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61
The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by Jayjaxx on February 27, 2025, 09:42:02 pm »
I'm gonna vote for Adjunta Pall and the Mandalorian Ambusher.

I'm a sucker for KOTOR stuff true, but both of these look very usable to me as a GM.
Adjunta Pall might be a bit much to run, given how many different powers he has, but he's a character that might appear in one of my games, although probably as someone to talk to, having a powerful statline and cool weapon is something I quite like and could end up in a "I want to fight him" SNAFU that all us GMs know all too well.

The Ambusher is a build I'd seriously consider using in my games. I'm always hesitant to use ambushers and stealth enemies in my games as they can sometimes feel a bit cheap, but a few here and there can provide me with a really nice on-the-fly balancing for a fight that's too easy. These guys also seem to scale pretty well into later levels, having good access to area attacks, solid Reflex, good enough health to take a hit, and good enough attack bonuses to hit a higher level character.

I'd also like to mention the Czerka Executive, cool build, although I tend to shy away from screwing with players quite like that I could definitely see throwing one in to a fight once or twice to shake it up. Would probably be getting my vote too if I ran games where corporate entities feature more often.

As for a suggestion for the next theme, I'd love to see what people can cook up using exotic (and / or racial) weaponry.
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by chellewalker on February 27, 2025, 02:09:47 pm »
Alright, contest is closed. Looks like we got a good mix of builds this time, so it means it's time for voting! As a reminder, voting is open for one week (the 6th of March in this case), and you can vote for two different builds (that aren't your own) and also a suggestion for the theme of the next build contest.
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by Jayalriik on February 27, 2025, 02:05:59 pm »
Serenity Shadow [CL 12]
"A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. Shadows go unseen, employing Force techniques that cloud enemy minds to slip into hostile territory and, when necessary, striking enemies down with deadly efficiency."

There are many paths that the Jedi can follow during their tenure as a Padawan Learner, and further still as they ascend to Jedi Knight. Some who become Sentinels seek not only to root out even the smallest traces of the Dark Side, but to seemingly forgo the traditional honor of a Jedi Knight so they may hunt from the shadows. They use the Force to hide their presence both in and out of sight. The most skilled of these Sentinels can even diguise themselves amongst the Sith and briefly call upon the dark side of the Force without corruption. There are three types of Jedi Shadows: Kinetic Combat who use their Mastery of the Force and the double bladed lightsaber to keep their allies safe by taunting enemies and using the Force to avoid damage. Infiltration who not only excel at remaining hidden, but have perfected the perfect time to strike to deal the most damage to their Sith Enemies. And Serenity, who use their mastery of the Force and their Martial prowess to root Enemies in place and extend constant damaging effects throughout the battlefield.

The Serenity Shadow is a specialization of the Jedi Shadows that works to support their fellow Jedi from deep with enemy territory. Their lightsaber is not a weapon for dealing damage, but a tool used to keep enemies in place near them and away from allies. With strong minds and strong wills, they use a vast mastery of the Force to create damage fields that weaken multiple enemies. They also draw upon their telekinetic prowess to pull enemies in, hide themselves when needed, and even temporarily sever darksiders from their connection to the Force. Shadows are one of four main specialties fielded during the time of the Old Republic, alongside specialized Guardians, traditional Sentinels, and Consulars.


STATS
Medium Female Miraluka Jedi [7], Jedi Knight [5]
Force Points 12 (2d6); Dark Side Score 0
Initiative 10; Senses Force Sight, Perception 15
Languages Basic, Miraluka, Binary, Shyriiwook, Sy Bisti, Military Sign

Ref 29 (flat‑footed 23), Fort 25, Will 29; Predictive Defense, Niman
HP 119; Damage Threshold 25

Speed 6
Base Atk 12; Grapple 13
Melee Lightsaber Pike (2d8 + STR + BAB + 1)
Melee Unarmed Strike (1d4 + STR + BAB)

Force Powers Known (Use the Force +17) Force Light (x3), Draw Closer (x3), Cloak (x2), Sever Force (x3), Mind Trick, Move Object, Surge (x2), Force Track, Hatred, Force Slam
Force Techniques Force Point Recovery, Improved Force Light

