, but as his lightsabre form was renowned for brutality and strength he has feats to maximise this (Bantha Rush, Power Attack, Powerful Charge - his use of Powerful Charge is especially obvious when he has his orbalisk armour). Strong in the Force is there to reflect his nature as the Sith'ari.
    Force Abilities Everything here is what I feel Darth Bane used/uses during the course of Path of Destruction. In particular, he is known to have a special affinity for Force Lightning, so he also has a Force technique to enhance it. As he remains in control of himself as he draws on the Dark Side of the Force, Improved Dark Rage reflects this aspect of his ability. Devastating Power is simply to demonstrate his extreme power in the Force that even other members of the Brotherhood feared.
    Destinies Corruption is for falling completely to the Dark Side when he murdered Sirak, Discovery is for finding Darth Revan's Holocron and the realisation that the Brotherhood was an abomination of what the Sith stood for and Destruction is for his successful annihilation of the Brotherhood of Darkness through his tactical prowess.

    BTW: I know he didn't build his duelling lightsabre, as it was a gift from Kas'im (and was originally Kas'im's Master's sabre) - I don't think it's unreasonable to assume that he replaced the crystal and attuned himself to it, so that's why it mentions the self-built section.





Darth Bane, Dark Lord of the Sith (as of Rule of Two)                                                           CL 18
Medium Human scoundrel 1/soldier 3/Jedi 5/Jedi Knight 1/Sith apprentice 5/Sith Lord 3
Destiny* 5; Force 8, Strong in the Force; Dark Side 18
Init +15; Senses Perception +18
Languages Basic, Bocce, Sith
------------------------------------------------------------------------------------------------------------------------------
Defences Ref 24 (flat-footed 23), Fort 35, Will 36; Block, Deflect, Soresu
hp 208; DR 10; Threshold 35
Immune fear effects
------------------------------------------------------------------------------------------------------------------------------
Speed 4 squares
Melee duelling lightsabre +22 (2d8+14) or
Melee duelling lightsabre +26 (2d8+23) with Powerful Charge
Ranged by weapon +18
Base Atk +17; Grp +20
Atk Options Bantha Rush, Power Attack, Powerful Charge, Power of the Dark Side
Special Actions Battle Analysis, Djem So, Equilibrium, Improved Dark Healing, Riposte, temptation
Force Powers Known (Use the Force +22): circle of shelter, crucitorn, dark rage, falling avalanche,
   Force grip, Force lightning (3), Force shield, Force slam (2), move object, rebuke, repulse, surge
Force Secrets Corrupted Power, Devastating Power
Force Techniques Improved Dark Rage, Improved Force Lightning
------------------------------------------------------------------------------------------------------------------------------
Abilities Str 17, Dex 13, Con 17, Int 15, Wis 18, Cha 16
Talents Battle Analysis, Block, Dark Healing, Deflect, Djem So, Equilibrium, Force Deception,
   Improved Dark Healing, Power of the Dark Side, Riposte, Stolen Form (Soresu), Weapon
   Specialisation (lightsabres)
Feats Armour Proficiency (light), Bantha Rush, Force Sensitivity, Force Training (3), Power Attack,
   Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabres),
   Weapon Proficiency (lightsabres, pistols, rifles, simple weapons)
Skills Deception +17, Initiative +15, Knowledge (galactic lore) +16, Knowledge (tactics) +16,
   Perception +18, Persuasion +17, Use the Force +22 (may substitute for Deception checks)
Possessions comlink, lightsabre energy cell, Mystic, orbalisk armour, duelling lightsabre (self-built
   with blade lock), Sith robes
* Darth Bane is considered to have fulfilled the Corruption, Destruction and Discovery destinies.

Design Notes

    Jun 16, 2012 -- 8:20PM, Darth_Scorpion wrote:
Quote
    Darth Bane hasn't levelled as much in the intervening years - given his focus on training his apprentice, attempting to construct his own holocron and developing a network of contacts for information gathering. He has grown more powerful in the Dark Side of the Force (hence Force Training and Corrupted Power) while Improved Dark Healing is a buy in for a later ability he is known to use. Repulse is a power he often used by this point - against technobeasts, Jedi warriors and even Sith Assassins.



Darth Bane, Dark Lord of the Sith (as of Dynasty of Evil)                                                      CL 20
Medium Human scoundrel 1/soldier 3/Jedi 5/Jedi Knight 1/Sith apprentice 5/Sith Lord 5
Destiny* 5; Force 8, Strong in the Force; Dark Side 20
Init +16; Senses Perception +20
Languages Basic, Bocce, High Galactic, Sith
------------------------------------------------------------------------------------------------------------------------------
Defences Ref 35 (flat-footed 34), Fort 37, Will 39; Block, Deflect, Soresu
hp 230; Threshold 37
Immune fear effects
------------------------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee duelling lightsabre +24 (2d8+15) or
Melee duelling lightsabre +28 (2d8+25) with Powerful Charge
Ranged by weapon +20
Base Atk +19; Grp +22
Atk Options Bantha Rush, Power Attack, Powerful Charge, Power of the Dark Side
Special Actions Battle Analysis, Dark Healing Field, Djem So, Equilibrium, Riposte, temptation
Force Powers Known (Use the Force +24): circle of shelter, crucitorn, dark rage, falling avalanche (2),
   Force grip, Force lightning (4), Force shield, Force slam (2), move object, rebuke (2), repulse, surge
Force Secrets Corrupted Power, Debilitating Power, Devastating Power, Multitarget Power
Force Techniques Improved Dark Rage, Improved Force Lightning
------------------------------------------------------------------------------------------------------------------------------
Abilities Str 16, Dex 12, Con 16, Int 16, Wis 20, Cha 18
Talents Battle Analysis, Block, Dark Healing, Dark Healing Field, Deflect, Djem So, Equilibrium, Force
   Deception, Improved Dark Healing, Power of the Dark Side, Riposte, Stolen Form (Soresu),
   Weapon Specialisation (lightsabres)
Feats Armour Proficiency (light), Bantha Rush, Force Sensitivity, Force Training (3), Power Attack,
   Powerful Charge, Skill Focus (Use the Force), Strong in the Force, Weapon Focus (lightsabres),
   Weapon Proficiency (lightsabres, pistols, rifles, simple weapons)
Skills Deception +19, Endurance +18, Initiative +16, Knowledge (galactic lore) +18, Knowledge
   (tactics) +18, Perception +20, Persuasion +19, Use the Force +24 (may substitute for Deception
   checks)
Possessions comlink, lightsabre energy cell, duelling lightsabre (self-built with blade lock), Sith
   robes, Triumph (Theta-class T-1 vessel)
* Darth Bane is considered to have fulfilled the Corruption, Destruction and Discovery destinies.

