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Messages - target-maxfirepower

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1
The Arena / Re: Ultimate Dream Build #13: Non-Combat
« on: October 18, 2014, 04:27:46 pm »


Yligos I’kle; Supreme Chancellor of the Republic
Medium Caamasi (middle aged) Noble 8/Corporate Agent 4
Force 12
Init +10; Senses Perception +16
Languages Basic, Bothese, Caamasi, Catharese, Durese, High Galactic, Kel Dor, Mon Calamarian, Muun, Rodese, Shyriiwook

Defenses Ref 28 (flat-footed 24), Fort 21, Will 31; Willful Resolve
HP 47; second wind +11/23; Threshold 21
Immune +5 to Will Defense against Deception and Persuasion

Speed  6 squares
Melee unarmed +7 (1d4+4)
Ranged hold-out blaster +8 (3d4+6)
Base Atk +9; Grp +8
Special Actions Coordinate +2, Silver Tongue

Abilities Str 7, Dex 9, Con 9, Int 18, Wis 20, Cha 18
Special Qualities Executive Leadership (2/encounter), Memory Sharing, Natural Leader (organization scale 10), Pacifism, Rapport
Talents Coordinate (2), Exceptional Skill (Persuasion), Wealth, Willful Resolve, Wrong Decision
Feats Expert Briber, Linguist, Natural Leader, Predictive Defense, Rapport, Silver Tongue, Skill Challenge: Recovery, Skill Focus (Knowledge [bureaucracy], Persuasion), Unwavering Resolve, Weapon Proficiency (pistols, simple weapons)
Primary Skills Deception +16, Gather Information +16, Initiative +10, Knowledge (bureaucracy) +20, Knowledge (galactic lore) +15, Knowledge (social sciences) +15, Perception +16, Persuasion +21 (can intimidate or change attitude as a standard action; reduce DC to reduce price when haggling by 10; treat die rolls of 2-7 as 8 ), Treat Injury +16, Use Computer +15
Secondary Skills Acrobatics +5, Climb +4, Endurance +5, Jump +4, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Pilot +5, Ride +5, Stealth +5, Survival +11, Swim +4
Possessions datapad, encrypted Comlink (miniaturized) with holo capability, hold-out blaster, LeisureMech Personal Droid, extensive real estate holdings, personal space transport, large personal wardrobe

Destiny Completed: Champion (Galactic Republic) +2 CHA

-Corporate Agent felt right because, let's be honest, all government Chiefs of State are agents of corporations  :-\
-Coordinate +2, Rapport, and Corporate Agent's Executive Leadership represent his uncanny ability to bring together allies, and get the most out of them.
-Speaks most prominent languages of the Old Republic Era.
- Vast personal wealth, with his own loyal power base in addition to the resources of the Galactic state.
-Pacifism + Wrong Decision means anyone who attacks the Chancellor suffers -2 Will, while he can also make a Persuasion check vs. opponents' Will to move them down the Condition Track if they attack.
-High Will & Reflex defenses. Especially resistant to Deception & Persuasion, with the ability to negate one skill or attack vs. Will defense per encounter (great insurance to oppose Force-users).
-Extremely capable at Persuasion skill, and can use it to Intimidate more quickly, and more efficiently bribe.
-An absolute beast in Skill Challenges in civilized territory, and can reverse the course of one headed towards defeat with Skill Challenge: Recovery.
-Especially capable for a character having only reached CL12, with a 28-point buy, no House rules, and 1 Destiny!

2
The Arena / Re: Ultimate Dream Builds #12: Soldiers of the Galaxy
« on: October 08, 2014, 03:41:45 am »
Altering my suggestion (and pray I don't alter it any further)  :P

Pick a specific scene, and create characters present. Entices multiple builds, and new chances to create some of the iconic characters without having to decide when that character peaked.

For example?
The Carbon Freeze/Clash of the Lightsabers.
The Battle of Geonosis.
The Battle of Hoth.
Rescue at Jabba's Palace.

Feeling crazy?
Infiltration of Wayland.
Shadows of the Empire.

And so on.

3
The Arena / Re: Ultimate Dream Builds #12: Soldiers of the Galaxy
« on: October 06, 2014, 02:45:59 pm »
My idea(s) for future builds?

Perhaps revisit some of the older major heroes from the first few UDB challenges. Many weren't members of the site when those were posted (like myself). Make the concept time-specific. For example:

-Anakin Skywalker during podrace
-Anakin Skywalker during battle of Geonosis
-Anakin Skywalker during battle of Corsucant
-Darth Vader during duel on Mustafar
-Darth Vader during duel on Cloud City

and so on....

