Author Topic: Stealth Ewok Build Assistance  (Read 725 times)

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Stealth Ewok Build Assistance
« on: June 20, 2020, 01:56:59 pm »
Mods, apologies if this is in the wrong area, I'm very new here and to SWSE in general. I'm trying to help a friend build an Ewok character (she's very adamant about this) who is amazing at Stealth. I've had a few thoughts on this, and would welcome any and all assitance. I'm perfectly fine with powergaming as any OP'edness she gets will be overshadowed by her lack of tactics or general game knowledge.

So far all I really have is the Ewok+Forest Stalker+Improved Stealth combo, and am eyeing the Pathfinder Create Cover Class Feature. But I really don't have any way to abuse this for her (again, the cheesier the better, she's a novice to games in general) and that would be the ultimate goal so that she can have fun while still making mistakes.

Thank you all in advance for your help!

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Re: Stealth Ewok Build Assistance
« Reply #1 on: June 20, 2020, 02:27:37 pm »
This isn't by any chance directly related to this is it? 
from r/SagaEdition


Think you see some of my and Mercs thoughts over there.

Now if you're looking for specific build advice my first piece of advice is almost always "show me what you've come up with" as that helps figure out what you're thinking is.

If you go Stealth the two "stealth" PrCs are Infiltrator (FUCG) and Vanguard (CWCG); Infiltrator could be especially nice as you can eventually share your Stealth ability with others.  Vanguard can make a nice complement to that is it's a full BAB class with +4 FORT and can provide access to Evasion without more Scout levels.

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Re: Stealth Ewok Build Assistance
« Reply #2 on: June 20, 2020, 03:39:26 pm »
Yep, that would be me. I had already posted 2 things on that board and I was a little worried that I'd overstay my welcome posting 3-4 topics in a week. Guess that backfired lol. So the DM and his gf (the player) listened to some suggestions I had, but did not go in the most...useful of directions with it. Here is what they have (apologies if the math on anything is wrong, I've gotta go run some errands and I'm putting this together on a clock). The build is below. She has expressed interest in moving on to Pathfinder for the Create Cover Class Feature. I'm just worried because she has never played a Stealth character (and neither have I so I'm very limited in my usefulness here) and the other players are not the kind to step up and offer her any assistance even though she's new.

ASHA
Small Ewok Scout 2
Destiny N/A; DP 2; Force 6
Init+11; Senses Perception+8
Languages Basic, Huttese, (Undecided), (Undecided)
-----
Defenses Fort+16, Ref+20 (FFooted+15), Will+14
HP 38; Threshold 16
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Speed 6 squares
Melee Dynamic Hammer+1 (2d8+1
Ranged Bow+6 (1d6+1)
BAB+1; Grapple+1
Atk Options N/A
Special Actions Second Wind (1 per day; 16 HP; one Second Wind per encounter)
-----
Abilities Str 10 (0), Dex 20 (5), Con 16 (3), Int 15 (2), Wis 14 (2), Cha 10 (0)
Special Qualities Scent, Sneaky
Talents Improved Stealth
Feats Forest Stalker, Shake It Off, Skill Focus (Stealth), WP (Simple)
Skills Climb+6, Endurance+9, Initiative+11, Perception+8, Piloting+11, Stealth+11, Survival+8
Possessions (Undecided)

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Re: Stealth Ewok Build Assistance
« Reply #3 on: June 20, 2020, 04:32:09 pm »
First of all, those stats a bit nuts! Looks like Point Buy 48, but I would guess that you rolled those stats. Use Point Buy to get characters with stats on a more normal level. But, I guess that's up to you.

What is a Dynamic Hammer??? Is it a tool? With 2d8 damage it is a lot more powerful than I would expect, at least for a Simple Weapon.

Having fun while making mistakes is not something that require a specific build, high stats or powerful weapons. Granted, 2d8 is not that powerful, but that depends a bit on how heavy it is. But a Small character could use a medium weapon in 2 hands, no bigger.

