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Older D&D/AD&D and Other Systems The forum for discussions specifically related to the rules and procedures of either any of the older editions of Dungeons & Dragons (1e, 2e, BECMI, OD&D) or any other non-D&D roleplaying rules (Vampire: The Requiem, Dread), including non-fantasy d20 systems (such as Mutants & Masterminds).

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Old 09-16-2012, 06:11 PM   Top  -  End  -  #1
Crow
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Join Date: Aug 2007
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Default [SW SAGA] Jedi Duelist for Actual Game Help

So I got some pretty decent stats, and am building a level 20 Jedi for a one-shot.

My concept putting this guy together was to create a duelist with the caveat that he needs to be able to contribute and survive outside of a straight up lightsaber duel. This is the driver behind the level of scout, since evasion is so good to have.

Basically his is set up to attack condition tracks with force powers when possible, and to use powers and lightsaber forms to get opponents flat-footed for dastardly strike. He is built to burn through force points at a rate of at least 3 per encounter (hence force point recovery x3). Using flurry and rapid strike, he stands a decent chance of running an opponent down the condition track based on damage alone, power attacking for more if the opportunity arises. Has the option of using (improved) Dark Rage for even more to-hit and damage (and consequently, condition track downgrades)

If we are allowed a destiny, I am going to give him the education destiny to get a boost on UtF checks.

I am looking for pointers to improve the build, all books are greenlit.

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Old 09-16-2012, 11:43 PM   Top  -  End  -  #2
Mando Knight
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Default Re: [SW SAGA] Jedi Duelist for Actual Game Help

Force Point Recovery was updated to be 1x only, since WotC realized it was broken. (It really is)
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Old 09-17-2012, 12:04 PM   Top  -  End  -  #3
Crow
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Default Re: [SW SAGA] Jedi Duelist for Actual Game Help

Quote:
Originally Posted by Mando Knight View Post
Force Point Recovery was updated to be 1x only, since WotC realized it was broken. (It really is)
Ah, well that really sucks!

Any ideas to tweak the build, then? This guy was built to burn through force points like candy.
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Old 09-17-2012, 12:07 PM   Top  -  End  -  #4
IdleMuse
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Default Re: [SW SAGA] Jedi Duelist for Actual Game Help

Force Boon? There are other ways to hike your foce point allowance, with extra force power uses and whatnot. You probably don't need as many copies of force training as you have.
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Old 09-21-2012, 09:53 AM   Top  -  End  -  #5
Darth Stabber
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Join Date: Dec 2008
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Default Re: [SW SAGA] Jedi Duelist for Actual Game Help

Your force powers seem a bit all over the place, and honestly you don't need near as many as you have. Might I suggest scaling it back a bit? @20 you are much better off using a lightsaber strike over a force power 99% of the time, making all of your force wizard powers overkill. You have one standard action per turn. I'd ditch fold space, force stun, mindshard, blind, and cloak. Dark Rage and improved dark rage not as cool as they seem, especially with the darkside point.

As far as what ones to have, I humbly suggest battle strike, with a +24utf you are going to be getting atleast the 25+ result, thus giving you three extra damage dice, which is not inconsiderable. Surge might also be a good choice.

For class levels, I would avoid scoundrel/scout, and pick up some dualist. There are some seriously good talents in dualist, and losing 2 bab is a big pain in the ass when you could have more power attack. Losing evasion is a bit annoying, though you might keep it if your GM is a big fan of grenades and full auto weapons.
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