Abilities Str 12 (1), Dex 8 (-1), Con 12 (1), Int 18 (4), Wis 18 (4), Cha 13 (1)
Talents Disciplined Strike, Hold The Line, Precision, Deflect, Dark Deception, Taint of the Dark Side [Hatred], Niman
Feats Predictive Defense, Force Training x3, Skill Focus (Use the Force), Combat Reflexes, Tumble Defense, Unstoppable Force, Unswerving Resolve
Skills Acrobatics (+10) Deception (+12) Initiative (+10) Knowledge: Galactic Lore (+15) Perception (+15) Use the Force (+17)

This build seeks to adapt one of the specialized classes from the Star Wars: The Old Republic MMO into a playable/fieldable character for SW:SE. The Serenity Shadow is a specialization of Shadow that serves the DPS role through Damage over Time effects and hitting as many enemies as possible. As such a lot of their in game abilities have been adapted for use within the system.
  • They have two main DoT abilities: Force Light and Hatred which can both be used and maintained at the same time with a swift action each. Disciplined Strike ensure any fellow Jedi are not hit by these abilities.
  • Cloak acts as their invisibility, a stable feature of the Shadow Class.
  • Draw Closer along with Niman allows the Serenity Shadow to pull enemies in to their DoT radius.
  • A combination of the Lightsaber Pike (one of their usable in-game weapons) and Hold The Line keeps enemies from moving too far in and out of the Serenity's affects.
  • Precision acts to make sure all Lightsaber attacks work to keep the enemy more rooted in place.
  • Unstoppable Force and Unswerving Resolve help to directly combat the dark side of the Force.
  • All Other Force Powers, Skills, and Talents help to naratively fill out their role as a strong Sentinel well on their way to being named a Jedi Master.
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by lil_literalist 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.
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by lil_literalist 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!
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by sienn_sconn on February 26, 2025, 06:42:47 pm »
Once a respected Jedi Master, Adjunta Pall began to seek after the mysteries of life.  His studies into forbidden alchemical techniques led the Jedi High Council to ban his work.  He would, in turn, declare war and lead his followers into battle against the Jedi Order.  Though the conflict was brutal, Pall and his followers were defeated and exiled.  They eventually made their way to Korriban and took over the native Sith species.  Adjunta Pall became the first Dark Lord of the Sith and began to build an empire, eventually leaving a legacy of armies and shadow machinations that would torment the Jedi for nearly 6000 years.  When Adjunta Pall died, he used Sith alchemy and the ability of Transfer Essence to bind his spirit to the physical world, continuing to influence other Sith who would visit his tomb.  As time went on, he began to question and even regret his actions and the harm he had caused against the Jedi.  He was eventually redeemed by the amnesiac Revan during the latter's journey to uncover the Star Forge map fragments.

I loved playing KOTOR as a kid, but I never realized that you could actually fight Adjunta Pall when you encounter him (I tended to follow the light, and I watched my brothers play before me, so I knew the best options for getting his personal sword and avoiding failure).  So when I finally learned that he could be an actual adversary, I knew I had to build him.

There is not a lot of information on Adjunta Pall's personal Force power or abilities other than the references to the studies into Sith alchemy, so much of what I have done with the build is based off his stats from KOTOR, found here.

This statblock represents Pall as he might have appeared at the height of his power.  If you wish to use him as a Sith spirit, use the following rules found here.  Also included is the weapon that Revan was searching for in his tomb during the events of KOTOR.  Some liberties were taken in it's creation (most notably the fire damage), but I feel that it was narratively flavorful given the fire damage the sword does in KOTOR.


Adjunta Pall

Medium Human Jedi 7/Jedi Knight 5/Jedi Master 1/Sith Lord 5
Destiny 1 Force 16 DSS 18
Init +17; Senses Perception +18
Languages Basic
Defenses Ref 34 (flat-footed 31), Fort 32, Will 35
hp 133; Threshold 32
Speed 6 squares
Melee  Adjunta Pall’s blade +21 (1d6+13 slashing and fire) or
Melee  Adjunta Pall’s blade +19/+19 (1d6+13 slashing and fire) or
Melee double-bladed lightsaber +21 (2d8+13 energy and slashing) or
Melee double-bladed lightsaber +19/+19 (2d8+13 energy and slashing) or
Ranged by weapon +21
Base Atk +18; Grp +21
Atk Options  Critical Strike, Dual Weapon Mastery, Power Attack, Twin Weapon Style
Special Actions  Block, Cause Mutation, Deflect, Recall, Riposte, Serenity, Sith Alchemy, Sith Alchemy Specialist, Transfer Essence, Vahl's Flame
Force Powers Known  battle strike, corruption, dark rage, dark transfer, fear, force grip, force lightning, force storm (JATM), force whirlwind, mind trick, move object, rebuke, resist force, surge, wound
Force Secrets Corrupted Power, Debilitating Power, Extend Power, Quicken Power
Force Techniques  Improved Dark Rage, Improved Dark Transfer
Abilities Str 14, Dex 16, Con 12, Int 10, Wis 18, Cha 14
Special Qualities  bonus feat, bonus skill, fearless, temptation
Talents  Block, Cause Mutation, Deflect, Power of the Dark Side, Recall, Riposte, Sith Alchemy, Sith Alchemy Specialist, Transfer Essence, Twin Weapon Style, Vahl's Flame
Feats Critical Strike, Dodge, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Training (3), Power Attack, Skill Focus (Use the Force), Weapon Focus (simple), Weapon Proficiency (lightsabers, simple)
Trained Skills Initiative +17, Perception +18, Use the Force +21
Possessions Adjunta Pall’s Blade, double-bladed lightsaber with mephite crystal, dark robes, all-temperature cloak, utility belt

