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31
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by lil_literalist on July 03, 2025, 10:41:17 pm »
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
32
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by Flakes on July 03, 2025, 12:34:51 am »
For entry #2 I went simple and specialized, like insects should be. This is a Verpine tech from the B-Wing design team. They design and build starfighters, they check the prototypes for flaws, they talk amongst themselves as a hive on how best to improve the project. Not much this build can do in combat other than use skills to help the ship and Vehicle Systems Expertise. (Edited to correct the number of skills and feats.)


Project Shantipole Technician    (CL 2)

Medium Verpine Non-heroic 6

Initiative: +3; Senses: Perception +8

Languages: Basic, Binary, Sullustese, Verpine; Hive Mind

Defenses
Reflex Defense: 11 (Flat-Footed: 11), Fortitude Defense: 10, Will Defense: 10

Hit Points: 15, Damage Threshold: 10

Offense

Speed: 6 Squares

Melee: Unarmed +3 (1d4-1; minimum 1)

Ranged: By Weapon +4

Base Attack Bonus: +4, Grapple: +4

Species Traits (Verpine): Heightened Awareness, Hive Mind, Natural Armor (+1)

Base Stats

Abilities: Strength 9, Dexterity 10, Constitution 10, Intelligence 16, Wisdom 10, Charisma 8

Feats: Skill Focus (Knowledge (Technology)), Skill Focus (Mechanics), Skill Training (Perception), Starship Designer, Tech Specialist, Vehicle Systems Expertise

Skills: Mechanics +16, Knowledge (Technology) +16, Knowledge (Physical Sciences) +11, Perception +8 (may reroll, must take second result), Use Computer +11

Possessions: Datapad, Tool Kit
33
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by Flakes on July 03, 2025, 12:07:46 am »
My first entry will be an old-school look at a high-level character at various levels on their journey. This is slightly tweaked from a version I shared on the Saga Edition Discord for anyone who remembers that one. The tweaks are partly substantive and partly fixing math errors. Commentary with mild spoilers from Expanded Universe (Legends) books is also included.

Talents/feats are meant to be in order they were taken to capture the development over high levels. There's also a way to do this with the Corellia Background but I wanted to go full hero with Destiny.



Commander Wedge Antilles (3 ABY, before Battle of Hoth) (CL 6)


Medium Human Noble 2/Scoundrel 2/Soldier 2

Destiny Points: 1; Force Points: 3; Dark Side Score: 3

Initiative: +11; Senses: Perception +10

Languages: Basic, Bocce, Drallish, Mandaba, Old Corellian, Shyriiwook (understand only)

Defenses
Reflex Defense: 21 (Flat-Footed: 18), Fortitude Defense: 19, Will Defense: 20; Labyrinthine Mind, Vehicular Combat

Hit Points: 39, Damage Threshold: 19

Offense

Speed: 6 squares

Melee: Unarmed +4 (1d4+3)

Ranged: By Weapon +7

Base Attack Bonus: +4, Grapple +7

Attack Options: Burst Fire, Point-Blank Shot, Precise Shot

Special Actions: Born Leader, Draw Fire

Starship Maneuvers Suite (Pilot +16): Angle Deflector Shields, Corellian Slip, Evasive Action, Intercept, Snap Roll (3), Target Lock, Wotan Weave

Base Stats

Abilities: Strength 10, Dexterity 16, Constitution 10, Intelligence 15, Wisdom 14, Charisma 12

Talents: Born Leader, Labyrinthine Mind, Draw Fire

Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire

Skills: Deception +9, Initiative +11, Knowledge (Tactics) +10, Mechanics +10, Perception +10, Persuasion +10, Pilot +16, Ride +11, Use Computer +10

Possessions: Flight Suit (+1 Fortitude), Blaster Pistol, Datapad, Utility Belt

Destinies completed: Rescue

Design Notes:

