Author Topic: Ultimate Dream Build #11: The Grand Melee  (Read 3015 times)

MasterArkaine

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Ultimate Dream Build #11: The Grand Melee
« on: July 08, 2014, 11:09:56 pm »
Hello, and welcome to Ultimate Dream Builds!
This is a contest where the sky is the limit on what you think you can create. Let your dreams about how it would be like in the Star Wars Universe guide you as you create unique and amazing character builds. Now to the rules:

1) House rules can only be used if you carefully explain your rules as part of your build.

2) Builds are limited to a max of Heroic Level 20. For Classes, Feats, Powers, and Talents, please use official Saga Edition sourcebooks as much as you can. If you have a house rule, you have to explain it in detail so we can understand the mechanics of it.

3) Unlimited Point Buy is allowed.

4) You are limited to 5 builds per contest. This keeps it a fair game.

5) Please stay on topic of the thread. If something needs to be discussed more in detail, please start another thread and move your thoughts there. This keeps the contest thread clean and simple.

6) You will have 30 days starting from the 1st posting of the current contest. After the 30 days, 14 more days for voting will be available. Winners will be decided by a simple majority of the cast votes. Only one vote per member is allowed (You may not vote for yourself) and no redos. All VOTES ARE FINAL!

7) The most important rule: HAVE FUN!!! Think outside of the box, and let those awesome dreams we all have take shape!
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Al-rightly, ladies and gents, this month's UDB is going to put the ten before it to shame.


I present to you the Grand Melee: Anything goes this month. No topic, you can build whatever you would like. Jedi, Sith, Bounty Hunters, Supersoldiers, and everyday working class folk. Whatever you want to build this month goes.

Bring out the best of the best you can create and put it to the test against the other's best in a fight for Ultimate supremacy! 


Extra Rules: You made NOT use builds from previous contests you have submitted, and can only Submit ONE build this month.

Super bonus point if someone can unseat xargot as the 3-time Champion of UDB  ;) ;D :P

Submissions are now closed. Members have until August 22nd at 11:59pm PDT to submit their votes. Good Luck, and May the Force Be With You!
« Last Edit: August 11, 2014, 03:21:55 am by MasterArkaine »
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xargot

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #1 on: July 09, 2014, 12:44:08 am »
No restrictions? :o  That's gonna impede my creativity! :(
There was no dreaming in the Jedi hibernation trance.  No dreaming, no consciousness, virtually no awareness of the outside world.
-Timothy Zahn

Winner of Ultimate Dream Builds #8-10

MasterArkaine

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #2 on: July 09, 2014, 01:39:03 am »
No restrictions? :o  That's gonna impede my creativity! :(


Nah, you're great, but this month, you have to come up with the focus yourself. Cant use any of your previous build, and only one build this month. Go for broke!
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Jorundr Hrafnsson

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #3 on: July 16, 2014, 10:34:35 pm »
Half-ass jedi condition-track killer.  Arkaine has seen this guy.  For stats I used one of those old Dungeons and Dragons things online where you do pushups and answer math questions to determine stats (lol). 

Force toolbox and talents designed for a big early rush.  Inflicts 4 condition track levels with a single hit using his stunsaber.  Winning initiative he can open with a dark rage/swift flank/saber swarm for basically guaranteed obliteration.  Gains bonuses to hit against flat-footed opponents, and every swift flank results in flat-footedness.  He gets a reroll on one of those attacks too if he needs it.  Depending on how the enemy looks, he can spend the FP to extend the dark rage.  If he does this, he'll need to hold off on the saber swarm and 'settle' for the swift flank, but is very likely to break damage threshhold.  If the fight extends and he didn't extend dark rage, he has a few charges of shatterpoint if he needs them.

Losing initiative, he has the obligatory equilibrium, though against any CT killer like himself, he probably won't get a chance to use it.  For this reason, he has Physical Surge, which allows him to take a swift action prior to the start of the combat round.  He can use this to immediately go on the attack with a quickened swift flank or other power.  One trick he has is to use a quickened Cloak, and with trained acrobatics (DC15) drop prone as a free action to avoid any melee attacks on his square...unless they attack the floor I suppose.
 