 Design Notes

    Jun 16, 2012 -- 8:20PM, Darth_Scorpion wrote:
Quote
    Darth Bane at the height of his power. He has now reached middle age, but his physical form is still formidable and his cognitive abilities continue to grow more so. Given the copious amount he used it, he now has 4 instances of Force Lightning. Further, Dark Healing Field is here to represent what he did to Darth Andeddu's cultists on the rooftop landing platform.

    I know retraining is not allowed, but were it to be so - Dark Healing Field would be replaced with Transfer Essence after he mined Darth Andeddu's Holocron for that information as he attempted to use it, unsucessfully, against Darth Zannah.
CorranHornIsAwesome (CHIA)
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CHIA The Friendly Admin

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Re: The New You Build the Character Hall of Fame
« Reply #31 on: August 01, 2013, 09:37:46 am »
32. The Phantom Menace

Winning entry by richterbelmont10

Quote


Jabba the Hutt                                                                                                                           CL 12
Large Hutt noble 7/crime lord 5
Force 5; Dark Side 17
Init +8; Senses Perception +14
Languages Basic, Bocce, Bothese, Dosh, Gamorrean, Huttese, Rodese, Ryl, Shyriiwook
------------------------------------------------------------------------------------------------------------------------------
Defences Ref 26 (flat-footed 23), Fort 22, Will 29; Bodyguard I, Force resistance, Unwavering
   Resolve
hp 61; Threshold 27
------------------------------------------------------------------------------------------------------------------------------
Speed 2 squares
Melee unarmed +10 (1d6+8)
Ranged by weapon +5
Base Atk +8; Grp +15
Special Actions Influential Friends, Powerful Friends, Presence, Small Favour
------------------------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 4, Con 10, Int 17, Wis 17, Cha 16
Special Qualities command favour +2, supreme stability
Talents Attract Minion, Bodyguard I, Connections, Influential Friends, Notorious, Powerful Friends,
   Presence, Shared Notoriety, Small Favour
Feats Friends in Low Places, Indomitable Personality, Linguist, Natural Leader, Predictive Defence,
   Skill Focus (Deception, Gather Information, Persuasion), Unwavering Resolve, Weapon Proficiency
   (pistols, simple weapons)
Skills Deception +19, Gather Information +19 (may substitute for Knowledge [bureaucracy]
   checks), Initiative +8, Knowledge (bureaucracy) +14, Knowledge (galactic lore) +14, Knowledge
   (social sciences) +14, Knowledge (tactics) +14, Perception +14, Persuasion +19 (may reroll and
   keep better result, may reroll twice and keep better result when intimidating)
Possessions none
CorranHornIsAwesome (CHIA)
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CHIA The Friendly Admin

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Re: The New You Build the Character Hall of Fame
« Reply #32 on: August 01, 2013, 09:39:27 am »
33. EU Bounty Hunters

Winning entry by sienn_sconn

Quote


Gorm the Dissolver                                                                                                                    CL 12
Medium Arkanian Offshoot (cyborg) soldier 4/scout 3/bounty hunter 5
Force 12
Init +14; Senses darkvision; Perception +15
Languages Arkanian, Basic, Bocce, Huttese
------------------------------------------------------------------------------------------------------------------------------
Defences Ref 29 (flat-footed 26), Fort 27, Will 24
hp 110; Threshold 27
Immune atmospheric and inhaled poison hazards
Weakness vulnerable to ion damage and stunning effects
------------------------------------------------------------------------------------------------------------------------------
Speed 4 squares, climb 2 squares
Melee dire vibroblade +17 (2d6+12) or
Melee unarmed +17 (1d6+12) or
Melee garrotte +12 (1d6+18 plus special)
Ranged recycler droid appendage +14 (3d8+8) or
Ranged slugthrower rifle +15 (2d8+6) or
Ranged heavy blaster pistol +14 (3d8+6) or
Ranged frag grenade +14 (4d6+6, 2-square burst)
Base Atk +11; Grp +17
Atk Options Assured Attack, autofire (heavy blaster pistol, slugthrower rifle), Devastating Attack
   (rifles), Keen Shot, Pin, Sneak Attack +1d6
Special Actions determination, familiar foe +2, Shake It Off, Stay Up
------------------------------------------------------------------------------------------------------------------------------
Abilities Str 22, Dex 16, Con 14, Int 14, Wis 14, Cha 10
Special Qualities alien appearance
Talents Acute Senses, Armoured Defence, Devastating Attack (rifles), Keen Shot, Notorious,
   Signature Device (recycler droid appendage), Sneak Attack
Feats Armour Proficiency (light, medium), Assured Attack, Droidcraft, Implant Training, Martial Arts I,
   Pin, Scavenger, Shake It Off, Skill Focus (Mechanics), Stay Up, Tech Specialist, Weapon Proficiency
   (pistols, rifles, simple weapons)
Skills Climb +12 (may reroll and take the better result, may take 10 when distracted), Deception
   +4, Endurance +13, Gather Information +4, Initiative +14, Jump +12 (may reroll and take the
   better result, may take 10 when distracted), Mechanics +18, Perception +15 (may reroll),
   Persuasion +4 (+8 and may reroll and keep the better result when intimidating), Survival +13
Systems walking locomotion, jump servos, climbing claws, magnetic feet, darkvision, 2 hand
   appendages, telescopic appendage (1 hand), locked access, gyroscopic stabilisers
Possessions recycler droid appendage (treat as DXR-6 disruptor rifle with improved damage),
   heavy blaster pistol with selective fire, 3 frag grenades, slugthrower rifle with improved accuracy
   and incendiary rounds, combat implant, Corellian powersuit (with fortifying armour trait, joint
   protection, helmet package, 5 integrated equipment slots [glowrod, comlink, datapad, garrotte,
   frag grenade] and 6 weapon mounts [recycler droid appendage, slugthrower rifle, dire
   vibroblade, heavy blaster pistol and 2 free mounts])
------------------------------------------------------------------------------------------------------------------------------
Cyborg Hybrid – As a cyborg hybrid, Gorm the Dissolver may use any type of droid system except a
   processor. His cyborg chassis includes a life support system, making him immune to atmospheric
   and inhaled poison hazards.

