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Messages - Anazider

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1
The Senate / Re: Anazider's creations
« on: July 04, 2016, 02:24:28 pm »
So the idea here is that House Xin'dan (a Falleen noble house in my game, but really this would work for any rich/crime lord sort), has a floating palace that also acts as a small shipyard. While it has six Vornskr Advanced Interceptors as its main starfighter threat, the other starfighters and transports would be XTU customs or collector models, and they would all be flown by former Clone Wars vets as part of Lord Nirraj's personal guard. I basically took the Arkanian Legacy in the KotOR web enhancement and tinkered with it a bit.


Verdant Dawn      CL 17
Eminence-class Star Yacht
Colossal (cruiser) capital ship
Initiative -2 Senses Perception +6

Defenses Reflex 16 (flat-footed 14); Fort 40; +14 Armor, Vehicular Combat
Hp 1500; DR 20; SR 125 Threshold 240

Speed Fly 3 squares (1,300 km/h)
Ranged 4 double turbolaser batteries* +12 (see below) and
Ranged 5 point-defense laser cannon batteries, +12 (see below) and
Ranged 2 tractor beam batteries, +12 (see below)
Fighting Space 2x2 (starship scale); Cover total
Base Atk +2; Grp +34
Atk Options autofire (double turbolaser batteries, point-defense laser cannon batteries)

Abilities Str 90, Dex 14, Con --, Int 18
Skills Initiative -2, Mechanics +6, Perception +6, Pilot -2, Use Computer +6

Crew 1,762 (Skilled); Passengers 60,000 (retainers, customers, and household guard)
Cargo 10,000 tons; Consumables 2 years; Carried Craft 6 Vornskr Advanced Interceptors, 18 Huge or Gargantuan starfighters, 10 Colossal craft; various research, transport, passenger, and visitor craft in near-constant transit
 Hyperdrive x1 (backup x8); advanced navicomputer
Availability Unique; Cost not available for sale

Heavy laser cannons (4 gunners)
Attack +12 (-8 against targets smaller than Colossal); Damage 4d10x5

Point-defense laser cannon battery (5 gunners)
Attack +14; Damage 5d10x2

Tractor beam battery (3 gunners)
Attack +10 (-10 against targets smaller than Colossal); Damage (grapple +34)


The Verdant Dawn serves as mobile headquarters, design studio, research facility, and spacedock for Xin’dan Transports Unlimited, as well as a flying storehouse for many of House Xin’dan’s greatest treasures. XTU’s wealthiest clients can pay for the Verdant Dawn to fly to a system of their choosing, whereby the client is invited onboard to select from vast array of custom ship components. The clients are then catered to personally by House Xin’dan’s servants while their custom starship is made to order.

Aside from being a massive reminder of House Xin’dan’s wealth and power, the Verdant Dawn ably serves as a mobile spacedock.  The Verdant Dawn has onboard facilities capable of repairing, modifying, and manufacturing dozens of vehicles up to Colossal in size, and can also offer these services to a single Colossal (frigate)-sized ship at a time. If docked with a Colossal (frigate)-sized ship, the Verdant Dawn cannot enter hyperspace without suffering collision damage (Core Rulebook p. 173).

The Verdant Dawn was also the first cruiser to be equipped with the Overwatch Command Center. The Overwatch Command Center is a state of the art battle management platform that increases coordination between allied forces, vastly improving their combat capabilities.  The fact that Lord Nirraj of House Xin’dan is allowed to keep so heavily armed a civilian vessel like the Verdant Dawn is a testament to the falleen nobleman’s favor with the Emperor.

Tactical Fire - The Verdant Dawn is equipped with an Overwatch C2BMC Command Center, and excels at coordinating starfighter support craft. As a standard action, the Verdant Dawn can forgo all attacks to coordinate all starfighter operations in a 2-square radius. Allied starships of Gargantuan size and smaller gain +1 on attack rolls and reflex defense, as well as +2 to Pilot checks to initiate dogfights while in the affected area. Any starship equipped with the Overwatch Protocol has their effective bonuses doubled while in the affected area. Any system that jams communications (S&V p. 57), also cancels the bonuses gained from the Overwatch C2BMC Command Center.

