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Messages - lil_literalist

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1
The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« on: September 06, 2025, 09:32:40 pm »
I have to go with chelle's entry for being complete and well-thought-out. It feels similar to the official ones in the books.

For the next contest, I'll submit Combat Techs. These are builds which fit one of the (admittedly limited) flavors of sci-fi technicians, while also being a valuable person to have on your side in a combat scenario.

2
For my first vote, I'm picking Flakes's Wedge Antilles build. I think it's a decent progression from a mid-level build to one of the upper tiers. It relies on the Education destiny to make up for the slightly haphazard nature of the build (as opposed to a pilot who is purely focused on starfighter combat from level 1), but I don't mind it. I also appreciate some of the nods to the Legends lore.

My second vote was a toss-up between the StevenO's Trandoshan Chief Security Officer and sienn_sconn's Capital Ship Captain. I really like the fully fleshed out nature of the Trandoshan, but I think I favor the immense practicality of the Capital Ship Captain. It's something which I could easily picture pulling up in a pinch and using. The abilities are fairly similar to what I might expect on a PC build, meaning that it's not a pushover, which is an issue for a lot of official NPC builds. Plus, it really embodies the spirit of the contest well.

For the next contest, I'll submit Combat Techs. These are builds which fit one of the (admittedly limited) flavors of sci-fi technicians, while also being a valuable person to have on your side in a combat scenario.

EDIT: I'm going to change my suggestion of the next contest to Dark Siders.

3
EDIT: I just realized that this build is disqualified because it doesn't meet the point buy requirements. And I guess you could say it's more than one build? Although it's kinda showing a progression, like the Wedge one.

This is a bit of an odd build, because it's more of an expansion of an existing table. For Crew Quality, you're given a few modifiers for Untrained, Trained, Skilled, Expert, and Ace crew members. But what if you wanted them to be a little bit more fleshed out? What if they had feats to match the PCs? This series of stat blocks is an attempt to produce those sorts of enemies. These stat blocks are not 100% complete, because it's not possible to build an NPC with +5 to every single skill, for example. So you would just need to designate whatever relevant skills they have as Trained.

These stat blocks have been given free maneuvers according to page 29 of Starships of the Galaxy.

Untrained Crew CL 0
Medium Human nonheroic 1
Initiative: +0; Senses: Perception +0
Languages: Basic

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 10, Will Defense: 10
Hit Points: 2, Damage Threshold: 10

Speed: 6 Squares
Melee: Unarmed +0 (1d4)
Ranged: Blaster Pistol -5 (3d6)
Base Attack Bonus: +0, Grapple: +0
Special Actions:

Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: (nothing useful)
Skills: +0
Possessions: Blaster Pistol, Flight Suit

These guys suck. They're completely bland, and pretty much braindead civilians who exist to be trampled over by low-level heroes.


Trained Crew CL 0
Medium Human nonheroic 1
Initiative: +5; Senses: Perception +5
Languages: Basic

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 10
Hit Points: 2, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +0 (1d4)
Ranged: Blaster Pistol +0 (3d6)
Base Attack Bonus: +0, Grapple: +0
Special Actions:

Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +5
Possessions: Blaster Pistol, Flight Suit
H Human-granted skill and feat.

These crew members also suck, but at least they're trained in the relevant skill and proficient in the weapon they're using.


Skilled Crew CL 1
Medium Human nonheroic 3
Initiative: +6; Senses: Perception +6
Languages: Basic

Reflex Defense: 10 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 10
Hit Points: 7, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +2 (1d4)
Ranged: Blaster Pistol +2 (3d6)
Base Attack Bonus: +2, Grapple: +2
Starship Maneuvers: 1
Special Actions: Point-Blank Shot, Precise Shot, Vehicular Combat

Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), Point-Blank Shot, HPrecise Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +6
Possessions: Blaster Pistol, Flight Suit
H Human-granted skill and feat. (As far as what should be removed if Human is changed)

This is where you start getting some actual competency. Not as much because their numbers rise, but because their feats are becoming more useful, particularly Vehicular Combat.