Incendiary Rounds
Incendiary rounds can be used as ammunition in any slugthrower weapon. A weapon using incendiary rounds does the same amount of damage but gains the fire damage type. As such, any creature or character who takes damage from incendiary rounds catches on fire. See page 255 of the Saga Edition Core Rulebook for the rules on fire.

Design Notes

    Aug 30, 2012 -- 12:47AM, sienn_sconn wrote:

Quote
    Gorm has modified himself using Tech Specialist.  This has increased his Strength by 2.  Also, when wielding his recycler droid appendage, Gorm gains a +2 morale bonus on opposed skill checks.
CorranHornIsAwesome (CHIA)
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CHIA The Friendly Admin

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Re: The New You Build the Character Hall of Fame
« Reply #33 on: August 01, 2013, 09:40:58 am »
34. Attack of the Clones

Winning entry by Inquisitor_Tremayne

Quote


Senator Padmé Amidala (Episode II)                                                                                         CL 9
Medium Human noble 9
Destiny* 3; Force 7, Strong in the Force
Init +10; Senses Perception +11
Languages Basic, Gunganese, High Galactic, Huttese, Mon Calamarian, Quarrenese, Rodese, plus 1
   other language
------------------------------------------------------------------------------------------------------------------------------
Defences Ref 22 (flat-footed 21), Fort 20, Will 25
hp 50; Threshold 25
------------------------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee unarmed +7 (1d4+5)
Ranged by weapon +7
Base Atk +6; Grp +7
Atk Options Point Blank Shot, Precise Shot
Special Actions Beloved, Bolster Ally, Born Leader, Inspire Confidence
------------------------------------------------------------------------------------------------------------------------------
Abilities Str 12, Dex 12, Con 10, Int 16, Wis 14, Cha 17
Talents Beloved, Bolster Ally, Born Leader, Inspire Confidence, Wealth
Feats Cut the Red Tape, Fight Through Pain, Force of Personality, Linguist, Point Blank Shot, Precise
   Shot, Skill Focus (Knowledge [bureaucracy], Persuasion), Strong in the Force, Weapon Proficiency
   (pistols, rifles, simple weapons)
Skills Deception +12, Initiative +10, Knowledge (bureaucracy) +17 (may substitute for Gather
   Information checks), Knowledge (galactic lore) +12, Knowledge (physical sciences) +12,
   Knowledge (social sciences) +12, Perception +11, Persuasion +17, Pilot +10, Use Computer +12
Possessions expensive clothes, protocol droid (C-3PO)
* Senator Padmé Amidala is considered to have fulfilled the Liberation destiny.

Design Notes

    Oct 8, 2012 -- 9:03PM, Inquisitor_Tremayne wrote:
Quote
    I toughened Padme up a bit because I think we see her as a pretty tough lady.  So her damage threshold keys off of her Will Defense thanks to  Fight Through Pain.  Her Will is determined by her Cha modifier thanks to Force of Personality.  I fought over whether to give her wealth or not, I figured with her charisma and the public service positions she holds/held she has a fairly good size of money regardless of the talent.  But in the end I gave it to her, plus an extra level, because she felt incomplete without it.  She has the obvious born leader and inspire confidence, but I also gave her bolster ally so she could get beloved.  Mostly because I think it is obvious she was loved by everyone, except Palpatine and Gunray...

    BUT, the biggest notes are her destinies.  First I gave her the Liberation destiny for planning, negotiating with the Gungans, leading, and ultimately winning the Battle of Naboo.  I almost gave her Champion for the +2 to Cha, but Liberation is more fitting.  For her second destiny I gave her creation.  We don't see much of her or hear much about her after Episode I so I figure she is just doing politics stuff and not adventuring too much, yet her destiny is ultimately entwined with Anakins and the Force already knows what is going to happen thus her destiny is to create the life of the twins!!  This could also give a bit of explaniation in game terms as to why she sticks by Anakin.  When they meet again in Episode II, GM Lucas tells Padme's player that her destiny bonus is in effect.  And every time she tells Anakin "No!" GM Lucas gives her the destiny penalty!!  So she knows she has to stick with this kid Anakin for some reason!  Unfortuantely she doesn't survive fullfilling her destiny, similar to the way Anakin dies fullfilling his destiny to destroy the Sith.  Hows that for a stretch!?
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Re: The New You Build the Character Hall of Fame
« Reply #34 on: August 01, 2013, 09:43:12 am »
35. Episode VII

