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The Arena / Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on April 09, 2025, 08:42:53 pm »
From the underbelly of Coruscant to the tangled vegetation of Dagobah, danger comes even from the very environment. Hazards! For this build contest, we're exploring the mechanism used by swse to expand combat scenes without just adding more Stormtroopers; whether it be a thundering river cutting a battlefield in half, a pit of quicksand catching any that try to cross it, or even just a loose floor tile, Hazards throw complications in how heroes are able to engage their foes in fights and can make a scenario far more memorable to the players. These Hazards might not seem as exciting as a Sith Lord or new variety of Stormtrooper, but they're one of the most important tools in a GM's toolkit when fleshing out an encounter.

For any newcomers to these contests, how this works is you're given a contest theme (in this case it'll be that of "Hazards"), 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 April the 30th), then people get two votes to pick whatever build they like the most; after a week of voting (ending on the 7th of May), the build with the most votes, wins!

Unlike character creation, the rules for creating new Hazards are a bit buried in the Unknown Regions book. For your convenience, here is a link to the Designing New Hazards rules.

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!


As Hazards don't use the same creation rules as characters, the rules for this particular contest are slightly different:
  • Builds should comply with the Designing New Hazards rules in regards to average Skill DCs, attacks, and damage. If a particular mechanic is not adequately covered by these rules, you are encouraged to use your best judgement to maintain a Hazard's balance.
  • 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. 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!
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by chellewalker on March 06, 2025, 06:44:31 pm »
And the contest is closed! With a 1-vote lead over a 6-way 2nd place tie, Morrun Dokkashas come out ahead and won the contest! Additionally, after running the contest theme suggestions for next time, it looks like sienn_sconn's suggestion of "Hazards" will be the theme for next time, so look forward to that!
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by sienn_sconn on March 06, 2025, 03:30:29 am »
I agree, there are so many interesting builds here.

I did an Aleema Keto build myself on another contest, so that gets an honorable mention from me.

My official votes are for Morrun Dokkas, the Sith Beastmaster and for Kel'eth, the Holocron Gatekeeper.

Morrun and his focus on beasts is all too often a forgotten style of build, using the natural world around you against your enemies.  A little surprised he doesn't have Plant Surge to represent additional control over the environment, but overall, a fun idea.

Kel'eth is in the same boat.  Not many people build holocron keepers, and I can respect the build as a way to get your players into a mess, one way or another.

For the next contest, maybe something a bit nontraditional, like building a hazard.  I realize that a hazard might not have the same depth as building a character, but it'd be fun to expand our pool of poisons, deadly plants, harsh terrains, and other things that adventures might encounter (without fighting).
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by lil_literalist on March 01, 2025, 10:43:43 pm »
My first vote is for Serenity Shadow. Despite the mistakes, I think that it's a very interesting build. It relies on powers that aren't seen as often, and each ability contributes to the function of the build, even the ones chosen for lore. It's a lockdown build which features an actual reason for enemies to want to escape. There are two problems with the build, and here's why I'm overlooking them:
  • Force Light is a standard to maintain, not a swift. This could easily be houseruled if you're the GM, so I don't see this as a barrier to using them. If you have multiple shadows, you could also have some of them using Force Light, and some using Hatred.
  • There are too many powers (18 instead of 16). There are enough that you can easily remove one of the duplicates without affecting the functionality of the build.

The other builds didn't quite tickle my fancy for clever ability combinations, but I thought that there was one that stood above the others.

My second vote is for Morrun Dokaas. This has a few things going for it. As a lightsaber-using beastmaster, it's not represented well in official material. I probably won't ever use the character Morrun Dokaas in a game, but I could see myself using his build. It's got synergy within its abilities, but is simultaneously very easy to use.

Oh, and my proposal for the next build theme is Navy Personnel. This would include pretty much anyone that you would expect to find aboard a military spaceship.
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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by chellewalker on March 01, 2025, 05:48:20 pm »
I'm going to go ahead and give my votes to the Czerka Executive and Mandalorian Knight. Czerka is just a fun enemy to hate and it's a shame how few stat blocks we got for them, and while CL 16/18 is a bit high for a generic Mandalorian Knight, if you think of the build as one for its leader (Dorjander Kace) then it's a lot more understandable and those dorks would be a really fun encounter. As for a future build contest theme, I'm thinking something like "Secret Societies" could be fun; both the people in them and the people used by them.
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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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