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  1. - Top - End - #721
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    ClericGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    https://docs.google.com/document/d/1...d0VGYi3NA0/pub

    House rules. I used my girlfriends Google docs account. I think. It may not work.

    Comments welcome.

    Edit: And the formatting is shocking. It looked so much better when I published it.

    Maybe I should just use dropbox and I can drop the PDF in there.
    Last edited by Malifice; 2016-09-26 at 01:04 AM.

  2. - Top - End - #722
    Librarian in the Playground Moderator
     
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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by Malifice View Post
    Im 41 years old. Too long in the tooth to figure them out. I shall try :)
    Ask a librarian at your local library. I, at 39, run a weekly class I jokingly call "Check a grandchild out from the library" to teach old folks like you about the computer.
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  3. - Top - End - #723
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    Lizardfolk

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    Default Re: Saga Edition Thread III: Saga Academy

    So my character hit lvl 7 (lvl 7 soldier), and I have a few dilemas. (I have a feat and a talent I need to allocate).

    1) Armor. Currently I have the Krail 210 medium armor with the Tech specialist +1 to refl equipped 3 talents invested. This gives me +4 to refl defense and +1 to fort. The next upgrade is the Beskar'gam armor and investment of two more talents and two feats (and 65k credits). For a total of +6 refl, +5 fort and +5 will. Is that worth it? Almost nothing attacked my will or fort until now.

    2) Is taking a level of of Officer after a couple of levels of Elite trooper (got the prereqs), again mainly for the bonus to will. The temp hp talent seems ok.

    3) Weapons. I am using a Plex 2 M missile launcher as a primary weapon, and have armor mounted repeating carbine and mini proton torpedo launcher. Thinking about retraining my burst fire feat to something else (likely dual shot). What is a good single shot heavy weapon that doesn't interact with evasion/cover.

  4. - Top - End - #724
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    PaladinGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by Tehnar View Post
    2) Is taking a level of of Officer after a couple of levels of Elite trooper (got the prereqs), again mainly for the bonus to will. The temp hp talent seems ok.
    What are you getting out of Officer other than Will? If nothing attacked it, almost nothing will, and the best way to cover Will is Unstoppable Force (since even the strongest non-Force Will attacks are generally not even worth pumping your defense for).

    Quote Originally Posted by Tehnar View Post
    What is a good single shot heavy weapon that doesn't interact with evasion/cover.
    There aren't any (unless you modify a Heavy Repeating Blaster or E-Web with a Sniper Switch or the Tech Specialist upgrade). Either you get the benefit of shooting around cover with a splash/area weapon, or you can stop Evasion by going single-target with (braced) Burst Fire. Heavy Weapons isn't about single-shot, single-target weapons without grabbing a vehicle.

  5. - Top - End - #725
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    Goblin

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    Default Re: Saga Edition Thread III: Saga Academy

    I'd say the major Fort bump from the armor might be worth it to make sure nothing ever beats your DT, although with +4 Fort and DR from Elite Trooper and the existence of Improved Damage Threshold it might not be necessary. The Will bump is gravy against Force Users or the odd debuffer.

    I would say unless you want to actually use Officer talents (I love Assault Tactics but that's me) don't bother taking the class for the defense bonuses. Take Unstoppable Force instead and combined with Heavy Armor and I assume Grand Army of the Republic training you'll be almost untouchable anyway.
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  6. - Top - End - #726
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    PaladinGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by Mando Knight View Post
    There aren't any (unless you modify a Heavy Repeating Blaster or E-Web with a Sniper Switch or the Tech Specialist upgrade). Either you get the benefit of shooting around cover with a splash/area weapon, or you can stop Evasion by going single-target with (braced) Burst Fire. Heavy Weapons isn't about single-shot, single-target weapons without grabbing a vehicle.
    Just thought of something that could be run by a GM, for a character looking to get a single-shot attack weapon with a Heavy Weapons character:

    Blaster, Anti-Materiel
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    (Heavy Weapon)

    Cost: 4000 Credits, Military
    Weight: 14 kg (includes bipod)
    Damage: 4d10 (Single Fire only, Accurate)

    The Anti-Materiel Blaster is the larger cousin of the sniper blaster. Designed as a man-portable option for penetrating vehicle armor, the Anti-Materiel Blaster is large and unwieldy, and attacks made with it take a -5 penalty unless Aimed. Additionally, the weapon's size and design means that it cannot be effectively aimed without a mount such as a bipod (included in the price). Due to its firing mechanism, the Anti-Materiel Blaster cannot be upgraded to add autofire and it cannot be used with Rapid Shot or Double Attack. The Anti-Materiel Blaster uses a power pack, and after 5 shots the power pack must be replaced.


