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Wakshaani
06-26-2008, 05:10 AM
We'll be starting up a Star Wars: Saga Edition game soon, a game that none of us have played before, but most of the group (save myself) are STaw Wars D6 veterans, making this a big jump for them and raw newness for me.

The chargen system's a tad odd, what with Talents, feats, etc, but I'm clawing my way through it.

Still, some examples would be nice, which the book doesn't really produce.

As such, I figured, "Hey, RPG.Net rocks, lets ask the gang!"

Anyoen have characters/stories that they'd care to share?

Redfeild
06-26-2008, 06:10 AM
Star Wars Saga is one those games I own but have not read. So many of my group have it I don't bother (shame on me) and I'm not running it anyway.

My character duel levels Soldier and Scoundral. I made him months ago for the champain. But the problem with my group is that they rarely get together. When I got my character sheet back I did not have a clue what my inspiration was for the character. Hell, I could not even remember the last game! But up in the top right hand corner was a notation in Epic Destony. Space Pirate. The GM allowed us to make up our own instead of picking from the book. So with those to little words, I had a grasp on what my origional consept was and went with it.

After last game, wich was Sunday, I learned the system a bit better. I was so used to the old D20 version of skills I had totaly screwed myself. Even though I had some how had sixes instead of fives across my trained skills, I was still short on points because I had forgotten to add my level. My GM was not happy. He says I try to handycap my character with out knowing it.

May be he's right. After playing the last session I have conclueded that multiclassing is not worth it in any D20 system. A pure class always seems to out perform a duel class. True, you may be more versitile and it may fit the concept you have for the character. But I contributed less to the combat and even the game as a whole than anyone at the table. If I could start my character over, I would either go Soldier and prestige class into Officer or Scoundrel and prestige into Crime Lord. As it stands I'm Solder 2/Scoundrel 5/Officer 1. I feel it fits my concept and what I'm going for, but the spread is just not that practical.

The next time I make a character for SWSaga I'm going to go with a pure class. I'm also going to do what a freind of mine did. He maped the level progress of his character ahead of time. That way I will not be flipping through the book every time I level up trying to figgure out what I was going for with the character.

Fresh Ninja
06-26-2008, 06:33 AM
Click on the WotC forum link in my sig. There's a bunch of characters there. Keep away from the ones not marked "Revised", though, as I was still learning the system when I made them. There are lots of obvious errors in their stat blocks.

Karl Green
06-26-2008, 09:07 AM
I am running a Star Wars Saga game right now, not playing, but I can post some stuff about the characters. We are playing in the time period of the old Tales of the Jedi (http://starwars.wikia.com/wiki/Tales_of_the_jedi)… well about 40 years after the comic books. Now this would normally be in the time period of the Knights of the Old Republic (http://starwars.wikia.com/wiki/Star_Wars:_Knights_of_the_Old_Republic) video games, but I am changing it to my own ideas. So the Sith have returned and the characters are facing them. They are all 9th level Jedi, although two of them are multi-classed. The characters are…

Ve’Lo a Human Jedi 7/Jedi Knight 2 who focuses are Two-Weapon Fighting and Weapon Finesse. When he hits, he deals a lot of damage (his DEX is 20, and he has the Jedi Knight feat that allows him to use his DEX bonus for damage instead of STR, can’t remember the name right now as I don’t have the book in front of me). He really focuses on melee combat all the way, and he two uses of Force Powers are both Surge so that he can get almost anywhere in the battle fast.

Vek a Twi’lek Scoundrel 1/Jedi 6/Jedi Knight 2 (note that I house-rules the pre-requisite for Jedi Knight to being a 7th level Heroic Class instead of +7 base attack, as I did not like the idea that only Jedi and Soldiers could get to the class first, it did not make sense). He uses his blaster more then his lightsaber, and he also have Clear Mind and Force Haze, skill focused in Stealth, making him the big sneak of the group.

Serladar a Miraluka (I made up the stats, based on some info over on WoTC's site a few months ago and they were pretty much spot on with the ones listed in Threats to the Galaxy) Noble 3/Jedi 4/Jedi Knight 2 who is skill focused on Use the Force and has taking the Force Training feat 4 times (1st, 3rd, 6th and 9th level feats) giving him something like 20 Force Power uses per encounter. He never runs out and I am not sure why he wants so many as he seems really worried that he will run out of something and not roll a natural 20 at some point. Anyway, he is the leader of the group with some cool Noble Talents that help everyone else when he is not using one of his Move Objects to smash enemies to paste or push them off a high place.

So far we have had a great time with the game, and I am very impressed with the Saga edition.

snafubar
06-26-2008, 09:34 AM
Our party is about 3rd level, playing the Dawn of Defiance campaign. My character is a human Scoundrel named Ecchi, whose entire goal is to bring pornography back to the Holonet. (You know the Empire had to crack down on it when they took over.) I'm trying to convince the GM that the Corruption Destiny is viable for that. ;)

A confirmed coward, Trained in Deception and Stealth to avoid combat when possible and hide and snipe when actually forced to fight. His big guns are Skill Focus in Mechanics and Use Computer (with the Master Slicer Talent): He can break into the most secure areas fairly easily (Difficulty 25 is just a Take 10 away), and with a reroll and keep the better, Hacking is a breeze. He's not a warrior, but probably more dangerous in his own way than the killers of the group.

JimmieBJr
06-26-2008, 10:50 AM
Keyan Lar CL 1

Medium Human jedi 1
Force 5; Dark Side 0
Init +6 (Force Intuition); Senses Low-light vision, Perception +7
Languages Basic, Shyriiwook

Defenses Ref 12 (flat-footed 12), Fort 14, Will 14
hp 32; Threshold 14

Speed 6 squares
Melee lightsaber +3 (2d8+2) or
Melee lightsaber +3 (2d8+4) with both hands
Base Atk +1; Grp +3
Atk Options Acrobatic Strike
Force Powers Known (Use The Force +6) Force Thrust, Move Object, Vital Transfer

Abilities Str 14, Dex 10, Con 15, Int 13, Wis 14, Cha 12
Talents Force Intuition
Feats Acrobatic Strike, Force Sensitive, Force Training (x1), Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +5, Initiative +0 (may Use the Force +6 instead), Knowledge (Galactic Lore) +6, Perception +7, Use the Force +6
Possessions lightsaber, long-range comlink, credit chip, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters, glow rod (x2), breath mask (x2), all-temperature cloak), basic datapad

Fresh Ninja
06-26-2008, 11:10 AM
JimmieBJr, did you use that Excel character generator sheet from the WotC forums? Cause your character has low-light vision, which humans don't get naturally. That's a pretty consistent error with that sheet.

JimmieBJr
06-26-2008, 11:12 AM
JimmieBJr, did you use that Excel character generator sheet from the WotC forums? Cause your character has low-light vision, which humans don't get naturally. That's a pretty consistent error with that sheet.


Yep I did, though I don't think I got it from those forums. I think it was mentioned a time or two here.

Actually, for purposes of not being a complete bastard to my PCs, I pretty much let everyone have a bit of low-light vision to keep everyone from having to cart around light sources all the time. I assume everyone can see in the dark as well as they can in the movies (which is to say, if not seeing in the dark has dramatic effect, then they can't) and we go on from there.

Mitch
06-26-2008, 12:41 PM
"I am. Personal. Security droid. Five. See. You. Dee. Designation: 'Scud' "

Largely inspired by "Scud: The Disposable Assassin", he's the bodyguard of another PC, a noble in exile. He's working his way to the Gunslinger prestige class.

