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Messages - The Living Force

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1
The Senate / Re: Ask a simple question, get a simple answer
« on: August 20, 2017, 12:14:45 am »
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I highly question the validity of saying an object on a person is a "different target"  than the person himself.  Both are using the same REF Defense even if one has slightly different modifiers.  It's a little like saying that whatever you do to a target on the first attack changes it enough to make it a different target and thus subject to that second attack.

An enemy creature and a weapon its wielding would have different Reflex defences and one each has their own HP, so I made the assumption that they count as different targets.

Quote
When it comes to playing a Shard you should use the Stats and presented in the JATM.  This is to say the Shard's "shell" is always the same stats like all other species have the same stats even if the overall appearance of that shell may vary considerably.  Do NOT take those "Dream Builds" as 100% RAW or at least Rule As Intended especially when anything "droid" related is involved.

If a person wants to play a Shard they may be able to describe its appearance in any number of ways but the STAT modifiers should be the -2 DEX +2 WIS seen.  The Shard shell effectively acts just like the body of any other droid with the actual living part of the "droid" being the Shard instead of a Processor of some type.  You can run into all sorts of cheese if you want to say that a Shard can easily be moved from one host/shell to another that has better physical  just like a droid could possibly transfer itself into a new shell of different model or even degree (SECR).

Yeah, it seemed suspect that a Shard could do that sort of thing, especially since I couldn't find any examples in the books (as cool as an FLTCH-Shard would be...  :-[). That all makes sense. Would a Shard's droid body or components be customisable via Tech Specialist?

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The Senate / Re: Ask a simple question, get a simple answer
« on: August 19, 2017, 10:43:32 pm »
I have a whole lot of questions about Iron Knights and Shards.

Builds I've seen for Iron Knights, such as this one, have the Droid Shell's str and dex used instead of the Shard itself. Where in the rulebooks is this explicitly stated? 

Since Shard's have a con score but droids do not, how does this affect a Shard when it required to make a con check, such as making an Endurance check?

When a Shard levels up, does their Droid shell gain HP, or does only the Shard? When a Shard in a Droid Shell is attacked, is HP taken off the Droid Shell or the Shard itself? Would a player using a Shard in a Droid Shell have to keep track of the stats for both the Shard and the Body as if they were two creatures?

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The Senate / Re: Ask a simple question, get a simple answer
« on: August 19, 2017, 10:43:05 pm »
Does SAGA provide an option to specifically attack and destroy an armour that's being worn by a character?


Quote
Rules on Attacking an Object (Core Rulebook pg151-152)
An unattended object has a Reflex Defence of 5+ its size modifier. An unattended moving object has 10+, and an object being held by someone has a reflex defence of 10 + its size modifier + the reflex defence of its holder (not including armour bonuses if any).

If an object has its HP reduced to 0, it is disabled. If its HP is reduced to 0 and the same attack exceeded its Damage Threshold it is destroyed. If an attack exceeds its Damage Threshold, it is moved -1 steps down the condition track; if moved -5 steps, it is disabled.

For example, an opponent’s Lightsaber (a tiny object) has a Reflex Defence of 12 + the reflex defence of its wielder. It has DR 5, 10 HP and a damage threshold of 15.


I'm working on a build using the Twin Weapon Style Talents, which grant an extra attack without a Dual Weapon Fighting penalty to Dual Lightsabers or a Saberstaff, but they must be against different targets. To take advantage of this, when in single combat, the extra attack is always used on their weapon in an effort to disarm them.

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The Arena / Re: Leaders of the Galaxy #1: Warlords and Generals
« on: February 06, 2017, 11:45:54 pm »
Good to see that Krome is making a splash. I really enjoy these comps and I've always meant to take part in one. That said, my votes are to Hiemsaurae, Darthsbane and Daonos, Revolutionary Leader.

