Author Topic: Approaching Impact  (Read 16489 times)

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Re: Approaching Impact
« Reply #45 on: November 16, 2020, 07:52:41 pm »
So I have to admit, this started off as a bit of a joke when I was reading about your evaluations, but I realized that I actually like this build, so I'm going to submit it for official evaluation for the game.  I might change up some of the talents or feats, but I'd say it's a pretty good start.  He doesn't have a backstory, but that'd be easy to put together.


Kader Ginn

Medium human noble 1/soldier 5
Force 6
Init +9; Senses Perception +9
Languages Basic, Bocce, Chagrian, Gand, Huttese, Sullestese
Defenses Ref 20 (flat-footed 18), Fort 20, Will 20
hp 60; Threshold 20
Speed 6 squares
Melee combat gloves +9 (1d6+8) with Hammerblow and Echani Training
Ranged heavy blaster pistol +7 (3d8+3) or
Base Atk +5; Grp +7
Atk Options
Special Actions
Abilities Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 12
Special Qualities
Talents  Educated, Hammerblow, Indomitable, Warrior’s Determination
Feats Echani Training, Implant Training, Improved Defenses, Linguist, Martial Arts I, Point Blank Shot, Skill Training (Athletics), Weapon Focus (pistol), Weapon Proficiency (pistols, simple)
Skills Athletics +10. Deception +9, Gather Information +9, Initiative +9, Knowledge +5 (may reroll and keep better result, +5 with full-round action), Perception +9, Persuasion +9, Pilot +9, Treat Injury +9, Use Computer +10
Possessions combat gloves, heavy blaster pistol, memory implant, utility belt, survival kit
You Make the... Contest #9

You Build the Character:  #33, #37, #44

Ultimate Dream Builds: #1, #11, #16

http://stat.rumandmonkey.com/tests/1/6/5261/20800.jpg

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Re: Approaching Impact
« Reply #46 on: November 16, 2020, 10:05:22 pm »
I´m thinking about shuffling the equipment a bit, and getting some small simple melee weapon, like stun baton or snap baton (contact stunner looks neat too, but is a bit on the expensive side) for Shev (and snap it on his armor´s mount). That would improve his survivability in melee, though his main focus is still somewhere else
EDIT: I think I´ve got the winner - Fire blade for losing 2 medpacks (bring your own if you want to get patched up, guys :D).
« Last Edit: November 16, 2020, 10:13:08 pm by Ghondar »

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Re: Approaching Impact
« Reply #47 on: November 16, 2020, 10:08:26 pm »
...
Have you thought about letting us have Backgrounds from RECG?  I know they are not your favorite, but it could help us diversify individual portfolios with minimal fuss.

Not even a little :)  When I look at Backgrounds I see the devaluation of class skills which devalues Scoundrel the most.  Part of the reason to start over 4th-level is to allow the odd INT score to even up and gain a new skill from a class other than your starting class.  I know I see a number of Scoundrel starts in these characters although for the "mission" a start in Soldier would provide most of skills I'm looking for especially if someone can pick up the odds and ends.  Now it may not be a quick "spot" but in my HR I include make a "first level hero" talent available I call "Alternative Background" which lets you pick a bonus feat from that class (which may make up for giving up the talent in the first place) and then a skill advantage with either another trained skill OR another class skill.  I see Ghondar has the wookiee making use of my alternative starting proficiencies.

As for Eri'anya she may not have a lot of skills but she's got a decent mix.  I've mentioned that I'd do something other than Keep It Going with the talents as I see that as the biggest risk for what I can see as a good trouble shooter.  Her STR by be surprisingly high but she's someone who should be full of surprises.

If I go through these builds and offer my "tastes" on what I might do with them:
Spoiler (hover to show)

Looking at the seven PC builds I spy Gather Information (or equivalent) on two builds.  Deception on four.  Persuasion on three. Stealth on four.
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Re: Approaching Impact
« Reply #48 on: November 16, 2020, 11:27:30 pm »
...
Ruwarr: I'm not sold on Prudent Escape or Withdrawal Strike and maybe the Skill Focus.  He's good with skills and a powerful melee force so he's maybe the kind of guy I want one of on the job.

Shev:  Far Shot should be Precise Shot.  I'm also not a big fan of Weapon Specialization as weapons deal damage without the help and there are "new" abilities that talent can gain.