Droid Soldier 5

Defenses Ref 19, Fort 19, Will 16
hp 58; Threshold 15

Blaster pistol: +9 ATK, 3d6+3 DMG
Dual blaster pistols: +4 ATK, 3d6+3 / 3d6+3 DMG
Unarmed: +7 ATK, 1d3+4 DMG

Abilities Str 15, Dex 17, Con -, Int 12, Wis 12, Cha 10

Talents: Harm's Way, Tough As Nails, Armored Defense
Feats: Point Blank Shot, Precise Shot, Quick Draw, Dual Weapon Mastery I
Trained Skills: Endurance, Initiative, Mechanics, Perception, Treat Wounds
Droid Features: Durasteel shell, Internal comlink, Enhanced sensor array, 2kg of internal storage (1 kg on each side of torso, for blasters)
Possessions: Two blaster pistols, toolkit, medkit

David Foster Walrus
06-26-2008, 12:48 PM
"I am. Personal. Security droid. Five. See. You. Dee. Designation: 'Scud' "

Largely inspired by "Scud: The Disposable Assassin", he's the bodyguard of another PC, a noble in exile. He's working his way to the Gunslinger prestige class.

That is not an awesome idea that I am not going to steal at the first available opportunity.

Epoch
06-26-2008, 01:11 PM
The campaign I'm in has 11 PC's. All of them, and several NPCs, are statted out on this wiki: http://swre.wikidot.com

But, for those who don't want to click the link, I'll talk about my character, Cyna Artena.

I was given Cyna as a pregen character for what we thought was going to be a one-shot. She was, at the time, 3rd level, a Jedi 1, Soldier 2 with a kind of oddly unfocused build. She was relatively combat oriented, but with an odd stat array (Str 14, Dex 10, Con 8, Int 12, Wis 15, Cha 13). Owing to her low Dex and low Con, she had a "getting hurt" problem which I spent several levels correcting: I have, since, gotten: two uses of Negate Energy, Martial Arts I, Block, Deflect, and Soresu.

Cyna now stands at Soldier 2/Jedi 5/Jedi Knight 1. Here are my experiences playing through five levels of a relatively traditional, lightsaber-combat-focused Jedi:

1. Force Powers

If you are playing a character who is Force Sensitive, you owe it to yourself to get Skill Focus - Use the Force. At low levels, a trained, focused UtF skill plus a few powers is far and away the most powerful character.

The go-to power for a character oriented towards effectiveness in UtF is Move Object. It has the following advantages: Great damage (up to 10d6 before spending FP's), multi-target capability (grab one guy, throw that guy into another guy), utility combat usability (yank your allies out of danger, move an enemy off a cliff or into a position to be flanked, hold a melee combatant in the air to harmlessly remove them from combat), some non-combat use (remember that it can be maintained if you don't use it to deal damage).

The other combat powers you want are Force Slam (for dealing with groups of mooks: remember that it's very unlikely to kill Clone Troopers, if you're in an era in which Clone Troopers exist), Force Grip (if you only have one enemy, there is no better power for dealing with him), and Negate Energy (this power has saved my character from hundreds of hit points of damage).

Of course, I don't endorse making a character based purely on combat efficacy: of the above powers, Cyna has only Negate Energy.

2. Block & Deflect Are Your Friends

At low levels, a trained/focused UtF and Block and Deflect mean an incredible durability increase. When you're trying to beat your opponent's rolls of 1d20+4 with your 1d20+12, fortune favors you. Also, it's a neat ability and it makes you feel badass when you parry away a whole flurry of attacks.

My feeling is that Deflect is more important than Block: most enemies in Star Wars will shoot you, not hit you. I'm not very taken with Redirect Shot.

3. You need to keep an eye on unrestricted feats

Some feats don't appear on anybody's bonus feat list, or only on the bonus feat lists of classes that you don't have. For a Force User, the chief among those is Force Training (the thing that gives you your Force Powers), but it also includes Improved Defenses and Burst Fire. Do not use an unrestricted feat (ie, the feats you get at 1st, 3rd, 6th, etc. levels) on a feat that's in your class list of bonus feats unless you've already ruled out the unrestricted feats for the time being. It's better to wait one or two levels for a bonus feat than three levels for an unrestricted feat.

4. Acrobatic Strike and Powerful Charge are, bar none, the best melee feats

Acrobatic Strike gives you a +5 (!!) to hit if you avoid an AoO by tumbling. If you're a high Dex Jedi, it's relatively easy to do this. Powerful Charge gives you a +4 to hit and +1/2 your level in damage (and a -2 Reflex Defense) if you charge your opponent, and it's perfectly possible to use the Withdraw action and then Charge every round, most of the time. If you have Block and Deflect, the -2 Reflex Defense isn't a big problem.

Honestly, these feats are overpowered, and you might want to consult with your GM before using them. I really don't countenance having one character with both feats. Cyna uses Powerful Charge, and that, more than anything else, is what makes her the best combatant in our PC group. I suspect that it would be abusive if she were more melee-optimized.

Okay, anyhow, here's the character as she is currently built. Feel free to ask questions: I'm a huge dork and I love talking about my character.

Cyna Artena
Medium Human Jedi 5 / Soldier 2 / Jedi Knight 1
Force Points 10
Init +9; Senses Perception +12
Languages Basic, Dosh

Defenses Ref 21 (flat-footed 20), Fort 19, Will 23
hp 64; Threshold 19

Speed 6 squares
Melee accurate lightsaber +12 (2d8+8)
Melee powerful charge +16 (2d8+12), -2 Reflex defense
Melee unarmed +10 (1d6+6)
Ranged blaster rifle +8 (3d8+4)
Base Atk +8; Grp +10
Special Actions Block & Deflect + Soresu, Powerful Charge, Skilled Advisor
Force Powers Known (Use the Force +16): Battle Strike, Farseeing, Negate Energy x2, Rebuke, Surge x2, Vital Transfer

Abilities Str 15, Dex 10, Con 8, Int 12, Wis 17, Cha 14
Talents Skilled Advisor, Block, Deflect, Devastating Attack (Lightsaber), Soresu
Feats Extra Second Wind, Force Sensitivity, Force Training x2, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, rifles, simple weapons), Skill Training (Treat Injury), Martial Arts I, Powerful Charge
Skills Endurance +8, Initiative +9, Perception +12, Treat Injury +12, Use the Force +16
Possessions accurate force-enhancing self-made lightsaber (silver-green), blaster rifle, clothes, datapad, miniaturized long-range encrypted video comlink, treat-injury-enhancing (x2) medkit, 6 medpacks

BlackSheep
06-26-2008, 02:33 PM
As a comparison point, here's a twentieth-level character. There are a few non-standard bits - more points for attributes and an extra 'background' feat, notably - so this is a little beyond even the standard high-level mark, but it's close enough.