2
The Senate / Re: Anazider's creations
« on: June 06, 2016, 06:21:14 pm »
That 7 EP was to reflect how many were available after making the changes.  It certainly was NOT intended to gain an additional 7 EP.  Something to keep in mind about "stock" ships is that they don't gain company bonuses otherwise you're just throwing out whatever numbers you want.  I guess I'd also point out that my price is BEFORE I consider what the Prototype template should add; I see it lists a price of 50k to remove the prototype template although here I maximized the benefit while selecting reasonable reductions.  The munchkin would have reduced things like crew, passengers, or cargo but I'm not going to do that.  The Advanced Template is even more crazy than the Prototype template except it happens to lack the speed increase.

For my racing purposes the limited consumables and prototype maintenance requirement are meant to force some kind of "pit stop" into the racing instead of just having something that could easily start and finish.

The "variations" I speak of would be the racer without the prototype applications and then I'd look at doing them without the Starship Designer stuff and possibly even moving down to a light fighter variation.

When it comes to custom starships I'll often look at other codex ships and use those as my "stock" for other creations.  That can run into those broken codex designs (Marauder class-corvette for example) but can give you more freedom.  My "submarine" starship design is based largely on the Corellian Gunship.

Besides the price what kills this ship to me is actually the limited consumables.  There's this superpowerful fighter here with a fast hyperdrive yet it can't do much more than go out for a spin before in needs to come back in.  Unless it is a fighter to deploy into combat or a planetary scale commercial vessel I generally like at least 5 days of consumables.  The "custom" starfighters I've designed for important NPCs have been based around the Y-Wing Longprobe and StarViper granted the StarViper is a bit tough to start with.  I have nerfed the codex Defender; I may like a strong fighter but not the X-Wing/TIE Fighter level Defender but more like the Defender as it showed up in some later games.

Ah, well the consumables issue is easily solved by attaching a drop pod to the hardpoints. It boosts the consumables by a week, much like the booster ring does for the Aethersprite. This particular variant mostly provides escort for a cruiser that I will post later on.

3
The Senate / Re: Anazider's creations
« on: June 06, 2016, 05:21:10 pm »
Not sure if you want comments or not but since you posted it I'll assume you are curious what people think.

And my thought is that this is NUTS.  While you can give a ship any stats a GM is crazy enough to allow don't even bother trying to justify certain things. 

Spoiler (hover to show)
Taken together this means I believe you have this under priced although when you get to this point one needs to wonder why list prices at all.

This is also overlooking that "overwatch protocol" which I believe is excessive and may also be highly confusing with your listed squadron reference.  A "squadron" as referenced by pg 17 of the SotG is only formed when you have a character utilizing those Squadron Leader talents.  That should put a very skilled pilot in charge of the group already although when I hear "squadron" I think far more about the Fighter Groups located on pg 31.

Good comments StevenO! I actually used your racing starfighter as the base and added on from there.:

Premium racing starship:
Huge Starfighter
INIT + x; Senses Perception +x
Defenses, Ref 20 (flat-footed 9), Fort 25; +1 Armor, Vehicular Combat
hp 100; DR 10; SR 15; Threshold 33
Speed: fly 20 squares (max velocity 1750 kh/h), fly 10 squares (starship scale), SLAM
Fighting Space:  3x3 or 1 square (starship scale); Cover: total
Base Atk + ; Grp +25+BAB
Abilities:  STR 40, DEX 32, INT 16
Skills:
Crew: 1
Cargo 25 kg; Consumables 1 day
Cost 250,800 credits pre-Prototype Template (+2 speed increases for -2 armor/-10% hp)

