Author Topic: SWSE Unorthodox DPS  (Read 3262 times)

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tragicmishap

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SWSE Unorthodox DPS
« on: August 25, 2010, 06:49:05 PM »
My friends and I just started a Star Wars Saga Edition campaign.  We have gotten to lvl 2, but not necessarily leveled up yet.  There are some campaign specific rules:

1.  No Jedi or lightsabers at start.  However, we already got light and dark holocrons and our GM has approved taking Jedi levels at lvl 3 if we want.  
2.  No one can be knocked unconscious via the condition track.  This means -4 on it is possible but not -5.  
3.  No coup de grace attacks.  
4.  Force Points.  The GM started out saying he was using the Daily Force Points optional rule, but it now appears that what he meant was we get one Force Point per day and we don't lose them at the end of the day.  Not sure how this will work in practice but it provides the potential to accumulate large amounts of Force Points.  
5.  Anything from any book is allowed unless it's obviously not appropriate for the period (between Clone Wars and A New Hope) like the Yuuzhon Vong stuff.  
6.  GM also bent the rules a lot to allow for higher starting ability scores.  

Beyond this, everyone in our group including the GM is a monster munchkin and just about anything goes.  We also have some extra starting cash and items beyond the regular rules, and my character has some specialized equipment and is designed around it to some extent.  There are 8 total PCs in our group.  

My character is supposed to be Mistryl Shadow Guard and a mobile DPS/stealth infiltrator type.  My strategy is to Cleave or Great Cleave right through minions very quickly (first round).  Against bosses that are too difficult to otherwise kill she can in a pinch chain crit them with Destiny Points and Fortune's Favor.  I'm planning on two handing the shyarn a lot to get the full bonus from Power Attacks, with a Guard Shoto integrated onto a forearm for Block/Deflect use.  Originally I was planning on going with the Assassin prestige class but I'm looking at Jedi Knight now since Assassin requires two feats I probably won't use much as a melee character.  

Level 1:
Human, Scoundrel

Dex 16
Str 16
Con 12
Int 13
Wis 14
Cha 12

Trained Skills:
Stealth
Perception
Acrobatics
Initiative
Mechanics
Use the Force

Equipment
[spoiler]
Equipment:

Weapon:  1.  Cortosis Weave Quick Draw Rakatan Shyarn w/Ion Charger, Neutronium Reinforcement,
                   Superior Damage, enlarged to Small weapon size for extra upgrade slot (KOTOR 64;77;79, SV 25;39;42-43)  
                         Atk: +1 (no penalty for Rapid Strike, crit 19-20), Dmg: 3d6+5, 2d6 Ion
              2.  Merr Sonn Model 434 "DeathHammer" with Targeting Scope, Miniaturization (CW61, CR 140, SV 41)
              3.  Guard Shoto lightsaber, Superior Mastercraft (+4 Equipment bonus to Block/Deflect, not made yet)
Armor:  Shadowsuit, Massassi Prototype, -1 Max Dex bonus for extra upgrade slot, Stealth +10,
           Integrated Equipment Slots (5), Climbing Claws, Storage Capacity, Helmet Package                                
           (CW64, KOTOR 77;78, SV 38;45;46)[/spoiler]

Jedi level tree:
[spoiler]
Scoundrel 2/Soldier 6/Jedi 4/Jedi Knight 7/Jedi Master 1
Talents in italics, Feats in Bold, Force Powers in Red, Force Techniques in Blue

