Keep in mind that when I'm using Non-heroic as a base I'm also using non-heroic stats
I mostly kept to their stats as in the book, with perhaps a few adjustments in whether they'd level up as a Nonheroic (+1 to one stat every 4 levels) or heroic (+1 to two stats every 4 levels). As well as keeping to gear and powers they have in the book, although I did boost Krayt's Force powers a bit and gave him all three Dual Weapon Mastery feats. Although I might have revised Vader's stats, I don't recall.
Darth Vader (CL 11) Non-heroic 10/ Jedi Knight 2/ SithApprentice 2/ SithLord 4 Destiny 4 max, Force Points 14 max, Dark Side 14 Defenses: REF 23 (Flat Footed 21), FORT 26, WILL 23 hp 140, Damage Threshold 26 Abilities: Strength 18, Dexterity 14, Constitution 17, Intelligence 14, Wisdom 14, Charisma 15 Melee Attack: Lightsaber +21 (2d8+14 damage) or +16/+16 or +11/+11/+11 Base Attk: +15, GRP: +12 Specials: Fearless, Temptation (Persuasion vs WILL) Feats: Armor Proficency (Light), Double Attack, Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Triple Attack, Vehicular Combat, Weapon Focus (Lightsaber) Weapon Proficency (Simple, Lightsaber) Talents: Armored Defense, Dark Side Adept, Power of the Dark Side, Lightsaber Specialization Force Techniques: Force Point Recovery, Improved Dark Rage Force Secrets: Distant Power, Maximize Power, Multitarget Power Force Powers:Farseeing, Force Disarm, Force Grip, Force Thrust, Move Object, Negate Energy Skills: Initiative +16, Pilot +16, Use the Force +17 Possessions: Lightsaber (self built), Custom armor (+8 ref, +2 fort), TIE Advanced
Still working in Palpatine, but he is looking to be a Nonheroic 12, Sith Apprentice 3, Sith Lord 5 (CL 12)
Darth Talon (CL 6) Medium Twi'lek Non-heroic10/SithApprentice2/SithLord1 Destiny Points: 2, Force Points: 6, Dark Side: 14 Defenses: REF 19 (FF 16), FORT 17, WILL 18 hp 66, Damage Threshold 17 Abilities: Strength 10, Dexterity 16, Constitution 12, Intelligence 10, Wisdom 14, Charisma 16 Melee Attack: Lightsaber +14 (2d8+1 damage) or Melee Attack: Lightsaber +9/+9 (2d8+1 damage) with Double Attack Base Attk: +10, GRP: +13 Specials: Fearless, Temptation (Persuasion vs WILL) Feats: Weapon Proficency (Simple, Lightsaber), Double Attack (Lightsaber) Force Sensitivity, Skill Focus UtF), Force Training (2), Weapon Finesse Talents: Force Deception, Wicked Strike Force Techniques: Force Power Mastery (Battle Strike) Force Powers:Battle Strike, Force Shield, Force Slam, Move Object, Rebuke, Surge Skills: base (+7 +mod), Deception +19 (Can reroll, must take second result), Use the Force +19 Possessions: Lightsaber (self built), Com-link
I also rebuilt Darth Talon since I always thought she'd be more interesting with Assassin levels, instead of being a pure Jedi/Sith.
Darth Talon (CL 13) Medium Twi'lek Jedi 5/ Scoundrel 2/ Assassin 3/ Sith Apprentice 2/ Sith Lord 1 Destiny Points: 2; Force Points: 6; Dark Side Score: 14 Initiative: +9; Senses: Low-Light Vision; Perception: +8 Languages: Basic, Ryl Defenses Reflex Defense: 31 (Flat-Footed: 27), Fortitude Defense: 29, Will Defense: 28; Block, Deflect, Elusive Target Hit Points: 109, Damage Threshold: 29 Immune: Fear effects
Speed: 6 Squares Melee: Lightsaber +17 (2d8+8) Melee: Lightsaber +12/+12 (3d8+8) with Double Attack Ranged: By Weapon +15 Base Attack Bonus: +12, Grab: +15 Special Actions: Mark +1, Redirect Shot, Temptation Force Power Suite (Use the Force +19):Battle Strike, Force Shield, Force Slam, Move Object, Rebuke, Surge Force Techniques: Force Power Mastery (Battle Strike) Species Traits (Twi'lek): Deceptive, Low-Light Vision
Abilities: Strength 10, Dexterity 16, Constitution 12, Intelligence 10, Wisdom 14, Charisma 16 Talents: Block, Dastardly Strike, Deflect, Force Deception, Murderous Arts 1, Murderous Arts 2, Redirect Shot, Weapon Specialization (Lightsabers), Wicked Strike Feats: Force Sensitivity, Force Training (2), Point Blank Shot, Precise Shot, Skill Focus (Use the Force), Sniper, Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons Skills: Acrobatics +14, Deception +19 (May reroll, must take second result), Use the Force +19 Possessions: Lightsaber (Self-Built), Comlink (Short-Range)
Hi all. Haven't really done much with Saga in a while, but still have been tinkering on ideas. I've been playing around with non-heroic stuff (thanks to StevenO's old thread). I remade some Darths to be a more appropriate mid-level encounter (since characters like Luke and Cade are not near 20 level characters to be able to defeat them).