Other systems include IFF, custom cockpit ejection system, Personalized Pilot Controls (S&V) and that SLAM drive.
Spoiler (hover to show)
This was intended as a top end racer with some slower, and significantly cheaper, variations as well.  I had come up with a number of support ships (race trailers) but don't have those stats handy.
[/quote]


Now in those stats, if you meant that the Interceptor starts with 7 rather than gains 7, I'll just have to retool things a bit, or I could just go with my custom starship company gives a base 5 EP, much like CEC. And you are correct that the "Fighter Group" rules tend to be the standard for mass ship combat, and may be what you think of when it comes to a squadron, but I wanted to limit the number of these that may be in the field at any time to somewhere around 6. These were an upper level challenge, somewhere on the order of a TIE Defender, but before the TIE Defender existed, and like that starfighter I imagined them being used in limited quantity in a game. The price was more a holdover for story purposes, this version should be "not sold", and the lesser quality versions are less expensive. As well, these are the "hot-rod" versions that were used by a BBEG, the regular version removes the Advanced template, jammers, and sensor baffling, essentially making the fighter a nicer Aethersprite. I appreciate the commentary though, I'll look over it some more.

4
The Senate / Re: Anazider's creations
« on: June 06, 2016, 03:52:52 pm »
Overwatch C2BMC Command Center
Emplacement Points 5; Size Restriction Colossal (frigate) or larger
Availability Military; Cost 10,000 (multiplied by cost modifier)

To compliment the Zero-series astromech droid's Overwatch Protocol, Xin'dan Transports unlimited developed engineered a specialized command center for command, control, battle management and communication operations for command starships. Any starship with this accessory installed gains the following capability:

Tactical Fire - The <insert name/class of ship> is equipped with an Overwatch C2BMC Command Center, and excels at coordinating starfighter support craft. As a standard action, the <insert name/class of ship> can forgo all attacks to coordinate all starfighter operations in a 2-square radius. Allied starships of Gargantuan size and smaller gain +1 on attack rolls and reflex defense, as well as +2 to Pilot checks to initiate dogfights while in the affected area. Any starship equipped with the Overwatch Protocol has their effective bonuses doubled while in the affected area. Any system that jams communications (S&V p. 57), also cancels the bonuses gained from the Overwatch C2BMC Command Center.

5
The Senate / 0S-CR "Oscar"
« on: June 06, 2016, 03:34:13 pm »
Here's an example of one of the Zero-series droids. I haven't found a good picture for it, but I am open to suggestions.

0D-E3 ("Odee")
Industrial Automatons Zero-Series Astromech Droid      CL 0
Small male personality 2nd degree droid nonheroic 3
Init +4; Senses Perception +10;  low-light vision
Languages Basic (understand only), Binary, 4 unassigned (understand only)
--------------------------------------------------------------
Defenses Ref 14 (flat footed 11), Fort 8, Will 12;
hp 10; Threshold 8
Immune droid traits
--------------------------------------------------------------
Speed 6 squares (hover), 9 squares (fly : limited)
Melee electroshock probe +0 (1d8-2 ion)
Ranged laser welder +5 (3d6)
Base Atk +2; Grp +0
--------------------------------------------------------------
Abilities Str 7, Dex 16, Con -, Int 18, Wis 14, Cha 6
Special Qualities droid traits, overwatch protocol
Feats Skill Focus (Knowledge [Tactics], Mechanics, Use Computers), Toughness, Weapon Proficiency (Simple)
Trained Skills Knowledge (Tactics) +15, Knowledge (Technology) +10, Mechanics +15, Perception +10, Pilot +9, Use Computer +15 (+17 to access information)
Systems heuristic processor, hovering locomotion, flying locomotion (limited), 2 claw appendages, 6 tool appendages, diagnostics package, improved sensor package, internal comlink, internal storage (2 kg), scomp link, sensor booster
Accessories astrogation buffer (storage device, 10 memory units), circular saw, electroshock probe, fire extinguisher, holoprojector, holorecorder, laser welder
Availability Military/Licensed; Cost 10,650 credits
--------------------------------------------------------------
Overwatch Protocol - When two or more starfighters equipped with Zero-series astromechs form a squadron (SotG p. 17), each starfighter gains a +1 bonus on attack rolls. When four or more starfighters equipped with Zero-series astromechs form a squadron, each starfighter gains a +1 bonus to reflex defense, in addition to the previous benefit. When six or more starfighters equipped with Zero-series astromechs form a squadron, each starfighter gains a +2 bonus to the Pilot skill for the purpose of initiating a dogfight, in addition to all previous benefits. No more than six starfighters equipped with Zero-series astromechs may form a squadron due to the incredible amount of information that is passed between each astromech, and any system that jams communications (S&V p. 57), also cancels the bonuses gained from the Zero-series astromech’s Overwatch Protocol.