Going first he always strikes a flat-footed opponent against a flat-footed reflex defense.  Near-assured victory.  Going second, between Physical Surge, Cloak, and Force Shield, he has a better than average chance to stay in the fight long enough to use Equilibrium to bounce back if fighting a fellow CT killer.  He can then hit back with persistent CT damage via improved shatterpoint to whittle the opponent down.


 
Hrafn            CL 20
Medium Human Jedi 8/scoundrel 1/scout 1/soldier 3/Jedi Knight 6/Jedi Master 1
 Init +23, Physical Surge; Senses Perception +18; Force 17
 Languages Basic, Bocce, Twi'lek
 Defenses Ref 36 (flat-footed 33, with Flurry 31), Fort 35, Will 36; Block, Deflect, Evasion, Shii-Cho
 hp 173; Threshold 35
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks, +5 to Fortitude Defense against extreme heat and cold effects while wearing all-temperature cloak, +5 to Stealth when wearing camouflage poncho
  Speed  6 squares
 Melee dual-phase bothan lightsaber, bondar crystal (silver blade color) or  firkraan crystal (bronze blade color)  +24 (3d8+28 stun or ion/19-20) with both hands or
 Melee lightsaber, mantle of the force crystal (cyan blade color) +24 (2d8+28 /19-20) with both hands
 Ranged slugthrower pistol +23 (2d6+10), or slugthrower rifle +23 (2d8+10)
 Base Atk +18; Grp +23
 Atk Options Cunning Attack, Dastardly Strike, Desperate Gambit, Flurry, Vaapad, Improved Disarm
 Special Actions Equilibrium, Juyo, serenity
 Force Powers Known (Use The Force +25) cloak, dark rage, Force grip, Force shield, Force slam, mind trick, move object, rebuke (2), shatterpoint (2), disarming slash (1), saber swarm (2), swift flank (2)
 Force Techniques Force Point Recovery, Improved Dark Rage, Improved Shatterpoint
 Force Secrets Quicken Power
 Abilities Str 20, Dex 16, Con 14, Int 14, Wis 16, Cha 20
 Talents Block, Dastardly Strike, Deflect, Evasion, Equilibrium, Juyo, Melee Smash, Physical Surge, Shii-Cho, Stunning Strike, Vaapad, Weapon Specialization (lightsabers)
 Feats Cunning Attack, Desperate Gambit, Flurry, Force Sensitivity, Force Training (4), Improved Disarm, Skill Focus (Use the Force, Initiative), Unstoppable Force, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, heavy weapons, rifles, simple weapons)
 Skills Acrobatics +18, Initiative +23, Knowledge (tactics) +17, Perception +18, Use the Force +25
 Possessions  Dual-phase Bothan Lightsaber with waterproof casing, Superior tech mod; Bondar crystal (stun damage), Firkraan crystal (ion damage), Lightsaber with waterproof casing,  Superior tech mod; Mantle of the Force (+2 to UtF on self-targeted powers), Camouflage Poncho, All-temperature cloak, breath mask, computer interface visor, computer spike, encrypted comlink (miniaturized) with holo capability, field kit, 2 glow rods, hip holster, Quick Draw Sup. Tech Mod. slugthrower pistol with 2 spare pistol clips, Sup. Tech Mod. slugthrower rifle with 2 spare rifle clips, security kit, stealth field generator, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
« Last Edit: July 30, 2014, 05:32:34 pm by Jorundr Hrafnsson »
Winner of UDB #21, Yay!  Sort-of Winner of UDB #5 (that one didn't count), :(

MasterArkaine

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #4 on: July 16, 2014, 10:50:01 pm »
Half-ass jedi condition-track killer.  Arkaine has seen this guy.  For stats I used one of those old Dungeons and Dragons things online where you do pushups and answer math questions to determine stats (lol).  Force toolbox and talents designed for a big early rush.  Inflicts 4 condition track levels with a single hit using his stunsaber.  Winning initiative he can open with a dark rage/swift flank/saber swarm.  Depending on how the enemy looks, he can spend the FP to extend the dark rage.  If he does this, he'll need to hold off on the saber swarm and 'settle' for the swift flank, but is very likely to break damage threshhold.  If the fight extends and he didn't extend dark rage, he has a few charges of shatterpoint if he needs them.