Expert Crew CL 2
Medium Human nonheroic 7
Initiative: +8; Senses: Perception +8
Languages: Basic

Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 10; Dodge
Hit Points: 17, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +5 (1d4)
Ranged: Heavy Blaster Pistol +5 (3d8)
Base Attack Bonus: +5, Grapple: +5
Starship Maneuvers: 2
Special Actions: Dodge, Point-Blank Shot, Precise Shot, Vehicular Combat

Abilities: Strength 10, Dexterity 11, Constitution 10, Intelligence 10, Wisdom 10, Charisma 10
Feats: Armor Proficiency (Light), HDodge, Point-Blank Shot, Precise Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +8
Possessions: Heavy Blaster Pistol, Padded Flight Suit
H Human-granted skill and feat.

It's a bit hard to believe, looking at this stat block, that these pilots are supposed to be Experts. But the crew quality table itself doesn't prevent very impressive stats, even compared with first-level PC pilots.


Ace Crew CL 4
Medium Human nonheroic 14
Initiative: +12; Senses: Perception +12
Languages: Basic

Reflex Defense: 13 (Flat-Footed: 13), Fortitude Defense: 11, Will Defense: 10; Dodge
Hit Points: 35, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +10 (1d4)
Ranged: Heavy Blaster Pistol +10 (3d8)
Base Attack Bonus: +10, Grapple: +10
Starship Maneuvers: 4
Special Actions: Coordinated Attack, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat

Abilities: Strength 10, Dexterity 11, Constitution 10, Intelligence 11, Wisdom 11, Charisma 10
Feats: Armor Proficiency (Light), HCoordinated Attack, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat, Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols)
Skills: +12
Possessions: Heavy Blaster Pistol, Padded Flight Suit
H Human-granted skill and feat.

These guys are certainly not here because of natural talent. They have become decent because of a lifetime of hard work. They are nonheroics, through and through! The guys who have been around for awhile and gotten promoted, simply because they haven't died yet.

4
Radar Technician
Some of the humble servicepeople of the navy, these people keep the ship in working order, doing repairs as needed and responding to the sites of any malfunctions.

Radar Technician CL 2
Medium Human nonheroic 4
Initiative: +8; Senses: Perception +8
Languages: Basic, Binary, Military Sign

Reflex Defense: 11 (Flat-Footed: 10), Fortitude Defense: 11, Will Defense: 11
Hit Points: 14, Damage Threshold: 11

Speed: 6 Squares
Melee: Unarmed +4 (1d4+1)
Melee: Wrench +4 (1d6+1)
Base Attack Bonus: +3, Grapple: +4

Abilities: Strength 12, Dexterity 13, Constitution 12, Intelligence 15, Wisdom 13, Charisma 10
Feats: Gearhead, Skill Training (Initiative), Skill Training (Knowledge (Technology)), HSkill Focus (Knowledge (Technology)), Technical Experts, Weapon Proficiency (Simple)
Skills: HEndurance +8, Initiative +8, Knowledge (Technology) +9, Mechanics +12 (+1 for each ally with Technical Experts feat within 12 squares, up to +16), Perception +8, Use Computer +9
Possessions: Wrench (as Club), Utility Belt, Mesh Tape
H Human-granted skill and feat.


Alternate version
This one is kinda a joke, but... Ok, it's 100% a joke, and I didn't feel like making a high-level Force user for the "not undercover" part.

Matt the Radar Technician CL 2
Medium Human nonheroic 3/Jedi 1
Force Points: 1; Dark Side Score: 8
Initiative: +3; Senses: Perception +7
Languages: Basic, Binary

Reflex Defense: 12 (Flat-Footed: 12), Fortitude Defense: 13, Will Defense: 12
Hit Points: 17, Damage Threshold: 13

Speed: 6 Squares
Melee: Unarmed +7 (1d4+4)
Melee: Wrench +7 (1d6+4)
Melee: Kylo Ren's Lightsaber +7 (2d8+8)
Base Attack Bonus: +3, Grapple: +4
Special Actions: Adept Negotiator