    Basically, the ultimate weapon for someone who wants to take potshots at Moffs or AT-STs from half a klick away, but still inferior to a speeder bike or blaster rifle if you're being engaged by infantry.

  7. - Top - End - #727
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    Goblin

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    Default Re: Saga Edition Thread III: Saga Academy

    I'd have gone 3d12 rather than 4d10, making it into a Blaster Cannon you can snipe with, but that's just to keep it in line with other weapons never going over 3 base dice unless they're explosives or vehicle weapons (or that one 4d6 pistol, now that I think about it, so maybe I'm full of it). You could get the same damage out of a Heavy Blaster Rifle with Riflemaster, but not needing that feat means you don't get the HBR's versatility, so I think it works.
    Last edited by Nerd-o-rama; 2016-10-04 at 10:03 AM.
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  8. - Top - End - #728
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    Default Re: Saga Edition Thread III: Saga Academy

    I wish I still had my list of cheap droids. Handy thing to have around. I may see if I can fi d it i the earlier threads if they still exist.
    ,,,,^..^,,,,


    Quote Originally Posted by Haldir View Post
    Edit- I understand it now, Fighters are like a status symbol. If you're well off enough to own a living Fighter, you must be pretty well off!

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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by Vizzerdrix View Post
    I wish I still had my list of cheap droids. Handy thing to have around. I may see if I can fi d it i the earlier threads if they still exist.
    The Mod Wonder: Old threads exist, and GENERALLY aren't locked, but it might be better to repost them here, if you find them, rather than link to the old thread (which leads people to accidentally post on things, and gets them closed, and thus makes it harder for others to properly cite them). If they're locked, it's still cool to repost from them, unless you're reposting stuff that violates the rules other ways.
    The Cranky Gamer
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  10. - Top - End - #730
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    Kobold

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    Default Re: Saga Edition Thread III: Saga Academy

    Dear Playground,

    I am in Character generation, and I would like to know if an Intellegence penalty applies to the number of Skills learned at first level. I would appreciate it.

    Sincerely,
    The Red Fox 201

  11. - Top - End - #731
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    PaladinGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by TheRedFox201 View Post
    Dear Playground,

    I am in Character generation, and I would like to know if an Intellegence penalty applies to the number of Skills learned at first level. I would appreciate it.

    Sincerely,
    The Red Fox 201
    Yes (note that page 57 gives you a minimum number of trained skills, which would be irrelevant if there were no applicable penalties). The Dark Side Marauder NPC in the core book (page 284) provides an example of this: as a Human Soldier, he has 4 + Int skills trained at first level. With 8 Intelligence (-1 modifier), he should have 3 skills trained, and so the stat block confirms this by giving him Endurance, Initiative, and Use the Force.

    If your character is an absolute moron, they would still get at least 1 trained skill at 1st level, plus any bonus trained skills (so a 4 Int (-3 modifier) Human Soldier would still have 2 trained skills: 1 minimum from his class, plus the Bonus Skill from being Human).
    Last edited by Mando Knight; 2016-10-28 at 10:30 PM.

  12. - Top - End - #732
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    OrcBarbarianGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Sorry if this counts as thread necromancy, but this seemed like the right place to ask for build advice. I want to do something with things like Fortune's Favor or Advantageous Opening. What talents are there for getting more actions or making use of reactions? Preferably stuff for non-droids and non-force users, thank you in advance.

  13. - Top - End - #733
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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by StriderITP View Post
    Sorry if this counts as thread necromancy, but this seemed like the right place to ask for build advice.
    The Mod Wonder: You're cool. 45 days does a necromancer make; this is barely more than two weeks.
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  14. - Top - End - #734
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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by StriderITP View Post
    Sorry if this counts as thread necromancy, but this seemed like the right place to ask for build advice. I want to do something with things like Fortune's Favor or Advantageous Opening. What talents are there for getting more actions or making use of reactions? Preferably stuff for non-droids and non-force users, thank you in advance.
    Well, there is the Ruthless Assassin Talent from Scum and Villainy (29). Toss that on there, toss on Recurring Success (Ruthless) (Galaxy of Intrigue), and BAM, you get two free standard actions when you drop your Prime Target sorry, your Mark. (but IMHO, if you're not playing Ambush Specialist (soldier) Assassin, you're either doing something wrong, or playing a CT killer, which is fair).