Jaya Vari
Medium Togruta female
Scout 3 / Jedi 3 / Soldier 1 / Jedi Knight 3 / Bounty Hunter 10

Str 10 (+0)
Dex 22 (+6)
Con 14 (+2)
Int 16 (+3)
Wis 20 (+5)
Cha 14 (+2)

Max HP 188
2nd Wind 47
BAB +19
Speed 6

Fortitude Defence 35
Reflex Defence 41
Will Defence 38
Damage Threshold 35

Trained skills:
Acrobatics +21, Endurance +17, Initiative +21R, Knowledge Galactic Lore +18, Perception +20R, Stealth +21R, Survival +20, Treat Injury +20, Use The Force +22

Other skills:
Climb +10, Deception +12, Gather Info +12, Jump +10, Knowledge Other +13, Mechanics +13, Persuasion +12, Pilot +16, Ride +16, Swim +10, Use Computer +13

Weapons:
Lightsaber +27 (2d8+24 energy/slashing)
Stun Baton +25 (1d6+10 bashing or 2d6+10 stun)
Heavy Blaster Pistol +25 (3d8+10 energy)
Blaster Carbine +25 (3d8+10 energy)

Actions:
Target (free), Recover Power (reaction + FP), Fortify (reaction), Second Wind (1 swift), Juyo (1 swift + FP), Equilibrium (1 swift + FP), Aim (2 swift), Shake It Off (2 swift), Tumble (move), Familiarise (full), Advise (full)

Languages:
Basic, Togruti, Ryl, Huttese, Bocce

Talents:
Acute Senses, Improved Initiative, Equilibrium, Skilled Advisor, Ataru, Juyo, WS Lightsabers, Relentless, Hunter’s Mark, Hunter’s Target +10, Force Recovery, Force Fortification

Feats:
WP Pistol, WP Rifle, WP Simple, WP Lightsabers, Weapon Focus Lightsabers, Improved Defences, Force Sensitivity, Force Training x2, Skill Training, Skill Focus, Acrobatic Strike, Shake It Off, Weapon Finesse, Triple Crit, Powerful Charge

Class/Race Features:
Sneaky, Spatial Awareness, Force Point Recovery, Familiar Foe +5

Force Powers:
Surge (free), Negate Energy x2 (reaction), Rebuke x2 (reaction), Battle Strike x2 (swift), Mind Trick (standard), Force Grip (standard), Force Stun (standard), Vital Transfer x2 (standard)

BlackSheep
06-26-2008, 02:45 PM
2. Block & Deflect Are Your Friends

At low levels, a trained/focused UtF and Block and Deflect mean an incredible durability increase.
At high levels, though, they can become pretty redundant depending on your build. Any attack that can hit Jaya, for example, would be near-impossible for her to block or deflect.

Deflect is handy against certain area attacks, though.

4. Acrobatic Strike and Powerful Charge are, bar none, the best melee feats

(snip)

Honestly, these feats are overpowered, and you might want to consult with your GM before using them. I really don't countenance having one character with both feats.
Guilty as charged. By the end of the game Jaya's standard technique was to tumble out of melee and then charge back in, for a net +9 to attack and +10 to damage. Add in the Bounty Hunter tricks and she was frequently doing damage in the sixties without a crit.

I didn't feel too bad about this, because the enemies were always way over our level and I was still leagues behind the resident powergamer, but the feats are definitely overpowered.

For talents, Equilibrium and Force Fortification are lifesavers.

Another thing to look out for is abuse of the condition track. By stacking similar effects, I believe it's possible to make characters who knock enemies unconscious with a single attack.

PaladinCA
06-26-2008, 03:51 PM
I haven't had the pleasure of creating a character for myself.

I have created about fifteen major NPCs and supervised three PCs during their creation process.

I don't think I will be creating a PC for Saga Edition anytime in the near future. Such is one's lot in gaming life when they run most of the Star Wars games.

Epoch
06-26-2008, 04:08 PM
At high levels, though, they can become pretty redundant depending on your build. Any attack that can hit Jaya, for example, would be near-impossible for her to block or deflect.

Yeah, but it sounds like they're starting at level 1. I wouldn't recommend them so unequivocally if they were starting at level 11, but as-is, they've got a huge amount of utility.

Ifshnit
06-26-2008, 05:26 PM
Yeah, but it sounds like they're starting at level 1. I wouldn't recommend them so unequivocally if they were starting at level 11, but as-is, they've got a huge amount of utility.

Agreed. And while they do lose some effectiveness at high levels, they still serve one very distinct purpose at high levels - mook control. A 20 pretty much ALWAYS hits, so Block/Deflect is great for those times when the mook gets one in (and that's the beauty of running the game, too - just like in 4E, mooks serve a purpose regardless of campaign level). And area attacks, too, as mentioned. And the flavor, of course. So, yeah, there are better talents to consider but it's still got some utility throughout game life.

Also, I'd totally disagree with the 'multiclassing is bad' earlier post. Star Wars Saga has one of the finest multiclass systems in d20 that I've seen, IMO. It's very flexible and very responsive to character concept in my experience on both sides of the table. And I haven't seen a PC or NPC that's multiclassed that hasn't held his own with a single-class character/NPC (at least so far in my campaigns). Unlike 3.0/3.5, there are far fewer loser combinations.

I'll post a few NPCs from one of my latest campaigns. The bounty hunter went toe-to-toe with the Jedi in the group and the fight lasted several rounds (and would have went a few longer if the bounty hunter's Neimoidian boss hadn't surrendered). Amazingly cinematic fight which really sold me on Saga.

Ifshnit
06-26-2008, 05:35 PM
Just to show off some of the variety of things you can do with Saga characters:

Captain Marta Talos: Marta Talos is a wanted fugitive in five systems for kidnapping, smuggling, assault, piracy and theft of galactic property. Little is known about the captain of the Pulsar other than the speculation that she is from a planet in the Outer Rim. She’s rumored to have acquired the Pulsar through a combination of guile and intimidation. Regardless of the means, the Pulsar’s reputation has grown more and more infamous since she’s become captain. She should be approached with extreme caution.

Medium Human scoundrel 3 / scout 4 / force adept 3
Force 11; Dark Side 5
Init +7; Senses: Perception +12
Languages Basic, Huttese

Defenses Ref 26 (flat-footed 23), Fort 26, Will 27
hp 90; Threshold 26

Speed 6 squares
Melee combat gloves +8 (1d6+8)
Melee stun baton +8 (1d6+6) (stun 2d6)
Ranged blaster rifle +9 (3d8+5) or
Ranged blaster rifle +4 (3d8+5) with Autofire or
Ranged blaster rifle +7 (4d8+5) with Rapid Shot
Base Atk +7; Grp +9
Atk Options Acrobatic Strike, Point Blank Shot, Precise Shot, Rapid Shot, Sneak Attack +2d6
Special Actions Channel Aggression, Shake it Off
Force Powers Known (Use The Force +18) Force Lightning, Force Thrust, Mind Trick

Abilities Str 13, Dex 15, Con 14, Int 13, Wis 15, Cha 16
Talents Power of the Dark Side, Dark Presence, Swift Power (Mind Trick), Sneak Attack (x2), Channel Aggression, Force Talisman
Feats Acrobatic Strike, Force Sensitive, Force Training (x1), Improved Defenses, Martial Arts I, Point Blank Shot, Precise Shot, Rapid Shot, Shake it Off, Skill Focus (x1), Weapon Proficiency (pistols, rifles, simple)
Skills Acrobatics +12, Deception +13, Endurance +12, Perception +12, Persuasion +13, Survival +12, Use the Force +18

Notes: +1 to Reflex Defense secondary to Force Talisman


Jaina Saar: Recently hired on as a personal bodyguard to Dr. Kresim, Jaina Saar has made a name for herself over the past several years as a mercenary and expert marksman. While she’s been arrested on four separate occasions, she has never been incarcerated due to her membership in the Bounty Hunter’s Guild (all of her more questionable activities have been carried out under the auspices of legitimately registered hunts). Over the past few years, however, Ms. Saar has taken on more and more work for the member organizations of the CIS instead of contracts from the Guild. Jaina Saar has never registered a failed bounty and she has eighteen kills credited to her name.

Jaina lost her left eye in an altercation with a Jedi on Corellia eight months ago (one of two rumored to have been killed by her over the past year). The CIS – as a condition of her most recent employment – outfitted her with an enhanced cybernetic eye. What effects her scarring had on her are unknown as well as any capabilities of this cybernetic implant.