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Star Wars Saga Edition General / Re: Return of the Stat Rolls
« on: January 14, 2017, 06:19:00 pm »
Once in pathfinder i had something like 10, 11, 13, 9, 10, 8, whereas nobody else had negatives and everybody else had at least 1 14. The DM made me reroll the character out of pity.  :D

Thats the reason I prefer point buy.

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

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

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

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

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

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

Thanks.

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

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

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The Arena / Re: Leaders of the Galaxy #1: Warlords and Generals
« on: January 05, 2017, 06:22:15 am »
Krome, Droid Warlord



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

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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

Benefits Score 30 +
Droid Bodyguard
You have Droid Bodyguard. This is a minion that takes heroic levels, but this can’t exceed half of your heroic level, as if you have taken the Attract Superior Minion Talent.

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The Arena / Re: Leaders of the Galaxy #1: Warlords and Generals
« on: January 04, 2017, 07:11:39 pm »
This is awkward, my first build is also a Duros Admiral...   :D


Admiral Baron Cedric Conlar



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

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

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

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

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

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

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

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


Potential plot hooks could be
The party are crew on his ship, or are Starfighter pilots who are in his squadron
The party are transported to a Warzone by Conlar's ships
The party in a Sith Campaign might have to brave his ship's defences and board it to steal a valuable prize, or even assassinate the Baron

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Star Wars Saga Edition General / Re: Newbie Build Help
« on: November 15, 2016, 07:14:47 pm »
Okay so at 6th level, as a Chiss, you want; str 11, dex 15, con 11, int 12, wis 16, cha 17

Chiss get +2 int.
You're playing a Jedi, so Wisdom and Charisma are important in getting you force powers and good use the force rolls.

At 6th Level, you should be (with Scout)
Spoiler (hover to show)

At 6th Level, you should be (with Noble instead)
Spoiler (hover to show)


At 8th level, increase dex and wis, and and 12th level increase wis and cha. so at 12th level you have;
str 11, dex 16, con 11, int 14, wis 18, cha 18


For both builds, this is a rough idea of progression;
7th- Jedi 6; get any feat you want for the Noble version, get Weapon Finesse for the Scout version
8th- Jedi 7; get any talent you want for the Noble version, get Weapon Specialisation for the Scout Version. +1 dex, +1 wis
9th - 12th- Jedi Knight 1-4; get 2 more Force Trainings, and the Talents Ataru and Insight of the Force. Ataru lets you use Dex for damage, and Insight of the Force lets you use Use the Force for all Knowledge Skills. You also get 2 Force Techniques of your choice. +1 wis, +1 cha

Note; by the time you get Ataru, you can give up the Long-Handled Lightsaber; 2d8 + 6 is better than 2d10 +3.

For this kind of build, loads of Force Powers are crucial. By 12th level, you'd have 16 of them.

When most people make Force Wizard characters, they usually aren't this combat focused, but this is a nice balance I think.

Obviously this isn't the only way to make a build like this, but this is how I'd do it.

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The Senate / Re: Ask a simple question, get a simple answer
« on: October 01, 2016, 10:48:49 pm »
What would be good talents and feats to use if I'm playing as a Beast Rider?

Charm Beast, Command Beast, Soothing Presence and Bonded Mount are Force Talents and Force Adept Talents

Expert Rider, Terrain Guidance and Battle Mount from Scout are very good too, as are Seducer and Outsider's Query from Scoundrel, but I don't think a good build would have room for ALL of these talents. Which don't make the cut?

Stuff like Powerful Charge is an obvious feat to invest in, but are Mounted Combat, Momentum Strike and Mounted Defence just as valuable??

PS

If my Beast Rider is riding on a flying creature, do I use the Pilot or Ride skill?



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The Senate / Re: Ask a simple question, get a simple answer
« on: May 22, 2016, 12:32:22 am »
Its the same when having computer problems as well.  ::)

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The Senate / Re: Ask a simple question, get a simple answer
« on: May 21, 2016, 07:58:53 pm »
I'm having two of my players argue with one another over a character.

