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Messages - Ashram

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1
The Senate / Re: GenDai Healing/tank Build Search?
« on: January 04, 2024, 01:17:28 pm »
Perfect! Thank you very much.  ;D

2
The Senate / GenDai Healing/tank Build Search?
« on: January 04, 2024, 12:38:03 am »
I remember back in the day there was an interesting tank build using the GenDai as the species with shake it off healing and whatnot. I believe the character was named Skrimshaw. I can't for the life of me find that build, but if anyone remembers the build concept, could you please post it here?

Goal is to have a party member that tries to help out the others by taking the shots, not completely useless offensively, and if hit wont go down due to damage easily. Force Sensitivity/feats/talents are ok. Thanks!

3
The Senate / Starship Design
« on: April 09, 2015, 05:25:51 am »
So one of my players wants to be a Starship designer and design the party's ship. I think this is great and am going to tie it into the Creation Destiny as a surprise. However, while I am pretty well versed on Starship modification, what I am trying to decipher is how to handle actual creation.

I told the player to pick from the stock ship types, though I believe reverse engineering an existing ship should be possible. Stock stats are:

Stock Type of Ship
CLASS   SIZE          STR   DEX   INT   SPEED   HP   DR   ARMOR   COST
Hvy FR   Col (FR)   106   10   12      -/1           400   15   +12           500k
GShip   Col          50   14   16   12/3           150   15   +12           200k
Lig FR   Col          42   10   12   12/2           120   15   +12           20k
Bomber   Gar          46   18   14   16/3           150   10   +8           50k

Stock Ship Base Values
STARSHIP           CREW   PASSENGER   CARGO           CONSUMABLES   EMP POINTS
Hvy Freighter   10           10                   100000 tons   6 months            5
Gunship           4           4                   5 tons           1 month            20
Light Freighter   2           6                   100 tons           2 months            5
Bomber           2           0                   50 kg           2 days            10


So I am thinking the price tag is basically for the barebones ships/stats. Then you add on systems based on the emplacement points available. Are these additions all considered standard modifications? What is the limit to standard modifications for a starship designer when designing a new starship? Also, is there a point buy system associated with initial stats? IE can a Starship Designer move points around on the ships's stat line as long as it is equal to the starting stat value (like point buy character creation)? Also is there a way to "buy" better stats other than the equipment bonus thrusters, armor, and such?

4
Good points on the specific talent tree versus the class. I will update that when I get the chance. :)

5
The Senate / Doubling Down on Damage Dice and Straight Damage Bonus
« on: April 05, 2015, 01:10:15 pm »
So I got to thinking about creating a thread that discusses all the ways to increase damage for both melee and ranged to include force effects. So any talent, feat, force power or weapon mod is acceptable. I will edit this post as people submit.

DAMAGE DICE

Ranged:
Rapid Shot (Feat)
Burst Fire (Feat)
Riflemaster (Feat: Heavy Blaster Rifle)
Destructive Ambusher (Talent: Soldier)
Sneak Attack (Talent: Scoundrel)
Murderous Arts I (Talent: Assassin)
Murderous Arts II (Talent: Assassin)
Jedi Hunter (Talent: Bounty Hunter vs FS)
Brutal Attack (Talent: Gladiator)
Deadeye (Feat)
Empowered Weapon (Talent: Force Adept)

Melee
MA I-III (Feat: Unarmed specific)
Rapid Strike (Feat)
Mighty Swing (Feat)
Improved Raid Strike (Feat)
Teras Kasi Basics (Talent: MA Master and Elite Trooper)
Sneak Attack (Talent: Scoundrel)
Jedi Hunter (Talent: Bounty Hunter vs FS)
Brutal Attack (Talent: Gladiator)

FLAT DAMAGE

Ranged
Weapon Specialization (Talent: Soldier)
Greater Weapon Specialization (Talent: Elite Trooper)
Point Blank Shot (Feat)
Power Blast (Feat)

Melee
Weapon Specialization (Talent: Soldier)
Greater Weapon Specialization (Talent: Elite Trooper)
Melee Smash (Talent: Soldier)
Powerful Charge (Feat)
Echani Training (Feat)
Power Attack (feat)
Heavy Duty Actuators (Talent: 5th Degree Droid)
Weapon Specialization: Lightsaber (Talent: Jedi)
Greater Weapon Specialization: Lightsaber (Talent: Jedi Knight)