Ms. Saar typically carries two personalized DL-44 heavy blasters, an Aratech sniper rifle and other armaments depending upon her needs. She is notoriously fast and her accuracy ranks her among the galaxy’s elite.

Medium Human Scoundrel 3 / Soldier 5 / Gunslinger 4
Force 12; Dark Side 5
Init +20; Senses Perception +13
Languages Basic, Neimoidian (Speak only)

Defenses Ref 31 (flat-footed 27), Fort 27, Will 27
hp 106; Threshold 27

Speed 6 squares
Melee stun baton +12 (1d6+9)
Ranged blaster pistol, heavy +17 (3d8+10) or
Ranged blaster pistol, heavy +18 (3d8+10) with Careful Shot or
Ranged blaster pistol, heavy +17 (4d8+10) with Deadeye or
Ranged blaster pistol, heavy +14/+14 (3d8+10) with Double Attack or
Ranged blaster rifle +16 (3d8+6) or
Ranged blaster rifle +11 (3d8+6) with Autofire or
Ranged blaster rifle +17 (3d8+6) with Careful Shot or
Ranged blaster rifle +16 (4d8+6) with Deadeye

(also grenades and stun baton)

Base Atk +11; Grp +15
Atk Options Careful Shot, Deadeye, Double Attack, Far Shot, Point Blank Shot, Precise Shot, Sneak Attack +2d6, Sniper
Special Actions Battle Analysis, Indomitable, Quick Draw, Trusty Sidearm +2

Abilities Str 12, Dex 18, Con 15, Int 12, Wis 15, Cha 15
Talents Sneak Attack (x2), Acute Senses, Battle Analysis, Indomitable (x1), Weapon Specialization (pistols), Multiattack Proficiency (pistols) (x1)
Feats Armor Proficiency (Light, Medium), Careful Shot, Deadeye, Double Attack (pistol), Far Shot, Improved Defenses, Point Blank Shot, Precise Shot, Quick Draw, Skill Focus (x1), Sniper, Weapon Focus (pistols), WP (pistols, rifles, simple)
Skills Deception +13, Initiative +20, Mechanics +12 (+13 when using mastercraft security kit), Perception +13, Stealth +15, Use the Force +7

Ifshnit
06-26-2008, 05:40 PM
And a couple more:

General Tan: A Skakoan, General Tan left his home planet at the start of recent hostilities and has been involved in several front-line battles since the Battle of Geonosis. Count Dooku recruited him personally for his extensive knowledge of military tactics and for his expertise as one of the Techno Union’s most successful commanders in numerous skirmishes. Unlike other field generals, General Tan prefers to run his campaigns from the front line and is not afraid of wading into battle himself despite the overall fragility of Skakoans away from their home world (General Tan compensates for any biological weaknesses by employing high-grade armor and the latest in hand-to-hand weaponry and blasters).

General Tan’s strategies are required reading at the military academy on Carida (he has published several treatises on warfare). While his strategies have always been lauded for their creativity, some critics chide the unorthodox nature of his plans. His results, however, have been impressive and – unorthodox or not – he has gained the respect of many field commanders.

Medium Skakoan Scout 3 / Soldier 6 / Officer 3
Force 12; Dark Side 4
Init +12; Senses Low-light vision, Perception +16
Languages Geonosian, Neimoidian, Skakoverbal

Defenses Ref 29 (flat-footed 28), Fort 30, Will 28
hp 130; Threshold 30

Speed 4 squares
Melee vibro-ax +13 (2d10+11) or
Melee vibro-ax +13 (2d10+14) with both hands or
Melee vibro-ax +13 (3d10+14) with Mighty Swing or
Ranged blaster rifle, heavy +12 (3d10+6) or
Ranged blaster rifle, heavy +7 (3d10+6) with Autofire or

(Plus stun baton, grenades, blaster pistol)

Base Atk +10; Grp +13
Atk Options Bantha Rush, Mighty Swing, Point Blank Shot, Power Attack, Precise Shot
Special Actions Battle Analysis, Command Cover +1, Evasion, Extreme Effort, Melee Defense, Shake it Off, Share Talent x1

Abilities Str 16, Dex 12, Con 16, Int 15, Wis 14, Cha 14
Racial Abilities Unique Physiology
Talents Evasion, Extreme Effort, Armored Defense, Improved Armor Defense, Battle Analysis, Deployment Tactics, Tactical Edge
Feats Armor Proficiency (Light, Medium), Bantha Rush, Melee Defense, Mighty Swing, Point Blank Shot, Power Attack, Precise Shot, Shake it Off, Skill Training (x2), WP (advanced melee, pistols, rifles, simple)
Skills Endurance +14, Initiative +12, Knowledge (Tactics) +13, Mechanics +18, Perception +16, Pilot +12, Survival +13


Vuko (Pilot of the Pulsar): Vuko is a brash Rodian spacer – his flashy piloting is outdone only by his own boasting. While not exceptionally bright, according to our Intel, he does appear gifted mechanically. There is little he isn’t rumored to be able to fix or pilot. Many of the Pulsar’s most daring raids and spectacular escapes can probably be attributed to his skills.

Medium Rodian scoundrel 6 / scout 1 / ace pilot 1
Force 10; Dark Side 0
Init +14; Senses Low-light vision, Perception +5
Languages Basic, Binary, Rodese, Sullustese

Defenses Ref 27 (flat-footed 22), Fort 22, Will 20
hp 72; Threshold 22

Speed 6 squares
Ranged blaster carbine +10 (3d8+4) or
Ranged blaster carbine +5 (3d8+4) with Autofire or
Ranged heavy blaster pistol +9 (3d8+6)
Base Atk +4; Grp +9
Atk Options Far Shot, Point Blank Shot, Precise Shot
Special Actions Dodge, Evasion

Abilities Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 13
Special Qualities Heightened Awareness, Low-Light Vision
Talents Hyperdriven, Spacehound, Starship Raider, Evasion, Expert Gunner
Feats Dodge, Point Blank Shot, Precise Shot, Skill Focus (x1), Vehicular Combat, Weapon Proficiency (pistols, rifles, simple), Tech Specialist
Skills Acrobatics +14, Initiative +14, Knowledge (Technology) +11, Mechanics +11, Perception +5 (may reroll but must keep the result of the reroll even if worse), Pilot +19, Survival +15, Use Computer +11

Notes:-
Starship Tactics feat - Snap Roll & Devastating Hit

Wakshaani
06-26-2008, 07:33 PM
Good stuff so far (Even if links are not working too well, alas.)

Any tossups for more default "Elite" characters? (IE, teh 15, 14, 13, 12, 10, 8 array?) Kind of unfair when I look at book characters and everything's a 14+, you know? :)

robertliguori
06-26-2008, 08:06 PM
Jacias "Jack" Silverton, Jedi4 (7 force points, 4 dark side points)
Era: New Jedi Order (with custom campaign modifications to setting and universe)
Destiny: Corruption/Redemption

Jacais is a Padawan trained by a long-dead Force Spirit (a wookiee, in fact). He grew up an aboriginal on a very backwater planet, and is still adapting to various technological facets of the galaxy. Jacais feels the pull of the Dark Side much more keenly than most Jedi. He can make use of it, but he knows that if he does so too much, it will claim him, and steal away his free will and lead him to a fate much worse than death. Jacais holds to the Jedi Code as a way of restraining his darker impulses. He has a rather disturbing tendency of engaging in acts of peace, calmness, and quiet valiance right up until he goes into a killing frenzy and murders everyone not his ally in the local area, then goes back to offering quiet support to the party.

He also murders Trandoshans on sight.