Adjunta Pall’s Blade

This is a double-bladed Sith alchemical sword (1d6/1d6 damage; lightsabers do not ignore DR; wielder proficient in use of weapon can treat it as a lightsaber for the purposes of the Block, Deflect, and Redirect Shot talents, as well as any talents that have those Jedi talents as a prerequisite; can spend a Force Point as a swift action to gain bonus to damage equal to Dark Side Score on next attack, doing so gives the wielder a Dark Side Point; may use it as a double weapon with all the relevant penalties). 

It is Steeped in the Dark Side.  Thus, once per encounter you can gain a destiny bonus equal to one-half your Dark Side Score to any one attack roll or skill check. Doing so increases your Dark Side Score by 1. 

The final ability is its most fearsome.  Corrupted when its master fell to darkness, the blade now glows softly with an internal heat born of the Dark Side.  The damage dealt by this weapon is considered Slashing and Fire.  Those struck by the blade catch fire and deal with fire as a hazard, detailed on page 255 of the Saga Edition Rulebook.
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by chellewalker on February 26, 2025, 05:54:43 pm »
In defiance of the Dark Council, The Order of Revan follow the lessons of the Prodigal Knight Revan, believing them to be the true Emperor. In service to their venerated idol, Revanites, led by the mysterious "Master," work to usurp the Empire from within. However, while the Order try to balance the Light with the Dark as they understand Revan to have achieved, neither can coexist with the other. Between the dark corruption suffused though Dromund Kaas and the ingrained culture of The Sith, the Revanites are in constant danger of their Light being snuffed out for good...

A direct student of The Master, Morrun Dokaas serves the Revanite secret society as their Lord of Beasts. Against the traditions of The Sith Empire, Morrun was taught the ways of The Force in spite of his alien heritage, and serves as one of Order's most loyal adherents. His connection to the Beasts of Dromund Kaas' jungles keeps him aware of intruders near the Revanite's compound, making him a key figure in maintaining the cult's secrecy. Between this duty of sentinel stewardship and his forbidden knowledge of The Force, Morrun has become a permanent fixture of the camp.

Being the Lord of Beasts, Morrun Dokaas is often the first to learn of intruders approaching the Revanite's compound through his connection to the jungle's Beasts (either from using Drain Knowledge on them or activating his Sense Primal Force Talent). For aspiring acolytes, he challenges initiates on their strength of character and power, only permitting those of sufficient conviction to continue their pilgrimage. Against enemies of the Revanites, however, Morrun ensures that they are beset by countless waves of enraged animals, with a single-minded determination to kill any that try to push towards the hidden compound.

Morrun Dokaas (CL 10)

Medium Chagrian Jedi 5/Scout 2/Force Adept 3
Force 6; Dark Side 7
Init +10; Senses Low-Light Vision, Sense Primal Force, Use the Force +17
Languages Basic, Chagri, Sith
Defenses Ref 22 (flat-footed 22), Fort 23 (28 vs Radiation), Will 26
hp 103; Threshold 23
Speed 6 squares
Melee unarmed +11 (1d4+8)
Melee lightsaber +13 (2d8+11)
Melee lightsaber +8 (2d8+11) and lightsaber +8 (2d8+11) with Double Attack
Ranged by weapon +8
Base Atk +8; Grp +11
Special Actions Double Attack (lightsabers)
Special Actions Charm Beast, Bonded Mount, Drain Knowledge
Force Powers Known +17 battle strike (2), falling avalanche, Force slam, mind trick (4; Beast Trick), unhindered charge
Force Techniques Improved Mind Trick
Abilities Str 16, Dex 10, Con 12, Int 12, Wis 14, Cha 15
Special Qualities breathe underwater, low-light vision, radiation resistance
Talents Beast Trick, Charm Beast, Bonded Mount, Drain Knowledge, Force Perception, Sense Primal Force
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (3), Skill Focus (Use the Force), Toughness, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, simple weapons)
Skills Initiative +10, Knowledge (tactics) +11, Use the Force +17 (may substitute for Perception checks)
Possessions lightsaber (self-built), Revanite robes