Losing initiative, he has the obligatory equilibrium, though against any CT killer like himself, he probably won't get a chance to use it.  For this reason, he has Physical Surge, which allows him to take a swift action prior to the start of the combat round.  He can use this to immediately go on the attack with a quickened swift flank or other power.  Or he can use a quickened Cloak, and with trained acrobatics (DC15) drop prone as a free action to avoid any melee attacks on his square...unless they attack the floor I suppose.

The build has sacrificed some top-end performance in his melee CT role to maintain some utility to make him more useful for real games.  I could write more, but I need to get going.  I doubt this guy holds a candle to the builds guys around here can do.
 
Hrafn            CL 20
Medium Human Jedi 9/scoundrel 1/scout 1/soldier 3/Jedi Knight 5/Jedi Master 1
 Init +23, Physical Surge; Senses Perception +18; Force 17
 Languages Basic, Bocce, Twi'lek
 Defenses Ref 36 (flat-footed 33, with Flurry 31), Fort 35, Will 36; Block, Deflect, Evasion, Shii-Cho
 hp 173; Threshold 35
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks, +5 to Fortitude Defense against extreme heat and cold effects while wearing all-temperature cloak, +5 to Stealth when wearing camouflage poncho
  Speed  6 squares
 Melee dual-phase bothan lightsaber, bondar crystal (silver blade color) or  firkraan crystal (bronze blade color)  +24 (3d8+28 stun or ion/19-20) with both hands or
 Melee lightsaber, mantle of the force crystal (cyan blade color) +24 (2d8+28 /19-20) with both hands
 Ranged slugthrower pistol +23 (2d6+10), or slugthrower rifle +23 (2d8+10)
 Base Atk +18; Grp +23
 Atk Options Cunning Attack, Dastardly Strike, Desperate Gambit, Flurry, Vaapad, Improved Disarm
 Special Actions Equilibrium, Juyo, serenity
 Force Powers Known (Use The Force +25) cloak, dark rage, Force grip, Force shield, Force slam, mind trick, move object, rebuke (2), shatterpoint (2), disarming slash (1), saber swarm (2), swift flank (2)
 Force Techniques Force Point Recovery, Improved Dark Rage
 Force Secrets Quicken Power
 Abilities Str 20, Dex 16, Con 14, Int 14, Wis 16, Cha 20
 Talents Block, Dastardly Strike, Deflect, Evasion, Equilibrium, Guardian Spirit, Juyo, Melee Smash, Physical Surge, Shii-Cho, Stunning Strike, Vaapad, Weapon Specialization (lightsabers)
 Feats Cunning Attack, Desperate Gambit, Flurry, Force Sensitivity, Force Training (4), Improved Disarm, Skill Focus (Use the Force, Initiative), Unstoppable Force, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, heavy weapons, rifles, simple weapons)
 Skills Acrobatics +18, Initiative +23, Knowledge (tactics) +17, Perception +18, Use the Force +25
 Possessions  Dual-phase Bothan Lightsaber with waterproof casing, Superior tech mod; Bondar crystal (stun damage), Firkraan crystal (ion damage), Lightsaber with waterproof casing,  Superior tech mod; Mantle of the Force (+2 to UtF on self-targeted powers), Camouflage Poncho, All-temperature cloak, breath mask, computer interface visor, computer spike, encrypted comlink (miniaturized) with holo capability, field kit, 2 glow rods, hip holster, Quick Draw Sup. Tech Mod. slugthrower pistol with 2 spare pistol clips, Sup. Tech Mod. slugthrower rifle with 2 spare rifle clips, security kit, stealth field generator, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)



I remember the name, but not the build somehow. That said, I think it's awesome. Great start to the submissions
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sienn_sconn

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #5 on: July 28, 2014, 11:06:38 pm »

A Jedi hunter.