Size/Type: Medium Humanoid (human)
Hit Dice: 30 + 3d10 + 8 (54 hp)
Damage Threshold: 17
Initiative: +16 (Force Intuition)
Languages: Basic, Shyriiwook
Speed: 30 ft. (6 squares)
Defenses: Ref 17, Fort 17, Will 18
Attack: +6 Lightsaber (2d8+3) or +4 Lightsaber (3d8+3)
Special Attack: Rapid Attack
Abilities: Str 13, Dex 14, Con 14, Int 11, Wis 16, Cha 18
Talents: Force Intuition, Deflect
Skills: Acrobatics +11, Endurance +11, Use the Force +16
Feats: Skill Focus(Use the Force)[1], Force Training[H], Rapid Strike[3]
Force Sensitivity[Jedi1], Weapon Proficiency(lightsaber)[Jedi1], Weapon Proficiency(simple)[Jedi1], WF(Lightsaber)[Jedi2], Force Training[Jedi4]
Possessions: Lightsaber

Force Powers:
Battle Strike
*Dark Rage
Force Slam
Force Thrust
Mind Trick
Move Object
Surge
*Force Lightning

Epoch
06-26-2008, 11:31 PM
Good stuff so far (Even if links are not working too well, alas.)

Orly? I think my link works. Can anyone not get to it? Again, it's http://swre.wikidot.com

Oh, but character write-ups may not be wildly evident on it. Here are a few direct links:

http://swre.wikidot.com/dioni-harrah (Dioni Harrah, Noble/Jedi/Scoundrel/Crime Lord)
http://swre.wikidot.com/pel-ragnos (Pel Ragnos, Scoundrel/Scout/Ace Pilot)
http://swre.wikidot.com/niles-griffin (Niles Griffin, Noble)
http://swre.wikidot.com/camie-starlight (Camie Starlight, Jedi)

There are more. All of those characters are made with a 25 point buy or an Elite Array (the Elite Array is one result of a 25 point buy, I think).

hkg3
06-27-2008, 06:21 AM
Our group is playing Dawn of Defience. My character is part of the group's muscle.
Name: Zipandenathrosk - aka. Zippy
He is a Trandoshian from a warrior family that prides itself on their close combat and martial arts skills. The concept of a Kung Fu lizard just seemed appealing to me.

The character is soldier class. I took the acrobatics skill with gamemaster's permission even though technically it is not a soldier class skill. Acrobatics skill really fits the character's concept as a martial artist.

I had originally planned to just play this character as a straight soldier class, but I may go to elite tropper to learn the Teras Kasi Martial arts, assuming he lives that long.

Bahama'at
06-27-2008, 07:46 AM
Mine makes for a good ultimate villain. :)

Historians will note the impact of (former) Senator Palpatine and his rise to power. Jedi scholars will study the rise and fall of the Sith, but conspiracy theorists and those few Sentinels within the Jedi Order, will study the most pernicious threat to the Galaxy, someone who gets very little mention in the official histories but nonetheless managed to do what milennia of Jedi-Sith conflict could not. One woman, and her goal to wipe out the Force.

Her early history is a mix of deliberate obfuscations and doctored files. What is known is that despite completing her technical education in a mediocre technical school on Corsucant, Lesje managed to secure a job as a starship tech and backup droid maintenance engineer with the Republic Senate and Judiciary space force. Her service record is unblemished but also without any hint of the harm she would later cause. She was one of two survivors of the destruction of the Radiant VII (the other being helmsman Drake Freestar). She, along with the Jedi negotiation team would go on to defuse the Trade Federation invasion of Naboo. Subsequently she was also recruited as chief engineer on the mission to hunt down rumours of the dark Jedi aiding Nute Gunray and seen briefly by her team. It is in the course of this mission that she came into contact with elements of Jedi and Sith history, including a brief visit to the ghost world of Ruusan. What she learned of there is likely to have been the catalyst for her later grudge against both Jedi and Sith and evnetually the Force itself. Indeed, the bioplague she unleashed was designed under the code name 'Ruusan 2.0'.

It was during the Naboo invasion that she began to express anti-Republican sentiments, showing visible frustration with the bureaucracy and corruption. This led her to quit the Judiciary space corps and become a freelance technical specialist. Free of legal inhibitions she found her genius had a chance to flourish, allowing her to make incredible advances in the study of starship engine design and power distribution, as well as in her side project, advanced droid automation and behavioural control. Her ability to see the gaps in the Republic's armor allowed her to become quite adept at exploiting legal loopholes, until her growing wealth forced her to forego even these flimsy restrictions. She found work increasingly amongst the CIS founding races, who admired her single-minded devotion to her projects and her mercenary attitude. As the political situation deteriorated she fell naturally into the orbit of the CIS, but chafed under the ruling council's deferrment to Count Dooku, a former Jedi Master. It is known from records that she coordinated no less than 4 organizations during the war, a legitimate corporate structure and an accompanying small specialized criminal empire on each side of the war using proxies, adminstration droids, corporate shell accounts and extensive skills at altering her appearance. It was from within these shifting organizations that Ruusan II was developed - a bioweapon that turns the sentient's immune system against the mitichlorians. In non-sensitives it manifests as a virulent flu outbreak with a low fatality ratio (although the most common side effect was a damaged immune system), among sensitives the bioweapon's effects are more pronounced - as the body become a battleground between the Force and the victim's own immune system. The most common results were death or near catatonia as the Jedi's mitichlorian counts dropped to nothing resulting in their inability to use the Force. Using the conditions of the war to mask the virus and the hiding it within bacta shipments her conenctions on both sides unknowingly ensured widespread infection. She did not care who the virus killed, Jedi, Dark Jedi, Sith or even other Force traditions. She had come to believe that the very existance of the Force was a threat to life itself - that those with the ability to interact with it were given too special a level of privilege and authority in their cultures, that those without were not allowed to advance as their own talents permitted, and that the eternal struggle between the Dark Side and the Force had killed far more unaligned individuals than any other factor in history.

After unleashing Ruusan II and verifying that it was having the desired effect she sent a brief holonet message to Emperor Palpatine, revealing her role in the plague. She then shot herself with a disruptor pistol, to prevent her most likely end "I will die surrounded by enemies bloated in their self-righteousness and indignant rage. It will not be peaceful, it will very likely be slow and in great pain. I have no illusions about what I have done, but I have succeeded where generations of Jedi and Sith have failed, I ended their war - by slaughtering both sides."

Due to her history of overplanning and backups, some believe that her death was a staged event. Her facility with droids may have allowed her to upload her personality into a droid, or to have employed a replica droid in the suicide message. Others point out the use of Naboo-style lookalikes in her later years. Those studying how she managed to create Ruusan note that she had no formal training in biology or medicine, but that during the war she had obtained Arkanian and Kaminoan technologies, including at least one clone tank. One of the few Force-sensitives to survive the plague was one of her companions, a Bimm named Jaylic - he remains convinced to this day that something of her legacy may still linger. Together they had discovered many hidden worlds, many places someone like her may have set up a small safehouse, a hidden base, to wait, to lurk, to develop a more certain method to destroy the Force or defeat her enemies.