Darth Krayt (CL 13) Non-heroic 10/ Jedi 3/ Jedi Knight 2/ Sith Lord 5 Destiny 4 max, Force Points 14 max, Dark Side 18 Defenses: REF 26 (Flat Footed 23), FORT 28, WILL 28 hp 120, Damage Threshold 28 Abilities: Strength 14, Dexterity 17, Constitution 10, Intelligence 12, Wisdom 18, Charisma 16 Melee Attack: Lightsaber +21/+21 (2d8+9 damage) Base Attk: +17, GRP: +20 Specials: Fearless, Temptation (Persuasion vs WILL) Feats: Armor Proficiency (Light), Dual Weapon Mastery 1, Dual Weapon Mastery 2, Dual Weapon Mastery 3, Force Sensitivity, Force Training (3), Skill Focus (Use the Force), Skill Training, Weapon Focus (Lightsaber) Weapon Proficiency (Simple, Lightsaber) Talents: Armored Defense, Force Perception, Dark Side Adept, Dark Side Master, Lightsaber Specialization, Visions Force Techniques: Force Point Recovery Force Secrets: Devastating Power, Distant Power, Multitarget Power, Quicken Power Force Powers:battle strike, dark rage, farseeing (2), force lightning (2), force shield, force slam (2), mind trick, move object, prescience, rebuke (2), surge Skills: Initiative +18, Knowledge (Galactic Lore) +16, Use the Force +23 Possessions: vonduun crab-shell armor, 2 lightsabers (self-built), Yuuzhan Vong enhanced vision bio-implant, Yuuzhan Vong replacement limb bio-implant
For your main stat (Dexterity, in this case), I'd recommend putting it at 15. With the level ups, you'll get to 20 at that last level, as opposed to 21 with starting at score of 16, which really does nothing for you. Similarly with your secondary stat (Charisma for this build), I'd make it an odd-number score (13 or 15) for similar reasons.
I like the Nagai as well, but I'll agree with Steven that the Nagai getting basically +3 to REF with very little penalty is almost too good. It's not gamebreaking by any means, but if you're dex-focused, it can be cheesy. I'm not as concerned about the weapon proficiency as Steven is, but if someone wanted to nerf the +2 REF bonus as either situational based or remove it altogether, that'd be good enough fix IMO.
Otherwise, your build is pretty standard good stuff. Unless you're going for some silly over the top force wizard, you probably don't need more than 3 Force Trainings, though. Multiclassing is always a good idea, and you can get up to 4 levels in one of the non-combat classes (Noble, Scoundrel, Scout) with only 1 less BAB than a straight Jedi or Jedi/Soldier; which can easily be negated with either Weapon Focus or building your own lightsaber. I'd take a look at what talents you'd think would fit with your concept from other classes.
Sith Alchemy and Xenomorphs A character with the Sith Alchemy talent is able to create a Xenomorph Pheromone Capsule item or dark armor trait. Xenomorph Pheromone Capsule (Equipment): Allows a single Persuasion check to change the attitude of a Xenomorph creature even if you normally cannot and also provides a +5 equipment bonus to a Persuasion Check. Xenomorph Pheromone (Dark Armor Trait): When the wearer is makes a successful Persuasion check to change the attitude of a Xenomorph creature, the target's attitude shifts two steps in the wearer's favor.