Medium Trandoshan soldier 7/Noble 3/ Scoundrel 1/Elite Trooper 4      CL 15
Force 11
Init+14; Senses Perception +14
Languages Dosh, Basic, Huttese, Bocce
Defenses Ref 35 (flat-footed 32), Fort 37(42 vs. Use the Force), Will 33(38 vs Use the Force)
hp 160; Second Wind 80/+40  DR 4 (lightsabers don’t ignore) Threshold 37
Speed 4 squares
Melee war sword +19 (1d8+25/19-20) or
Melee war sword +14/+14 (1d8+25/19-20) with Double Attack or
Melee war sword +9/+9/+9 (1d8+25/19-20) with Triple Attack or
Melee combat gloves +19 (1d6+14) or
Ranged blaster carbine +15 (3d8+7) or
Ranged blaster carbine +10 (3d8+7) with autofire
Base Atk +13; Grp +19
Atk Options Accelerated Strike, autofire (blaster carbine), Double Attack, Triple Attack
Special Actions Extra Second Wind, Face the Foe, Luck Favors the Bold, Mandalorian Glory, Stymie, Unrelenting Assault
Abilities Str 21 (23 with exoskeleton), Dex 14, Con 18, Int 12, Wis 15, Cha 10
Special Qualities Darkvision, Limb Regeneration, Natural Armor +1
Talents Armored Defenses, Armored Mandalorian, Face the Foe, Improved Armored Defenses, Luck Favors the Bold,  Mandalorian Glory, Melee Smash, Stymie, Unrelenting Assault
Feats Accelerated Strike, Armor Proficiency (light, medium), Double Attack (war sword), Extra Second Wind, Fast Surge, Grand Army of the Republic Training, Linguist, Martial Arts I, Point Blank Shot, Recovering Surge, Toughness, Triple Attack (war sword), Unstoppable Combatant, Unstoppable Force, Weapon Proficiency (pistols, rifles, simple)
Skills Endurance +16, Intiative +14, Perception +14, Treat Injury +14
Possessions modified war sword (see below), modified battle armor, blaster carbine, combat gloves, utility belt

War sword, 7110 cr, 4 kg  (DR 15, 20 hp)
-          Start with war sword, 50 cr
-          Normal (1 slot), neutronium reinforcement, 3000 cr
-          Enlarged (1 slot), 50 cr, durasteel bonding, 2000 cr
-          Superior Tech modification, +5 damage, 2000 cr
-          Phrik alloy template, 10 cr

Battle armor, 15300 cr, 20 kg (+8armor, +4 Fort, Max Dex +2)
-          Start with battle armor, 7000 cr
-          Normal (2 slots), for powered exoskeleton, 4000 cr
-          Superior Tech modification, increase armor’s equipment bonus to Fortitude defense by 2, 2000 cr
-          Phrik alloy template, 1400 cr
-          Armorplast (0 slots), 900 cr

This build mostly represents the ability to take whatever damage a Jedi can throw at him, eventually wearing down the Jedi.  His phrik battle armor, combined with Improved Armored Defenses and Grand Army of the Republic Training, boosts all of his defenses, so he’s already hard to hit, and Unstoppable Force makes it that much harder to directly affect him with Force powers.  Each turn, if he doesn’t have cover from the Jedi (which he shouldn’t), he gains a +1 morale bonus to attack from Face the Foe and 12 bonus hp from Luck Favors the Bold.  Combined with his DR 4 that resists lightsabers (due to his phrik alloy armor and Armored Mandalorian), he’ll soak a lot of damage.  Then he has two Second Winds as free actions that he can pile on for 80 more hp and move +1 up the condition track each time.
 
For offense, his war sword has modified to deal extra damage and is also lightsaber-resistant, ensuring he won’t lose his weapon too quickly if the Jedi attempts to destroy the weapon.  But even if he misses with his attack (or it is negated, say by Block), he still deals 12 damage via Unrelenting Assault, and Triple Attack will triple the pain to 36.  Finally, Stymie will inhibit any skill of your choice by -5 (target Use the Force to mess over Jedi even more).
« Last Edit: July 28, 2014, 11:24:49 pm 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: Ultimate Dream Build #11: The Grand Melee
« Reply #6 on: July 29, 2014, 12:16:51 am »

A Jedi hunter.