Lesje Deneshae
(currently partially through the CloneWars, the above is written presuming her current arc continues more or less as is)
Medium Human, Female (adult)
Scoundrel 10/Crime Lord 2 (later Scoundrel 12/Crime Lord 4 by end of campaign)
Destiny - Corruption (later, Destruction)
DSP - 10-14, FP - 11, DP - 7
Languages - speaks Basic, Bocce, Droid Binary (understood only), Duro, Gossam, Huttese, Old Republic, Old Sith, Pak Pak, Ryl, Skarkoan (understood only)
Defenses - REF 28 (25), FORT 24, WILL 29
HP - 67, Threshold - 24
Speed - 6 squares
Melee - unarmed +7 melee, 1d4+5 nonlethal
Ranged - Mod. Blaster Carbine +12 ranged, 3d8+6, splash, inacc
Ranged - Disruptor Pistole +12 ranged, 3d6+6 persistant
Attack Options - Point Blank Shot, Personal Modifications
Special Actions - Command Cover +1, Inspire Fear 1
Abilities - Str 8, Dex 16, Con 12, Int 19, Wis 14, Cha 14
Talents - Gimmick, Knack, Personalized Modifications, Quick Fix, Trace, Inspire Fear 1, Attract Minion
Feats - Imp Defenses, Linguist, Point Blank Shot, Starship Designer, Skill Focus (Deception, Initiative, Knowledge - Technology, Mechanics, Use Computers), Skill Training (Knowledge Galactic Lore, Stealth), Technical Specialist, Weapon Proficiency (Pistol, Simple Melee)
Skills - Deception +18, Initiative +19, Knowledge Bureaucracy +15, Knowledge Galactic Lore +15, Knowledge Technology +20, Mechanics +20, Perception +13, Persuasion +13, Pilot +14, Stealth +14, Use Computers +20
Personal Gear - 2 utility belts, modified blaster carbine (similar to Cade Skywalker's), code cylinder, disruptor pistol (broken down into harmless looking components, DC 25 Knowledge Tech check, 2 full rounds to assemble and activate), encrypted comlink, personal computer, tool kit, cred chips (several million in various currencies including Banking Guild, Republic credits, various Hutt currencies, Commerce Guild script, CorSec credits)

She has 2 personal transports, a light transport named Spite (fully automated, remote control), and a replica of Darth Maul's interceptor named the Mockery (minus the stealth system and rejigged weapons, but with the Advanced template), and a host of droids including a GO-TO administrator droid to handle her multiple identities, a phalanx of DRK-Eye probe droids led by her minion, Beholder (an original Darth Maul droid, still running the original Sith programming), and her heavily modded R2 droid. During the Clone Wars she is also accompanied by a detail of B2 (later Magnaguard) battle droids and a number of her employees from both her criminal syndicate (code named Vortex on the CIS side) and her defense consulting firm (Helion Defense Group).

Ktulu
06-27-2008, 10:50 AM
Human Jedi/soldier/scoundrel. Finesse style fighting, w/ ataru, IIRC.

We played in an alternate version where Luke joined with Vader and created an SS order of the Jedi. Jans Torsen was one of them. I had command of my own team, and I was above the moff's in the imperial navy. After watching my team wipe out a group of wookie refugees, I have a change of heart and go AWOl. The game began with them hunting me.

I eventually fall in with some traders and we fall in with the rebellion after a time. I would take scoundrel levels for "fools luck" as a method of explaining my untapped power in the force. Slowly I cleared away my dark side points and grew in power to challenge the Dark Jedi. However, an unforseen enemy arose.

Inquisitor Skywalker was genetically testing different alien species and infusing them with dark side power. What he created was essentially the Zerg Hive-Mind. They would consume the planet of Kashyyk and spread out into the galaxy.

My character was the type that felt guilty for this and made it his goal to stop it. I eventually made it to Jedi Knight and had a number of apprentices under me, including a few who came back from the dark side.

Ktulu

Wakshaani
06-27-2008, 07:27 PM
Okay, beta test of a character concept, here.

Jak Oolong

Race: Human
Class: Jedi 1

Attributes:

Str 10
Dex 10
Con 10
Int 14
Wis 15
Cha 13

Defenses:
Fortitude: 12
Reflex: 12
Willpower: 14

Hit Points 30
Threshold: 12

Initiative: +0
Perception: +6

Languages
Basic
Ithorian
(Unsure on third language)

Skills: (2 base + 2 Int + 1 race)

Endurance +5, Knowledge (Galactic Lore) + 7, Knowledge (Life Sciences) + 12, Knowledge (Social Sciences) +7, Use the Force +6

Feats

Force Sensitive, Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons), Skill Focus (Knowledge Life Sciences), Force Training

Talents

Force Perception

Force Powers

Farseeing, Move Object, Vitality Transfer




Timeline is just before A New Hope, and I don't get to start with a lightsaber but will get one "In a level or two" (Waaah!) ... so, instead of a badass Lightsaber specialist, Jak is designed as a meditative, contemplative force master type. Heavy on "The Force is in us all, connecting the universe." He was tucked away on the Ithorian homeworld as a kid and raised in relative safety, but also secretively, and has a cover ID as a scholar, with Ithorian-stamped creditials to back up his claims.

Progression will look *roughly* like:

2nd level: Unknown
3rd level: Block
4th level: +1 Wis (And a new force power), +1 Cha, and Skill Focus: Use the Force feat
5th level: Deflect
6th level: Force Training, unknown

So, 2nd level and 6th level feats could be pretty much anything. Lightsaber fighting isn't really his thing, but he'll wind up doing Yoda-like Telekinesis and teh like. Not planning on moving to Jedi Knight at all, despite the handy bonuses, simply because more Jedi Talents and Force Talents (Control, Sense, Alter) are needed than Jedi Knight Force Techniques. 13th level, tho, is all about the Jedi Master. :)

Still have lots of backstory to make and try to do artwork (oy), since he's an average sized human with dark skin (How do you say "African-American" in Star Wars language, anyway?!), brown eyes, close-cropped hair, and a slow, deliberate way of doing things, thanks to being raised by Ithroians since he was, like, five.

Yeah, I know, wasting skills and taking Skill Focus in Life Sciences is pretty stupid, but, again, not like I know what I'm doing here and, hey, I don't mind sacrificing a little oomph for something neat.

Thoughts? Comments? Rampant mockery?

Praxias
06-28-2008, 03:36 AM
You're gonna want Jedi Knight levels for the Force Recovery technique (mmm, regaining spent Force Points sounds so tasty...), plus you can always pick up more Force talents instead of Jedi Knight talents. That's about the only thing that I can see. Then again, I'm not much of an optimization guy either what with my Force-using soldier ("Why, yes, I am a poor man's psuedo-Sith with a blaster carbine. Why do you ask?") and his Charisma of 12 and all. Though, Skill Focus did handily make up for that at second level.

Epoch
06-28-2008, 03:51 AM
This character looks like he won't be a lot of fun to play until 4th level. Why are you delaying on picking up Skill Focus: UtF? Even if Skill Focus: Life Sciences is absolutely crucial for your character concept, there's no reason not to get SF:UtF at level 2 at the latest. I'd personally get SF:UtF at level 1 and defer SF:Life Sciences until later.

Under some circumstances, I might applaud delaying SF:UtF, but this character doesn't have a lot going on, what with one combat power and distinctly unimpressive attack abilities.

I'd delay getting Transfer Vitality until level 4, (when you know that you'll have another Force Power available), and pick up another power right now. This is because Transfer Vitality is based on levels, and so it's pretty unimpressive at low levels. At level one, you can cure up to 4 big, shiny hit points with it. Yay. Farseeing, on the other hand, is rad. I had a lot of fun with it.

It looks like you forgot that you get an unrestricted feat at level 3 (all you have down on your plan is Block, a talent).

Why the Endurance skill? It's an okay ability, but I'd rate it less useful than, say, Acrobatics (which allows you to get +5 or +10 to your Reflex defense via fighting defensively), or Initiative (never underestimate the benefits of being able to run for cover before your enemies start shooting), or Perception (if you don't really want Force Perception, and are just taking it for the equivalent of another trained skill), or, like, Mechanics or something (Mechanics has been errata'd onto the Jedi skill list). Also, is Knowledge: Galactic Lore really worthy of your precious few skill choices? At first level?