    If you want to reduce attack time, you can take Accelerated Attack (KotOR) to turn a full round attack into a standard.

    If you want to shave off swifts, you can take Lightning Draw (S&V) for draw and attack as a single action.

    Rebellion Era has some nice Scout and Noble (IIRC) talents that do stuff with reactions. Galaxy of Intrigue has some nice reaction stuff for Nobles and other support characters. (Heck, even some soldiers can benefit from Stand Tall, seeing as you're likely the one to be getting hit).
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  15. - Top - End - #735
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    ClericGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by kreenlover View Post
    Well, there is the Ruthless Assassin Talent from Scum and Villainy (29). Toss that on there, toss on Recurring Success (Ruthless) (Galaxy of Intrigue), and BAM, you get two free standard actions when you drop your Prime Target sorry, your Mark. (but IMHO, if you're not playing Ambush Specialist (soldier) Assassin, you're either doing something wrong, or playing a CT killer, which is fair).

    If you want to reduce attack time, you can take Accelerated Attack (KotOR) to turn a full round attack into a standard.

    If you want to shave off swifts, you can take Lightning Draw (S&V) for draw and attack as a single action.

    Rebellion Era has some nice Scout and Noble (IIRC) talents that do stuff with reactions. Galaxy of Intrigue has some nice reaction stuff for Nobles and other support characters. (Heck, even some soldiers can benefit from Stand Tall, seeing as you're likely the one to be getting hit).
    Whats the feat/ talent combo that lets you make an attack of opportunity to blast someone when they miss you with a ranged attack?

    That sucker is amazing. You can easily generate a 4-5 extra attacks each round.

  16. - Top - End - #736
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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by Malifice View Post
    Whats the feat/ talent combo that lets you make an attack of opportunity to blast someone when they miss you with a ranged attack?

    That sucker is amazing. You can easily generate a 4-5 extra attacks each round.
    No idea, haven't actually come across that one. Blast Back (Rebellion era) lets you hit someone when you get hit by an area attack, and Second Strike (with Combat Reflexes) lets you move and attack again when you miss an attack (and with Combat Reflexes lets you do it more than once per encounter).
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  17. - Top - End - #737
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    PirateCaptain

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    Default Re: Saga Edition Thread III: Saga Academy

    tldr: Looking for advice on how to be an ungodly rogue/skill monkey character. Combat proficiency is not a requirement.

    Newish campaign. Currently level 2, about to hit level 3.

    Party is:
    Jedi 2: Lightsaber defense focused, also the pilot
    Jedi 2: Use UtF-for-all-skills focused, strangely enough, not the pilot
    Noble 2: Playing a Large race, high strength, is planning on going Soldier->Elite Trooper
    Scoundrel 2: Me

    So what I want to do is shady things, rogue-ish things. Cheat at gambling, slice computers, be the party's face, talk my way out of bad situations, sneak past bad situations, steal things even with people watching, etc etc. The others are all pretty proficient at combat, so it's not a high priority for me. What /is/ important to me is being able to reliably do these things.

    ---

    Here's what I've got now:

    Trained skills: Deception, Mechanics, Persuasion, Stealth, Use Computer, Use the Force
    Feats: Force Sensitive**, Force Training, Point Blank Shot, Tech Specialist, Weapon Proficiency (Pistols), Weapon Proficiency (Simple)
    Talents: Fool's Luck
    Force Powers: Farseeing, Mind Trick, Move Object

    ** The GM gave everyone Force Sensitive for free. The Jedi got Force Training for free instead.

    ---

    Fool's Luck is expensive to activate, but when I do activate it for skills, I have ~+14 on the skills I care about. That gives me a 75% chance of passing a DC20 check and a 50% chance of passing a DC25 one -- I'd prefer for those chances to be higher. Luckily for me, a single encounter can span a lot of Persuasion, Deception, or Stealth checks.

    Level 3 is coming up, and I'm trying to figure out what I should do, and am looking for suggestions or advice. I have access to all the books, though I'm personally not familiar with any of them, so I only have vague ideas.