Sith Alchemy Talent Charm Xenomorph: You can make a Use the Force check in place of a Persuasion check to change the attitude of a Xenomorph creature. Additionally, you do not take the normal -5 penalty on the check because the Xenomorph doesn't speak or understand your language. This can be represented as using Sith Alchemy to synthesize the pheromones, a personal modification either by Dark Side energies or alchemical experimentation, or an understanding of how to communicate normally or through the Force to Xenomorphs via alchemical studies. Prerequisite: Sith Alchemy
Darth Asheron CL 12
Lord Asheron claims to be a descendant of one of the original exiled Dark Jedi who would come to rule the ancient Sith Empire, the vile Sorzus Syn. Originally a field scientist and xenobiologist, that all changed for Asheron when he surveyed a desolate planet. In it's darkest pits, he found silo filled with mysterious giant eggs, the first of which held a holocron from Syn herself, that detailed many secrets of the violent species known just as the xenomorphs. Harvesting the eggs, Asheron studied much from the holocron, learning the art of Sith Alchemy. Commandeering a transport ship, Asheron has allowed a Queen to gestate in the ship's hold, converting the cargo bay into a hive. Asheron thinks he has been able to mutate the Queen into a subservient creature, and the drones subsequently serve him as well. The hive holds 29 drones and 18 eggs as well as the Queen.
Medium Human Jedi 3/ Scout 3/ Soldier 1/ Sith Apprentice 5 Force 10; Dark Side 14 Init +14; Senses Perception +13 Languages Basic, Sith ---------------------------------------------------------------------------- Defenses Ref 27 (Flat-footed 24), Fort 26, Will 24 HP 133; Threshold 26 ---------------------------------------------------------------------------- Speed 6 Squares Melee Lightsaber +12 (2d8+8) Base Atk +11; Grp +13 Special Actions Block Force Powers Known (Use the Force +11) Dark Rage, Force Shield, Force Slam, Mind Trick (2), Rebuke Force Techniques Improved Mind Trick, Improved Sense Surroundings ---------------------------------------------------------------------------- Abilities Str 12, Dex 16, Con 18, Int 10, Wis 14, Cha 11 Talents Armored Defenses, Beast Trick, Block, Cause Mutation, Cortosis Gauntlet Block, Evasion, Sith Alchemy, Xenomorph Charm Feats Armor Proficiency (Light, Medium), Biotech Specialist, Force Sensitivity, Force Training (2), Shake It Off, Skill Focus (Knowledge: Life Sciences), Skill Training (Treat Injury), Surgical Expertise, Weapon Proficiency (Simple, Lightsabers) Skills Endurance +15, Initiative +14, Knowledge (Life Sciences) +16, Perception +13, Stealth +14, Treat Injury +11, Use the Force +11 Possessions Cortosis gauntlet, light dark armor (with Xenomorph pheromone), lightsaber (self-built), Syn holocron, converted transport ship
Force Ally The Force is your ally, and you are able to manifest the Force as a physical ally for a time. Time: Standard action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: -DC 15: You generate 1 temporary Follower, as per the Clone Wars Campaign Guide pages 32-37, until the beginning of your next turn. The Follower does not gain any Species traits unless the Follower is a Droid as per the template found on CWCG pg 33. -DC 20: As DC 15, except you generate 2 temporary allies. -DC 25: As DC 15, except you generate 3 temporary allies. Special: You can can maintain the Force Ally power from round to round, extending the normal duration. Maintaining this power is a standard action, and you must make a new Use the Force check each round. If you take damage while maintaining Force Ally, you succeed on a Use the Force check (DC = 15+ damage taken) to maintain the power. You can spend a force point to double the number of allies summoned.
Force Technique Improved Force Ally You can can maintain the Force Ally power as a swift action instead of a standard action.
Examples of this would be the zombies the Nightsisters used during the Battle of Dathomir (bolstered with the Adept Spellcaster talent) or the Force droids Kazdan Paratus would create.
The only thing I find egregious of the Nagai is the +2 bonus to Ref. If they needed a 'fix', I'd either remove that Ref bonus or make it a situational thing like Uncanny Dodge in which it comes into play when the character is denied their Dexterity bonus; or some other situation.