4
The Senate / Re: Ignoring PrC prereqs
« on: September 30, 2014, 07:39:29 am »
Quote
Quote from: target-maxfirepower on September 29, 2014, 04:40:18 pm
I may not ignore PrC prereqs, but I may alter them a bit (especially for Prestige Classes in the CORE rulebook).

For example, if my 8th level Scout/Soldier player wants to be an Elite Trooper, I may ignore that they do not have Armor Proficiency (Medium) so long as instead they have Improved Damage Threshold, Improved Defenses, Armor Defense talents, or the like.

That is an example I would NOT recommend.  AP (medium) is really the big "tax" to enter a pretty amazing class if you are starting from something other than Soldier.  I'll admit you may not want to use medium armor because it slows you down but other than that medium armor can get you some of the same thing Improved Damage Threshold or Improved Defenses will get you although generally not as efficiently.  AP (medium) is available as a bonus feat to both Scout and Soldier so you should be able to cover it instead of letting a feat you WANT to take cover it.  I'm not sure what the Armor Defense talents refer to as the already can be used to meet the ET's talent requirement.

To put it another way I believe Elite Trooper is good enough that if you want to start in something other than Soldier you will need to make the feat investment to get in.  Scout/Soldier without requiring AP (medium) is just too easy considering PBS and MAI are both feats you are almost certainly going to use constantly.  If you want to improve your defense scores I know I'm looking at anything other than heavier armors as being a superior place to sink a feat as medium armor will require even more investments to utilize.

That is a good point. I think you're coming at it from more of a game mechanic point of view, while I was thinking more along the lines of "if they're never going to wear anything but light armor and have made investments into comparable improvements to defense, why should that not count?"
Interesting, and maybe I'll change my mind. Luckily for me the player I'm talking about is only Scout 1/ Soldier 2.

5
The Senate / Re: Ignoring PrC prereqs
« on: September 29, 2014, 04:40:18 pm »
I may not ignore PrC prereqs, but I may alter them a bit (especially for Prestige Classes in the CORE rulebook).

For example, if my 8th level Scout/Soldier player wants to be an Elite Trooper, I may ignore that they do not have Armor Proficiency (Medium) so long as instead they have Improved Damage Threshold, Improved Defenses, Armor Defense talents, or the like.

6
The Arena / Re: Ultimate Dream Builds #12: Soldiers of the Galaxy
« on: September 23, 2014, 04:58:29 am »
"The ultimate non-Force sensitive fighters in the Empire serve the Emperor and the Emperor alone. Only Humans and Sith were allowed to be members of the imperial guard as the Emperor thought that they were the Strongest. Most citizens know them as protectors of the Sith Academy on Korriban and the sanctum of the Citadel on Dromund Kaas, the guardsmen’s mandate takes them wherever the Emperor requires. Even the Dark Council has neither control nor oversight of the guard’s activities. Clad in blood-red robes and armor, Imperial Guardsmen serve for life. Chosen for duty and initiated through deadly tests and traditions, those too old for active duty become instructors for the next generation until their skills deteriorate to the point where they are inevitably slain by a new recruit during training. Fanatic in loyalty and unmatched in martial skill, even a lone Imperial Guard is a formidable opponent capable of standing toe-to-toe with a Jedi… or a Sith, should the occasion arise."

Spoiler (hover to show)

Imperial Guardsman         CL 8

Medium Sith (Near-Human) Soldier 7/Elite Trooper 1
Force 10; Dark Side 10
Init +12; Senses Perception +9
Languages Basic, Sith

Defenses Ref 24 (flat-footed 20), Fort 25, Will 18
HP 89, Never Surrender; second wind +22/44; Threshold 25

Speed  4 squares
Melee combat gloves +11 (1d6+8) or
Melee electrostaff +12 (2d6+7) or
Melee electrostaff +12 (2d6+10) with both hands or
Melee electrostaff +2 (2d6+10) and electrostaff +2 (2d6+10)
Ranged blaster carbine +11 (3d8+4) or
Ranged blaster carbine +6 (3d8+4) with autofire
Base Atk +8; Grp +11
Atk Options Autofire (blaster carbine), Echani Training, Point Blank Shot
Special Actions Bodyguard's Sacrifice, Dedicated Guardian, Dedicated Protector, Harm's Way, Imperial Military Training