...

Shev: Since you expressed doubt with the melee characters, I went with the opposite, shooting from far, far away (it started as a joke), hence the Far Shot. If we´re looking more into melee, then sure, I can bring in the Precise shot instead of Far shot, especially with the scope installed on rifle. I was hoping of utlizing Snipe application of stealth that would not be possible while aiming, though (then again, in dense terrain, I´m probably goin to need to eliminate cover bonuses, anyway).
What would you suggest for the talent, though? I´d stay with the soldier, since going any other class would cost another point of BAB (except jedi). I´m looking either at IAD (that would be made pointless by starting lvl 5 though, although then the AD could be changed to second skin since you removed the prereq in your house rules), or Keep them at bay (commando, Improved suppression fire is better, but this would qualify for Vanguard PrC later. Not optimistic that we would get there, but I like to keep the consistency, and I doubt I´ll be using much autofire anyway), or maybe Battlefield remedy - except that Shev is not meant to be a primary medic. Warrior´s determination looks nice too.

Ruwarr: As a melee character, he needs to get close to do some damage, hence the SF stealth. As he has low Dex (and thus low ranged capabilities and also Ref), the stealth is one of the primary ways of staying safe.
I´ve already stated why I want the Prudent escape - to keep Ruwarr in melee (it kind of opposes the name of the talent, but not what is written in the rules - and hey, you´re the one that says that names are there only to know where to look it up :D) as that would also render shooting him harder. What´s your problem with the talent? I can change it, if you wish (probably for long stride), but I´d like to know why you don´t like it.
Withdrawal strike - well... in retrospect, I´m thinking that it is not as useful as it looked. It depends how you look at it. If you see it as "sorry, you can´t take withdraw action, but you can change your action now" then it´s less than useful. I always saw it as "you withdraw, but it has no effect. You only move half speed and still receive the AoO" since the enemy has no way of knowing that the withdraw is useless unless seen or experienced from this character.  For this, I´d probably take Weapon focus, but I´m thinking maybe for Rifles rather than for AMW - melee attack is high as it is, but the ranged could use some upping.

EDIT: Note - while I´m wording this as "asking Steven", I´m of course open to suggestions from anyone
EDIT 2: I´m picturing the hillarity of combining Prudent escape and Follow through to move twice your speed when you down an enemy :D You might also need Rapid reaction for this, though. Follow through is not described as a Reaction, but it probably should be.
« Last Edit: November 16, 2020, 11:35:55 pm by Ghondar »

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Re: Approaching Impact
« Reply #49 on: November 17, 2020, 02:23:31 am »
Spoiler (hover to show)

Soooo...
Dirty fighting sounded great but luck seems to be more important when you manipulate explosives.
Bor is now Scoundrel 3/Soldier 3 and he droped DF for Fool's Luck. The stat block (page 1) should now be full and free of error (hopefully) :) . And I have a medpack ;)
« Last Edit: November 17, 2020, 02:31:21 am by Yen_Kaum »

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Re: Approaching Impact
« Reply #50 on: November 17, 2020, 06:42:53 am »
Quote
So I have to admit, this started off as a bit of a joke when I was reading about your evaluations...

Yeah I did the same thing with Miilc Tost.

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Re: Approaching Impact
« Reply #51 on: November 17, 2020, 10:11:10 am »
Guess there's another character to look at :)   I think I took out the "Skill Training" option for multiclassing into the full BAB classes as that makes dipping all too easy although I it in there for a long time.  May also be a touch low in stats.  You know Noble1/Jedi can even have a lot of synergies between them.

Quote
So I have to admit, this started off as a bit of a joke when I was reading about your evaluations...

Yeah I did the same thing with Miilc Tost.
That may just go to show how robust SWSE's character creation system can be.  They may not be entirely serious out of the gate but they're certainly playable leading me to that "to get a terrible character you often have to try."  In many ways I can see a Noble1/Soldier5 as being very scoundrel like. 

...
Soooo...
Dirty fighting sounded great but luck seems to be more important when you manipulate explosives.
Bor is now Scoundrel 3/Soldier 3 and he droped DF for Fool's Luck. The stat block (page 1) should now be full and free of error (hopefully) :) . And I have a medpack ;)

I'm pretty sure that's the one I just put up although I took out a good number of page references (which can be very helpful for the finding the less common things).  I like how he's turning out.