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Re: Stealth Ewok Build Assistance
« Reply #4 on: June 20, 2020, 05:37:32 pm »
This is my compulsory THOSE STATS ARE NUTS bit I give all to frequently.  Accounting for Ewok I see 12,18,16,15,14,10 which equates to point buy with 46 when the expected value is 28; I'd value those stats at as a +2 level adjustment so I'd be treating it as a 3rd-level character when it comes to the XP needed to advance and what challenges I throw at it.  Take a -2 off of EACH of those stats and you've got an expected character.  All god stats do is mess up various balancing mechanism in the game as you're so much stronger without pretending to be.  While stats can certainly go a long ways towards hiding various weaknesses they aren't going to change a "good" build all that much and here treating everything as 2 points less still works.  I will work as if these stats are at the 27 point level which I get taking -2 from everything listed; marked on thoughts.

I might say that when I'm looking for a "build" I'm generally thinking of a general plan out to say 10th-level as starting out things aren't always so clear.  With what you have here it seems Skill Focus (Stealth) is NOT included in the Stealth modifier which is going to be just sick:  Stealth +1 level, +5 trained, +5 Focus, +4* DEX modifier, +5 SIZE = +20!!  God forbid it add a Camouflage poncho (GaW 46) for a +5 equipment bonus on top of that.  How high is that you ask?  Well I've run a 13th level Jensarrai Scout whose Perception is only +16 (admittedly no room for Focus in that build but there is an equipment bonus on that) so with an expected roll of 15 from the Ewok this character wouldn't spot her.  Going back to what's presented here that melee weapon just looks "off" as a almost all SIMPLE weapons are a single die of damage.  I'll also mention it is missing the Skill Focus (Survival) it would get as a conditional species bonus feat for training Survival and that would also be another +5 to the Survival skill.

Going forward this character almost certainly takes another level in Scout and picks up an additional Camouflage talent which then means waiting for 8th-level to enter Vanguard(CW) or Infiltrator(FU) and I guess Pathfinder.  Now what to take with those other 4 levels in base classes?  There are just so many options although a potentially terrifying one would be to level in "mystic" (aka Jedi) to gain mysticism (Force Sensitivity) and focus on in a bit (train UtF by improving INT at 4th-level to an even amount) which can later (6th-level) open up a world of spiritual abilities (Force Powers gained by taking Force Training - Cloak may be overkill but it can be concealment when there is none and there would be room for multiple uses or another power that can help the character.  Another thing I enjoy is taking level in "warrior" (aka Soldier) with the focus most likely being on Commando talents.

Now to evaluate the PrC optons:
Pathfinder:  Create Cover can certainly be interesting but it a moving battle you may need a number of levels to keep it useful.  You only get to create 1 square/2 Pathfinder (class) level of cover per encounter.  The available talent trees are Awareness, Survivor, and Pathfinder: there are some nice support talents in the unique TT although what to take depends on the rest of the team.  It's 3/4 BAB, +4 FORT, and d10 HD.

Vanguard:  full BAB, d10, +4 FORT.  Here you've got the Surprise Attack ability which can give you a boost to those unaware of you/denied DEX but note that isn't nearly as easy as some believe because once you've been revealed (likely by attacking) they're aware of you; there are ways to keep this edge.  For talents you again can take Awareness and Survivor talent (no BAB loss this time!) and have it's unique talent tree.  I guess I usually use this class as a dip or for those "Scout" talents as I'm not sure which of the unique talents works best for the character.

Infiltrator:  3/4 BAB,d8 HD, +4 REF; This class lets you get more Camouflage talents or Spy talents (FU 28) plus it has two unique talent trees.  Now these talent trees have some good Stealth related talents in them; Infiltration might also be called "Stalking" as that is what it helps with.  Of the class abilities Unarmed Stun wouldn't do much good (not enough unarmed damage) but Lead Infiltrator can be amazing as you can have a number of allies (based on CHA but min 1) use YOUR Stealth roll.

Now I don't see this being a wonderful powerful combat build as fighting kind of ruins stealth.  If going for some combat skills I might look at Aiming and the CT movers from Bounty Hunter and or Gunslinger.  You could snip every other round and while you may not do a lot of damage if the hit moves the target down the CT is't been a good hit.
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Re: Stealth Ewok Build Assistance
« Reply #5 on: June 21, 2020, 12:20:33 am »
@ MERC_1
Well she rolled them with the DM (her husband), plus as I said earlier, she’s such a novice at these kinds of games, I don’t really care one way or the other. I really don’t think she has it in her to break the game even if she started with all 20’s.