The Order of Revan is a really cool faction to me, even if I think they'd be doomed even without Revan showing up. My first choice would have been a build for Ladra, a Revanite that is (unclear if it's intentional or not) pushing the Order further to the Dark Side; she would have been a better hook for the inherent issues they have. Unfortunately, she's a Sith Pureblood (so no official swse stats), so instead I settled on Morrun Dokaas with his "Lord of Beasts" title that isn't ever explained. Had a fun time building him, and using Drain Knowledge on Beasts was a fun epiphany I had.
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by SilverIcon on February 25, 2025, 11:27:35 am »
Aleema Keto (CL 11)

Medium Human Noble 3/Jedi 3/Scoundrel 1/Force Adept 4

Force Points: 11; Dark Side Score: 16

Initiative: +10; Senses: Perception +13

Languages: Basic, Sith, High Galactic, 5 unassigned

Defenses: Reflex: 26 (Flat-Footed: 23), Fortitude: 24, Will: 28

Hit Points: 82, Damage Threshold: 24

Speed: 6 squares

Melee: Unarmed +7 (1d4+4)

Ranged: By Weapon +8

Base Attack Bonus: +8, Grapple: +8

Special Actions: Combat Trickery

Force Power Suite (Use the Force +18): Blind, Combustion, Farseeing, Fear, Mind Trick (2), Move Object (2)

Force Techniques: Force Point Recovery, Improved Move Light Object

Abilities: Strength 8, Dexterity 10, Constitution 12, Intelligence 16, Wisdom 16, Charisma 16

Talents: Channel Aggression, Dark Side Manipulation, Double Agent, Illusions, Instrument of the Force, Krath Illusions, Skill Boon (Use the Force)

Feats: Combat Trickery, Force Sensitivity, Force Training (2), Linguist, Point Blank Shot, Predictive Defense, Skill Focus (Deception), Skill Focus (Use the Force), Weapon Proficiency (Lightsabers, Pistols, Simple Weapons)

Skills: Deception +18, Gather Information +13, Initiative +10, Knowledge (Galactic Lore) +13, Knowledge (Social Sciences) +13, Perception +13, Persuasion +13, Use the Force +18

Possessions: Sith Amulet

I was surprised to see Aleema Keto didn't have an official statblock given the presence of the Krath Talent Tree and her important role in the events surrounding Exar Kun and Ulic Qel-Droma. After teaching herself a small amount of Sith Force abilities from ancient artifacts, she traveled to Onderon, where she and her cousin received the support of the Sith Freedon Nadd's spirit. With her new knowledge and power, she returned to her home star system and usurped control from her mother and uncle. Battling the Republic and Jedi, her Krath followers succeeded in killing Jedi Ulic Qel-Droma's master, which set him on a path to the Dark Side. Fostering the growing darkness in Ulic, she eventually drove him to kill her cousin and help her govern the Krath. Only once the extent of her treachery was made clear to Ulic by Mandalore the Indomitable was he able to break free from her influence and, with Exar Kun's help, trick her into immolating herself in a supernova she brings about with her own Sith magic.

Aleema's constant betrayals, ranging from her own family to Qel-Droma and others, made Double Agent seem like a solid fit; she wouldn't make herself a target until she was ready to execute her plan. Dark Side Manipulation and Instrument of the Force make a neat little thematic combo, where she has a gift for precognition but still fails to fully anticipate the consequences of her actions due to Dark Side influence, such as triggering the supernova. Using the Force Point from Instrument of the Force in a manner that ends in unfavorable results would gain her a Dark Side Point, which enables Dark Side Manipulation to maximize the Force Point roll so she can blow herself up better. Illusions and Krath Illusions are directly inspired by her creation of illusions of ships and beasts during a space battle in her star system, and were thus a natural fit. Her penchant for trickery and ability to use effective Force-based attacks, both with and without her Sith amulet, fit nicely with using Combat Trickery and Channel Aggression in tandem with Move Light Object for decent damage when needed.
69
Star Wars Saga Edition General / Re: Saga Index
« Last post by ewokontoast on February 22, 2025, 07:17:40 pm »
Send me a message at satavenger@gmail.com for a clean copy of the Index.