6
The Senate / Anazider's creations
« on: June 06, 2016, 03:28:32 pm »
I've lurked here off and on for a while and I wanted to post some of my creations for perusal. Some of them have flavor text specific to games/characters I've run, and I'm sure that it can be modified or omitted as desired.



Vornskr-class Advanced Interceptor      CL 13
Huge starfighter
Initiative +18 Senses Perception +8
-------------------------------------------------------------------------
Defenses Reflex 22 (flat-footed 11); Fort 25; +3 Armor;
Hp 110; DR 10; SR20 Threshold 35
-------------------------------------------------------------------------
Speed Fly 16 squares (1,300 km/h); Fly 6 squares (starship scale)
Ranged heavy laser cannons +11 (see below) or
Ranged ordnance hardpoint +11 (see below)
Fighting Space 3x3 or 1 square (starship scale); Cover total
Base Atk +5; Grp +25
Atk Options autofire (heavy laser cannons)
Special Actions jamming suite
Abilities Str 40, Dex 32, Con --, Int 18
SkillsInitiative +17, Mechanics +8, Perception +8, Pilot +18, Use Computer +8
-------------------------------------------------------------------------
Crew1 plus astromech (Expert); Passengers none
Cargo25 kg;Consumables1 day;Carried Craftnone
Payload variable (4 concussion missiles standard)
Hyperdrivex1, 10-jump memory (astromech droid)
AvailabilityMilitary/Restricted; Cost600,000 (240,000 used)

Heavy laser cannons(Pilot)
Attack+11 (+6 autofire);Damage9d10x2
----------------------------------------------------
Ordnance Hardpoint (Pilot)
Attack+11;Damage varies by weapon

At the height of the Clone War, the Republic handed out dozens of exceedingly-lucrative contracts for the production of starfighters for its war effort. Ever the enterprising firm, Xin’dan Transports Unlimited re-engineers one of its racing starfighters for use in combat, and then loads it with the latest and greatest in advanced military technology. That effort produces the Vornskr-class Advanced Interceptor, which, although deemed too expensive even for the Republic warmachine, still found a home in the personal fleets of several wealthy politicians and the system fleets of multiple Republic systems. As well, the Vornskr found its way into the hands of wealthy civilians, crime lords, and the occasional bounty hunter, but with the advent of the New Order sales of the Vornskr are closely monitored, although House Xin’dan’s favor with the Emperor allows XTU to sell to a more selective clientele.

 Although filled to the brim with cutting edge technology, the most impressive feature of the Vornskr interceptor is the floating astromech droid that accompanies it. The Zero-series astromech is a joint venture between Industrial Automaton and Xin’dan Transports Unlimited to create an astromech that not only aids the pilot in regulating the fighter’s systems, but also improves the pilot’s combat performance and coordination with allied starships. Known as the Overwatch Protocol, when two or more starfighters equipped with Zero-series astromechs form a squadron (SotG p. 17), each starfighter gains a +1 bonus on attack rolls. When four or more starfighters equipped with Zero-series astromechs form a squadron, each starfighter gains a +1 bonus to reflex defense, in addition to the previous benefit. When six or more starfighters equipped with Zero-series astromechs form a squadron, each starfighter gains a +2 bonus to the Pilot skill for the purpose of initiating a dogfight, in addition to all previous benefits. No more than six starfighters equipped with Zero-series astromechs may form a squadron due to the incredible amount of information that is passed between each astromech, and any system that jams communications (S&V p. 57), also cancels the bonuses gained from the Zero-series astromech’s Overwatch Protocol.