Player A has a Ryn Duellist, Noble 5, and has a pretty cheesy combo going on.
Spoiler (hover to show)

Are these two fighting each other and that is what all of this dispute is about?

Now often times I'll look at situations similar to this and say that ability X has something that is very close to ability Y and maybe even mentions it but isn't actually have you doing Y.  There are other times when Z triggers when Y is done and Y is a pretty specific thing.  The funny thing here is that when I read Leading Feint I see it allowing you to perform a Feint as a swift action instead of its normal standard action but it is still clearly making use of the Feint.  This means that Unreadable WILL apply to it as well.  That is a pretty nasty combo although it is tree talents in and I believe is always going to take Noble 5 to acquire.

Where there may be an issue is if that Ryn is being allowed to reroll his Deception checks to Feint. THAT SHOULD NOT BE HAPPENING!  The Ryn does get to reroll and take the better with Deception but ONLY in a very limited use - conveying Deceptive Information while imitating Sounds or noises.  They can also use Deception to Create a Diversion to Hide more easily (swift instead of standard) but the Ryn gets no bonus of any kind to Feint in combat besides that provided by its +2 CHA modifier.

Note that it take a melee attack to get Leading Feint to work so to avoid it either make sure you don't get hit by a melee attack or make sure your Initiative is high enough to stop the feint.


Leading Feint + Unreadable allows the following:  If attack hits and causes damage then Leading Feint will trigger.  Character can now spend swift action to attempt a Feint which is essentially Deception vs. target's Initiative.  If win (tie goes to target) target is flat-footed against you until the end of your NEXT turn (due to Unreadable) AND you can designate one ally with 12 squares to treat its first attack against the target as flat-footed provided it is made BEFORE the start of your next turn.  When the character's next turn comes up the target is still treated as flat-footed which makes it vulnerable to a full attack but also lets the character simply make an attack and try doing this all over again to keep it going.

Being a Ryn doesn't alter any of that one bit.  Allowing two chances at Deception to set that feint DC and taking the better is an error that certainly would make the combo far more powerful.

Ah, I hadn't noticed the Ryn deception reroll only applying to using its beak for deceptive information.

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The Senate / Re: Ask a simple question, get a simple answer
« on: May 21, 2016, 04:52:13 am »
I'm having two of my players argue with one another over a character.

Player A has a Ryn Duellist, Noble 5, and has a pretty cheesy combo going on.

He has Leading Feint
(K pg26) Whenever you successfully damage an opponent with a melee attack, you can make a Deception check to feint against that target as a swift action. If successful, you designate an ally within 12 squares; your target is treated as flat-footed against the first attack that ally makes against your target before the beginning of your next turn

and Unreadable
(S&V pg14) You gain a +5 bonus to your Will Defense against skill checks made to read your emotions and influence your attitude. In addition, whenever you successfully feint a target in combat, that target is flat-footed against all your attacks until the end of your next turn.


Basically, he can attack and damage a target, and leave it open for multiple attacks on a flat-footed opponent, more than Rules As Intended. Ryns get a Charisma boost and can reroll Deception Checks and keep the better result, so even at 5th Level this is causing some problems. Unreadable says that it clearly applies to all Feints, but Leading Feint isn't a normal Feint, which Player B argues means that it shouldn't count as a Feint for Unreadable. What do you think?

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The Senate / Re: Gun club build help
« on: May 20, 2016, 02:47:34 am »
Something I considered is to turn a Lightfoil into a bayonet using the bayonet Ring upgrade from Scum and Villainy. This also increases the damage from 2d8 to 2d10. Having a 2d10 Lightsaber and a 1d6 club with no two weapon fighting penalties is pretty rad, and with Jedi levels opens up a potential new direction for your character to take. The major problem is trying to picture a Jedi with a Lightsaber Bayonet duelling with it.

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