I´m thinking about shuffling the equipment a bit, and getting some small simple melee weapon, like stun baton or snap baton (contact stunner looks neat too, but is a bit on the expensive side) for Shev (and snap it on his armor´s mount). That would improve his survivability in melee, though his main focus is still somewhere else
EDIT: I think I´ve got the winner - Fire blade for losing 2 medpacks (bring your own if you want to get patched up, guys :D).

The Fireblade is an especially good simple weapon.  Not quite a "small lightsaber" but pretty darn close.  When it comes to melee there may be some of that giving a chance to "pick up" some useful "tools".

When it's Far Shot vs. Precise Shot I guess I'm looking at "normal" as having someone in Melee seems to be so common while many never seem to get beyond point blank range.  Actually, keeping Far Shot may not be the worst thing as I want to tray making range matter although a Scope on an Accurate weapon only really makes it matter at long range.  I guess the one other thing for Precise Shot is that it's a requirement for Gunslinger which I often have on my PrC radar for the +4 REF and great talent access.

As for options instead of Weapon Specialization IAD is a +2 REF boost (+3 if you had trooper armor) although I often look at Commando talents which serve as entry requirements for so many PrCs.  Of course Soldier is a class with so many choices and I know I don't always look through the possibilities like others do which is why it's nice to see other builds as mine start becoming very similar.  I think Shev already qualifies for Vanguard (except the level of course) with two camouflage talents.

As for Prudent Escape it's probably all my unfamiliarity with it.  Well that and that it also hits two other allies making it a great movement breaker.  Good for you but a bit harder to plan for not that I'm really letting PC abilities alter my planning which can be good or bad.  You've got two strong candidates there Ghondar and I'll say one could potentially knock something hard.


Addition:  Not looking at that Sienns' most recent addition it seems the "PC types" are averaging 62 hitpoint, REF 20(ff18), FORT 20, WILL 18 if you're looking for "comparison" numbers.  The ranges are hp (89-50), REF 22-17, ff 19-17, FORT 24(DT 29)-17, WILL 20-16.  Jedi Ronin's draft is the low point on most defense scores but the high PC in WILL.  Dredge boost the FORT/DT average while Eri'anya tops REF.

PPS.  Just had a discussion with Fak which really opened my eyes to what he is/was trying to do with one of his characters.  Now I'm far more interested in seeing how Dredge might operate.
« Last Edit: November 17, 2020, 03:44:27 pm by StevenO »
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Re: Approaching Impact
« Reply #52 on: November 22, 2020, 11:21:45 am »
I see the "new post" on this thread have slowed.  I don't think they update if post are edits so maybe there have been some refinements I've missed.

After a little messaging to convincement me on how he may actually work I'm believing we'll be seeing Fak use Dredge. 

Ghondar may have posted the Wookie first but in an initial PM expressed interest in the Mando making Shev the likely character there after "equipment issue" have been worked out and clarified.

I've really appreciated the effort Yen had been putting into Bor.

I do wonder where Jedi Ronin is in "figuring out" his character.  I haven't got objection to Force Users or the Jedi class BUT a concept that will scream "JEDI!" in practice is an invitation to an inquisition squad and if you were trying to organize a protection/support detail for an important convoy would you want to bring someone in knowing they are actively being hunted by the group you're trying to avoid?  It may not take much to shake that but it does require a bit of thought.

Merc has been busy with more important stuff (which of course should be most things) but is bouncing some ideas at me.  Hope to see something here before too long.
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Re: Approaching Impact
« Reply #53 on: November 22, 2020, 11:33:39 am »
Still mulling over options.
Need to replace Redirect Shot and considering Block, Equilibrium, DR 10, Guardian Spirit

Need to pick some more Force powers and work more on background stuff.

As for sticking out and drawing unwanted attention...
This character isn’t a combat character and his basic combat options are based on the lightsaber or Force but he’s not supposed to do much during combat unless it’s already dire when Move object l, lightsaber etc would be coming out. 
His main focus doesn’t draw attention really.
But if having anything obvious up his sleeve is too much for the group concept I could drop all lightsaber based talents (and the lightsaber itself) and go the Adept/Master negotiator route instead and rework the force power suite to be all non-combat, healing etc.