StevenO, could you message me too, please? I need to chat with an expert.
70
The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by Jayjaxx on February 17, 2025, 01:21:32 am »
"I know if offends some of you to have former Jedi in your ranks. Mandalorians win with arms, not tricks and magic! But that's why we joined your movement. My friends believe in a fair fight, not a corrupt Republic that leans on Jedi for protection! So this time, when some Jedi began fighting for the Republic, I didn't just mouth objections like the council. I set the balance right... by giving the Mandalorians their own Jedi!" - Dorjander Kace, Knights of the Old Republic - War, Issue 2

Mandalorian Knight (CL 18*)

Medium Human Jedi 5 / Soldier 3 / Jedi Knight 7 / Jedi Master 1
Force Points: 7; Dark Side Score: 8
Initiative: +14; Senses: Low-Light Vision, Perception +13
Languages: Basic, Mando'a

Defences:
Reflex: 36 (Flat-Footed: 34), Fortitude: 35, Will: 33
Hit Points: 129, Damage Threshold: 35; Damage Reduction 10 (talent), Lightsabers do not ignore DR
Immune: Fear Effects

Offence:
Speed: 4 Squares, Jet Pack (4sq)

Melee: Lightsaber +22, 2d8+16; Critical hit on 19-20, On Critical Hit: Gain 1 Temporary Force Point

Melee: Lightsaber (Rapid Strike) +20, 3d8+16; Critical hit on 19-20, On Critical Hit: Gain 1 Temporary Force Point, Wicked Strike

Base Attack Bonus: +16, Grapple: +19

Attack Options: Rapid Strike

Special Actions: Wicked Strike, Juyo, Damage Reduction 10, Serenity

Force Power Suite: Draw Closer, Tempered Aggression (2), Vornskr's Ferocity, Combustion, Surge, Mind Trick, Rebuke

Force Techniques: Force Point Recovery, Improved Move Light Object, Force Power Mastery (Tempered Aggression)

Base Stats:
Abilities: Strength: 16, Dexterity: 12, Constitution: 12, Intelligence: 10, Wisdom: 16, Charisma: 18

Talents: Damage Reduction 10, Forceful Warrior, Juyo, Vapaad, Niman, Severing Strike, Armoured Defence, Improved Armoured Defence, Weapon Specialization (Lightsaber), Greater Weapon Focus (Lightsaber)

Feats: Triple Crit (Lightsaber), Rapid Strike, Wicked Strike, Force Boon, Skill Focus (Use the Force), Armour Proficiency (Light, Medium, Heavy), Weapon Proficiency (Simple, Lightsaber), Force Sensitivity

Skills: Use the Force +22, Pilot +14, Initiative +14

Possessions: Neo-Crusader Assault Armour (Mandalorian Armour Template), Lightsaber (Self-Built), Utility Belt



The Mandalorian Knights were a set of Jedi, led by Dorjander Kace, who left the Republic to fight for the Mandalorians. Most Mandalorian Knights were former Jedi Masters, depicted here. I decided to eschew the more traditional force-wizard that one might expect from a former Jedi Master for a more combative melee backed up by Lightsaber Form powers informed by their new Mandalorian doctrine.

This character would work best as a pretty murderous bossfight, or a big-bad type where the players encounter them multiple times. The combination of strong Reflex defence and good DR means that even finding a way to damage a Mandalorian Knight would be a challenge in its own right, he does lack Force Fortification, so crit fishing and destiny points could certainly do the job, however with good health and DR 10 it could demand 3-4 crits from the party's heavy hitters to defeat one. While the Mandalorian Knight wouldn't suffer much from crowds, due to the DR preventing most area attack damage from usual weapons, their damage to crowds isn't great.

Expected damage from a crit w/o rapid strike is 75, 88 w/ Rapid strike. This is generally enough to 1-tap most player characters, this is why I gave him Severing Strike.

As for CL, he's only 16 heroic levels, which would imply he should be CL 16, but looking at other CL 16 characters, I think they are firmly outclassed. I think he's worse than CL 19, so I put him at 18. Use whichever you feel more comfortable with.
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