There has been an awakening. Have you felt it? Medium SPOILER Noble 7, Force Adept 3, Force Disciple 5, Officer 5 Destiny 20; Force 18; Dark Side 20 Initiative +11; Senses Perception +15 Languages Basic, various unknown languages ---------------------------------------------------------------------------- Defenses Ref 35 (flat-footed 34), Fort 35, Will 41 hp 137; Threshold 35 Immune mind-affecting effects ---------------------------------------------------------------------------- Speed 6 squares Melee unarmed +15 (1d4+10) Base Atk +15; Grp +9 Atk Options Born Leader, Channel Aggression, Channel Anger, Grand Leader, Rally Force Powers Known (Use the Force +24): Dark Transfer, Farseeing, Fear, Force Grip, Force Lightning, Force Scream, Force Shield, Force Slam, Force Storm, Hatred, Lightning Burst, Memory Walk, Mind Shard, Mind Trick, Negate Energy, Obscure, Prescience, Rebuke, Rend, Slow, Stagger, Technometry, Thought Bomb, Wound Force Techniques Force Point Recovery Force Secrets Corrupted Power, Distant Power, Multitarget Power, Quicken Power ---------------------------------------------------------------------------- Abilities Str 10, Dex 12, Con 13, Int 17, Wis 20, Cha 18 Special Qualities command cover, indomitable, prophet, repulsive appearence, unknown qualities Talents Born Leader, Channel Aggression, Channel Anger, Distant Command, Drain Knowledge, Embrace the Dark Side, Gauge Force Potential, Grand Leader, Force Perception, Force Power Adept (Farseeing), Rally, Visions FeatsForce Boon, Force Sensitivity, Force Training (4), Linguist, Silver Tongue, Skill Focus (Knowledge: Bureaucracy), Skill Focus (Knowledge: Physical Sciences), Skill Focus (Tactics), Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (pistols, simple weapons) Skills Deception +19, Gather Information +19, Knowledge (Bureaucracy) +23, Knowledge (Galactic Lore) +18, Knowledge (Physical Sciences) +23, Knowledge (Social Sciences) +18, Knowledge (Tactics) +23, Persuasion +19, Use the Force +24 Possessions Entire First Order resources
I will fulfill our destiny. Medium Human Jedi 3, Soldier 3 Destiny 6; Force 6; Dark Side 13 Initiative +9; Senses Perception +7 (low-light) Languages Basic ---------------------------------------------------------------------------- Defenses Ref 18 (flat-footed 17), Fort 20, Will 19 hp 77; Threshold 20 ---------------------------------------------------------------------------- Speed 6 squares Melee lightsaber +10 (2d8+9) or Melee lightsaber +5/+5 (2d8+9) with Double Attack Base Atk +6; Grp +9 Atk Options Block, Deflect Force Powers Known (Use the Force +14): Dark Rage, Force Thrust, Mind Trick, Move Object, Negate Energy, Surge ---------------------------------------------------------------------------- Abilities Str 16, Dex 12, Con 14, Int 11, Wis 15, Cha 12 Talents Block, Deflect, Drain Knowledge, Weapon Specialization (lightsabers) Feats Armor Proficiency (light), Double Attack, Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Vehicular Combat, Weapon Focus (Lightsaber), Weapon Proficiency (lightsabers, simple weapons) Skills Initiative +9, Pilot +9, Use the Force +14 Possessions crossguard lightsaber, Dark Side Helmet (helmet package, +2 to Intimidation), Upsilon class shuttle
I'm no one. Medium Human Scout 3 Destiny 3; Force 3; Dark Side 0 Initiative +8; Senses Perception +3 Languages Basic, Binery ---------------------------------------------------------------------------- Defenses Ref 17 (flat-footed 15), Fort 15, Will 15 hp 38; Threshold 15 ---------------------------------------------------------------------------- Speed 6 squares Melee quarterstaff +3 (1d6+3) or Melee quarterstaff -7/-7 (1d6+2) or Ranged blaster pistol +4 (3d6+1) Base Atk +2; Grp +4 Force Powers Known (Use the Force +3): Mind Trick, Move Object, Rebuke ---------------------------------------------------------------------------- Abilities Str 13, Dex 14, Con 12, Int 11, Wis 15, Cha 14 Talents Fringe Savant, Force Linguistics Feats Force Sensitivity, Force Training, Risk Taker, Scavenger, Shake It Off, Weapon Proficiency (pistols, rifles, simple weapons) Skills Climb +7, Jump +7, Initiative +8, Mechanics +8, Pilot +8, Survival +8 Possessions Quarterstaff, NN-14 blaster pistol, Millennium Falcon, BB-8
SENSE TALENT TREE Force Linguistics: If you encounter a creature with an Intelligence higher than 2 but do not know their language, you can make a Use the Force check against the target's Will Defense to understand their language. If successful, you retain the ability to understand their language for 24 hours.
Lelith Hesperax CL 18 Lelith Hesperax is the Succubus of the Wych Cult of Strife. She is best known for her abilities in the Dark Eldar coliseums and is considered the undisputed master of the gladiatorial arenas. Instances have been recorded of her fighting up to ten opponents simultaneously without receiving a scratch. Her preferred combat dress is to expose as much bare skin as she can and to wear her floor-length hair loose in order to taunt her opponents into attacking, a fact that draws significant attention from spectators. She is a master of all Wych Weapons, but is most commonly seen wielding a simple pair of wickedly sharp knives. In addition to her conventional weapons, Lelith's hair is sewn through with barbs and hooks and her fingernails have been honed to scalpel sharpness (represented by various vibroblades).