Winning entry by fairytalejedi

Quote


Mandalore                                                                                                                                  CL 17
Medium Human soldier 9/noble 3/elite trooper 5
Destiny 3; Force 7; Dark Side 7
Init +14; Senses Perception +15
Languages Basic, Bocce, Huttese, Mando’a
------------------------------------------------------------------------------------------------------------------------------
Defences Ref 36 (flat-footed 33), Fort 35, Will 31; Unstoppable Force
hp 151; DR 4; Threshold 35; delay damage
------------------------------------------------------------------------------------------------------------------------------
Speed 4 squares
Melee unarmed +18 (1d8+10)
Ranged blaster pistol +17 (3d6+8) or
Ranged blaster pistol +12 (3d6+8) and
   blaster pistol +12 (3d6+8)
Base Atk +16; Grp +18
Atk Options Dual Weapon Mastery I, Face the Foe, Feared Warrior, Point Blank Shot, Reduce
   Defence, Zero Range
Special Actions Commanding Presence, Desperate Gambit, Fast Surge, Indomitable, Lead by
   Example, Mandalorian Glory, Overwhelming Attack
------------------------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 13, Con 14, Int 13, Wis 14, Cha 14
Special Qualities delay damage
Talents Armoured Defence, Armoured Mandalorian, Commanding Presence, Face the Foe, Feared
   Warrior, Improved Armoured Defence, Indomitable, Lead by Example, Mandalorian Glory, Reduce
   Defence
Feats Armour Proficiency (light, medium), Desperate Gambit, Dual Weapon Mastery I, Fast Surge,
  Linguist, Martial Arts I, Martial Arts II, Natural Leader, Overwhelming Attack, Point Blank Shot, Skill
  Focus (Knowledge [tactics]), Unstoppable Force, Weapon Proficiency (advanced melee weapons,
  pistols, rifles, simple weapons), Zero Range
Skills Endurance +15, Initiative +14, Knowledge (tactics) +19, Perception +15, Persuasion +15
Possessions battle armour (+8 armour, +2 equipment), 2 blaster pistols

Design Notes

    Dec 8, 2012 -- 3:41PM, fairytalejedi wrote:
Quote
    Okay, here's my guess for Episode VII villains... Mandalorians! Hence my entry for a new character, their leader. Keeping track of all his attack options and special actions would be a nightmare in actual game play, but as a theoretical build, I think he's pretty good.
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Re: The New You Build the Character Hall of Fame
« Reply #35 on: August 01, 2013, 09:49:08 am »
36. Mandalorians

Winning entry by JensaaraiWarrio

Quote


Shae Vizla    CL 11
Medium Human soldier 4/scout 4/bounty hunter 2/elite trooper 1
Destiny 1; Force 6; Dark Side 13
Init +13; Senses Perception +13, low light vision
Languages Basic, Mando'a
------------------------------------------------------------------------------------------------------------
Defences Ref 32 (Flat-footed 29), Fort 26, Will 21
hp 102; Threshold 26
------------------------------------------------------------------------------------------------------------
Speed 4 squares, fly 6 squares (with jetpack)
Melee unarmed +9 (1d6+5) or
Ranged blaster rifle +12 (3d8+5) or
Ranged heavy blaster pistol +12 (3d8+5) or
Ranged heavy blaster pistol +7/+7 (3d8+5) with Double Attack or
Ranged flamethrower +12 (2d6+5) or
Ranged flamethrower +7 (2d6+5) and flamethrower +7 (2d6+5) with Dual Weapon Mastery I or
Ranged wrist rocket launcher +12 (3d10+5) or
Ranged wrist rocket launcher +7 (3d10+5) and wrist rocket launcher +7 (3d10+5) with Dual Weapon Mastery I
Base Atk +9; Grp +12
Atk Options Advantageous Attack, autofire (blaster rifle), Double Attack, Dual Weapon Mastery I, Point Blank Shot, Strafe
Special Actions Force Blank
Special Qualities delay damage, familiar foe
------------------------------------------------------------------------------------------------------------
Abilities Str 10, Dex 17, Con 12, Int 12, Wis 13, Cha 14
Talents Acute Senses, Ambush, Armored Defense, Force Blank, Improved Armored Defense, Improved Initiative
Feats Advantageous Attack, Armor Proficiency (light, medium), Dual Weapon Mastery I, Double Attack (pistols), Exotic Weapon Proficiency (flamethrower, wrist rocket launcher), Point Blank Shot, Martial Arts I, Skill Training (Survival), Strafe, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Initiative +13 (can re-roll, must take second result), Perception +13 (can re-roll, must take second result), Pilot +13, Stealth +13, Survival +11, Use Computer +11
Possessions blaster rifle with standard targeting scope, heavy blaster pistol, 2 wrist rocket launchers, medium battle armor (built-in breath mask, helmet package, weapon mount [two flamethrowers]), flight suit, hip holster, jetpack, visual wrist comm, utility belt



Quote
Build Notes:

Most of the build is fairly self explanitory, representing things she did in the assault on the Jedi Temple. However, I will explain a few points of interest. The Force Blank talent (in addition to training in Stealth) is used to represent her ability to sneak into the Jedi Temple without being noticed. Her training in Use Computer allows her to disable Coruscant's defense grid. I thought Martial Arts I represented her Mandalorian heritage fairly well, and it allows her to add a level of elite trooper too. Finally, Advantageous Attack, Ambush, and Strafe were chosen to fit her particular fighting style.

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Re: The New You Build the Character Hall of Fame
« Reply #36 on: August 01, 2013, 09:54:37 am »
37. The Empire Strikes Back

Winning entry by sienn_sconn

Quote



Born to a middle class family in the Core, Maximilian Veers eventually rose to become one of the Empire’s most brilliant tacticians during the Galactic Civil War.  He joined the Imperial Academy and decided to focus on the Assault Armor Division, eventually becoming the Empire’s greatest authority on the All-Terrain Armored-Transport.  He rose quickly through the ranks of the Imperial Army, but stagnated higher up until he caught the attention of Vice Admiral Thrawn while raiding a Black Sun outpost on Corellia.  He was then referred by Thrawn to the attention of Lord Vader, who placed great trust in him and promoted to Major General over the heads of several high colonels.  Vader’s trust was not misplaced.  Veers weeded out incompetence and vastly improved efficiency, just in time to participate in his most famous battle, the Battle of Hoth, where he personally destroyed the power generators of Echo Base.  Shortly after the destruction of the generators, Veers’ AT-AT and a snowspeeder piloted by Derek ‘Hobbie’ Klivian collided, severely injuring Klivian and costing Veers both of his legs.  Veers refused to have his legs replaced with prosthetics.  He would be confined to a hoverchair for the rest of his life.  His later career was overshadowed by several events:  his son’s defection to the Alliance, the death of the Emperor, and his relationship with Vader.  Drifting from commander to commander, and even serving under Thrawn during his bid to reclaim the galaxy, Veers watched his beloved Empire crumple and collapse.  His last mission, issued by Executer Sedriss, was a suicide mission during the Second Battle of Balmorra.   Maximilian Veers, one of the Empire's greatest ground tacticians and heroes, perished on that fateful suicide mission.

