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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.
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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.
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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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The Arena / Re: Saga Edition Revived Build Contest #2: The Old Republic
« Last post by chellewalker on February 12, 2025, 07:18:49 pm »
"Fear is a lie. Passion, a lie. Fear gives only temporary powers, and passion is easily manipulated. Real strength in the Force comes when one is no longer afraid."

A Sith Lord of the The Sith Empire on Dromund Kaas a thousand years before The Great Galactic War, Kel'eth Ur would come to the realization that The Sith drive for fear and passion were only temporary solutions to strength. He believed that fear and passion, while important driving factors to The Sith philosophy, were manipulable and as such, would cause the Empire to twist in an eat itself rather then unifying as a strong, whole entity. Unfortunately, Emperor Vitiate considered Kel'eth Ur's philosophy a grave threat to the Empire's foundations, and ordered the Sith Lord's death.

Kel'eth Ur's insights were recorded into his personal Holocron before his death, which now lies in the Dark Temple on Dromund Kaas. His philosophy and knowledge may still inspire any that would chance upon it.

Kel'eth Ur, Holocron Gatekeeper (CL 5)

Medium Human (Holocron Gatekeeper) Jedi 4/Scoundrel 3/Force Adept 4/Force Disciple 4
Destiny 2, Prophet; Force 12, Force Boon, Force Flow
Init +7; Senses Perception +16
Languages Basic, Ryl, Sith
Defenses Ref - (flat-footed -), Fort -, Will 35; Repel Discord
hp -; Threshold -
Immune Fear effects, Mind-Affecting effects, physical damage
Speed 6 Squares (within 6 squares of Holocron); Holocron Gatekeeper
Base Atk -; Grp -
Special Actions Adept Negotiator, Intimidator, Instructive Bond
Force Powers Known +19 Battle Strike, Farseeing, Force Light (2), Force Lightning (4; Many Shades of the Force), Malacia, Mind Trick, Rebuke (2), Sever Force (2), Surge
Force Secrets Holocron Loremaster, Multitarget Power, Pure Power
Force Techniques Force Point Recovery, Force Power Mastery (Force Lightning)
Abilities Str -, Dex -, Con -, Int 15, Wis 18, Cha 14
Special Qualities Holocron Gatekeeper, Indomitable, Instructive Bond, Prophet
Talents Adept Negotiator, Force Flow, Many Shades of the Force (Force Lightning), Repel Discord
Feats Dreadful Countenance, Force Boon, Force Sensitivity, Force Training (3), Intimidator, Silver Tongue, Skill Focus (Knowledge (Social Sciences)), Skill Focus (Use the Force)
Skills Deception +14, Knowledge (Social Sciences) +19, Perception +16, Persuasion +14 (may reroll to activate Fear effect, must take second result; Silver Tongue), Use the Force +19 (may only use for Search Your Feelings, Sense Force, and Telepathy; may reroll to activate Fear effect, must take second result)


For obvious reasons, the time around The Old Republic MMO has the fewest builds in swse, so that was my first thought for this contest. I prefer to make my builds as plot hook-y as possible, and two different ideas came to me from what I can remember from my time playing the game. The first was the Order of Revan, but the character I felt would have been most interesting for them was a Sith Pureblood (no official swse stats unfortunately, though I might still do something for them for my second build), and Kel'eth Ur. The idea of a Sith who turned to the Light Side not out of any sense of altruism or morality, but just because he could recognize that the Dark Side sucked for short/long-term stability was just so fascinating to me. So, that's what I went with; his Holocron is a great way to either form the start of an evil-to-good campaign, or just throw a complication into a Sith-centric campaign over what to do with it.

(For anyone curious, the build pre-Holocron Gatekeeper can be found here.)
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The Arena / Saga Edition Revived Build Contest #2: The Old Republic
« Last post by chellewalker on February 06, 2025, 09:55:46 pm »
Thousands of years before the Clone Wars and the rise of Palpatine, it is the time of the Old Republic! For any newcomers to these contests, how this works is you're given a contest theme (in this case it'll be that of "the Old Republic"), 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 February the 27th), then people get two votes to pick whatever build they like the most; after a week of voting (ending on the 6th of March), the build with the most votes, wins!

For this build contest, we're going to the most expansive of eras in Star Wars: the Old Republic. Whether it be the ancient clashes of Exar Kun against the Jedi, the rise of Revan against the Mandalorians and Republic, or the time of the Great Galactic War, the Old Republic covers any time before the Ruusan Reformation and after the Republic's first founding. Feel free to tackle your own favorite characters in this time period, as there's no shortage of ideas to draw from!

Before you get to building however, there have been two changes to the rules since the last build contest. Firstly, Planned Generation has had its upper limit raised from 25 to 28 points for characters (23 points for Droids), as per the Dawn of Defiance campaign guidelines. Secondly, voting for the next contest's build theme will be done doing the voting period, rather than the submission window (the selected build theme is still chosen at random, so if votes are cast for themes "A', "A", and "B", then "A" has a 67% chance and "B" has a 33% chance).

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!
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The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by chellewalker on January 05, 2025, 02:55:45 pm »
Alright, I'm closing voting now. It looks like with 3 votes, sienn_sconn's CL 15 build of Cin Drallig has won the contest; congratulations to them, and thank you to everyone that contributed! I've already put the suggested build themes through a randomizer, and it gave me back "The Old Republic", so look forward to that sometime around mid- to late-February.

Finally, if anyone has any feedback for how future build contests could be run, then feel free to let me know. Two things that I already plan to change for next time is raising the Planned Generation point limit to 28, and posting another Reddit post when voting starts to draw peoples' attention back to it.
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The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by lil_literalist on January 05, 2025, 01:29:59 am »
I'm voting for
sienn_sconn's Cin Drallig (CL 15)
SilverIcon's Miska Eoliss, the Crystal Seer (CL 9)

I admire the effort and thought that was put into faithfully representing all of the forms for Cin Drallig while still keeping it at an appropriate power level and optimization.
I also admire the use of Know Your Enemy in the Crystal Seer as a useful part of the build, one which uses Farseeing without going all-in on it. I like playing around with reactions and having options, and this seems to be a great build to do that.
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The Arena / Re: Saga Edition Revived Build Contest #1: The Jedi Order
« Last post by SilverIcon on January 04, 2025, 10:06:22 pm »
I'll vote for Thiy Dhahk and Cin Drallig. I like the idea and story behind Thiy Dhahk, and the Talent selection for her is fun. I'm a sucker for Lightsaber Form stuff, so seeing them represented in ways besides just the Talents themselves on Cin Drallig was cool and creative. I'm completely fine with The Old Republic being the next topic, but for the sake of there being options I'll suggest Clone Wars Separatists.
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