    Talents:

    One option would be to stay scoundrel to get Knack -> Uncanny Luck, which would give me a much, much better chance of getting a natural 20 (and not flubbing) on rolls I care about. Art of Concealment -> Fast Talker for the auto-20 on a deception roll once per day also sounds nice, but just doesn't have the same utility as Knack -> Uncanny Luck, which would help with anything.

    Another option would be to dip Jedi, pretty much entirely to get Dampen Presence, so people forget me after I leave, which, combined with Mind Trick, seems immensely useful.

    Feats:

    No idea. Skill Focus obviously does what I want, but doesn't stack with Fool's Luck, and only applies to one skill, so I'm hoping there are better things. Most of them seem to be combat focused.

    Long Term Progression:

    I know what I want to do, but I don't know where to go / what to aim for to get there. I sort of want to shoot for Force Adept, not because that's what I see for the character, but because Force Point Recovery would basically mean I could Fool's Luck every non-combat encounter, but I don't know of three force talents I actually want to take. Charlatan is also a possibility, although it would probably only be for the deception reroll. Crime Lord seems meh -- none of its talents are all that appealing.

    A final note is that I'm not currently using anything for equipment bonuses. Is there any equipment that can help one deceive or persuade?

  18. - Top - End - #738
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    PirateWench

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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by Magua View Post
    tldr: Looking for advice on how to be an ungodly rogue/skill monkey character. Combat proficiency is not a requirement.
    Could dip Scout for Fringe Savant, which is always good for skill characters. Scout has a lot of other nice skill talents (and Evasion) as well if you want to stay in it, or you can take Adaptable Talent to grab stuff like Improved Stealth or Extreme Effort as needed.

    Other feats:
    Force Boon, to fuel Fool's Luck
    Tech Specialist, 'cause that's usually the scoundrel's schtick
    Rapport (FU): extra +2 on aid another, goes nicely with Link talent
    Mission Specialist: Stealth (GaW): give all your friends +2
    Skill Focus: UTF is still good even with Fool's Luck.

    Force talents you might find useful:
    Crucial Advice (JATM): rerolls are always nice
    Feel the Force (FU)/Shift Sense (CW): for sneaking around in dark places
    Force Flow (KOTOR): free FP when you roll a 1
    Illusion: fun with illusions seems right up your alley
    Link/Telepathic Link: you're all Force users


    Quote Originally Posted by Magua View Post
    A final note is that I'm not currently using anything for equipment bonuses. Is there any equipment that can help one deceive or persuade?
    ...a credit chip?
    Quote Originally Posted by Flickerdart View Post
    Alright, let's do this.
    So the necessary skillset for a modern Major-General is Knowledge (Nature), Knowledge (History), Profession (Mathematician), Profession (Siege Engineer), Perform (oratory), Perform (singing), Perform (whistling), Speak Language, and Ride, as well as a solid baseline Intelligence score
    PM me for any games in the Toledo area!

  19. - Top - End - #739
    Troll in the Playground
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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by Magua View Post
    A final note is that I'm not currently using anything for equipment bonuses. Is there any equipment that can help one deceive or persuade?
    One of the books must have a holographic something that does deception bonuses. I'm inclined to think Knights of the Old Republic source book has hats that do this as well since they were a big part of the computer games.

  20. - Top - End - #740
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    PirateCaptain

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    Default Re: Saga Edition Thread III: Saga Academy

    Thanks for your help, everyone!

    Looking through KotOR, I see a Stealth Field Generator, which gives concealment. I don't see anything that gives a bonus to Deception rolls, but I may have overlooked something.

    I also see the Memory Implant, which gives rerolls on knowledge skills, which seems tempting, but I'm not sure if it's worth the implant penalties.

    ---

    Adaptable Talent seems really neat, but the 6 hours between being able to switch seems cumbersome. Looks like it could work well with "downtime" talents like Superior Tech or Tech Specialist.

    Crucial Advice is mechanically /exactly/ what I want, but unfortunately I think it's too late to work a guardian spirit in for the character.

    Illusion is going to be /fun/.

    ---

    What's your experience with multiclassing? Is extensive multiclassing (like "Scoundrel 3 / Jedi 1 / Scout 1 / Soldier 1 / Noble 1") a thing, or is it too min-maxy? Do people multiclass multiple prestige classes?