The stats listed here are for those Vornskr interceptors that serve in Lord Xin’dan’s personal fleet, and those he deems worthy of selling them to. Standard production Vornskr-class interceptors remove the Advanced template, jamming suite, and sensor baffling. Adjust relevant stats accordingly.

Spoiler (hover to show)

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The Senate / Re: Star Wars Rebels: Gozanti Cruiser
« on: March 17, 2015, 09:33:14 pm »
What is wrong with the stats for the ship in SofG?

The Gozanti-class cruiser SotG is Colossal space transport, while the one in Rebels appears to be larger (wookiepedia says a length of roughly 42 meters for the former as opposed to 64 meters for the latter). The Rebels version carries 4 external-mounted TIE fighters, as well 2 external-mounted AT-DPs that look like they can be drop podded into battle. The Rebels version looks like it may have a higher troop/passenger capacity as well, but this could possibly be included in the original Gozanti's 12 passengers.

All of this seems to me like some adjusting may be in order, especially in terms of deck plans. I just wanted to see if anyone had taken a stab at it, or any of the other post-Legends ships for that matter, before I started tinkering. I apologize for disturbing you all again and will promptly go away.

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The Senate / Star Wars Rebels: Gozanti Cruiser
« on: March 06, 2015, 05:05:20 pm »
Has anyone statted up the new look Gozanti-class Cruisers from Star Wars: Rebels? Going by the info on Wookiepedia, it looks like it may have moved from Colossal (transport) to Colossal (frigate) in size. I was thinking of using the YZ-775 as a base and going from there, but I figured I'd ask to see if the folks that know best have already come up with something.

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The Holonet / Re: What Else Are You Playing?
« on: June 08, 2014, 06:36:12 pm »
Board games: Eclipse, Lords of Waterdeep (plus expansions), Eldritch Horror


Tabletop: None at the moment. :-(


PC/Computer: Wildstar and Child of Light. Before Wildstar came out I was all in on SWTOR, and I do return to it on occasion. Can't beat the storylines.

10
Sorry about how long that took, it's been a particularly busy work week for me and I didn't always have access to my old PDFs. But the prestige class is now fully posted!
 
As for addressing your comments:
 
-For my game set in the Legacy-era, I had a player who wanted to play a Force-using Mandalorian. We came up with a backstory where his clan was decimated in an ambush during the Vong War, leaving him one of only a handful of survivors. He survives due to being rescued by some Mysterious Stranger, who then puts him in stasis for some unknown future purpose. When he wakes up 135 years later, a series of events leads him to discover that he's the heir to this lost clan of Mandalorians that was purged during the KotOR era. The clan was purged due to rising rising bitterness within the Mandalorian people over constant defeats at the hands of Jedi, and long-reaching political manipulations by Mandalore the Ultimate and Cassus Fett.
I didn't include this additional background because I didn't feel it overly necessary to the presentation of the class, as well I wanted to try to generalize it enough so that if anyone else might want to use it, they could fit it into their games with very little tweaking. Likewise, the "Mandalorians =/= Jedi" thing is contradicted several times in the (now ex) EU canon, particularly in the Knights of the Old Republic comic books, which I took much inspiration from. There, there are multiple instances of Mandalorian Knights, including disillusioned former Jedi who switch to the Mandalorian's side as they believe their overall philosophy to be superior.
 
As well, I always found it somewhat hard to believe that a group of people made up of a hodge podge of 100s of different species would somehow be completely devoid of a genetic trait that randomly appears in just about every population across the galaxy. In addition to that, I found it even more difficult to believe that a people that prides themselves on being supreme warriors would completely cut themselves off from so great a tool as the Force. You don't overturn centuries of losing by completely hating the reason that you lose and then shunning it forever. :-P
 
Even given all of that, the background for my game and that character in particular accounts for the enmity between Mandalorians and Force users, and should provide reasonable (at least in my estimation) justification for the organization I've created here.
 