"Yes, Lord Vader, I've reached the main power generators.  The shield will be down in moments.  You may start your landing”.

-General Veers

 

General Maximilian Veers

Medium male Human soldier 5/noble 3/officer 4         CL 12
Force 2
Init +14; Senses Perception +13
Languages Basic, High Galactic, Bocce, Old Corellian, Durese, Mon Cal, Sullustese
Defenses Ref 29  (flat-footed 28), Fort 26, Will 32
hp 78; Threshold 26
Speed 6 squares
Melee  unarmed strike +12 (1d4+7)
Ranged  blaster pistol +14 (3d6+6)
Base Atk +11; Grp +14
Atk Options  Assault Tactics, Born Leader, Deployment Tactics, Distant Command, Grizzled Warror, Vehicular Combat
Special Actions Special orders (GaW page 77), Recall, Seen It All, Tested in Battle
Starship Maneuvers (Pilot +19)  Devastating Hit, Engine Hit, Explosive Shot, I Have You Now, Shield Hit, Thruster Hit
Abilities Str 12, Dex 16, Con 10, Int 16, Wis 14, Cha 14
Special Qualities
Talents  Assault Tactics, Born Leader, Deployment Tactics, Distant Command, Grizzled Warrior, Seen It All, Tested in Battle
Feats Armor Proficiency (light, medium), Linguist, Officer Candidacy Training, Recall, Skill Focus(bureaucracy, pilot, tactics), Starship Tactics (2), Tactical Genius, Vehicular Combat, Weapon Proficiency (pistols, rifles, simple)
Skills  Initiative +14, Knowledge (bureaucracy, tactics) +19, Perception +13, Persuasion +13, Pilot +19, Use Computer +14
Possessions general’s uniform, code cylinder, blaster pistol, armored flight suit, personal AT-AT
Quote
Note:  General Veers uses the Rank and Privilege system found in the Galaxy at War supplement.  He has a score of 28 in this system and possesses the rank of General.  He may request the following during a mission: 3 minor special orders, 3 major special orders, and 2 command special orders.
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Re: The New You Build the Character Hall of Fame
« Reply #37 on: August 01, 2013, 09:59:32 am »
38. The Legacy Era

Winning entry by  JensaaraiWarrior

Quote

Lumiya, Dark Lady of the Sith         CL 16

Medium Human scoundrel 1/scout 3/ soldier 3/ Jedi 4/Sith apprentice 3/Sith Lord 2
Destiny 2; Force 6; Dark Side 17
Init +15; Senses Perception +16
Languages Basic, Bothan, Huttese, Mon Calamari

Defenses Ref 24 (flat-footed 22), Fort 20, Will 25
hp 105; Threshold 20

Speed 6 squares
Melee unarmed +16 (1d6+10) or
Melee lightwhip +16 (1d8+12)
Base Atk +14; Grp +16
Force Powers Known (Use The Force +16) battle strike (2), farseeing (4), mind trick (3), move object, rebuke, surge
Force Techniques Improved Mind Trick
Force Secrets Multitarget Power

Abilities Str 13, Dex 15, Con 8, Int 17, Wis 17, Cha 16
Special Qualities cyborg hybrid, build lightsaber
Talents Armored Defense, Blend In, Illusion, Illusion Bond, Improved Armored Defense, Incognito, Force Cloak, Stinging Assualt, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light), Force Sensitivity, Force Training (3), Martial Arts I, Pall of the Dark Side, Point Blank Shot, Overwhelmimg Attack, Skill Focus (Deception, Pilot, Stealth, Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Deception +19, Knowledge (Galactic Lore) +16, Initiative +15, Mechanics +15, Persuasion +14, Pilot +20, Stealth +21, Use Computer + 16, Use the Force +16
Systems walking locomotion, 2 hand appendages, internal storage (1 kg), durasteel plating
Possessions unique lightwhip* (self-built, Kaiburr crystal shard)

*Lumiya's unique lightwhip is treated as a normal lightwhip that deals bludgeoning damage as well as energy and slashing.


I've probably got massive data errors in there, but it's late and I'm half a second away from crashing.
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Re: The New You Build the Character Hall of Fame
« Reply #38 on: August 01, 2013, 10:04:26 am »
39. A New Hope

Winning entry by Derf

Quote


"No one knows if Evazan ever obtained a true medical degree. Nonetheless, he was remembered as a promising surgeon. His application to the Imperial Academy was rejected when his innate madness was revealed during an interview, and he was shipped off to the prison on Delrian. Evazan escaped to the Hindasar System, where he established his own "practice" specializing in cyborging and inexpensive surgery. Once the medical and law enforcement authorities caught up with him, he disappeared to another system, where he began his operations anew. He would repeat this process on several worlds, with occasional forays into spice smuggling, slaving, assassination, and other crimes. He never stayed in one location too long, and his movement from planet to planet helped him gain more and more victims. His legacy of victims led him to be pursued by the bounty hunter Jodo Kast, who nearly caught up to him in the Corellian System. Thanks to the intervention of the Aqualish thug Ponda Baba, Evazan managed to escape, but not before one of Jodo Kast's blaster shots caught him in the face. Evazan was scarred for life, but he and Baba formed a beneficial partnership."

