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The Senate / Re: GenDai Healing/tank Build Search?
« on: January 04, 2024, 01:17:28 pm »
Perfect! Thank you very much.
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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
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 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. Large Gen'Dai soldier 10/Jedi 2/Imperial Knight 1/elite trooper 5/gladiator 1Here is how I made up the plan from level one onward.
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)
1. Soldier - Tough As Nails (T), Extra Second Wind (F)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.
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
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.
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