-I put in Knowledge (Tactics) to sort of help differentiate the class from the Jedi/Imperial Knight, but you are right that it is a skill tax and perhaps should be removed. I really, really like the idea of using the creation of personalized beskar'gam as a prequisite and would like to sub it in, as it is more fitting then the lightsaber/warsword creation. I would love to include the Jensaarai talent that improves personalized armor, although I'm slightly concerned about intruding on their schtick.
 
-I should allow access to the Mandalarian Warrior talent tree, although I didn't initially because the player had already built his character towards the Elite Trooper PrC and so already had some of the talents. I felt that giving it access to the Mandalorian Warrior talent tree might make it too good, and although it may not look like it I did have an eye towards some sort of balance. :-D
 
-To that end, since I never got to see the talents I created in play, I'm not quite sure how balanced they are. I think the idea of a Force-using Mandalorian being able to single-handedly sway the outcome of a battle is pretty keen, and I would like some commentary on them if anyone is inclined to do so.
 
NOTES: Like I said initially, StevenO's and Jarveiyan's inputs don't bother me. They're valid opinions, and as illslim2 said, it's my game and I make the final determinations. I will say though that the quickest way to kill off any gaming community is for people to play gatekeeper to creativity, and while that may have not been the intention, it certainly can and would be perceived that way. I very much appreciate the constructive commentary, illslim and sienn's in particular, and would enjoy more if anyone has any.

11
No need for the spoilers StevenO, I really do appreciate the commentary. You are spot on in some areas and a bit off base in others, but I will comment further once I'm home from work and able to finish the posting. :-D

12
Hello all!
Several years ago, I ran a Play-by-Post game in the Legacy-era where I had a Mandalorian player that was the heir to a long lost clan of Mandalorian force users. To that extent, I came up with a prestige class in the line of the Jedi Knight/Imperial Knight classes, called the Mando'ade Knight. Sadly, the game bogged down before the character was ever able to truly get into the prestige class, and so I was never able to playtest it.
 
To that extent, I wanted to submit the class here for critiques, comments, and suggestions. Note, that the prestige class was made with several of my general house rules in mind, those being that Armored Defense and Improved Armored defense are one talent (like the Imperial Knight talent, which I remove from that talent list), Battle Meditation and Improved Battle Meditation are one talent called Battle Meditation, and Block and Deflect are rolled into one talent called Defend. I'm sure that the class can be used for the rules as they are, but if not I would be happy to tweek as necessary. Also, please forgive my formatting, I'm trying to get the hang of these boards and I don't quite have it yet
 
Mando'ade Knight

 
"Su cuy'gar ad'ike aliit tal'din. Greeting's son of my blood. You look like you've been dragged through hell, and freshly wrung out."
-Arvendus Del-Fin, Warmaster of the Mando'ade Knights, and he who would be known as Mandalore the Arbiter.
 
For centuries the Mandalorian people prowled this galaxy, searching for glory and conquest, never meeting their equal in combat. It was not until Mandalore the Indomitable's defeat at the hands of  Ulic Qel-Droma that their expansion slowed, and in the subsequent alliance that was formed, the Mandalorian people made their first true encounter with those that had mastery of the power known as the Force. The Taung race that would become the ancestors of the Mandalorian people never had much attunement to the Force, while those amongst the Mando'ade that had some measure of aptitude were wilders, and made use of the power through instinct alone.
 