Abilities: Strength 18, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 8
Talents: Adept Negotiator
Feats: Skill Training (Mechanics), Skill Training (Use Computer), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple)
Skills: Deception +6, Mechanics +8, Perception +7, Use Computer +8
Possessions: Utility Belt, Kylo Ren's Lightsaber (as Crossguard Lightsaber)

https://www.youtube.com/watch?v=FaOSCASqLsE

5
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: May 05, 2025, 01:24:36 am »
I'm going with the Cursed Sith Inscriptions. It seems a bit like my own, but it's simple and easy to use, and seems like it matches the CL well. Plus, it would be easy to incorporate the runes into your game.

The second one is The Hole. Because I find that just telling a player that their character has been confined may not really settle in, with the player sitting cozily in their chair. "I wait it out." It's easy for them to say that. But actually putting some mechanics behind this to actually test how their characters would fare seems like a good idea.

My proposal for the next contest is navy personnel. Crew, pilots, commanders, support staff, etc.

6
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: April 28, 2025, 02:44:21 am »
Here's my second entry. This one is a little weirder, but I thought... why not? It's something that can be great for GMs who want to explore the more mystical side of the Force, in an ancient temple or ruin which a Force sensitive culture once existed. Droids are immune due to the mind-affecting tag, as are Force Disciples (though you could probably remove the tag if you wanted). This hazard can also be used to give plot information, making it something which a party may even wish to brave. If you wanted to be dastardly, you could put a combat encounter in a place where this hazard is located, since the condition track movement is persistent.

Memory Crystal Psychic Imprint (CL 7)
Ancient Force-sensitive memory crystals embedded in structures leak psychic imprints. Creatures entering the area experience vivid flashbacks from past events or emotions imprinted in the crystals. Non-Force sensitives experience confusion and disorientation, while Force sensitive individuals may gain insights from the past, at the risk of becoming lost in the memories.

Keywords: Area, Contact, Mind-Affecting
Trigger: A character enters an area containing Force-sensitive memory crystals or directly touches such crystals.
Attack: +9 vs Will Defense
Damage: 1d6 (-2 persistent step on the Condition Track)
Recurrence: Each minute spent in the affected area. Direct contact with a crystal results in an immediate hazard attack.
Suggested Skills:
  • Endurance (DC 30): A character forces their way through the disorienting effects, gaining a +2 circumstance bonus to Will Defense to avoid the hazard.
  • Knowledge (Galactic Lore) (DC 27): A character is able to recognize the nature of the memory crystals and is able to understand how to shield their mind against such memories, gaining a +2 circumstance bonus to Will Defense to avoid the hazard.
  • Perception (DC 17): A character is notice the subtle glow of the memory crystals before entering the area.
  • Use the Force (DC 22): A Force-sensitive character can attempt to control the flow of memories rather than being overwhelmed by them, potentially gaining useful information from the imprints. A successful hazard attack only moves the character -1 on the condition track.
Special:
  • Force-sensitive characters suffer a -5 penalty to Will Defense against this hazard, due to their heightened connection to the Force.
  • On a successful Use the Force check, Force users may gain temporary insights related to the imprinted memories, potentially receiving visions of past events relevant to their current situation.

7
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« on: April 28, 2025, 01:38:31 am »
Here's my first entry. It's a natural fit for many planets and can be run in an incredibly cinematic way. It can be used both for characters or for vehicles, and it is appropriate both in combat or as a survival challenge which needs to be crossed. In short, it's quite versatile, and the mechanics back up a very luck-influenced hazard while still allowing counterplay. The suggested skills include some which are taken frequently, and some which are not seen as often. And while Jedi should be able to do well with Surge to boost their Jump, this does not make them immune to the hazard.

Geothermal Vents (CL 6)
A thin crust of cooled rock conceals a network of superheated fissures below the surface. At irregular intervals, jets of scalding steam or bursts of boiling mud erupt upward with a roar, capable of blistering skin and disabling equipment. The vents can lie dormant for minutes, or detonate in rapid succession, making passage through such areas a gamble.