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Re: Approaching Impact
« Reply #54 on: November 22, 2020, 11:49:43 am »
While it isn't part of my original plan if you DO attract the attention of the Inquisition there could be a scene dealing with that at some "less desirable" time frame.  I've got thoughts on that and even make them mobile so they could be used anywhere.  :)

As for keeping your Jedi from "standing out" JR I'll just suggest figuring out something with the Pistol even it little more than being the "first" weapon you draw.
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Re: Approaching Impact
« Reply #55 on: November 22, 2020, 03:55:26 pm »
Yeah, just using a pistol until things get really hairy works. Going Adept/Master may still be more useful. Is Noble Fencing/Block/Deflect ever really going to be great in this campaign?

Is anyone skilled in Treat Injury?

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Re: Approaching Impact
« Reply #56 on: November 22, 2020, 04:23:30 pm »
Yeah, just using a pistol until things get really hairy works. Going Adept/Master may still be more useful. Is Noble Fencing/Block/Deflect ever really going to be great in this campaign?

Is anyone skilled in Treat Injury?

I do see some possibilities for melee but I'm not looking at a "dungeon crawl" at any point where you'd want to stay in it for long.  Block/Deflect may have uses although there could be the question of "is it safe to whip out the lightsaber?"  I will take a moment to point out that while UtF is generally seen as the primary "target" of using SAM the negotiator talents certainly fall into that realm as well when they are using Persuasion vs. WILL; some think UtF vs. Defense is the only area where SvD is a problem but Master Negotiator could take one down fast.

When it comes to Treat Injury I'd point out this is being organized by the esteemed Dr. Umwaw Raada (TI +14) who also happens to have Surgical Expertise but who may have other things to attend to at times.  Looking at "the list" on the previous page the Mandalorian Shev seems to know to Treat Injury (+10) as well as cause injury.  There's some healing in there although most is likely going to need to happen between fights (except Dredge who seems could pop three Second Winds during the day and heal nearly 75% of his max hp that way.)
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Re: Approaching Impact
« Reply #57 on: November 23, 2020, 02:16:47 am »
Guess we were all waiting for someone to start finishing the characters :D

Ok, I´ll be going with the Mandalorian, Shev (I´ll leave Ruwarr for some other test run). He´s a bit more on the mercenary side, but I think he´ll fit in. I´ll go with the Precise shot and IAD and tamper a bit with the equipment, I´ll modify the original post sometime today.

EDIT: already done, and also a simple background put in.
« Last Edit: November 23, 2020, 03:28:36 am by Ghondar »

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Re: Approaching Impact
« Reply #58 on: November 23, 2020, 05:43:09 am »
If anyone want to tie characters they may do that although it's certainly not required.  There will be some "get to know you" time in the adventure.
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Re: Approaching Impact
« Reply #59 on: November 24, 2020, 03:33:02 am »
If anyone wants to get closer to Bor, please find a short "psych profile" below.
I would lean toward a tie (weak ? strong ?) with Kader but let's discuss :).

Bor's Tindder ™ psychological profile :

Location : Monsanto, x km from here

- Hobbies
-- anything that goes "BOOM"
-- crafting
-- speeder bike (<3 R-2000 Raptor)
-- hunting, SW: SAGA game (Star Warzone: Swordmen And Gunmen of Alderaan)

- Food n' drinks
-- Bantha, Lettuce, Tangaroot Sandwich (BLT)
-- Sonic Servodrive cocktail

- Relationship with the rising Galactic Empire
-- he likes the military power of the Empire
-- he agrees that force can solve many issues
-- he does not share the hatred towards non-human
-- he disagrees with slavery

- Attitude towards the "weak"
-- Quite selfish, he will not help willingly people who got in trouble because of their mistakes
-- he will put himself in danger to help children (human and non-human)

- Attitude towards the "strong"
-- will not likely put on a fight even when provoked
-- violent reaction if pushed to far (quite lunatic)

- Attitude towards Force users :
-- quite neutral. He has not dealt personally with Jedi

- Friend
-- Will easily follow the lead of anyone smart and charismatic (not RP : INT >=14 and CHAR >= 12)
-- he gets along well with non-human
-- don't be cocky. He hates that

PS : also copied in the stat block page 1 o the thread