Medium Trandoshan soldier 7/Noble 3/ Scoundrel 1/Elite Trooper 4      CL 15
Force 11
Init+14; Senses Perception +14
Languages Dosh, Basic, Huttese, Bocce
Defenses Ref 35 (flat-footed 32), Fort 37(42 vs. Use the Force), Will 33(38 vs Use the Force)
hp 160; Second Wind 80/+40  DR 4 (lightsabers don’t ignore) Threshold 37
Speed 4 squares
Melee war sword +19 (1d8+25/19-20) or
Melee war sword +14/+14 (1d8+25/19-20) with Double Attack or
Melee war sword +9/+9/+9 (1d8+25/19-20) with Triple Attack or
Melee combat gloves +19 (1d6+14) or
Ranged blaster carbine +15 (3d8+7) or
Ranged blaster carbine +10 (3d8+7) with autofire
Base Atk +13; Grp +19
Atk Options Accelerated Strike, autofire (blaster carbine), Double Attack, Triple Attack
Special Actions Extra Second Wind, Face the Foe, Luck Favors the Bold, Mandalorian Glory, Stymie, Unrelenting Assault
Abilities Str 21 (23 with exoskeleton), Dex 14, Con 18, Int 12, Wis 15, Cha 10
Special Qualities Darkvision, Limb Regeneration, Natural Armor +1
Talents Armored Defenses, Armored Mandalorian, Face the Foe, Improved Armored Defenses, Luck Favors the Bold,  Mandalorian Glory, Melee Smash, Stymie, Unrelenting Assault
Feats Accelerated Strike, Armor Proficiency (light, medium), Double Attack (war sword), Extra Second Wind, Fast Surge, Grand Army of the Republic Training, Linguist, Martial Arts I, Point Blank Shot, Recovering Surge, Toughness, Triple Attack (war sword), Unstoppable Combatant, Unstoppable Force, Weapon Proficiency (pistols, rifles, simple)
Skills Endurance +16, Intiative +14, Perception +14, Treat Injury +14
Possessions modified war sword (see below), modified battle armor, blaster carbine, combat gloves, utility belt

War sword, 7110 cr, 4 kg  (DR 15, 20 hp)
-          Start with war sword, 50 cr
-          Normal (1 slot), neutronium reinforcement, 3000 cr
-          Enlarged (1 slot), 50 cr, durasteel bonding, 2000 cr
-          Superior Tech modification, +5 damage, 2000 cr
-          Phrik alloy template, 10 cr

Battle armor, 15300 cr, 20 kg (+8armor, +4 Fort, Max Dex +2)
-          Start with battle armor, 7000 cr
-          Normal (2 slots), for powered exoskeleton, 4000 cr
-          Superior Tech modification, increase armor’s equipment bonus to Fortitude defense by 2, 2000 cr
-          Phrik alloy template, 1400 cr
-          Armorplast (0 slots), 900 cr

This build mostly represents the ability to take whatever damage a Jedi can throw at him, eventually wearing down the Jedi.  His phrik battle armor, combined with Improved Armored Defenses and Grand Army of the Republic Training, boosts all of his defenses, so he’s already hard to hit, and Unstoppable Force makes it that much harder to directly affect him with Force powers.  Each turn, if he doesn’t have cover from the Jedi (which he shouldn’t), he gains a +1 morale bonus to attack from Face the Foe and 12 bonus hp from Luck Favors the Bold.  Combined with his DR 4 that resists lightsabers (due to his phrik alloy armor and Armored Mandalorian), he’ll soak a lot of damage.  Then he has two Second Winds as free actions that he can pile on for 80 more hp and move +1 up the condition track each time.
 
For offense, his war sword has modified to deal extra damage and is also lightsaber-resistant, ensuring he won’t lose his weapon too quickly if the Jedi attempts to destroy the weapon.  But even if he misses with his attack (or it is negated, say by Block), he still deals 12 damage via Unrelenting Assault, and Triple Attack will triple the pain to 36.  Finally, Stymie will inhibit any skill of your choice by -5 (target Use the Force to mess over Jedi even more).


The Jedi Annihilator, I like it. Very well done, but it something I've come to expect from you :)
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Jedi Ronin

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #7 on: July 29, 2014, 02:28:43 pm »
The big bad in my current campaign during the Old Republic era.