  21. - Top - End - #741
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    BardGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    SAGA more than anything else in d20 really stripped away the idea of class as anything more than a set of abilities. Grievous (canonically) has Jedi levels; Luke and Han both have four classes in the books (one being ace pilot).

    So yeah, multiclassing is intended to be easy and well-used.

  22. - Top - End - #742
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    Default Re: Saga Edition Thread III: Saga Academy

    Hello! I'm trying to build an ungodly strong lightsaber duelist in Star Wars Saga. What is an extremely powerful build for me to take?
    All books are open to me and my stats are 18, 16, 16, 16, 16, 14. What stats should I focus on leveling over time? Is it possible for me to hybrid and take some strong force powers too without sacrificing too much of my lightsaber ability? I'm currently looking at this build, but I'm not sure how good it is.

    Need advice on skills, talents, feats, and equipment. I'm a level 1 Jedi with 900 credits and a lightsaber currently. I also plan on going into Jedi Knight and taking Soresu and Shii-Cho for more defense while also picking up more offensive ones later on.
    Last edited by WhiteFox; 2017-01-06 at 02:01 PM.

  23. - Top - End - #743
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    Default Re: Saga Edition Thread III: Saga Academy

    Not very good. It's got the fun Juyo/Vapaad/Triple Crit combo, but that's about all he's got going for you. Checking some of his other builds, he seems blissfully unaware of how weak full attack melee combatants are, and he also subscribes to some very dubious rules interpretations. Like using Devastating Attack or Combustion with Lightsaber form power-LS powers don't cause damage. They allow attacks, and that's what causes the damage. So I wouldn't allow that to work.

    He also can't decide if he wants to use a full attack or use Force Powers. So he splits the difference, weakening both and ensuring no matter which way you go on any given turn, you'll have a bunch of feats and talents going to waste. It will probably be mostly the powers, since it can only move and full attack once per encounter and has no way to compel an enemy to stand still.

    He also takes Improved Rapid Strike even though he doesn't meet the pre-reqs. Worse, he tries to take Fire and Strike as a Jedi bonus feat, despite not meeting the pre-reqs and it not being on the Jedi bonus feat list.

    What I'm trying to say is, don't take build advice from that blogger.

    Before I can give your question proper treatment, I'd need to know more. What form of lightsaber mastery do you want? Single, big hits? Multi-attacking blender of death? Force power gishing? Untouchable defense? All this and more is possible.

    You should also consider the era you're going to play in. A Clone Wars game will feature a lot of mooks with blasters, but not many lightsaber fights. So you'll want the ability to handle large numbers of enemies at once. On the other hand, a game set in the KoTOR era has darkside force wielders all over the place, so you'll want melee combat and anti-Force abilities.

    Also also, what species are you playing?
    I am not crazy! I prefer "reality impaired".

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    PaladinGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    You have downright stupidly insane stats. A normal build is irrelevant.

    The most effective defense for a lightsaber master is to go straight Dex rather than relying entirely on Deflect. If your GM is literally incapable of assessing game balance and allows any species, go for Nagai (Legacy Era, page 14) for the extra +Reflex and +Dex, then take Weapon Finesse as your first level feat. You can go straight Dex/Cha double god-stat mode from there, picking up Ataru to turn your insane Dex into raw damage, and by level 15 anything that can hit you without catching you flat-footed or spending a Force/Destiny point deserves a round of applause.

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    BlueKnightGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Wow!!! You guys are amazing with your advice. My stats are actually wrong, its 18, 18, 16, 16, 14, 14. We are playing in the Legacy Era at the moment under the current Sith Empire government, so Jedi are in hiding. All books are open. I plan on going Jedi, Jedi Knight, then Jedi Master unless there's a strong reason not to. I am currently Human and I'd like to remain Human if possible for RP reasons unless Twi'lek is a viable option or another "attractive" race. Nagai is also an option if you believe its the right way to go.

    I'm very desperate for advice since none of my friends play Saga anymore. I'm looking for what talents, feats, skills, and force powers I should be taking as well as where I should assign all my stats. Skills I have so far are Use the Force, Initiative, Perception, and then maybe Pilot or Knowledge (Tactics) for flavor. We will have to do some flying. I also would like some help on at what levels I want to take each. I currently have an 18 in DEX and CHA, with a 16 in WIS and CON, and lastly a 14 in STR and INT. Should I change this? I'd like to rely more heavily on DEX than STR due to the powerful nature of DEX in Saga. Is there any equipment or jedi items I should be getting as well?