Ulic Qel-Droma gathered from amongst their ranks any that showed a sensitivity to the Force, and began to train them in secret as a weapon to use against his master, Exar Kun. Slowly their numbers grew, bolstered with each force-sensitive sentient adopted into the clans until at last they numbered nearly a full clan onto themselves. The Knights of the Mando'ade, as they came to be called, had a notion to form their own clan, to pass down their teachings and preserve their knowledge, and so they named themselves the Del-Fin after Xe'ren Del-Fin, who was the greatest amongst them. The Del-Fin clan spearheaded every charge into the most impossible of battles, and through their prowess and skill with the Force, managed to emerge victorious each time. With each new exploit, legends grew and their foes learned to fear the flash of their red, black, and grey armor and the hum of their lightsabers wherever they appeared.
 
 
Requirements
Base Attack Bonus: +7
Trained Skills: Use the Force, Knowledge (Tactics)
Feats: Force Sensitivity
Special: Must have built either your own lightsaber, or Mandalorian warsword
Example: Warmaster Arvendus Del-Fin, Wes Del-Fin, Antos "Demagol" Wyrick

Hit Points
At each level, Mandalorian Knights gain 1d10 hit points + their Constitution modifier.

Force Points
Mandalorian Knights gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gaina  new level in this class.

Defense Bonuses
At 1st level, you gain a +4 bonus to your Fortitude and a +2 bonus your Will Defense

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be from the Duelist (SECR p. 218), Armor Speciliast (SECR p. 51), Jedi Battlemaster (KotOR p. 39), or Master of Conflict talent trees. You must meet the preqrequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Force Technique
You have learned improved techniques to attune yourself to the Force. At every even-numbered level (2nd, 4th, 6th, and so on), you gain one Force Technique that, once selected, cannot be changed.

Level    BAB    Class Features
1st    +1    Defense Bonuses, Talent
2nd    +2    Force Technique
3rd    +3    Talent
4th    +4    Force Technique
5th    +5    Talent
6th    +6    Force Technique
7th    +7    Talent
8th    +8    Force Technique
9th    +9    Talent
10th    +10    Force Technique


Master of Conflict Talent Tree

Turning the Tide
Once per encounter, a Mandalorian Knight may tap into the Force to change the momentum of a battle against his enemies. Make a Use the Force check, and compare it to the Will defense of all enemies affected by your Battle Meditation; if the result equals or exceeds the target's Will Defense, that target loses the use of their Swift action on their next turn. This is a mind-affecting effect.
Prerequisites: Battle Meditation

Battle God's Wrath
If you succesfully use the Turning the Tide talent (see above), your targets lose the use of their standard action instead of their swift action. May not be used in conjunction with Battle God's Favor. This is a mind-affecting effect.
Prerequisites: Battle Meditation, Turning the Tide

Battle God's Favor
If you succesfully use the Turning the Tide talent (see above), in addition to your targets losing their swift action, you may grant an additional swift action to a number of allies affected by your battle meditation equal to your Wisdom bonus. May not be used in conjunction with Battle God's Wrath. This is a mind-affecting effect.
Prerequisites: Battle Meditation, Turning the Tide

Buurenaar
Always the first into a fight, this fighting style exemplifies the overwhelming ferocity of a Mandalorian Knight in battle. At the end of a succesful charge attack, spend a Force Point to move your target -1 step on the condition track.

Kandosii
The Mandalorian Knight is an implacable defender. Once per round after damage is resolved for a failed Defend attempt, compare the Use the Force roll for the Defend attempt to the damage total; if the damage total is equaled or exceeded, the damage caused to the Mandalorian Knight is halved.
Prerequisites: Defend

13
So what would be considered canon now? The 6 movies and then everything that is going to be produced with Disney approval?
What about the Clone Wars animated series? (I reckon there was and old one and then the most recent one)
I believe the recent Clone Wars show is canon, but I don't know about the one that showed between the prequels. I would assume not, even though I think that was produced with Lucas's oversight/approval. I may be completely wrong on all accounts though.

14
Welcome aboard friend!

15
I feel a sad in my heart. :-(
And I just remembered that Darkhorse is losing the Star Wars license to Marvel, so there goes all the excellent Legacy and KotOR-era comics too. I now has a double said. :-( :-(

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