Darth Magnus (Visslar Ragnos)
Kissai Jedi 6 * Scoundrel 1 * Soldier 3 * Sith Apprentic 5 * Sith Lord 5 - CL 20
Force 12 (d8) Destiny 5
Init+20; Senses Perception +15 (+25 with Force Perception)
Defenses Ref 38 (flat-footed 33), Fort 36, Will 38hp 223;  Second Wind 55  Threshold 36
Speed 6 squares
Melee +25 (2d8+23)
Melee +23 (3d8 +23) with Rapid Strike
Melee +29 (3d8 + 29) with Rapid Strike and Dark RageBase
Atk +19; Grp +21
Atk Options Rapid Strike, Saber Swarm (-5 to opponents Block)
Special Actions Dastardly Strike, Exposing Strike, Stunning Strike, Block, Deflect, Equilibrium, Force Fortification
Abilities Str 14, Dex 20, Con 16, Int 18, Wis 20, Cha 20
Talents Dastardly Strike, Melee Smash, Stunning Strike, Exposing Strike, Block, Deflect, Equilibrium, Force Fortification, Force Perception, Visions, Ataru, Dark Side Adept
Feats Force Sensitive, WP (simple, lightsaber), AP (light), Weapon Focus (lightsaber), Strong in the Force, Skill Focus: Use the Force, Force Readiness, Rapid Strike, Weapon Finesse, Force Training (5)
Skills Use the Force +25, Initiative +20, Acrobatics +20, Deception +20, Knowledge (Galactic Lore) +19, Knowledge (Social Science) +19, Perception +15 (+25 Force Perception)
Force Powers (reroll [DS], take second) Dark Rage [DS], Farseeing, Force Grip, Force Lightning (3) [DS], Force Stun, Mind Trick, Move Object, Negate Energy (2), Rebuke (4), Surge (2), Saber Swarm (6) [opponents -5 to block with Ataru], Fluid Riposte (3), Vornskrs Ferocity [DS], Intercept (2), Fear [DS]
Force Techniques Improved Dark Rage, Force Point Recovery
Force Secrets Debilitating Power, Quicken Power, Multi-target Power, Distant Power

Possessions Red lightsaber with Sigil crystal (+2 damage), Access to vast library of Sith knowledge and artifacts

NOTES
He's primarily a lightsaber master with strong force power abilities thrown in too.
His primary tactic is to use Saber Swarm to get two attacks - and use Stunning Strike, Exposing Strike and Dastardly Strike to drop someone down -5 on the Condition Track doing so.  Saber Swarm instead of Double Attack allows him to be much more mobile.
He has Force Readiness and Strong in the Force so he can boost his defensive reactive force powers and talents to keep himself safe if needed, as well as Fluid Riposte for defensive power and the chance to knock them another -2 or -3 on the Condition Track.

And here's his 36 page backstory... (just kidding).
« Last Edit: July 30, 2014, 05:05:01 pm by Jedi Ronin »

The Dark Side is Strong

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #8 on: July 30, 2014, 04:12:57 pm »
I'm gonna submit this here cause...well why not.  And I made this stats for a reason a whole lot less valueable and exciting as a contest!!  So here goes;