Third language: It's not very useful in play, but High Galactic seems like it would fit your concept of a very educated person.

Wakshaani
06-29-2008, 05:22 AM
This character looks like he won't be a lot of fun to play until 4th level. Why are you delaying on picking up Skill Focus: UtF? Even if Skill Focus: Life Sciences is absolutely crucial for your character concept, there's no reason not to get SF:UtF at level 2 at the latest. I'd personally get SF:UtF at level 1 and defer SF:Life Sciences until later.

Under some circumstances, I might applaud delaying SF:UtF, but this character doesn't have a lot going on, what with one combat power and distinctly unimpressive attack abilities.


Yeah, this part's an issue (The "You suck at combat" thing, but, I couldn't figure out any way to do nifty Force Power stuff and still have a bite, unless I went whole-hog LightsaberGuy, and that didn't sound as fun. So, I went more non-combative, which is probably a mistake, but, we'll see.

Skill Focus: Knowledge Life Sciences made the most sense ... raised on Ithor and all that. Wouldn't make any sense to pick it up *after* he leaves there, but Use the Force skill focus works when he gets an actual Jedi teacher down the road.

Plus, he doesn't really *need* it for a while. No lightaber until 2nd or 3rd level means no Use teh Force for blocking/deflection, for example, Farseeing doesn't use it at all, and, really, Move Object on a medium object is fine for now... leave the big stuff for teh future. There's just not a pressing ned for it at this early stage.


I'd delay getting Transfer Vitality until level 4, (when you know that you'll have another Force Power available), and pick up another power right now. This is because Transfer Vitality is based on levels, and so it's pretty unimpressive at low levels. At level one, you can cure up to 4 big, shiny hit points with it. Yay. Farseeing, on the other hand, is rad. I had a lot of fun with it.


This, tho, is probably right. I'm leaning towards flipping Wisdom to 13 and Cha to 15, which means I'd lose a power, and Vital Transfer's likely it.


It looks like you forgot that you get an unrestricted feat at level 3 (all you have down on your plan is Block, a talent).


D'oh! Yeah, I did. Tho, in all honesty, I have no idea how to burn off all teh feats he gets, There's, like, two, maybe three I need, ever? Skill Focus: Use teh Force, a couple more uses of Force Training, and *maybe* Strong in teh Force. Pretty much it. But I get them at 2nd, 3rd, 4th, and *two* a 6th. They're just all over the place. Too bad you can't trade them for Talents! I need a bajillion Talents. :(


Why the Endurance skill? It's an okay ability, but I'd rate it less useful than, say, Acrobatics (which allows you to get +5 or +10 to your Reflex defense via fighting defensively), or Initiative (never underestimate the benefits of being able to run for cover before your enemies start shooting), or Perception (if you don't really want Force Perception, and are just taking it for the equivalent of another trained skill), or, like, Mechanics or something (Mechanics has been errata'd onto the Jedi skill list). Also, is Knowledge: Galactic Lore really worthy of your precious few skill choices? At first level?


Endurance is keen. Helps the "Disciplined meditative Monk" style, going for long periods without food or water and the like. Acorbatics, meanwhile, isn't him ... all teh flippity-floppity stuff? No, he's more calm, laid back, and anti-energetic. Blame teh Ithorians again. :)

Initiative'd be nice, but, there's nothing I can get rid of for it. Maybe later, once he has a lightsaber, I migfht use one of those Jedi feats to pick it up as a skill. Going faster, to allow him to get his saber out to deflect stuff, would be important. Until then, he's not really *doing* anything in a fight, so doing nothing earlier... not so handy.

Galactic Lore is Jedi History. Yeah, that's worth taking.

Mechanics, meanwhile, is kind of anti-Jedi. This guy's big into "The Force connects us all" and that circle of life stuff. Droids and machines = Dead Things. They have no life force and are, to be honest, kinda creepy. He doesn't trust 'em. They're hollow blindspots where the Force doesn't exist, yet they move and talk ... brr. He doesn't cotton to their kind.


Third language: It's not very useful in play, but High Galactic seems like it would fit your concept of a very educated person.

I don't know what this is, actually. I'd *guess* some kind of bureaucratic or noble language by the sound of it, but ... ?

Fresh Ninja
06-29-2008, 05:51 AM
I don't know what this is, actually. I'd *guess* some kind of bureaucratic or noble language by the sound of it, but ... ?

http://starwars.wikia.com/wiki/High_Galactic

Epoch
06-29-2008, 08:31 AM
Yeah, this part's an issue (The "You suck at combat" thing, but, I couldn't figure out any way to do nifty Force Power stuff and still have a bite,

Well, you could have nifty Force Power stuff and be good at combat by selecting more Force Powers that are combat-useful and having a higher Use the Force. :)

Plus, he doesn't really *need* it for a while. No lightaber until 2nd or 3rd level means no Use teh Force for blocking/deflection, for example, Farseeing doesn't use it at all, and, really, Move Object on a medium object is fine for now... leave the big stuff for teh future. There's just not a pressing ned for it at this early stage.

You'd be surprised how often you roll a 1-5 on a D20 for your Use the Force checks. Skill Focus: Use the Force means that you'll almost never fail to move those medium objects (and you can move larger ones if you need to), it means that you can send telepathic messages on the same planet reliably, it means you can search your feelings reliably. It will make Farseeing far less frustrating (remember that if you fail to hit someone's Will defense with Farseeing, you can't try again for 24 hours).

Skill Focus: Use the Force is the single most powerful feat that you could get for this character. And this character is not overpowered. You don't need to worry about toning him down. So, for gosh sakes, get it at level 2 at the latest.

D'oh! Yeah, I did. Tho, in all honesty, I have no idea how to burn off all teh feats he gets, There's, like, two, maybe three I need, ever? Skill Focus: Use teh Force, a couple more uses of Force Training, and *maybe* Strong in teh Force. Pretty much it. But I get them at 2nd, 3rd, 4th, and *two* a 6th. They're just all over the place. Too bad you can't trade them for Talents! I need a bajillion Talents. :(

Here are some feats you might consider getting:

Jedi Bonus Feats:

Martial Arts I (yes, I know you're not very combat oriented. But if you ever do need to fight someone, and you've used your Move Object already, you'll like this, because you have a serious "I'm not proficient in any weapons" problem. Also, the +1 Reflex defense will be helpful to your character, who has a I'm easy to hit problem)

Melee Defense (again, it's a combat feat, sure, but it's the kind of defensive thing that you could see the Ithorians teaching, you've got the Int for it, and did I mention that you really have a I'm easy to hit problem?)

Skill Training: Pilot (okay, you aren't very mechanical. But sometimes, somebody needs to drive a vehicle, and whoever the good pilot is isn't there, or is piloting something else. Being able to make some basic take-ten rolls of DC 15 and not crashing into anything is helpful)

However, you're certainly right that the Jedi Bonus feats are very lightsaber-combat-oriented, and there's not a whole lot there for your character.

Unrestricted feats that you might consider:

Force Boon: three extra Force Points per level is pretty keen, particularly since you're going to be tempted to blow a lot of FP on enhancing your Force Powers, getting your Force Powers back when you need them, and, not to put too fine a point on it, staying alive when someone shoots you in the face.

Wakshaani
07-04-2008, 04:53 AM
Yikes. Page 6. Took me a while to find this!

While I do some more work on Oolong, there, anyone have soem 1st level, elite array people to share? 15, 14, 13, 12, 10, 8 (or 25 point buy, either way) ... don't have to be Jedi, just some example characters.

Kind of surprised at how rare this is in many modern books, now.