Away from the coliseums of Commorragh and on the battlefields of the 41st millennium she is unmatched in hand to hand combat and her speed and skill make her a truly deadly opponent.
Medium Nagai Noble 4/Soldier 4/ Gladiator 10 Force 13 Dark Side 8 Initiative +19; Senses Perception +16 Languages Basic, High Galactic, Nagaian ---------------------------------------------------------------------------- Defenses Ref 39 (flat-footed 32), Fort 31, Will 32 hp 152; Threshold 36 ---------------------------------------------------------------------------- Speed 6 squares Melee Vibroblades +23 (2d6+12)* and +23 (2d6+12)* or Vibroblades +21 (3d6+12)* and +21 (3d6+12)* with Rapid Strike or Vibroblades +18 (4d6+12)* and +18 (4d6+12)* with Improved Rapid Strike *+1d6 if damage exceeds Damage Threshold Base Atk +17; Grp +22 Atk Options Improved Rapid Strike, Rapid Strike Special Actions Combat Reflexes, Unflinching 5/encounter ---------------------------------------------------------------------------- Abilities Str 13, Dex 21, Con 12, Int 12, Wis 14, Cha 15 Special Qualities Soothing Voice Talents Brutal Attack (advanced melee weapons), Call Out, Devastating Attack, Distracting Attack (advanced melee weapons), Educated, Exotic Weapons Master, Personal Vendetta, Wealth, Weapon Specialization (advanced melee weapons) Feats Combat Reflexes, Dual Weapon Mastery I, Dual Weapon Master II, Dual Weapon Mastery III, Improved Damage Threshold, Improved Rapid Strike, Rapid Strike, Weapon Finesse, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (advanced melee weapons, exotic weapons, pistols, rifles, simple weapons) Skills Deception (+16), Gather Information (+16), Initiative (+19), Perception (+16), Persuasion (+16), Pilot (+19), Use Computer (+15) Possessions Various vibroblades
Lelith Hesperax CL 18 Lelith Hesperax is the Succubus of the Wych Cult of Strife. She is best known for her abilities in the Dark Eldar coliseums and is considered the undisputed master of the gladiatorial arenas. Instances have been recorded of her fighting up to ten opponents simultaneously without receiving a scratch. Her preferred combat dress is to expose as much bare skin as she can and to wear her floor-length hair loose in order to taunt her opponents into attacking, a fact that draws significant attention from spectators. She is a master of all Wych Weapons, but is most commonly seen wielding a simple pair of wickedly sharp knives. In addition to her conventional weapons, Lelith's hair is sewn through with barbs and hooks and her fingernails have been honed to scalpel sharpness (represented by various vibroblades).
Away from the coliseums of Commorragh and on the battlefields of the 41st millennium she is unmatched in hand to hand combat and her speed and skill make her a truly deadly opponent.
Medium Nagai Noble 4/Soldier 4/ Gladiator 10 Force 13 Dark Side 8 Initiative +19; Senses Perception +16 Languages Basic, High Galactic, Nagaian ---------------------------------------------------------------------------- Defenses Ref 39 (flat-footed 32), Fort 31, Will 32 hp 152; Threshold 36 ---------------------------------------------------------------------------- Speed 6 squares Melee Vibroblades +23 (2d6+12)* and +23 (2d6+12)* or Vibroblades +21 (3d6+12)* and +21 (3d6+12)* with Rapid Strike or Vibroblades +18 (4d6+12)* and +18 (4d6+12)* with Improved Rapid Strike *+1d6 if damage exceeds Damage Threshold Base Atk +17; Grp +22 Atk Options Improved Rapid Strike, Rapid Strike Special Actions Combat Reflexes, Unflinching 5/encounter ---------------------------------------------------------------------------- Abilities Str 13, Dex 21, Con 12, Int 12, Wis 14, Cha 15 Special Qualities Soothing Voice Talents Brutal Attack (advanced melee weapons), Call Out, Devastating Attack, Distracting Attack (advanced melee weapons), Educated, Exotic Weapons Master, Personal Vendetta, Wealth, Weapon Specialization (advanced melee weapons) Feats Combat Reflexes, Dual Weapon Mastery I, Dual Weapon Master II, Dual Weapon Mastery III, Improved Damage Threshold, Improved Rapid Strike, Rapid Strike, Weapon Finesse, Weapon Focus (Advanced Melee Weapons), Weapon Proficiency (advanced melee weapons, exotic weapons, pistols, simple weapons) Skills Deception (+16), Gather Information (+16), Initiative (+19), Perception (+16), Persuasion (+16), Pilot (+19), Use Computer (+15) Possessions Various vibroblades