Before he became a famed fighter ace, Wedge grew up in orbit of Corellia, rubbing elbows with all sorts of spacers, including the smuggler Booster Terrik. He was exposed to starships at an early age but had other passions like architecture. His loving parents arranged for him to get an education at an agricultural school planetside, which would have broadened his horizons (and given him the all-important ride skill as described in Wookieepedia). As a young adult, his parents are killed by the actions of pirates fleeing the authorities. Wedge leads Booster’s crew on a raid to avenge them, and destroys the pirate ship with a borrowed Z-95 Headhunter, showing early aptitude for space combat. He then uses the insurance and bounty money to buy a small freighter, trying his hand as a legitimate cargo hauler. He meets some Rebels and even falls in love with the daughter of one. When the Empire kills her the desire to strike back drives him into smuggling for the rebellion and later more formal service as an X-Wing pilot. By the leadup to Yavin he leads small fighter missions (see X-Wing Rogue Squadron ½ for him giving orders to Biggs and Porkins). By the time the Rebels establish Echo Base on Hoth, he is a decorated veteran and has been promoted to Commander (some sources call him a captain). He leads Rogue Squadron when Commander Skywalker is off Jedi training or doing other Main Character business.

It’s difficult to capture all that a character featured in so many books and comics does in a stat block, and SWSE’s mechanics are not always a perfect correspondence for how any film/book character develops, but damned if I won’t try to get close. I started him at a typical 25 point buy instead of the ridiculously low buy the RECG gave him. Nothing overpowered but certainly a heroic character. As always class =/= concept, so I started him in noble to capture all of the skills he uses later in his career as well as the more technical abilities. His Linguist languages are for the most part native to the Corellian system. Multiclassing allows him to get trained in mechanics by level 4 as he’d want to be keeping his freighter repaired (and he’ll get stealth by 8 to help with all those covert Wraith Squadron missions). Of course he has plenty of bells and whistles for space combat. He fulfills the Rescue destiny by shooting down the TIE Fighter that Luke can’t shake at Yavin, boosting INT and DEX. Born leader allows him to assist allies easily, and Draw Fire expands on the wingman concept. Because there is mention in later stories of him being resistant to the Force, even shaking off Sith mind control magic in Requiem for a Rogue, I gave him Labyrinthine Mind, which also lets him ignore more common mind-altering effects.

---

“Lieutenant Kettch” (7 ABY, as of Battle of Kuat) (CL 13)


Medium Human Noble 2/Scoundrel 3/Soldier 2/Ace Pilot 5/Officer 1

Destiny Points: 2; Force Points: 5; Dark Side Score: 1

Initiative: +14; Senses: Perception +13

Languages: Basic, Bocce, Drallish, Mandaba, Mon Calamarian, Old Corellian, Shyriiwook (understand only), Sullustese

Defenses
Reflex Defense: 30 (Flat-Footed: 27), Fortitude Defense: 26, Will Defense: 29; Labyrinthine Mind, Vehicular Combat, Vehicular Evasion, Juke, Vehicle Dodge (+2)

Hit Points: 70, Damage Threshold: 26

Offense

Speed: 6 squares

Melee: Unarmed +9 (1d4+6)

Ranged: By Weapon +12

Note: Additional +2 with starfighter vehicle weapons (Vehicle Focus); reroll vehicle weapon attack 1/encounter (Gunnery Specialist)

Base Attack Bonus: +9, Grapple +12

Attack Options: Burst Fire, Point-Blank Shot, Precise Shot

Special Actions: Born Leader, Draw Fire, Hyperdriven, Vehicle Focus (Starfighters), Gunnery Specialist

Starship Maneuvers Suite (Pilot +24): Angle Deflector Shields, Corellian Slip, Evasive Action, Intercept, Snap Roll (3), Target Lock, Wotan Weave

Base Stats

Abilities: Strength 11, Dexterity 16, Constitution 10, Intelligence 16, Wisdom 15, Charisma 13

Talents: Born Leader, Labyrinthine Mind, Draw Fire, Hyperdriven, Vehicular Evasion, Vehicle Focus, Juke, Assault Tactics

Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire, Skill Focus (Persuasion), Gunnery Specialist

Skills: Deception +12, Initiative +14, Knowledge (Tactics) +14, Mechanics +14, Perception +13, Persuasion +12, Pilot +24 (may always take 10 piloting starfighters), Ride +14, Stealth +19, Use Computer +14

Possessions: Light-absorbing (shadowskin) Flight Suit (+1 Fortitude, +5 Stealth), Blaster Pistol, Comlink (short-range, encrypted), Stuffed Ewok Toy with Ewok-sized Flight Suit