Abilities Str 16, Dex 16, Con 12, Int 12, Wis 10, Cha 10
Special Qualities Delay Damage
Talents Armored Defense, Bodyguard's Sacrifice, Dedicated Guardian, Dedicated Protector, Harm's Way
Feats Armor Proficiency (light, medium), Echani Training, Imperial Military Training, Martial Arts I, Never Surrender, Point Blank Shot, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple weapons)
Primary Skills Endurance +10, Initiative +12, Knowledge (tactics) +10, Perception +9, Persuasion +4 (+4 against Humans, near-Humans and other humanoids)
Secondary Skills Acrobatics +7, Climb +7, Deception +4, Gather Information +4, Jump +7, Knowledge (bureaucracy) +5, Knowledge (galactic lore) +5, Knowledge (life sciences) +5, Knowledge (physical sciences) +5, Knowledge (social sciences) +5, Knowledge (technology) +5, Mechanics +5, Pilot +7, Ride +7, Stealth +7, Survival +4, Swim +7, Treat Injury +4, Use Computer +5
Possessions Elegant Battle Armor (+8 armor, +2 equipment; tech specialist mod: +1 Max Dexterity), blaster carbine, combat gloves, electrostaff


My Imperial Guard is extremely dedicated, as several talents center around protecting adjacent allies.
Through rigid, deadly training, the Imperial Guard has improvements to ranged, melee, and unarmed combat.

7
The Senate / Re: Adept Negotiator/Castigate
« on: September 22, 2014, 04:30:39 pm »
Thanks for the replies everyone!

8
The Senate / Adept Negotiator/Castigate
« on: September 21, 2014, 05:35:53 pm »
Simply, is it possible to gain the effects of these abilities simultaneously with the same Standard Action, or must they be separate?

Adept Negotiator- as a Standard action make a Persuasion check, if it exceeds WILL move the target -1 on Condition Track.
Castigate- as a Standard action make a Persuasion check, if successful impose a -2 penalty to the target's defenses until end of turn.

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The Arena / Re: Ultimate Dream Builds #8: Exotic Weapon Masters
« on: March 25, 2014, 10:16:26 am »
My vote goes to Tyvar.

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The Arena / Re: Ultimate Dream Builds #8: Exotic Weapon Masters
« on: February 21, 2014, 08:39:12 pm »

For my first submission, I present Mahirkyyr, Havoc Squad's most deadly Wookiee commando. Armed with a Kashyyk bowcaster and protected my Republic battle armor, he is more than a match for all but the most powerful Sith lords in the Empire.


*28 point build
*bowcaster attack allows Force points to add to both attacks and damage with his bowcaster
*his devastating attacks reduce a target's Threshold by 10 when successfully hit, and with 4d10+17 damage he should move almost any target down the condition track.
*savage attack (rifles) should also grant an extra dice of damage on most double and/or triple attacks
*DR 3, 217 HP and REF of 39 are enough to protect against almost any opponent without too many selections to add to defense.




Spoiler (hover to show)

11
Star Wars Saga Edition General / Re: Sagasheet
« on: February 21, 2014, 06:39:14 pm »
I just noticed that the Yuuzhan Vong species doesn't have Weapon Familiarity (amphistaff) as one of their racial abilities.

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Star Wars Saga Edition General / Re: TOR Classes as SWSE Characters
« on: February 16, 2014, 05:49:27 am »
What server do you play on? I'm on the Harbinger

13
Quote
I find it significant that “Yuuzhan Vong” is not on this list and nowhere in sight……..


Anything but that.

14
35. Grand Admiral Thrawn vs. Admiral Ackbar commanding large fleets in capital ship vs capital ship engagements... battle over Coruscant in III had some decent moments of this with the cruisers broadsiding each other, but I'd like to see something to compare to some of the best Star Trek moments with the Enterprise.


36. The Katana Fleet

37. new computer/communications technology. In many ways we're already more advanced in this area than what is shown in the GFFA. They should think outside the box in terms of holographs, show a slicing scene, cyber tech embedded in beings' brains, etc.

15
Star Wars Saga Edition General / Re: My Current Game
« on: February 02, 2014, 10:23:15 pm »
As the game nears, our group has grown larger. Luckily, I have experience running huge games from back in my high school "revised Core Rulebook" days- and heck, if I can run a huge game with those rules then Saga should be a breeze.


Here are the newest additions to our game...


Oola Vida, Escaped Twi'lek Slave
*note that the player here chose to roll randomly for ability scores
Spoiler (hover to show)


Warl B'uub, Exiled Mercenary
*note that I allowed the player to exchange proficiency in both Rifles and Pistols for Advanced Melee weapons
Spoiler (hover to show)


Nippet, Marooned Ewok Surivor
Spoiler (hover to show)

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