    I'd like to go for Juyo and Vaapad. I want to go with single, big hits with as little to no emphasis on full attack actions as possible (I don't want to fall into the full attack trap that was so common in D&D 3.5). I want to be mobile and land massive hits. My second focus would be an untouchable defense with a close third being Force Powers. The game will be exceedingly deadly, so my GM has encouraged me to build as ridiculously OP as possible.

    If you're free to talk on Discord/Skype, please PM your information. I would really like to talk to someone about how to do all of this.
    Last edited by WhiteFox; 2017-01-07 at 11:45 AM.

  26. - Top - End - #746
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    Goblin

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    Default Re: Saga Edition Thread III: Saga Academy

    I had a minmaxed saber build written down and lost it to a computer crash, but with your stats, you can really just pick a strategy and focus on it. The route I like right now (since it doesn't involve full attacking) is using the Powerful Charge feat and Lightsaber Form Powers (from Jedi Academy Training Manual) that cause damage - Powerful Charge to close to melee and Lightsaber Form Powers like Vornskr's Ferocity and Hawk-bat Swoop to cause damage once you're close. Outside of that, look at things that help single-attack damage like Rapid Strike and its Improved form.

    For Defense, Mando Knight has very good advice for your build - normally Jedi can't afford insane Dex and burn several Talents (Block, Deflect, Soresu) on defending themselves with Use the Force. Since you can start with potentially a 20 Dex and +2 Species to Reflex, though, I recommend just going with that, keeping your Dex maxed out (and using Weapon Finesse and Ataru, obviously) and having a Reflex Defense you don't even need to worry about.

    Now, you do need to take into account the fact that you're in a Jedi Persecution era, which means going into every single barfight lightsaber blazing and Force Powers glowing is probably a poor plan. Having a secondary weapon in mind is a good idea - if you're a Nagai, you've got a pretty sweet finessable knife available as a Simple Weapon. You might also consider multiclassing to Soldier and picking up WP: Pistols.

    That's not why you'd be multiclassing to Soldier, though. You'd be multiclassing to Soldier for three levels for a specific reason: the talents Melee Smash and Stunning Strike. Melee Smash is almost useless, but Stunning Strike lets you knock someone an extra step down the Condition Track when you exceed their DT with melee weapon damage. Combine this with the Shatterpoint power and the Improved Shatterpoint Force Technique, and you're handing out Persistent Conditions to any boss you can tag with your lightsaber. There's ways to make this worse, but most GMs don't like CT cheese, so just consider this a free no-duration debuff every time you hit with a power benefitting from Shatterpoint.

    Other than that, recommended Talents from me are Weapon Specialization: Lightsabers, Juyo, and Vaapad. If you expect to be hunted constantly by Sith, Clear Mind is never a terrible choice, and it's a prerequisite for Force Haze which is nice for helping out stealthy characters if you want to forgo that Stunning Strike idea above.
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  27. - Top - End - #747
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    DwarfBarbarianGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    For strong defense and shameless OPness, Nagai are difficult to beat. They have a +3 bonus to Reflex.

    I tend to put WIS over CHA on saber fighters. It's only a one point difference, but WIS goes to your Will defense, and gives you more force powers to play with. With Nagai bonuses, your stat line will be 14/20/14/14/18/18. You'll be pumping DEX every fourth level, and your other ability point should go to either WIS or CHA, depending on whether you want better defense and more Force Powers or stronger UtF checks. It's a defense versus offense thing. See how it goes and pick accordingly.

    If all books are open, try to get your GM to allow Backgrounds from the Rebellion Era Campaign Guide. Because you'll want Persuasion, which is obnoxiously not a class skill for Jedi. Even though they're first ones you call to settle tax disputes. Scarred would work best for you, because it gives a bonus to Intimidation, which you'll be using a lot down the line.

    Then your trained skills are Acrobatics (to help get into position), Initiative (obvious), Persuasion (we'll come back to this), and Use the Force (Jedi, duh).

    Ideally, your first four levels are straight Jedi, taking Block and Deflect as your talents. For feats you'll want Weapon Finesse, Power Attack, Skill Focus (UtF), and Weapon Focus (Lightsabers), in that order. Then, you multiclass to Soldier, which gives a boost to your Fortitude, pick up proficiency in either pistols or rifles, and Weapon Specialization (Lightsabers).