Destinies completed: Rescue, Education

Design Notes:

Here we have Wedge in the middle of the Zsinj Campaign described in Aaron Allston’s Iron Fist. The origin of the “Lieutenant Kettch” callsign and the special equipment are also described in that book, or can be read on Wookieepedia.

https://starwars.fandom.com/wiki/Kettch

Wedge has leveled up considerably from playing key roles at the Battles of Hoth and Endor, followed a few years later by the liberation of Coruscant and Thyferra. He has plenty of Ace Pilot tricks to pull, and is starting down the Officer path. Gunnery Specialist rather than HW proficiency seemed appropriate for someone who can certainly use all manner of vehicle and starship weapons (in at least one book he personally fires a cruiser's batteries) but is never depicted using heavy infantry blasters in ground engagements.

In this period, Wedge leads Rogue Squadron through heavy action. The Rogues are later joined by Wraith Squadrons. He pulls off many commando raids and unconventional fighter missions with the Wraiths, who use stealth and subterfuge as often as firepower. Training these elite units fulfills the Education destiny and boosts Wedge’s pilot skill to the level where many call him the best. But Admiral Ackbar sees something more. To him, Commander Antilles is meant to head up greater naval assets than a mere fighter squadron or two. He sees a Born Leader, if you will. Wedge will continue refusing promotions until shortly after the events of the Thrawn trilogy, but in the meantime Ackbar informs him “You are already a general” by virtue of him planning major operations and pioneering new tactics.

Narratively, Wedge wants his squadrons to survive against the odds through their missions by fooling the enemy in addition to superior flying. The more guerilla tactics the better to even the odds. Mechanically, the hope with this build is for Wedge to keep his pilots alive as much as possible with Draw Fire and his abilities to evade hits/damage. Skill focusing his Persuasion (rather than tactics) is aimed at that, as well his ability to get equipment and personnel for his squadrons by convincing superiors in the military that he has the right plan. Wraith Squadron, for example, is formed by convincing Ackbar to give X-Wings to a group of rejects from other units. No bureaucracy checks needed. (Wedge is described as shying heavily away from the politics of military leadership.) He gives up some BAB to do everything he does, but that’s the burden of command. In terms of character development, Wedge starts becoming more reflective of the nature of violence and warfare and is able to spend a couple Force Points over the years to drop his Dark Side Score.

---


General Wedge Antilles (27 ABY, as of Battle of Coruscant) (CL 17)

Medium (Middle-aged) Human Noble 2/Scoundrel 3/Soldier 2/Ace Pilot 7/Officer 3

Destiny Points: 2; Force Points: 6; Dark Side Score: 0

Initiative: +14; Senses: Perception +13

Languages: Basic, Bocce, Drallish, Mandaba, Mon Calamarian, Old Corellian, Shyriiwook (understand only), Sullustese

Defenses
Reflex Defense: 33 (Flat-Footed: 31), Fortitude Defense: 29, Will Defense: 34; Labyrinthine Mind, Vehicular Combat, Vehicular Evasion, Juke, Vehicle Dodge (+3), Command Cover (+1)

Hit Points: 88, Damage Threshold: 29

Offense

Speed: 6 squares

Melee: Unarmed +13 (1d4+8)

Ranged: By Weapon +15

Note: Additional +2 with starfighter vehicle weapons (Vehicle Focus); reroll vehicle weapon attack 1/encounter (Gunnery Specialist)

Base Attack Bonus: +13, Grapple +15

Attack Options: Burst Fire, Point-Blank Shot, Precise Shot

Special Actions: Born Leader, Draw Fire, Hyperdriven, Vehicle Focus (Starfighters), Assault Tactics, Exploit Weakness, Share Talent (Draw Fire)

Starship Maneuvers Suite (Pilot +25): Ackbar Slash, Angle Deflector Shields, Corellian Slip, Evasive Action, I Have You Now, Intercept, Snap Roll (4), Target Lock, Wotan Weave

Base Stats

Abilities: Strength 10, Dexterity 15, Constitution 10, Intelligence 17, Wisdom 17, Charisma 14

Talents: Born Leader, Labyrinthine Mind, Draw Fire, Hyperdriven, Vehicular Evasion, Vehicle Focus, Juke, Assault Tactics, Squadron Maneuvers (Juke), Exploit Weakness