Medium Human (middle aged) noble 1/scout 1/scoundrel 5/outlaw 1
Init +5; Senses Perception +2
Languages Aqualish, Basic, Binary, Bocce, Huttese, Jawa Trade Language, Rodese, Ugnaught

Defenses Ref 23 (flat-footed 22), Fort 21, Will 18
hp 67; second wind +16/33; Threshold 21

Speed  6 squares
Melee  by weapon +4
Ranged heavy blaster pistol +4 (3d8+4)
Base Atk +3; Grp +4

Abilities Str 13, Dex 12, Con 14, Int 16, Wis 7, Cha 13
Talents Befuddle [SAV p.15], Castigate [SAV p.14], Illicit Dealings [TFU p.27], Improved Stealth [Core p.49], Surprise Strike [TFU p.27], Uncanny Instincts [SAV p.35]
Feats Cunning Attack [TFU p.33], Cybernetic Surgery [Core p.83], Friends in Low Places [SAV p.21], Linguist [Core p.86], Point Blank Shot [Core p.87], Scavenger [TFU p.35], Shake it Off [Core p.88], Skill Training (Endurance) [Core p.88], Surgical Expertise [Core p.88], Weapon Proficiency (pistols, simple weapons) [Core p.89]
Skills Deception +10, Endurance +11, Gather Information +10, Knowledge (bureaucracy) +7 (may use Gather Information +10 to acquire licenses for restricted or military goods instead), Knowledge (galactic lore) +12, Knowledge (life sciences) +12, Knowledge (technology) +12, Mechanics +12, Persuasion +5 (may reroll to haggle for restricted, military, or illegal goods and keep the better result), Stealth +10 (may reroll but must keep the result of the reroll even if worse), Survival +7, Treat Injury +7, Use Computer +12
Possessions droid parts purchased from jawas, heavy blaster pistol, medical kit, surgery kit
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Re: The New You Build the Character Hall of Fame
« Reply #39 on: August 01, 2013, 10:04:47 am »
# 40 Jaden Korr

Winning entry by me, CHIA The Friendly Admin!
Quote
Jaden Korr
I never played Jedi Academy, although it looks fun, and that combined with the many ways you can build Jaden in game led me to construct Jaden prior to his trianing. This is him after leaving Coruscant but before receiving any training as a Jedi. I didn't give him UtF as a trained skill since he had no Force training whatsoever.



"So, where did you get that lightsaber?"
"Well, it's kind of a long story; I found myself on…"

―Rosh Penin and Jaden Korr just moments before their shuttle was attacked

Jaden Korr, Promising New Kid on the Block         CL 1
Medium Human (Clone) Scout 1
Destiny 1 Force 3
Init +6 Senses Perception +6
Languages Basic, Shyriiwook (understand only)
-----------------------------------------------------------------------
Defenses Ref 14 (ff 13) Fort 11 Wis 12
HP 23 Threshold 11, Evasion
-----------------------------------------------------------------------
Speed 6 squares
Melee lightsaber1 +2 (2d6+2)
Base Atk +0 Grp +2
-----------------------------------------------------------------------
Str 15 Dex 13 Con 8 Int 10 Wis 12 Cha 14
Talents Evasion
Feats: Weapon Proficiency (lightsabers, pistols, rifles, simple weapons), Force Sensitivity
Skills Initiative +6, Mechanics +5, Perception +6, Pilot+6, Survival +6
Possessions purple-bladed lightsaber

1Wook describes his first saber as having a short hilt, like a lightfoil, so I reflavored a lightfoil to be his saber.
« Last Edit: April 25, 2014, 09:22:56 am by CHIA The Friendly Admin »
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Re: The New You Build the Character Hall of Fame
« Reply #40 on: April 25, 2014, 09:24:27 am »
# 41 Revenge of the Sith
http://thesagacontinues.createaforum.com/the-arena/you-build-the-character-41-revenge-of-the-sith/

Winning entry by Lorddarkkon

{quote]
http://starwars.wikia.com/wiki/Aayla_Secura


Aayla Secura            CL 11

Medium Twi'lek scoundrel 1/Jedi 7/Jedi Knight 3
Destiny 8; Force 6, Strong in the Force; Dark Side 2
Init +13; Senses low-light vision; Perception +7
Languages Basic, Lekku, Ryl, 2 unassigned

Defenses Ref 26 (flat-footed 23), Fort 26, Will 25; Block, Deflect
hp 77; second wind +19/38; Threshold 26

Speed 6 squares
Melee lightsaber +14 (2d8+8) or
Melee lightsaber +14 (2d8+11) with both hands or
Melee lightsaber +12 (3d8+11) with Rapid Strike or
Melee lightsaber +11/+11 (2d8+11) with Double Attack or
Melee lightsaber +9/+9 (3d8+11) with Double Attack and Rapid Strike or
Ranged by weapon +13
Base Atk +10; Grp +13
Atk Options Double Attack (lightsabers), Point Blank Shot, Rapid Strike
Special Actions Acrobatic Recovery, Redirect Shot, Seducer
Force Powers Known (Use The Force +13) battle strike, cloak, Force slam, Force thrust, mind trick, move object, surge, hawk-bat swoop, saber swarm
Force Techniques Improved Cloak

Abilities Str 10, Dex 16, Con 12, Int 14, Wis 14, Cha 17
Special Qualities build lightsaber, deceptive
Talents Acrobatic Recovery, Ataru, Block, Deflect, Multiattack Proficiency (lightsabers), Redirect Shot, Seducer
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (3), Point Blank Shot, Rapid Strike, Strong in the Force, Weapon Finesse, Weapon Proficiency (lightsabers, pistols, simple weapons)
Skills Acrobatics +13, Deception +13 (may reroll but must keep the result of the reroll even if worse), Initiative +13, Pilot +13, Stealth +13, Use the Force +13
Possessions lightsaber, lightsaber

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Re: The New You Build the Character Hall of Fame
« Reply #41 on: April 25, 2014, 09:25:29 am »
# 42 Lando Calrissian

Winning entry by willbaude
Quote
"Never stand when you can sit down, and never sit when you can lie down" -- Mother Calrissian

I know that the Core Rulebook's writeup of Lando describes him as a quintessential scoundrel, but I don't think I agree.  He is clearly part scoundrel (especially as a G@mbler), but much of his career throughout the movies and books strikes me as that of a noble -- Baron Administrator of Cloud City, leader of a profitable mining colony, miscellaneous businessman, and ultimately CEO of Tendrano Arms.  So I've written this ascension as a mix of noble and scoundrel.  I used the Wealth talent to represent Lando's series of business dealings (and for that reason all of his post-ROTJ levels are in noble, to take advantage of the continued growth in wealth).  I tend to use relatively modest point-builds for Saga.