From what I’ve been able to find, the Dynamic Hammer is from something called the Clone Wars Saga Edition Fan Sourcebook which seems to be a homebrew. It’s a Medium Simple Melee Weapon with a cost of 3,000cr (that I’m sure was waved for her), 2d8 Bludgeoning damage with a Weight of 6kg. I don’t personally use Homebrew stuff, but to each their own I guess.

That’s good to know, I totally forgot about her size vs the weapon size. I’ll have to relay that to her, thx!

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Re: Stealth Ewok Build Assistance
« Reply #6 on: June 21, 2020, 12:21:05 am »
@ StevenO
Lol yeah, but we started The Traitor’s Gambit the other day, and the first fight the way she was build at the time, she was completely useless. The second fight she was knocked out right off the bat. So again, I’m less concerned about the severely above average stats than I am finding a build that can help the group (only 3 of us playing).

I completely missed the Camouflage Poncho lol. And yeah, I see what you mean about the Feat, I’ll definitely add that back in.

Would you say that there’s a way to consistently cause someone to be Flat-Footed? If so would you recommend the Scout/Jedi/Vanguard or Infiltrator go for a sniper build, or would more of a CT build be more manageable? (Ty for all the help FYI!)

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Re: Stealth Ewok Build Assistance
« Reply #7 on: June 21, 2020, 05:52:08 am »
Not much time but it's a bit unusual seeing others call out stats.  I was typing my reply when Merc's came in so I didn't see his.

Now a small creature can use a medium sized weapon it just takes two hands.  It's homebrew and certainly breaks what is expected for simple weapons.
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Re: Stealth Ewok Build Assistance
« Reply #8 on: June 21, 2020, 07:07:16 pm »
Back with the Dynamic Hammer, I have some thoughts.

If the damage was 2d6 I would say that it was quite balanced. It would still do damage at the high end or top of Simple Weapons, but would not be broken. Now this may not be a big problem for this character, as the combat power is very low with a STR of 10.

What this little ball of fur need is better equipment. A camouflage poncho would be a good start, but may not be strictly needed.

When all you have is a hammer, everything is a nail! Hitting things may not be your best bet in most cases. Even though that hammer may well knock out some CL1 opponents.

The best Simple Weapons are actually Grenades!
A normal Frag is often a good start.
A Gas Grenade can be a terrifying weapon.
Concussion Grenades are possibly even worse!
But even Stun, Adhesive, Smoke can be great.

Now grenades cost money, but it can often be stolen from defeated troops.

When possible, the little buddy should get some kind of gas-mask, this may help with the effects of some grenades.

Being the groups healer may also be a good idea. If you can find some way to get around using a Med-pack it would be great, but I guess that would involve the force.

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Re: Stealth Ewok Build Assistance
« Reply #9 on: June 21, 2020, 07:48:57 pm »
If you're looking at tactics I might point to actual explosives (which are expensive and not always easy to obtain) as this character could likely Sneak right by any guards to plant the boom-booms and then sneak away before things go pop!

In any event what this character does has so many options especially with the stats lessening the weakness of any choice.  That "Jedi" suggestion I had is 50% better with WIS 14 vs WIS 12 as Force Training would give 3 powers instead of 2 and the additional +1 for a high CHA is like having two more class levels to use the skill.  I have a harder time seeing this character being a major source of damage but that doesn't mean damage can't be effective.  The Aim based CT killer only needs to land a point of damage from a pistol or rifle and can cause bit moves down the CT.

The Ghost Assailant talent (Camouflage) and Dastardly Strike (Misfortune - meaning Scoundrel or Bounty Hunter) can help with a character who can emerge from hiding, make a target flat-footed, then drop it down the CT when hitting for minimal damage.
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Re: Stealth Ewok Build Assistance
« Reply #10 on: June 22, 2020, 01:30:03 am »
There´s wilderness first aid feat (Unknown regions, p. 28) that lets you make Survival DC 20 at the start of the day, and you are considered as having medpacks for any treat injury rolls you make.