Feats: Linguist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple), Vehicular Combat, Starship Tactics (3), Skill Focus (Pilot), Point-Blank Shot, Precise Shot, Weapon Proficiency (Rifles), Burst Fire, Skill Focus (Persuasion), Gunnery Specialist, Adaptable Talent (Legendary Commander)

Skills: Deception +15, Initiative +15, Knowledge (Tactics) +16, Mechanics +16, Perception +16, Persuasion +20, Pilot +25 (may always take 10 piloting starfighters), Ride +15, Stealth +15, Use Computer +16

Possessions: New Republic Uniform, Blaster Pistol, Comlink (short-range, encrypted), Datapad, Encrypted War Plans

Destinies completed: Rescue, Education

Design Notes:

Don’t let the rank of General fool you; Wedge is a naval commander by the middle of the Yuuzhan Vong war, routinely leading fleets of capital ships. His tactical abilities are better than ever and his hard-won experience in the cockpit still compensates for the slowing reflexes of age. Wedge spent the last 20 years on a variety of assignments, leading Rogue Squadron at various points but also commanding task forces, construction droids, and even a Super Star Destroyer when the mission calls for it. Adaptable Talent lets him make full use of the biggest ships out there when needed, as the Legendary Commander he is. When he’s with a fighter squadron, they now get the benefits of Juke (I believe they don’t need to meet the prerequisites as long as he does, otherwise the Squadron Maneuver should be for Vehicular Evasion). And his total scoundrel/ace pilot levels are up to 10, for a very nice Hyperdriven bonus in any starship encounter. Wedge has found inner peace with the fact he needs to fight the enemy, whether they’re Imperials or Vong, not as a matter of revenge, but for the lives and freedoms of the galaxy at large. He gives this advice to others in a mentor role in various Allston books, so it felt reasonable to drop his Dark Side to 0.
34
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by StevenO on July 02, 2025, 11:01:34 pm »
E.R.I.C.:  Every regularly included Crewman.

Unspecified species* Nonheroic 7 (CL2 - Expert Vehicle Crew)
STR 12, DEX 10, CON 12, INT 10, WIS 10, CHA 10 (PB15)
Trained Skills:  Pilot +8, Use Computer +8, Mechanics +8
Feats:  Skill Training (Use Computer, Mechanics), WP-Heavy, AP-light, Vehicular Combat, WP-Pistol

Defenses:  REF 10 (ff 10), FORT 11(DT 11), WILL 10
HP 24; Init +3, Perception +3,
Languages:  Basic*
Ranged Attack (Pistol or heavy):  +5 (damage by weapon)
BAB +5, GRAP +6
Special Combat Actions:  Vehicular Combat

Who is Eric?  Eric is a representation of every regularly included crewman in basic codex stats.  More specifically, at this point Eric is an "ELITE" crewman having become a Skilled crewman at 3rd-level where he gained additional training in vehicular combat to expand his possible roles.  His basic training (NH1) includes the basic skills needed for starship operations (Pilot, Use Computer, and Mechanics) plus training on starship weapons.  Training in protective gear (AP-light) can increase is survival chances when donned is an elective as it the later weapon training in small arms (Pistols) that could be utilized to help repel any hostile takeover of the ship; some may elect other feats in place of these but uniform operations does NOT require them to be things that improve actual ship operations.  Certain species may have additional things they bring to the table but again, in the interest of uniformity, they are not mentioned.
35
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by StevenO on July 02, 2025, 10:38:44 pm »
Koridan, Trandoshan Chief Security Officer
Soldier7/Jedi1/EliteTrooper1/Gladiator1/Officer1  (CL11)
STR 18, DEX 14, CON 14, INT 14, WIS 12, CHA 8 (PB28)
Trained Skills:  Pilot +12, Perception +11, Use Computer +12, Mechanics +12, Knowledge (Tactics) +12
Feats:  Toughness, WP (Simple, Pistol, Rifle, AMW`, lightsaber, Heavy), AP (light, medium), Martial Arts I, Point Blank Shot, Improved Damage Threshold, Double Attack-Heavy, Combat Reflexes;
Talents:  Melee Smash, Unrelenting Assault, Armored Defense, Hold the Line*, Indomitable, Improved Armored Defense, MAP (heavy), Stalwart Subordinates (allies w/in 12 sq and LoS and have WILL targeted force enemy to reroll and take lowest)