As of Battle of Endor, Return of the Jedi
Medium human Scoundrel 3/Noble 4/Ace Pilot 1   CL 8
Force 9
Init +12 ; Senses Perception + 11
Languages Basic, Huttese, Sullustese, Shyriiwook,
Defenses Ref 25 (flat-footed 22), Fort 20, Will 22
hp 55; Threshold 20
Speed 6 squares
Melee vibroknife +4 / 2d4+3 or
Ranged blaster pistol +8/3d6+4
Base Atk +5
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 14, Cha 16
(4th level, +1 Dec, +1 Cha; 8th level +1 Cha +1 Wis.)
Talents G@mbler x2, Wealth, Connections, Begin Attack Run
Feats: Linguist, Pistols, Simple Weapons, Point-Blank Shot, Vehicle Piloting, Starship Maneuvers, Precise Shot, Toughness, Rapport, Skill Focus: Deception, Skill Focus:

Persuasion, Skill Focus: Pilot
Skills: Deception +17, Gather Information +12, Knowledge: Bureaucracy +10, Initiative +12, Perception +11, Persuasion +17, Pilot +17
Possessions: blaster pistol, vibroknife, sabacc deck, stylish clothing

Design notes:
The "Begin Attack Run" talent from SoG is a great feat for Lando, since it builds off of Charisma.  It also helps explain why he was chosen to lead the attack run on the Death Star.  I've contemplated swapping his 14 Wisdom for either the 16 Dexterity or Charisma, since it would edge up his substantial gambling score. 

As of attack on Nklon, Thrawn Trilogy
Scoundrel 3/Noble 8/Ace Pilot 1  CL 12
Force 11
Init +14 ; Senses Perception + 18
Languages Basic, Huttese, Sullustese, Shyriiwook,
Defenses Ref 29 (flat-footed 26), Fort 24, Will 26
hp 87; Threshold 24
Speed 6 squares
Melee vibroknife +7 / 2d4+5 or
Ranged blaster pistol +11 / 3d6+6
Base Atk +8
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 15, Cha 17
Talents G@mbler x2, Wealth, Connections, Begin Attack Run, Born Leader, Distant Command
Feats: Linguist, Pistols, Simple Weapons, Point-Blank Shot, Vehicle Piloting, Starship Maneuvers, Precise Shot, Toughness, Rapport, Skill Focus: Deception, Skill Focus: Persuasion, Skill Focus: Pilot, Skill Focus: Perception, Toughness, Unstoppable Force, Natural Leader
Skills: Deception +19, Gather Information +14, Knowledge: Bureaucracy +12, Initiative +14, Perception +18, Persuasion +19, Pilot +19
Possessions: blaster pistol, vibroknife, sabacc deck, stylish clothing

Design Notes:
I gave him SF: Perception because I noticed when rereading the Thrawn Trilogy that Lando has an unusually acute sense of perception here.  He detects Niles Ferrier by smell when nobody else can, and he detects a minor clue during a search of the Falcon that Han and others miss.  Born Leader and Distant Command also seemed like the best talents (along with the Natural Leader feat) to express his ability to run a large enterprise, even though that's a bit of RP fluff beyond the scope of the talents.  Rapport adds to Lando's ability to aid another and helps explain why he's always being asked to tag along in random adventures throughout the EU. :)

CEO of Tendrano Arms, New Jedi Order
Middle-Aged
Scoundrel 3/Noble 13/Ace Pilot 1 CL 17
Force 13
Init +15 ; Senses Perception + 22
Languages Basic, Huttese, Sullustese, Shyriiwook,
Defenses Ref 33 (flat-footed 31), Fort 29, Will 32
hp 117; Threshold 29
Speed 6 squares
Melee vibroknife +10 / 2d4+7 or
Ranged blaster pistol +14 / 3d6+8
Base Atk +11
Abilities Str 7, Dex 15, Con 10, Int 14, Wis 16, Cha 18
Talents G@mbler x2, Wealth, Connections, Begin Attack Run, Born Leader, Distant Command, Rally, Influential Friends, Powerful Friends
Feats: Linguist, Pistols, Simple Weapons, Point-Blank Shot, Vehicle Piloting, Starship Maneuvers, Precise Shot, Toughness, Rapport, Skill Focus: Deception, Skill Focus: Persuasion, Skill Focus: Pilot, Skill Focus: Perception, Toughness, Unstoppable Force, Natural Leader, Tech Specialist, Expert Briber, Silver Tongue
Skills: Deception +20, Gather Information +17, Knowledge: Bureaucracy +15, Initiative +15, Mechanics +15, Perception +21, Persuasion +22, Pilot +20
Possessions: blaster pistol, vibroknife, sabacc deck, stylish clothing

Design Notes:
Rally is a natural sequel to Born Leader and Distant Command.  It's also a good fit for Lando since it works with starships; and I like to think it helps to explain why he was put in command of the New Republic fleet during the standoff over Bothawui in the Vision of the Future.  The improved connections talents are an obvious fit as Lando's businesses and influence grows.  I also tried very hard to avoid giving Lando very many combat feats, because frankly, we never seem him particularly adept in combat (aside from starship combat).  It's part of Lando's charm.
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Re: The New You Build the Character Hall of Fame
« Reply #42 on: April 25, 2014, 09:26:36 am »
# 43 Classic EU

http://thesagacontinues.createaforum.com/the-arena/you-build-the-character-43-classic-eu/

Winning entry by fairytalejedi

Quote
My entry is Nomi Sunrider of Tales of the Jedi fame, here depicted as a young Jedi Knight. In her official stats she's always started in a class other than Jedi, but I've treated this as background material, hence in my version she starts as a Jedi. She isn't great with a lightsaber; in fact, after using it in anger and vengeance to strike down her husband's killers, she resisted using the weapon for fear of those dark feelings, though she eventually became competent. Her greatest strength is in her Force abilities, however, which are impressive for one so young.