Keywords: Area, Natural
Trigger: When a creature, droid, or vehicle enters or begins its turn in an area of geothermal activity, roll a 1d6. On a 5 or 6, the hazard triggers as a vent erupts.
Attack: +8 vs Reflex Defense
Damage: 2d12 (half damage on miss)
Recurrence: Each round at the start of the target's turn, until the creature, droid, or vehicle leaves the area
Suggested Skills:
  • Jump (DC 22): A character attempts to leap out of the way of an eruption, taking half damage if the hazard hits the character and one quarter damage if it misses.
  • Knowledge (Physical Sciences) (DC 17): A character is able to determine the exact extents of the geothermal activity.
  • Perception (DC 27): A character is able to spot telltale signs of an active vent before it erupts, gaining a +2 circumstance bonus to Reflex Defense to avoid the hazard.
  • Pilot (DC 27): A vehicle may attempt to maneuver away from an active vent, gaining a +5 circumstance bonus to Reflex Defense to avoid the hazard.
  • Survival (DC 22): A character is able to read a certain pattern in the network of geothermal vents. When the d6 for the trigger is rolled, a vent only erupts on a result of 6, and not on a result of 5.
Special: If the hazard's attack exceeds the target's Reflex Defense by 5 or more, the target is tossed 1d3 squares in a random direction.

8
My first vote is for Serenity Shadow. Despite the mistakes, I think that it's a very interesting build. It relies on powers that aren't seen as often, and each ability contributes to the function of the build, even the ones chosen for lore. It's a lockdown build which features an actual reason for enemies to want to escape. There are two problems with the build, and here's why I'm overlooking them:
  • Force Light is a standard to maintain, not a swift. This could easily be houseruled if you're the GM, so I don't see this as a barrier to using them. If you have multiple shadows, you could also have some of them using Force Light, and some using Hatred.
  • There are too many powers (18 instead of 16). There are enough that you can easily remove one of the duplicates without affecting the functionality of the build.

The other builds didn't quite tickle my fancy for clever ability combinations, but I thought that there was one that stood above the others.

My second vote is for Morrun Dokaas. This has a few things going for it. As a lightsaber-using beastmaster, it's not represented well in official material. I probably won't ever use the character Morrun Dokaas in a game, but I could see myself using his build. It's got synergy within its abilities, but is simultaneously very easy to use.

Oh, and my proposal for the next build theme is Navy Personnel. This would include pretty much anyone that you would expect to find aboard a military spaceship.

9
The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« on: February 26, 2025, 11:42:55 pm »
And I just had to make another build for the Mandalorians. The ones who are randomly chilling around in Stealth in KOTOR. These guys are ambushers, and they're here to bring some hurt!

Mandalorian Ambusher CL 4
Medium Human nonheroic 3/Soldier 3
Force Points: 1; Dark Side Score: 3
Initiative: +15; Senses: Low-Light Vision, Perception +9
Languages: Basic, Mando'a

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 19, Will Defense: 13; +5 vs being knocked prone
Hit Points: 36, Damage Threshold: 19

Speed: 4 Squares (armored)
Melee: Unarmed +8 (1d4+4)
Melee: Vibrosword +8 (2d8+7)
Ranged: Disruptor Rifle +7 (3d8+1, -10 to Threshold)
Ranged: CryoBan Grenade +7 (3d6+1, vs Fort to reduce speed to 2)
Ranged: Frag Grenade +7 (4d6+1)
Base Attack Bonus: +5, Grapple: +8
Special Actions: Ambush Specialist, Deceptive Drop, Keep Them Reeling

Abilities: Strength 16, Dexterity 14, Constitution 14, Intelligence 12, Wisdom 10, Charisma 8
Talents: Ambush Specialist, Keep Them Reeling
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Cunning Attack, Deceptive Drop, Skill Focus (Initiative), Skill Focus (Stealth), Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Rifles), Weapon Proficiency (Simple)
Skills: Initiative +15, Perception +9, Stealth +15
Possessions: Vibrosword, CryoBan Grenade, 3 Frag Grenades, Mandalorian Battle Armor (+8 armor, +2 equipment; Helmet Package, Gyro, Vacuum Seals), Sound Sponge, Stealth Field Generator, Utility Belt