FORCE POWERS
Battle Strike
Dark Rage (Dark Side)
Contentious Opportunity
Deflecting Slash
Sarlacc Sweep
Voenskyr's Ferocity

MODS
Pulse Charger
Ion Charger
Tech Specialist Improved Damage
Tech Specialist Superior Damage

6
Do you still need help entering in NPC information for the tool?

(Apologies for the thread necromancy)

7
Star Wars Saga Edition General / Re: Jedi Build Help - Saber Master
« on: November 14, 2014, 12:10:25 am »
First Try:

Stat Sheet:

Quote
CL 20

Medium Human soldier 9/Jedi 3/Jedi Knight 2/scoundrel 1/elite trooper 3/Jedi Master 2
Force 17
Init +25; Senses Perception +18
Languages Basic, Binary, Huttese

Defenses Ref 39 (flat-footed 33), Fort 34, Will 36; Block, Deflect
hp 127; second wind +31/63; DR 1; Threshold 34
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks

Speed  6 squares
Melee lightsaber +26 (2d8+16) or
Melee lightsaber +26 (2d8+21) with both hands or
Melee lightsaber +24 (3d8+21) with Rapid Strike or
Melee lightsaber +23/+23 (2d8+21) with Double Attack or
Melee lightsaber +21/+21 (3d8+21) with Double Attack and Rapid Strike
Ranged  by weapon +24
Base Atk +19; Grp +24
Atk Options Dastardly Strike, Devastating Attack (lightsabers), Devastating Melee Smash, Double Attack (lightsabers), Greater Devastating Attack (lightsabers), Point Blank Shot, Rapid Strike, Withdrawal Strike (lightsabers)
Special Actions Ambush Specialist, Keep Them Reeling, serenity
Force Powers Known (Use The Force +23) battle strike (2), rebuke, shatterpoint, surge (2), fluid riposte, Makashi riposte, saber swarm, Shien deflection, unbalancing block, vornskr's ferocity
Force Techniques Improved Shatterpoint
Force Secrets Quicken Power

Abilities Str 10, Dex 20, Con 10, Int 14, Wis 16, Cha 16
Special Qualities build lightsaber, delay damage
Talents Ambush Specialist, Ataru, Block, Dastardly Strike, Deflect, Devastating Attack (lightsabers), Devastating Melee Smash, Greater Devastating Attack (lightsabers), Greater Weapon Focus (lightsabers), Keep Them Reeling, Melee Smash, Multiattack Proficiency (lightsabers)
Feats Armor Proficiency (light, medium), Double Attack (lightsabers), Force Sensitivity, Force Training (3), Martial Arts I, Point Blank Shot, Rapid Strike, Skill Focus (Initiative, Use the Force), Unstoppable Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons), Withdrawal Strike (lightsabers)
Primary Skills Acrobatics +20, Initiative +25, Perception +18 (may reroll to sense deception or influence and keep the better result), Stealth +20, Treat Injury +18, Use the Force +23
Secondary Skills Climb +10, Deception +13, Endurance +10, Gather Information +13, Jump +10, Knowledge (bureaucracy) +12, Knowledge (galactic lore) +12, Knowledge (life sciences) +12, Knowledge (physical sciences) +12, Knowledge (social sciences) +12, Knowledge (tactics) +12, Knowledge (technology) +12, Mechanics +12, Persuasion +13, Pilot +15, Ride +15, Survival +13, Swim +10, Use Computer +12
Possessions lightsaber

Level Progression:

Quote
Human
Starting Array: 10,15,10,12,15,14
30pt buy
Background Conspiracy
1)   Soldier: Force Sensitive (F), Force Training (F), Melee Smash, Skills Init, Perception, Stealth, Treat Injury, Use the Force, FP: Battlestrike, Surge, Shien Deflection
2)   Jedi: WP Lightsabers (MCF), Deflect (T)
3)   Soldier: Force Training (F), Weapon Finesse (CF) FP: Makashi Riposte, Rebuke, Battlestrike
4)   Soldier: Devastating Melee Smash LS (T), +1 DEX +1 INT
5)   Jedi: Weapon Focus LS (CF)
6)   Jedi: Force Training (F), Block (T)
7)   Soldier: Martial Arts I
8)   Jedi Knight: +1 DEX +1 WIS, FP: Fluid Riposte, Vornskr’s Ferocity, Saber Swarm, Ataru (T)
9)   Scoundrel: PBS (MCF), Skill Focus UTF (F), Dastardly Strike (T)
10)   Soldier: Devastating Attack LS (T)
11)   Jedi Knight: Improved Shatterpoint (FT)
12)   Elite Trooper: +1 DEX +1 CHA, Rapid Strike (F), GWF Lightsabers (T)
13)   Jedi Master: Multi Attack Prof LS (T)
14)   Jedi Master: Quicken Power
15)   Elite Trooper: DR 1, Withdrawal Strike LS (F)
16)   Elite Trooper: Greater Dev Attack LS (T), +1 DEX +1 CHA
17)   Soldier: Double Attack LS (CF)
18)   Soldier: Ambush Specialist, Skill Focus Init
19)   Soldier: Unstoppable Force (CF)
20)   Soldier: +1 DEX +1 INT, Keep Them Reeling (T)

I was trying to go with CT Killer, plus able to flat foot targets with Keep them Reeling, etc. There is definitely some tweaking can go here...but its a rough draft to work with.

8
Star Wars Saga Edition General / Re: Jedi Build Help - Saber Master
« on: November 13, 2014, 10:30:37 pm »
Thanks for all of the advice. I am working on making some prospects as we speak. Two questions I had.

One, I thought the dip into Melee Duelist was interesting, but does a lightsaber count for the Master of Elegance talent? It seems like pretty much every other talent in the Melee Duelist arsenal talks about lightsabers along with light melee weapons.

Some of the above builds dip into Gladiator for the Brutal attack, are those builds missing weapon prof adv melee weapons?

9
Star Wars Saga Edition General / Re: Jedi Build Help - Saber Master
« on: November 11, 2014, 02:52:56 pm »
Thanks for the suggestions. What is your opinion on the block and deflect talents? Also, is there any reason for me to want to try and get into Elite Trooper for such a build?

10
Star Wars Saga Edition General / Jedi Build Help - Saber Master
« on: November 10, 2014, 11:04:13 pm »
I am trying to help someone out who wants to build a saber master type of Jedi. He is completely new to the system, and I am more well versed in non Jedi characters so I figured I would ask the community here :) I know he doesn't want an overly defensive build. He is looking for something with very strong offensive capability. I figure we can start with a discussion of possible archetypes before getting into the meat and potatoes of the building.

So as I look at it there are a couple of options:

1) Maximizing Damage Duelist
2) CT Killer Duelist
3) Multiple attack Duelist
4) Some combination of these traits

What archetype do you think is the most effective and playable from level 2 onwards?


11
I apologize for the way late response to all the good help, but I wanted to share what I came up with based on the great suggestions you all offered:

This guy basically is hard to bring down and can use any weapon well. Terminator meets master at arms.

30 point buy for stats:

Quote
Large Gen'Dai soldier 10/Jedi 2/Imperial Knight 1/elite trooper 5/gladiator 1
Force 15; Dark Side 1
Init +18; Senses Perception +12
Languages Basic, Gen'Dai, Mando'a

Defenses Ref 39 (flat-footed 36), Fort 41, Will 29
hp 353; second wind +88/176, 3 per day, more than once per encounter, as free action, +1d6 hp per FP; DR 2; Threshold 51; Bando Gora Surge, resilient physiology
Immune Damage Threshold does not drop if Fortitude Defense is reduced by condition track penalties, +5 to Fortitude Defense against extreme heat and cold effects

Speed  6 squares, fly 6 squares
Melee Exotic arg'garok +24 (2d12+12/x3) or
Melee arg'garok +24 (2d12+15/x3) with both hands or
Melee arg'garok +22 (3d12+15/x3) with Rapid Strike or
Melee arg'garok +19/+19 (2d12+15/x3) with Double Attack or
Melee arg'garok +15/+15 (3d12+15/x3) with Double Attack and Rapid Strike or
Ranged flamethrower +24 (3d6+13, 6-square cone/x3) or
Ranged flamethrower +19/+19 (3d6+13, 6-square cone/x3) with Double Attack or
Ranged exotic +15/+15 (3d12+15/x3) with Double Attack and Rapid Shot or