Equipment: Battle Armor (16 kg, 7000 cr) w/ Vacuum seals (2k, 2kg), Concealed Weapon Mounts (3 mounts 3k) +  Miniaturized Jetpack (15kg, 800)  (Net w/ Jetpack +8 REF, +2 FOR, +2 MAX DEX, 12,800 cr, 33kg); Accurate Lightsaber Pike (4000 credits +2k TS, 2kg)*, Accurate Blaster Cannon w/Extra Power Source (3200cr +2kTS, 18kg), Grenade Launcher (500 cr, 5kg); Grenades: Concussion x3 (8d6 2sq burst), Gas (vs Fort -2 CT w/4sq burst); Merr-Sonn Model 434 w/Rangefinder (850 cr. 1.2kg), Utility Belt (500 cr), Bracer Computer 1300 cr .5kg, Earbud Comlink 200, Binder Cuffs X3 (150 cr,1.5kg), more power packs (x2) 50 cr, 1000 credits left.
 


Defenses:  REF 33 (ff 30), FORT 29 (DT 34), WILL 26
HP 111;  Second Wind 55/+27;  Init +12, Perception +11, Darkvision
Force Points: 11;    Languages:  Basic, Dosh, Huttese, Binary
Melee Attack:  +16 accurate lightsaber pike (2d8+14) Reach 2;  Miss still deals 8 damage via Unrelenting Assault
Ranged Attack:  +14 or +11/+11 armor mount Blaster Cannon (3d12+5) splash 1
Ranged Attack:  +13 or +10/+10 armor mount Grenade Launcher (by grenade +5)
Ranged Attack:  +13 Merr-Sonn pistol (3d8+5)
Unarmed:  +15 (1d6+10); Miss still deals 4 damage via Unrelenting Assault
BAB +11, GRAP +15
Special Combat Options:  PBS, Combat Reflexes (3 AoO) stop opponent's movement, Indomitable, Double Attack-heavy, Delay Damage,

Koridan is the rough and tumble chief security officer who most wouldn't want to mess around with.  He is competent in all of essential ship skills and double-attack (heavy) can really let him put hurt on opposing ships using ship weapons.  When it comes to boarding actions he is very much a force; he used an "acquired" lightsaber Pike (this could be an AMW if there was something that did 2d8 damage with reach) and with Combat Reflexes and Hold the Line can do a very effective job of slowing the progress of anyone who would want to rush by him.  His Officer training helps his allies keep their heads in the game if affected my mind affecting things or similar that target WILL.


Design Notes:  Originally concepted as part of a command crew for a CIS communications frigate that turns pirate/privateer after surviving the shut down order and other events around the time Order 66 was carried out.  The original plan had the starting Soldier feat WP-Rifle replaced with AMW at that time which IICR saved a feat and let me get in most of this in 10th-level.  I played a version of this character in the "War's Inferno" pbp on this site where he successfully held off two higher level Sith Lords with a little bit of help; this was without the Officer level and it's +4 WILL boost which would have been HUGE!  Alternative takes could easily see his species changed.  Maybe shouldn't mix IPs but I do think a bit "Warf" with this character.


edit note: added CL for clarity
36
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by WhiteNoiseMaker on July 02, 2025, 06:45:59 pm »
My contribution to the contest was originally inspired by the following Robot Chicken Star Wars skit.

https://youtu.be/fFihTRIxCkg?feature=shared

However as I developed it, I also began to wonder about the concept of the Imperial Navy's officer corps having a tendency for their members to "fail upward" and advancement stemming from throwing fellow officers under the bus.  As such it's a little bit of a concept build, centered around social treachery and backstabbing, but I did try to give it viable combat abilities as well.

So I present to you the "Commander Winston" build!  It's laid out in such a way as to be usable at any point in the levelling process, although certain benchmark points are noted when particularly appropriate.
                  