1. Scoundrel: Fortune's Favor, Force Sensitivity, Force Training, Point Blank Shot, Weapon Proficiency (pistols, simple weapons),  Surge, Dark Rage, Battle Strike
2. Soldier:  Ambush Specialist,Armor Proficiency (light armor)
3. Soldier: Exotic Weapon Proficiency (Rakatan Shyarn), Rapid Strike
4. Soldier: Keep it Going, +1 Str, +1 Int, Trained Skill: Use Computer
5 Scoundrel:  Skill Focus (Use the Force)
6 Soldier:  Power Attack, Desperate Gambit
7 Jedi: Deflect, Weapon Proficiency (lightsaber)
8 Soldier: Destructive Ambusher, +1 Str, +1 Wis
9 Jedi Knight: Block, Follow Through
10 Jedi Knight: Improved Dark Rage
11 Jedi Knight: Soresu
12 Jedi Master: Serenity, Fearless, Equilibrium, Advantageous Attack, +1 Str, +1 Wis, Deflecting Slash
13 Jedi: Cleave
14 Jedi: Force Recovery
15 Jedi: Great Cleave, Wicked Strike
16 Soldier: Frightening Cleave
17 Jedi Knight: Force Power Mastery:  Dark Rage, +1 Str, +1 Wis
18 Jedi Knight: Shii-Cho, Flurry
19 Jedi Knight: Force Power Mastery:  Battle Strike
20: Jedi Knight: Combat Trance, +1 Cha, +1 Wis, Disarming Slash

I could use help with this one especially past level 16 since I don't know the Force goodies that well yet. I probably need Skill Focus (Initiative) because of Advantageous Attack, but an alternative would be to take Force Intuition instead of Force Recovery at lvl 14.  Because of my ability scores that's 2 less than Skill Focus would be.  [/spoiler]

Assassin level tree:
[spoiler]
Lvl 4 Scoundrel/ Lvl 6 Soldier / Lvl 2 Jedi / Lvl 3 Jedi Knight / Lvl 5 Assassin
Talents in italics, Feats in Bold, Force Powers in Red, Force Techniques in Blue

1. Scoundrel: Fortune's Favor, Force Sensitivity, Force Training, Point Blank Shot, Weapon Proficiency (pistols, simple weapons),  Surge, Dark Rage, Battle Strike
2. Soldier:  Ambush Specialist,Armor Proficiency (light armor)
3. Soldier: Exotic Weapon Proficiency (Rakatan Shyarn), Rapid Strike
4. Soldier: Keep it Going, +1 Str, +1 Int, Trained Skill: Use Computer
5 Scoundrel:  Skill Focus (Use the Force)
6 Soldier:  Power Attack, Desperate Gambit
7 Jedi: Deflect, Weapon Proficiency (lightsaber)
8 Soldier: Destructive Ambusher, +1 Str, +1 Wis
9 Jedi Knight: Block, Follow Through
10 Jedi Knight: Improved Dark Rage
11 Jedi Knight: Soresu
12 Jedi: Cleave, Advantageous Attack, +1 Str, +1 Wis, Deflecting Slash
13 Scoundrel: Dastardly Strike
14 Scoundrel: Precise Shot
15 Soldier: Great Cleave, Sniper
16 Assassin:  Murderous Arts I, +1 Str, +1 Wis
17 Assassin:  Mark +1
18 Assassin:  Murderous Arts II, Frightening Cleave OR Wicked Strike OR Flurry
19 Assassin:  Mark +2
20: Assassin:  Deadly Repurcussions or Ruthless, , +1 Str, +1 Wis Battle Strike
[/spoiler]

I have several other trees for this character, including some with no Jedi levels.  I'd appreciate any advice.  I'm open to even total reworks but the first three levels are pretty set in stone because of my equipment.  
« Last Edit: August 25, 2010, 07:12:58 PM by tragicmishap »

Toptomcat

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Re: SWSE Unorthodox DPS
« Reply #1 on: August 26, 2010, 02:20:36 AM »
Here is a link to a Saga handbook I've put a little work into, though I'm not sure that will help you too much considering that you have a pretty specific build that my own area of expertise- monstrous Strength synergies for unarmed combatants- doesn't sound terrificly helpful for.
Some of the more generic Jedi stuff, like the advice about the Enlighten and Direct talents and the Tempered Aggression/Fortune's Favor trick, would probably be helpful.
« Last Edit: August 26, 2010, 02:25:34 AM by Toptomcat »

Korwin

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Re: SWSE Unorthodox DPS
« Reply #2 on: August 26, 2010, 07:37:50 AM »
Not very combatible to your build,

but this quote:
Beyond this, everyone in our group including the GM is a monster munchkin and just about anything goes.
made me think about my "I am Immortal" build...