Just as a summary of what bonuses they can get:
  • -5 for opponents to spot them with a Stealth Field Generator active
  • +2 to one target from Ambush Specialist. They can activate this in the surprise round or in the first round (since the talent includes itself in the activation of abilities).
  • +2 vs flat-footed opponents from Cunning Attack
  • Ability to knock flat-footed enemies prone with Deceptive Drop
  • Ability to make enemies flat-footed with Keep Them Reeling. (Also note that unlike Trick Step, they don't become flat-footed if they lose. Which they aren't likely to, with a +15 Init.)
  • Since the Disruptor only fires every other round, they have grenades to throw in rounds when it's cooling down.

10
The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« on: February 26, 2025, 08:40:42 pm »
The KOTOR era has plenty of Force Sensitives and Mandalorians, but you could easily swap out any number of different official builds for them. But you know what's another staple feature of the KOTOR era, without much representation? An annoying-as-hell executive of the Czerka Corp!

Czerka Executive CL 10
Medium Human Noble 7/Corporate Agent 3
Force Points: 5; Dark Side Score: 7
Initiative: +13; Senses: Perception +11
Languages: Basic

Reflex Defense: 25 (Flat-Footed: 22), Fortitude Defense: 22, Will Defense: 25
Hit Points: 72, Damage Threshold: 22

Speed: 6 Squares
Melee: Unarmed +6 (1d4+4)
Ranged: Heavy Blaster Pistol +10 (3d8+8)
Base Attack Bonus: +7, Grapple: +10
Special Actions: Executive Leadership (1/Encounter)

Abilities: Strength 8, Dexterity 16, Constitution 14, Intelligence 10, Wisdom 12, Charisma 18
Talents: Cast Suspicion, Friend or Foe, Impose Confusion, Impose Hesitation, Stolen Advantage, True Betrayal
Feats: Overwhelming Attack, Point-Blank Shot, Precise Shot, Recurring Success (Impose Confusion), Skill Focus (Knowledge (Bureaucracy)), Skill Focus (Persuasion), Stand Tall, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons), Zero Range
Skills: Deception +14, Gather Information +14, Initiative +13, Knowledge (Bureaucracy) +15, Knowledge (Galactic Lore) +10, Perception +11, Persuasion +19
Possessions: Heavy Blaster Pistol (Improved Damage, Improved Energy Cell), Cryoban Grenade, Adhesive Grenade, Code Cylinder, Comlink (Encrypted, Short-Range), Datapad, Czerka Business Uniform

So what can they do on their turn?

  • Standard Action: Impose Confusion/Hesitation for action denial. A twelve-square cone is pretty massive, and you don't need to be worried about affecting allies. Plus, since the decision to use Impose Confusion is made after the Persuasion roll, you can wait to use it on a very good check. That's probably going to be what this build does for several turns, until you roll well enough to use Impose Confusion twice.
  • Standard Action: True Betrayal. You know the trope about the big, dumb brute getting mind controlled and attacking their allies, and how it's not as much of a factor in this system? Well, this build can do that.
  • Swift Action: Cast Suspicion, assuming that the enemy has someone giving morale/insight bonuses like Born Leader/Inspire Confidence.
  • Reaction to being damaged: Stand Tall
  • Reaction to an enemy using Aid Another: Stolen Advantage. The enemy using Rapport is now forced to turn to other tactics for as long as the executive is around.
  • Reaction to an ally being missed by a ranged attack: Friend or Foe. It relies a bit on an ally having a higher Reflex than an enemy, but melee enemies will likely have a lower Reflex than ranged people.
  • Swift Action: Executive Leadership, just once, but it could help trigger Friend or Foe.
  • 2 Swift: Overwhelming Attack, if you decide to focus on a Jedi right in your face (which benefits from Zero Distance).

The build doesn't hard-counter any one playstyle, but it has a little bit to annoy every kind of playstyle. Throw one of these against your party, and they'll surely be cursing the evil and repugnant nature of the Czerka Corp for years to come!