===========================================================

"Ensign Winston" (CL4)

Medium Human

Force: 6  Dark Side: 1
Init: +4
Languages: Basic, High Galactic, Old Correllian, Minnisiat, Rammocate, Military Sign
Defenses: Ref 17   (FF) 15   Fort 18   Will 15
HP 40; Threshold 18
Speed: 6 squares
Melee: Unarmed +3 (1d4+1)
Ranged: Blaster Carbine +5 (3d8+2)
Base Attack: +3; Grapple +5
Abilities:  Str 8   Dex 15   Con 10   Int 14   Wis 12   Cha 17
Talents: Commanding Presence, Dirty Tactics, Misplaced Loyalty
Feats: Armor Light, Armor Medium, WP (Pistols), WP (Rifles), WP (Simple), Skill Focus- Deception, Master of Disguise, Linguist, Skill Focus Persuasion, Silver Tongue
Skills: Deception +14, Persuasion +14, Initiative +9, Knowledge-Tactics +9, Perception +8, Pilot +9
Possessions: Armored Flight Suit, Blaster Carbine, Datapad, Code Cylinder, Uniform, MSE-6 Repair Droid

==============================================================

"Lieutenant Winston" (CL9)

Medium Human

Force: 7  Dark Side: 4
Init: +6
Languages: Basic, High Galactic, Old Correllian, Minnisiat, Rammocate, Military Sign
Defenses: Ref 26   (FF) 24   Fort 21   Will 30
HP 62; Threshold 21
Speed: 6 squares
Melee: Unarmed +7 (1d4+3)
Ranged: Sporting Blaster Carbine +9 (3d8+4)
Base Attack: +7; Grapple +9
Abilities:  Str 8   Dex 14   Con 10   Int 14   Wis 12   Cha 16
Talents: Commanding Presence, Dirty Tactics, Misplaced Loyalty, Two-Faced, Cast Suspicion, Assault Tactics
Feats: Armor Light, Armor Medium, WP (Pistols), WP (Rifles), WP (Simple), Skill Focus- Deception, Master of Disguise, Linguist, Skill Focus Persuasion, Silver Tongue, Intimidator, Recurring Success, Combat Trickery, Rapid Shot
Skills: Deception +16, Persuasion +16, Initiative +11, Knowledge-Tactics +11, Perception +10, Pilot +11
Possessions: Sporting Blaster Carbine, 2 Concussion Grenades, Datapad, Code Cylinder, Uniform, PG-5 Gunnery Droid

==============================================================

"Commander Winston" (CL15)

Medium Human

Force: 9  Dark Side: 9
Init: +9
Languages: Basic, High Galactic, Old Correllian, Minnisiat, Rammocate, Military Sign
Defenses: Ref 33   (FF) 30   Fort 27   Will 36
HP 92; Threshold 27
Speed: 6 squares
Melee: Unarmed +13 (1d4+6)
Ranged: Sporting Blaster Carbine +16 (3d8+7)
Base Attack: +13; Grapple +16
Abilities:  Str 8   Dex 16   Con 10   Int 14   Wis 12   Cha 18
Talents: Commanding Presence, Dirty Tactics, Misplaced Loyalty, Two-Faced, Cast Suspicion, Assault Tactics
Feats: Armor Light, Armor Medium, WP (Pistols), WP (Rifles), WP (Simple), Skill Focus- Deception, Master of Disguise, Linguist, Skill Focus Persuasion, Silver Tongue, Intimidator, Recurring Success, Combat Trickery, Rapid Shot
Skills: Deception +20, Persuasion +20, Initiative +15, Knowledge-Tactics +14, Perception +13, Pilot +15
Possessions: Sporting Blaster Carbine, 2 Concussion Grenades, Datapad, Code Cylinder, Uniform, Holoshroud, KX-Series Security Droid

==========================================================
         
________________Str 8____Dex 14____Con 10____Int 13____Wis 12___Cha 15   
Level 4______________________________________+1________________+1
Level 8_____________________+1_________________________________+1
Level 12____________________+1_________________________________+1

Background:
Disgraced   You treat any attempt to create a Deceptive Appearance for yourself as one step simpler.   
Trained in Deception.         