Nomi Sunrider               CL 8
Medium Human Jedi 7/Jedi Knight 1
Destiny 3; Force 5, Strong in the Force
Init +11; Senses Use the Force +16
Languages Basic, Huttese
--------------------------------------------------------------------------
Defenses Ref 22 (flat-footed 20), Fort 20, Will 23; Deflect, Indomitable Personality, Unstoppable Force
hp 68; Threshold 20
--------------------------------------------------------------------------
Speed 6 squares
Melee lightsaber +9 (2d8+4)
Ranged by weapon +10
Special Actions Battle Meditation, Rapid Reaction, Redirect Shot
Force Powers Known (Use the Force +16): dark rage, farseeing, Force shield, mind trick, move object, rebuke, resist Force, sever Force
--------------------------------------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 13, Wis 17, Cha 14
Talents Battle Meditation, Beast TrickKotOR, Deflect, Force Perception, Redirect Shot
Feats Force Sensitivity, Force Training (2), Indomitable PersonalityGoI, Rapid ReactionRECG, Skill Focus (Use the Force), Strong in the Force, Unstoppable ForceCWCG, Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +11, Knowledge (galactic lore) +10, Pilot +11, Use the Force +16 (may substitute for Perception)
Possessions lightsaber (self-built), Jedi robes, A-3DO protocol/service droid, Lightside Explorer (Vaya-class scout ship)
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Re: The New You Build the Character Hall of Fame
« Reply #43 on: July 15, 2014, 04:37:13 pm »
# 44 Return of the Jedi

http://thesagacontinues.createaforum.com/the-arena/you-build-the-character-44-return-of-the-jedi/

Winning entry by sienn_sconn

Vermin.  Born on the planet Kowak, Salacious B. Crumb is a monkey-lizard from Kowak, an Outer Rim planet covered in beautiful and lush rainforests.  Although a debate has raged about the sentience (or lack thereof) of monkey-lizards, one thing is certain:  whatever intelligence they may have, monkey-lizards are seen as some of the most annoying and disgusting creatures in the galaxy, for their sense of humor and mischief make them extremely curious and destructive.

Parasite
.  Crumb eventually migrated to the Kween Space Station, likely as a stowaway aboard a vessel forced to make planetfall on Kowak.  Seen as a parasite by the maintenance workers aboard the station, Crumb managed to thwart the staff’s efforts to be rid of him until they hired Mantilorrian rat-catchers to deal with him.  While he was able to avoid the rat-catchers for a time, Crumb was eventually forced to stowaway aboard another ship in order to survive.

Stowaway
.  Exploring the new ship he was on, Crumb found piles of food and lavish chambers, both of which he took advantage of.  Little did he know that soon he was to meet the owner of the ship.  Returning from settling a business debt aboard the station, Jabba the Hutt found the diminutive Crumb playing in his food bowl.  Enraged, Jabba attempted to eat the monkey-lizard, who deftly evaded the Hutt’s grasp while making off with another bowl of food.  Teasing Jabba from the rafters of the room, Crumb toyed with the bowl until Jabba’s henchmen Bidlo Kwerve and Bib Fortuna arrived.  While they argued, Crumb dumped the bowl of food on the two men, covering them in green goo.  Enraged, Kwerve attempted to shoot Crumb, but the clogged weapon only launched a glob of green goo onto Fortuna.  The two henchmen were livid, but Jabba. . . . laughed.

Court jester
.  Delirious with laughter at the antics caused by the monkey-lizard’s actions, Jabba offered Crumb the chance of lifetime for one such as he:  food, lodging, and safety in Jabba’s court, for the simple price of making the Hutt laugh at least once a day.  Should Crumb fail in this duty, Jabba would eat him.  Showing forth his intelligence, Crumb agreed.  For the remainder of his days, Crumb was faithful to the agreement he made with the Hutt.  But while Jabba was very fond of his court jester, many henchmen were not, and often sought to kill the monkey-lizard, who often served as Jabba’s spy by parroting conversations he heard back to Jabba.  On more than one occasion, Crumb’s actions (or inactions) caused someone to die.  His most notable ‘kill’ was a Kalkal professor named Melvosh Bloor, whom Crumb tricked into meeting with Jabba after Bloor made the fatal assumption that Crumb was a trusted contact of Lady Valarian, Jabba’s rival on Tatooine. 

Death
.  Crumb was present in the palace when Jabba met the heroes of the Alliance attempting to rescue Han Solo.  Accompanying Jabba’s court to the Pit of Carkoon via sail barge to witness the heroes’ executions, Crumb attacked C-3PO when the latter’s compatriots turned the tables on Jabba’s men.  C-3PO was saved by R2-D2, who zapped Crumb with an electroshock probe, causing the monkey-lizard to leap to safety in the rafters.  Mere minutes later, Luke Skywalker activated the sail barge’s deck gun, causing an explosion that killed everyone aboard, including the monkey-lizard.


Salacious Crumb

Crumbonmymind

Small beast 1/nonheroic 1
Init +2; Senses Perception +6; low-light vision
Languages Kowakian, Huttese, Basic, Rodian
Defenses Ref 14 (flat-footed 12), Fort 9, Will 11
hp 7; Threshold 9
Speed 4 squares
Melee bite +2 (1d4) or
Ranged by weapon +2
Base Atk +0; Grp +2
Abilities Str 6, Dex 14, Con 8, Int 14, Wis 12, Cha 12
Special Qualities  athletic, laughter, mimicry, natural armor +1
Feats Skill Training (Acrobatics, Deception, Perception), Weapon Finesse
Skills  Acrobatics +7, Climb +3 (may reroll, but must take reroll; may take 10 even when distracted or threatened), Deception +6, Jump +3 (may reroll, but must take reroll; may take 10 even when distracted or threatened), Perception +6, Stealth +7, Survival +6

Athletic
- Kowakian monkey-lizards may reroll any Climb or Jump check, but they must accept the reroll, even if it is worse.  In addition, they may take 10 on Climb or Jump checks, even when distracted or threatened.

Mimicry
- A Kowakian monkey-lizard can perfectly mimic lengthy sequences of sounds (like a conversation or a message).  A Kowakian monkey-lizard does not need to roll a Deception check to reproduce a sound, but can only mimic noises exactly (without alteration).

Laughter
- As a move action, a Kowakian monkey-lizard can erupt in loud laughter and making a Persuasion check to intimidate any enemy target within 6 squares.  If the attempt succeeds, the target must move away from the monkey-lizard on the target’s next turn and the target moves -1 step down the condition track.  This is a mind-affecting effect.


CorranHornIsAwesome (CHIA)
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