    However, the Legacy era is a lot like the OT movie period where lightsabers bring a lot of heat down on you and your friends. It may pay to move up Weapon Focus and multiclass sooner so you can contribute to a fight without drawing a neon "Jedi be here" sign. Full BaB and massive DEX makes you reasonably effective with blasters despite having no investment in them. This one sort of depends on your GM and his vision of the setting, so I bring it up as an option.

    Then another level of Soldier at 6th level lets you take Force Training (finally!), and Maniacal Charge. The latter is huge, because it renders enemies flat-footed. Not only does this make them a lot easier to hit, so you can wind up Power Attack, but when you face Sith, it shuts down a lot of their defenses. And it nicely synergizes with Nagai's CHA bonus and racial ability to re-roll Persuasion checks. Force powers you should look into is some mix of Battlestrike, Surge, Saber Swarm, and Move Object for attack and Shield, Intercept, and Negate Energy for defense.

    This is the point where this build hits its stride.

    7th level you go back to Jedi, picking up another talent. You have a couple good options. Riposte and Redirect both give extra attacks, which is nice. Redirect is probably stronger, since it works more than once, more people have blasters, and heavy use of Power Attack will leave your non-charging melee attack bonus too low to reliably hit. You can also do Telekinetic Savant, giving you an extra use of any of your very useful [Telekinetic] powers. Sentinel Strike will cause even more damage to the people your Maniacal Charges leave flat-footed, while Elusive Target makes you harder to shoot while engaged with the enemy. Equilibrium undoes any sort of CT damage you may have in one swift action.

    8th level, you finally can become a Jedi Knight. Your first talent is naturally Ataru to turn your huge (at this point +6) DEX modifier into a massive damage bonus. Assuming you wield the lightsaber two-handed, you're adding 8 points of damage, or almost two dice, to every single hit.

    You're going to stay in JK for the next 4 levels. 9th level, you get FP recovery, because it's always the first technique you take, and Skill Focus (Persuasion), because now you're going to start having trouble overcoming defenses with just trained skills, and success on those Maniacal charges is real important to your damage output. 10th level brings Juyo, 11th your pick of Force Techniques. Improved Sense Surroundings or Force Power Mastery are your best bets. At 12th level you qualify for Vapaad, and you have a choice for your feat.

    If you want to do more damage, Powerful Charge makes your charges even more deadly. Triple Crit complements Juyo/Vapaad very nicely, but it is extremely erratic. Cleave lets you cut through crowds of enemies faster. If Force wizards have been wrecking your ****, Unstoppable Force can prop up your defenses. Or if you want to take a more active approach to shutting them down, Staggering Strike (the version in Galaxy at War, not Scum and Villainy) will cripple both offense and defense at once, at the expense of your damage output.

    Or, you can take another iteration of Force Training. The recommended powers above still hold, but your lightsaber forms make a few other LS form powers worth a look. Swift Flank does exactly what Maniacal Charge does, but without needing to charge or rolling against Will. Unbalancing Block gives you something to fall back on if regular Block isn't up to the job for whatever reason. And Vornskr's Ferocity does even more damage, and you can spend FP to stack it with your charge attacks. And Sarlaac Sweep helps cut through mooks faster.

    13th level is your first and probably only level of Jedi Master. It's more useful to builds that make heavier use of Force powers than you do. Most of the talent choices at level 7 apply here. You could also take Improved Weapon Focus (Lightsabers), or, if you took TK Savant and a second iteration of Force Training the previous level, TK Prodigy would give you even more telekinetic goodness.

    You're pretty much set at this point. You could consider a second level of Master for Multitarget Power (make no mistake, multitargeting LS forms is pretty sweet). Another good choice to pursue is three more levels of Soldier for Stunning Strike so your victims hurt on the CT as well as in the HP pool. Maybe you'll find something else you like.

    Gear, a lightsaber is all you really need. A fire blade might be a good backup to use so you can at least do something while keeping a low profile, since as I mentioned above, running around in public with lightsabers isn't a great idea. The Nagai Tekh'la blades are really nice light weapons, but are incredibly outside the budget of a 1st level character. A hand grenade or two is another good weapon option. Then you'll want a commlink, some glow rods, a stealth poncho if you plan on being sneaky. Down the line, you'll want an ABC scrambler for those pesky missiles, but that is again far outside the means of a starting character.