Fighting Space 2x2; Reach 1 square
Base Atk +19; Grp +28
Atk Options Double Attack (flamethrower), Point Blank Shot, Rapid Shot, Rapid Strike, Triple Crit (Flamethrower)
Special Actions Equilibrium, Force Recovery, Tough as Nails
Abilities Str 17, Dex 18, Con 22, Int 12, Wis 7, Cha 6
Special Qualities build lightsaber, delay damage, hibernation, regeneration
Talents Armor Mastery, Bando Gora Surge, Equilibrium, Exotic Weapon Mastery, Exotic Weapons Master, Force Recovery, Greater Weapon Focus (flamethrower), Greater Weapon Specialization (flamethrower), Hard Target, Tough as Nails, Weapon Specialization (flamethrower)
Feats Armor Proficiency (light, medium), Double Attack (flamethrower), Exotic Weapon Proficiency (flamethrower), Extra Second Wind, Force Sensitivity, Improved Damage Threshold, Martial Arts I, Point Blank Shot, Rapid Shot, Rapid Strike, Toughness, Triple Crit (Flamethrower), Unstoppable Combatant, Weapon Focus (flamethrower), Weapon Proficiency (advanced melee, lightsabers, pistols, rifles, simple weapons)
Primary Skills Endurance +20, Initiative +18, Perception +12, Stealth +8, Use the Force +12
Secondary Skills Acrobatics +13, Climb +12, Deception +7, Gather Information +7, Jump +12, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Persuasion +7, Pilot +13, Ride +13, Survival +7, Swim +12, Treat Injury +7, Use Computer +10
Possessions all-temperature cloak, arg'garok, flamethrower, Mandalorian battle armor (+8 armor, +2 equipment)
Here is how I made up the plan from level one onward.

Quote
1. Soldier - Tough As Nails (T), Extra Second Wind (F)
2. Jedi - Force Sensitivity, Bando Gora Surge (T)
3. Soldier - Unstoppable Combatant (F), Toughness (CF)
4. Soldier - Equilibrium (T), +1 STR, +1 INT, language: Mando'a, Skill: UTF
5. Soldier - Point Blank Shot (CF)
6. Soldier - Hard Target (T), Martial Arts I (F)
7. Jedi - Weapon Prof: LS (CF)
8. Imperial Knight - Armor Mastery (T), +1 DEX, +1 CON
9. Elite Trooper - Exotic Weapon Mastery (T), Improved Damage Threshold (F)
10. Soldier - Weapon Prof: AMW (CF)
11. Gladiator - Exotic Weapons Master (T)
12. Soldier - Weapon Specialization: Flamethrower (T), Weapon Focus: Flamethrower (F), +1 DEX, +1 CON
13. Soldier - Rapid Shot (CF)
14. Soldier - Force Recovery (T)
15. Soldier - Double Attack: Flamethrower (F), Rapid Strike (CF)
16. Elite Trooper - DR 1, +1 STR, +1 CON
17. Elite Trooper - Greater Weapon Focus: Flamethrower (T)
18. Elite Trooper - DR  2, Triple Crit : Flamethrower (F)
19. Elite Trooper - Greater Weapon Spec: Flamethrower (T)
20. Whatever----> Maybe Scout - Evasion
The use of Flamethrower and arg'garok were merely examples to help the sagasheet to understand what was going on. He is proficient in all exotic weapons and all weapons straight up via feats with the exception of heavy weapons, feats/talents for exotic weapons can be applied to all weapons, and using the Scum and Villainy stripping rules he can modify his equipment to his perfect specs to use. There is a free level I am unsure what to do with, my thoughts were to perhaps in the teens take scout for evasion and shake it off. Let me know what you think or if you can think of anything better to add some offensive oomph to this character keeping the same flavor and being viable to take from level 1 to 20.