Trained Skills:  Deception, Persuasion, Initiative, Knowledge-Tactics (4th), Perception, Pilot

CL   Class         BAB      Def            Feats                        Talents/Features
1   Soldier 1      +1      F2R1         Armor Light                     Commanding Presence
                                 Armor Medium      
                                 WP (Pistols)
                                 WP (Rifles)
                                 WP (Simple)      
                                 (1) Skill Focus- Deception         
                                 (H) Master of Disguise

2   Noble 1         +0      R1W2         (c) Linguist                  Dirty Tactics         
                  
3   Noble 2         +1                  (b) Skill Focus- Persuasion   
                                 (3) Silver Tongue
                                             
4   Noble 3         +2                                             Misplaced Loyalty
                  
5   Noble 4         +3                  (b) Intimidator      
                  
6   Noble 5         +3                  (6) Recurring Success*            Two-Faced*
                        
7   Noble 6         +4                  (b) Combat Trickery      
                  
8   Charlatan      +0      +R2W4                                    Cast Suspicion
                  
9   Officer         +1      +R2W4         (9) Rapid Shot                  Assault Tactics
                     
10    C2            +1                                             Score
                   
11    C3            +2                                             Friend or Foe
                   
12    C4            +3                  (12) Cunning Attack               Swindle
                   
13    O2            +2                                             Command Cover
                                                            Share Talent- Assault Tactics
                   
14    O3            +3                                             Exploit Weakness
                   
15    C5            +3                  (15) Recurring Success*            True Betrayal
37
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by sienn_sconn on June 30, 2025, 01:35:17 pm »
This is an experienced captain who has nerves of steel and understands how to motivate his crew.  He can talk down pirates or negotiate with unruly merchants, and can assist just about any position on the bridge.  More levels in Officer will get him the option to work towards maneuvering a fleet, but for now, his Legendary Commander talent improves his ship's defense and makes his crew more efficient.  Too bad lots of Starship Maneuvers require you to be the pilot, but maybe if the captain regularly took the helm, maybe swapping out Recall and Quick Skill for Skill Focus (pilot) and Starship Maneuvers could give him some fun options.


Capital Ship Captain

Medium Human Noble 7/Officer 1
Force 10
Init +10; Senses Perception +11
Languages Basic, Bocce, Durese, Gran, Huttese, Ryl
Defenses Ref 21 (flat-footed 20), Fort 19, Will 24 (29 vs Deception and Persuasion)
hp 48; Threshold 19
Speed 6 squares
Melee unarmed +6 (1d4+4) or
Ranged blaster pistol +7 (3d6+4) or
Base Atk +6; Grp +7
Atk Options 
Special Actions  Born Leader, Fearless Leader, Rally
Abilities Str 10, Dex 13, Con 12, Int 14, Wis 14, Cha 14
Special Qualities bonus feat, bonus skill
Talents Born Leader, Coordinate, Inspire Confidence, Legendary Commander, Rally
Feats  Linguist, Quick Skill, Silver Tongue, Skill Focus (persuasion), Stand Tall, Recall, Unswerving Resolve, Unwavering Resolve, Weapon Proficiency (pistols, simple)
Trained Skills Deception +11, Initiative +10, Knowledge (galactic lore) +11, Knowledge (tactics) +11, Persuasion +16, Perception +11, Pilot +10, Treat Injury +11, Use Computer +11
Possessions blaster pistol, captain’s uniform, code cylinder, datapad

38
The Arena / Re: Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on June 18, 2025, 11:46:58 pm »
Going to kick this off with a build of a Chiss Sky-walker. These are pretty neat additions to Disney canon that give the Ascendancy Force-sensitives, but with an interesting twist in that their powers fade into adulthood. I believe this is because of how the Chiss treat them as cogs in the machine and they'd be normal if they were raised as Jedi, for instance, but I don't see that mentioned on the wiki so it might not actually be the case. Either way, enjoy the build!


Secretive navigators of The Chiss Ascendancy, the Sky-walkers (ozyly-esehembo in Cheunh) use their Third Sight to navigate the unique dangers of hyperspace within The Unknown Regions. The Sky-walkers' abilities, managed through the Seekers Program, allow Ascendancy ships to plot hyperspace routes in a matter of days what would normally take weeks. So heavily concealed is the Seekers Program by the Ascendancy that Sky-walkers aren't even acknowledged by members of the crew; to them, the Sky-walkers are merely children of their captains, hiding their status behind mundanity.