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    Last edited by RandomLunatic; 2017-01-07 at 06:39 PM.
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  28. - Top - End - #748
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    BlueKnightGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    My GM is very generous and has given us all WP: Pistols regardless of class, so I have a bluebolt blaster pistol from the Legacy book.

    Why can't Jedi normally afford insane DEX and burn several talents on block, deflect, and Soresu?

    What feats, talents, and force powers should I take for my first few levels and is the Jump skill useful or should I replace it with another skill? Also should I only be boosting DEX/CHA every stat boost?

    I am planning to do Mando's build of impenetrable defense (Ataru, Soresu, Block, Deflect), but also wondering if I can fit in Juyo and Vaapad.

    Is it worth it to go Tempered Aggression?

    Thanks for the tips on Force Haze by the way. I don't want to be a pure combat character, I'd like some utility as well and Force Haze is definitely interesting.

    If you have any builds still remaining, please send them my way. I always value good advice.
    Last edited by WhiteFox; 2017-01-07 at 06:43 PM.

  29. - Top - End - #749
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    BlueKnightGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Thank you so much RandomLunatic, Nerd-o-rama, and Mando Knight for all your advice. Thank you especially Random for your extremely detailed post for someone who is a bit rusty and clueless about Saga.

    Unfortunately not permitted to take backgrounds as GM is doing Destiny from Legacy, but he was willing to give me Persuasion as a class skill. GM has also permitted WP: Pistols for all classes. I'm also not the only force user in my group, so hopefully we both can keep our heads down until I'm slightly higher level. He is however going an Imperial Knight, so he's not a Jedi. I think we're going for a Star Wars Rebels feel in Legacy. I'm curious though why no Perception skill?

    Is it possible to pick up Soresu as well or is it not necessary for this build? While I also doubt that I will need it, do I actually ever need armor?
    Last edited by WhiteFox; 2017-01-07 at 07:18 PM.

  30. - Top - End - #750
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    DwarfBarbarianGuy

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    Default Re: Saga Edition Thread III: Saga Academy

    Quote Originally Posted by WhiteFox View Post
    Thank you so much RandomLunatic, Nerd-o-rama, and Mando Knight for all your advice. Thank you especially Random for your extremely detailed post for someone who is a bit rusty and clueless about Saga.
    No problem.

    Unfortunately not permitted to take backgrounds as GM is doing Destiny from Legacy, but he was willing to give me Persuasion as a class skill. GM has also permitted WP: Pistols for all classes. I'm also not the only force user in my group, so hopefully we both can keep our heads down until I'm slightly higher level. He is however going an Imperial Knight, so he's not a Jedi. I think we're going for a Star Wars Rebels feel in Legacy. I'm curious though why no Perception skill?[/quote]Well, as long as you got Persuasion as a class skill, that's the important part.

    And Jedi are simply very skill starved. They got 2+INT trained skills, one of which will almost certainly be Use the Force. Perception just has a very hard time making the cut. If you can't live with that, you can slot Force Perception in at 7th level.

    Is it possible to pick up Soresu as well or is it not necessary for this build? While I also doubt that I will need it, do I actually ever need armor?
    You can certainly add two more levels of Jedi Knight after Jedi Master to get Soresu. If you qualify for Soresu, it's almost never a wrong choice.

    Armor, on the other hand, is actively detrimental to your character unless you build around using it. This build is not one of those builds. Stay away from armor.

    Quote Originally Posted by WhiteFox View Post
    ...and is the Jump skill useful ...?
    No. It's replaced by 125 credit jet pack.

    Is it worth it to go Tempered Aggression?
    Generally not. Especially if you have Vapaad.

    The problem is, it's an extremely difficult power to activate, and at its lowest levels, it barely does anything. Saga is tilted towards defense, so its often physically impossible to best an equal-CLed threat's Reflex by 10 points. Even five points at DC 35 barely beats the base 5% chance of critting. It really only works against vehicles and beasts, opponents with very low Reflex scores for their CLs, and targets pushed very far down the CT, which probably don't need critical hits to finish off. For general use, Assured Attack and Saber Swarm are both far more effective at crit fishing, especially if paired with Vapaad. If you can roll well enough to activate Tempered Agression, Assured Attack maxes out and Saber Swarm is only -1 to hit. Either way, with two rolls, you have a 19% chance of critting at least once, which is probably better than the odds Tempered Aggression gives you.
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