12
The Senate / Re: Diathim Species
« on: July 07, 2014, 11:26:08 pm »
Here is where it has evolved to:

Quote
Diathim Species Traits
All Diathim share the following traits:
  Ability Modifiers: -2 Constitution, -2 Wisdom, +4 Charisma
  Medium Size: As Medium creatures, Diathim have no special bonuses or penalties due to their size.
  Speed: 6 squares base speed, 6 squares fly speed.
  Fly through Space: Diathim can fly in the vacuum of space, and can maneuver without any hindrance or penalty in vacuum.
  Survive in Vacuum: Diathim take no damage from exposure to vacuum.
  Unique Physiology: Diathim are able to draw nutrition from any environment, including space. Diathim never suffer the effects of starvation.
  Energy Burst: As a standard action, a Diathim may emit a burst of energy to damage it's enemies. The Diathim makes a special attack roll (1d20+character level) and compares the result against the Reflex Defense of all creatures and unattended objects within a 6-square cone. A successful hit deals 3d6 points of energy damage; a miss deals half damage. Using this ability moves the Diathim -1 step on the Condition Track. A Diathim may choose to deal additional damage, but each additional d6 of damage moves the Diathim another -1 step on the Condition Track.
  Bonus Feat: Force Sensitivity.
  Vow of Silence: Diathim are physically capable of vocalizing sound - some have been heard to wail in anguish if subjected to intense physical or emotional pain - however, as a species, they eschew language. As such, they have no spoken or written language and do not speak the languages of others, although they are capable of learning language for purposes of understanding the speech of others. Diathim can muster the will to speak in extreme circumstances, with the words spoken being sparse, weak and faltering, but it is difficult. Any time a Diathim desires to speak, the GM makes an attack roll (1d20+10) against the Diathim's Will Defense. If the attack is successful, the Diathim may not speak, but is still free to use telepathy, sign language, or some other manner of non-verbal communication.
  Bio-Luminescence: Diathim never gain concealment or total concealment from darkness.
  Primitive: Diathims do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them.
  Automatic Languages: None, but can communicate via telepathy.

Should I tack on -2 str as well?

13
The Senate / Diathim Species
« on: July 02, 2014, 11:42:07 pm »
How would you build a game balanced version of the Diathim species?

I found the following online but I wanted to see what other ideas people had that wouldn't be game breaking, if more than one person wanted to play one.

Quote
Diathim Species Traits:
+4 Cha, -2 Int, -2 Wis
Flight: Diathim have wings that allow them to fly at a base speed of 12 squares. Despite their use of wings, they also seem
to avail themselves of some sort of non-aerodynamic means of propulsion, however, since they are generally encountered
beyond the atmospheres of Iego and its satellites, in deep space in the nebulae.
Diathim do not breathe or eat in the conventional manner, or at least are capable of acquiring the necessary sustenance for
their physiology in deep space.
Energy Burst: Every 4 rounds, a Diathim can emit a white burst of energy from its chest as a Full-Round action dealing 1d8
points of damage for every two character levels up to a maximum of 4d8. Firing this energy burst moves the Diathim -1 step
on the Condition Track. The Diathim must make a ranged attack roll to hit. The beam has a range increment of 25 m for
every two character levels up to a maximum of 100 m.
Bonus Feat: Force Sensitive
Vow of Silence: Diathim are physically capable of vocalizing sound – some have been heard to wail in anguish if subjected
to intense physical or emotional pain – however, as a species, they eschew language. As such, they have no spoken or
written language and do not speak the languages of others, although they are capable of learning language for purposes of
understanding the speech of others. Diathim can muster the will to speak in extreme circumstances, but it requires a Will
Save at DC 20, and the words spoken are sparse, weak and faltering.
Bioluminescent Target: Diathim suffer a -2 to Reflex Defense in darkness or low light because their bioluminescent bodies
light them like a beacon to potential attackers.
Size: Medium. As Medium-size creatures, Diathim have no special bonuses or penalties due to their size.
Base Speed: 6 squares
Language(s): None

14
I am searching but I can't find it!

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I was wondering if I could get some help with trying to come up with a character that is the definition of tank, terminator style. The guy who keeps others safe by taking damage, but not at the complete sacrifice of attack ability. I was thinking of some hearty races like Gen'Dai and Trandoshan, but I am open to suggestions. Talents, Feats, armor, no armor, melee, ranged, whatever you think is best. Appreciate the help!

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