Ancient Twi’lek Dark Jedi   CL 20
Medium Venerable Twi’lek Dark Side Spirit Jedi 3/Soldier 3/Noble 1/Jedi Knight 5/Jedi Master 5/Force Adept 3 (host; Adult Twi’lek Soldier 20)    
Destiny 4; Force Points 16; Dark Side 26
Init +21; Senses Perception +22, low-light vision
Languages Ancient Sith, Basic, Coruscant Ebonics, Huttese, Nar Shaddaa Ebonics, Pirate Slang, Ryl
Defenses Ref 39 (flat-footed 33), Fort 41, Will 40; Block, Deflect, Shii-Cho, Soresu
hp 250; Threshold 41; immune fear
Speed 6 squares
Melee unarmed +24 (1d4+18); stunning strike or
Melee lightsaber +29 (3d8+29); stunning strike or
Base Atk +18; Grp +24
Special Actions: Bando Gora Surge +25, Channel Vitality, Equilibrium, Force Harmony, Forceful Warrior, Serenity, Transfer Essence
Force Powers Known (Use the Force +31): dark rage, Force grip (5), Force lightning (5), Force shield (9), hawk-bat swoop (3), mind trick, move object (9), rebuke (9), pushing slash (3), saber swarm (3), shatterpoint (5), surge (9), tempered aggression (9)
Force Techniques Force Point Recovery, Improved Dark Rage, Improved Shatterpoint
Force Secrets Debilitating Power, Devastating Power, Multitarget Power, Quicken Power
Abilities (38 point buy at 1st level) Strength 20* (+5), Dexterity 22* (+6), Constitution 22* (+6), Intelligence 16 (+3), Wisdom 26** (+8), Charisma 32 (+11)
Talents Bando Gora Surge, Block, Channel Vitality, Deflect, Equilibrium, Force Harmony, Forceful Warrior, Melee Smash, Noble Fencing Style, Shii-Cho, Soresu, Stunning Strike, Transfer Essence
Feats Armor Proficiency (light), Force Sensitivity, Force Training (6), Jedi Heritage, Linguist, Rapid Reaction, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +21, Deception +24, Initiative +21, Perception +22, Persuasion +24, Use the Force +31
Possessions self-built empowered lightsaber (krayt dragon pearl, superior damage), Sith Amulet, Sith Talisman, utility belt with encrypted holo comlink, black robes
*A Dark Side Spirit uses it’s host’s Strength, Dexterity, and Constitution scores.  Twi’lek Host (at Level 1 Abilities: Str 18, Dex 18, Con 18, Int 8, Wis 6, Cha 10/Twi’lek Host at Level 20 Str 20, Dex 22, Con 22
**Destruction Destiny Completed; +2 destiny increase to Wisdom



I've edited my build.  I promise this is my final entry and the last time I am going to edit my post, unless I have made any errors then please point them out and I will fix them.  I do believe this guy is as powerful as they get. 

One could say, I've "added a layer of cheese", "cheez'd up", "oh cheezus", "cheezilla's stats", etc...
« Last Edit: July 31, 2014, 01:39:27 am by The Dark Side is Strong »
Better to walk with friends in the Darkness, than to be alone in the Light.

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #9 on: July 30, 2014, 06:31:20 pm »
So yeah... that thing cant be killed, but I will find a way to build a Jedi that can some way..... Well Played Dark Side
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The Dark Side is Strong

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #10 on: July 30, 2014, 06:50:45 pm »
The insane min/maxing on him and a superior tech item should add at least +3 to his CL, possibly more.
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Jorundr Hrafnsson

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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #11 on: July 30, 2014, 09:28:26 pm »
So yeah... that thing cant be killed, but I will find a way to build a Jedi that can some way..... Well Played Dark Side

He's only unkillable if your GM rules that targets can use reactions while flat-footed.  I've seen it go both ways.

My vote is still going to the Jedi hunter.  I can't shake the aroma of twink on that sith build.  Personal preference.  No offense intended of course.
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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #12 on: July 30, 2014, 09:41:52 pm »
A bit early to vote bud lol, and as for twink, thats the point of this contest (at least this month); balls to the wall, best of the best
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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #13 on: July 30, 2014, 09:54:42 pm »
A bit early to vote bud lol, and as for twink, thats the point of this contest (at least this month); balls to the wall, best of the best

I get it.  Maybe cheese was a better word.  I'm just saying that overall I find the jedi hunter to be the more elegant build.  I find cheese distasteful.  As soon as I saw "venerable" in there I thought "Oh jeez, here we go..." Lol.    As I said, just personal preference.  It is no doubt a very strong build.
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Re: Ultimate Dream Build #11: The Grand Melee
« Reply #14 on: July 30, 2014, 10:19:22 pm »
I just made this for fun.  Sorry you don't like old twi'leks.  Or cheese.  But I love pizza, and that Sith Dark Jedi is an extra large three-cheese pizza!!
« Last Edit: July 30, 2014, 11:15:09 pm by The Dark Side is Strong »
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