Here it is:

I am Immortal
from Lvl. 3 on, would be possible from Level 1 with Human or with first Level Jedi


Race: Something with + to Cha and/or Wis (like an Yakura)
Essential Skills: Use the Force
Books needed: Jedi Academy Training Manual (for Transfer Essence)

Level by level (talents and Force techniques are in italics, feats are in bold), Base Attack Bonus is underscored


01. Soldier 1 - Armored Defense, Soldier Starting Feats, Force Sensitive, 1
02. Soldier 2 - Skill Focus Use the Force, 2
03. Jedi 1 - Transfer Essence Lightsaber Proficiency, Force Training, 3
04. Soldier 3 - Improved Armored Defense, 4
05. Soldier 4 - Brink of Death, 5
06. Soldier 5 - Juggernaught, Unstoppable Force, 6
07. Soldier 6 - Heavy Armor Prof., 7
08. Sith Apprentice 1 - Sith Alchemy**, 8
09. Sith Apprentice 2 - Force Point Recovery 1, Grand Army of the Rebublic Training*, 9
10. Sith Apprentice 3 - Cause Mutation, 10
11. Sith Apprentice 4 - Improved Dark Rage, 11
12. Sith Apprentice 5 - Sith Alchemy Specialist, Force Training, 12
13. Sith Lord 1 - Folded Space Mastery, Fearles, Temtation, 13
14. Sith Lord 2 - Force Secret 14
15. Sith Lord 3 - Force Secret, Dark Healing, Force Training 15
16. Sith Lord 4 - Force Secret, 16
17. Sith Lord 5 - Force Secret, Impr. Dark Healing, 17
18. Sith Apprentice 6 - Impr. Sense Surroundings, Force Regimen Mastery, 18
19. Sith Apprentice 7 - Dark Healing Field, 19
20. Sith Apprentice 8 - Language Absorption, 20


* Did his time in the Army in the Body of an Clone-Trooper (was hiding in the open).
** Sith Alchemy is now an new Talent-Tree by itself

Details
[spoiler]
Point buy Sith Lord (28):
Code: [Select]
Str. 10  (02)           -6 Age           = 04
Dex. 12  (04)           -6 Age           = 06
Con. 10  (02)  -2 Race  -6 Age           = 02
Int. 12  (04)           +3 Age           = 15
Wis. 15  (08)  +2 Race  +3 Age  +5 Lvl.  = 25
Cha. 15  (08)  +2 Race  +3 Age  +5 Lvl.  = 25

Point buy Massassi Abomination(28):
Code: [Select]
Str. 16  (10)  +4 Race                   = 20
Dex. 14  (06)                            = 14
Con. 14  (06)           +4 Abomination   = 20
Int. 10  (02)  -2 Race  -2 Abomination   = 06
Wis. 10  (02)  -2 Race  -2 Abomination   = 06
Cha. 10  (02)  -2 Race  -2 Abomination   = 06

Point buy Massassi Crysalis Beast(28)***:
Code: [Select]
Str. 16  (10)  +4 Race  +8 Size          = 28
Dex. 14  (06)           -2 Size          = 12
Con. 14  (06)           +8 Size          = 24
Int. 10  (02)  -2 Race                   = 08
Wis. 10  (02)  -2 Race                   = 08
Cha. 10  (02)  -2 Race                   = 08
*** not Shure if legal... Opinions? Can it be used on Non-Beasts?[/spoiler]

Attributes of the Sith Lord in the Massasi Crystalis Beast body:
Code: [Select]
STR = 28  +9
DEX = 12  +1
CON = 24  +7
INT = 15  +2
WIS = 25  +7
CHA = 25  +7

Does a worn Orbalisk Armor counts as Armor, an Separate creatur or is he a part of the creature?
1. As Armor: Bad, we dont want to turn the Orbalisk Armor into Heavy Dark Armor
2. We could make it into another Crystalis Beast (+4 DR) + Sith Abomination Trait +5 DR = +19 DR (even against Lightsabers)
3. Great: See 2. Same result (Well, we cant give the Masissi an Vile Natural Weapon... but who cares we use an Sith Alchemical Lightsaber)

« Last Edit: August 26, 2010, 07:44:01 AM by Korwin »