Of great concern to The Chiss Ascendancy is that the gifts of Sky-walkers never last. Third Sight is only ever found in adolescents, and fades in the Sky-walkers' lives between 13 and 15 years of age. The cause for this phenomenon is unknown to the Ascendancy, who are quite eager to prevent the loss of such abilities.

Chiss Sky-walker (CL 2)

Medium Chiss (young adult) Nonheroic 2/Noble 1/Scout 1
Force 1
Init +3; Senses Low-Light Vision, Perception +9
Languages Basic, Cheunh
Defenses Ref 15 (flat-footed 14), Fort 12, Will 16
hp 12; Threshold 12
Speed 6 squares
Melee unarmed +0 (1d4)
Melee vibrodagger +0 (2d4)
Ranged sporting blaster pistol +2 (3d4+1)
Base Atk +1; Grp +2
Abilities Str 8, Dex 12, Con 9, Int 12, Wis 14, Cha 12
Special Qualities low-light vision
Talents Force Pilot, Instinctive Navigation
Feats Force Sensitivity, Hyperblazer, Skill Focus (Use the Force), Skill Training (Use Computer), Weapon Proficiency (advanced melee weapons, pistols, simple weapons)
Skills Knowledge (physical sciences) +8, Perception +9, Use Computer +8 (Hyperblazer), Use the Force +13 (may substitute for Pilot checks and Use Computer checks made to Astrogate or Use Sensors)
Possessions sporting blaster pistol, vibrodagger, datapad, civilian garb
39
The Arena / Saga Edition Revived Build Contest #4: Naval Personnel
« Last post by chellewalker on June 13, 2025, 05:40:00 am »
Through the vastness of space, the galaxy is patrolled by any government that reaches for the stars. And those patrols are made by the most brave and adventurous personnel of their star navies! For any newcomers to these contests, how this works is you're given a contest theme (in this case it'll be that of "Naval Personnel"), and participants in the contest can make any kind of build they want to try and match that theme (complying with the rules below, which largely amount to "keep to official swse rules"). Once all builds are submitted and the deadline is reached (21 days from the contest's posting, which for this contest would be July the 4th), then people get two votes to pick whatever build they like the most; after a week of voting (ending on the 11th of July), the build with the most votes, wins!

For this build contest, we're focusing on the men and women that man the hundreds of galactic navies in the galaxy, from the lowliest comm officer to the most decorated of admirals. Whether they're leading the starfighter corps into battle, intercepting comm traffic under fire, or engaged in a battle of wits against their enemy commanders, the Naval Personnel of Star Wars keep the space lanes safe, the sectors secure, and galactic society and trade connected. There are any number of interesting characters and ideas to draw from, and now is the time to see what everyone comes up with!

With all that out of the way, good luck to contest participants, and I look forward to seeing how creative the community can get with these contests!


While these rules may be subject to change for future build contests, right now they are as follows:
  • Builds are limited to a max of Heroic Level 20. For Classes, Feats, Powers, and Talents, please use official Saga Edition sourcebooks.
  • All builds must comply with either a Standard Package, a 28-or-less-point Planned Generation for characters, or a 23-or-less-point Planned Generation for Droids.
  • You are limited to 2 builds per contest. This keeps it a fair game.
  • Please stay on topic of the thread. If something needs to be discussed more in detail, please start another thread and move your thoughts there. This keeps the contest thread clean and simple.
  • You will have 21 days to submit builds, starting from this post. After the 21 days, 7 more days for voting will be available. Winners will be decided by a simple majority of the cast votes for the submitter that has the largest total number of votes. Only two votes per member is allowed (but one vote per build). You may not vote for yourself and no redos. All VOTES ARE FINAL!
  • Individuals can vote for the theme of the next build contest as part of the build voting voting. The same theme can be voted for by multiple people, and the next theme is chosen at random from the collected votes.
  • The most important rule: HAVE FUN!!! Think outside of the box, and let those awesome dreams we all have take shape!
40
The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on May 07, 2025, 10:10:59 pm »
By my count, that's 4 for Geothermal Vents and 3 for Cursed Sith Inscriptions, which makes lil_literalist the winner of this contest! I've gone and randomized the suggestions for the next contest, and it looks like the theme will be "Navy Personnel", so look forward to that in a month or so!
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