11
The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« on: January 05, 2025, 01:29:59 am »
I'm voting for
sienn_sconn's Cin Drallig (CL 15)
SilverIcon's Miska Eoliss, the Crystal Seer (CL 9)

I admire the effort and thought that was put into faithfully representing all of the forms for Cin Drallig while still keeping it at an appropriate power level and optimization.
I also admire the use of Know Your Enemy in the Crystal Seer as a useful part of the build, one which uses Farseeing without going all-in on it. I like playing around with reactions and having options, and this seems to be a great build to do that.

12
The Senate / Re: P4-CK: My Entry into the Dark Times Droid Build Contest
« on: February 16, 2022, 05:17:00 pm »
Quote
Nope--you keep it in via the starship-weapons-for-WF-Heavy clause. You're proficient in a simple weapon (an unarmed attack), so you take it for the simple weapon you're proficient in. :-)
Weapon Focus (unarmed) is still removed. To invoke that clause, you would take Weapon Focus (simple), but would only be able to apply it to unarmed attacks.

Additionally, since unarmed attacks are counted as simple weapons, there's a good case to be made that because you aren't proficient in simple weapons, you take a -5. It's using the same logic as vibroknucklers being treated as advanced weapons as well as unarmed attacks. I don't know where you fall on this issue, and I doubt that I'd change your mind on it, but I see the same logic being applied.

Quote
You have to avoid hitting them while you're cutting it. That's the reason you keep it (aside from it being what the rules say to do).
That sounds an awful lot like Precise Shot. And there's no equivalent for melee because they don't take that penalty. If we're talking about realism, then a GM might give unfavorable circumstances, but cutting free someone who is willing for you to cut them free should not be treated the same as trying to, say, attack the lightsaber that the same NPC would be wielding.

Imagine this scenario: A party of low-level PCs fights to free a group of hostages. Included in that group is the BBEG of the entire campaign, though he's in disguise. While the combat-focused characters are fighting the enemies, the techie pulls out a survival knife. One by one, the hostages are freed, though there are some hostages that he has to spend multiple rounds on. And then he gets to the BBEG. And he rolls and rolls, and keeps rolling, but he can't cut the mesh tape off the hostage. By this point, the other characters have cleaned up the enemy and have gathered around to watch. The BBEG is wondering why it's taking so long to free him. Finally, the techie rolls a nat 20 to cut his bonds off.

Is there a reason why this BBEG being more powerful should make that task take longer? Realistically, it doesn't make sense. It's like forcing someone to roll to disarm an opponent or stealth check to pickpocket in order to grab a piece of gear from a willing ally on their turn.
"Hey, can I grab this power pack from your bandolier?"
"Sorry, but my reflex defense is just too high, and your stealth is crap. You'd never be able to grab it. I'll have to hand it to you on my turn."

13
The Senate / Re: P4-CK: My Entry into the Dark Times Droid Build Contest
« on: February 16, 2022, 12:59:43 pm »
Ah, a wonderful droid grapple build. After seeing it, it does look significantly different from the one I submitted.

Unfortunately, Weapon Focus (unarmed) was removed with errata. So you're gonna need to re-juggle your feats.

And like Stephen said on the show, I don't know if most GMs would count the mesh tape as a held/worn item if the target is willing for it to be cut, considering that this doesn't seem realistic and would introduce peculiarities like having high-level characters be harder to free than low-level mooks.

I had to check on Stava Training, since the feat only says that you can make a grab attack. But it looks like the FAQ specifies that "A trained attacker (one who has either the Pin or Trip feat) can immediately try to improve his grab into a grapple, as part of the same standard action." So I guess that's kosher. I feel like I need to go back and reevaluate all of the grabbing-related abilities now.

15
I put out a compilation on Reddit awhile ago. I don't know if it should be added to the first post, or if I should just make a separate topic for it.

https://www.reddit.com/r/SagaEdition/comments/qxs8wq/ultimate_compilation_of_saga_edition_resources/

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