Wakshaani
07-04-2008, 05:24 AM
Edit: While I'm here, I'm curious to know about the "Core" characters as well from teh display art, such as Sia-Lann Wezz, Arani Korden (Noble? Really? Looks more like a grease monkey to me... dang goggles!), Vor'en Kurn the blue-skinned "human" soldier, and so on.

They look almost ... shoehorned in after the fact.

Ifshnit
07-04-2008, 09:30 AM
Edit: While I'm here, I'm curious to know about the "Core" characters as well from teh display art, such as Sia-Lann Wezz, Arani Korden (Noble? Really? Looks more like a grease monkey to me... dang goggles!), Vor'en Kurn the blue-skinned "human" soldier, and so on.

They look almost ... shoehorned in after the fact.

It's reused art from the previous rules. Still, those were the core characters then, too. Personally, there's something about that art that I find interesting but yeah, they're kinda jarring also. My wife hates 'em. :D

Sia-Lan, BTW, made it into EU material:

Sia-Lan Wezz (http://starwars.wikia.com/wiki/Sia-Lan_Wezz)

That "Purge" comic was pretty damn good, I thought.

Epoch
07-04-2008, 10:13 AM
Found another level 1 character. He's apparently a 27 point character, which probably indicates that I'm dumb and addition is hard. Knock off a point of Str and Cha to get to a 25 point character.

Dak Trantil
Human male Scout 1
Hair: Black Eyes: Brown Skin: Dark tan
Height: 1.85m Weight: 80 kg

Str 11 (+0) HP: 26
Dex 14 (+2) Speed: 6
Con 14 (+2) Initiative: +2
Int 14 (+2) Perception: +6
Wis 12 (+1) Base Attack: +0
Cha 10 (+0) Force Points: 5 Dark Side Points: 0

Defenses
Fortitude: 14 Damage Threshhold: 14
Reflex: 15 Flatfooted: 13
Will: 12

Attacks
Blaster Pistol AB: +2 Damage: 3d6
Blaster Rifle AB: +2 Damage: 3d8

Skills
Endurance +7 Mechanics +12
Perception +6 Pilot +7
Survival +6 Stealth +7
Know. (Tech) +7 Know. (Gal. Lore) +7

Languages
Basic, Binary (understand only), Ryl

Feats
WP: Simple Skill Focus (Mechanics)
WP: Rifle Tech Specialist
WP: Pistol Shake It Off

Talents
Acute Senses

Gear
In a locker at Mos Eisley:
Blaster Pistol, Blaster Carbine, Utility Belt, Holorecorder, 500 credits
On person:
Imperial Uniform

The Amazing Arashi
07-05-2008, 12:10 AM
(I'm posting this here because, AFAIK, my players don't come to these forums. Just to be on the safe side, though, I'm using spoiler space and the honor system.)

My campaign takes place 5 years after "Return of the Jedi". It assumes that only the events of the films, the "Clone Wars" cartoon, and the KOTOR games are canon. It also assumes that the destruction of the Second Death Star did not end the Galactic Civil War, it just leveled the playing field.

Anyway, my PCs are escaped prisoners of the Imperial remnant, who are zipping across the galaxy doing work for hire in the seedy underbelly of the Republic and the Empire. The cast:

Vin Ayaka (Human Noble 3):
A young mobster framed for the murder of a Gungan numbers runner by the Hutts. His destiny appears to be revenge on the Hutts who framed him. Recently he and the group have done a few jobs for Tiino Maas, an up-and-coming Rodian crime lord (blatantly based on Tony Montana) who he knows as hired muscle from the old days.
Little does he know that his old friend was the one who killed the Gungan and pinned it on him, on orders from his former Hutt boss.

Loki (Chiss Jedi 3):
A confused Padawan who lost himself after apparently watching his master die. He was recently reunited with his former master, but senses that "death" may have driven him to the Dark side.
Honestly, I have no set resolution for this subplot. I've been winging it so far.

Neeva Haas (Human Soldier 3):
A career thief who is quick-tempered and quick on the draw. Possible the most amoral member of the group.
Secretly, she is a cadet in "The Bureau", an Imperial black ops agency. She has been leaving messages to the Remnant, to help them track these prisoners.

Aark Keth (Zabrak Scout 2 Jedi 1):
A fringer who fell in with the Rebellion at an early age. Always strong with the Force, he has taken the first steps on the Jedi path after meeting Loki's former master.
I'd like to build to a conflict between him and Loki, but I'm not 100% sure if the master will end up Light or Dark, so we'll see where this one goes.

Sin Foo (Mon Calamari Scoundrel 3)
A Mon Cal who was at the wrong place at the wrong time (Mon Cals are born suspects in the Empire). He's only comfortable at the controls of a ship.
I'd like to introduce a subplot here, but he seems to be happy flying from place to place, and hiding once combat starts, so it's not a high priority...

I've been stealing my inspiration from all sorts of places:
Scarface, Cerebus, Supernatural, Firefly, Lost, and Men In Black are the big influences.

Hope this helps.

Wakshaani
07-05-2008, 05:26 AM
Teh group we have is four players, but only two (Myself and one other) have ironed out character concepts yet. We're pretty sure our third member will go with some sort of Scout and Scoundrel combination (He's a bit of a Han Solo fan), but the forth is an *utter* wildcard. While working on characters yesterday, we we tossing off gueses for him: Blind Wookie Sniper? Gamorean Jedi? Glad-handing Rodian noble? The Universe's Deadliest Ithorian? (You came from the ground, now you will return. *zarkzarkzark* *lights two cigars and puts one in each mouth.* That's teh circle of life.)

NO clue.

Our first is a noble girl from ... I want to say House Methani, of teh T'pani system? Something *close* to that. It's an old WEG suppliment about a region that has LOTS of noble families that are infighting and have jockied for posiotion with one another for thousands of years. She's from a second-tier family that once founded the system and wants it's glory back. She used to be a ... nuts. "Saber Rake" I think it is? A class of bored aristocrat who took up the illegal practice of dueling, first with vibroswords, then lightsabres. Mind you, their lightsabre tech *sucks*, being a pale copy of teh real thing, but, they still have them. She'd barely entered the "circuit" when her fatehr found out and closed her down, basicly stating, "Everybody gets one. This was yours. Next time, you don't get bailed out."

So, after stewing for a bit, she faked her own kidnapping, left a ransom note, and jetted out. Now, out of a mix of boredom and genuine dislike of teh Empire, she's joining teh Rebelion and trying to build a life for herself.

Of course, it turns out that her dad wants her back and has hired folks to look for her kidnappers. Which don't exist. But boy won't *we* look suspicious!

So, fun. :)

Jak oolong, my guy, was discussed before, but has been redone slightly when teh GM decided to roll for stats instead and Jak got boosted by a large degree. The core concept (Dropped off on Ithor by his master when but a baby, Jak was raised amoung them and learned their ways. He's recently reach his Age of Adulthood, when an Ithorian would traditionally go with his herd into space, to explore the universe and see what's out there before returning home to their destiny, but, he has no real herd, so is a bit lost, not having a"group". Staying with the PC bunch will help.

After a brief discussion, where the GM realized that I was useless in a fight (10 Dex? No pistol proficiency? Wait, you're *unarmed?!*), we struck a deal, where Jak loses access to the Acrobatics and Jump skills but gained access to Treat Injury, which he took instead of Endurance. Made more sense based on his background. So, now at the least, he can serve as the team medic while staying mute about his Jedi side.

We're still waiting on the rest. Probably going to get some kind of Ewok droid mechanic out of the fourth guy, tho. Oy.

Jarveiyan
10-15-2008, 02:01 AM
My character is a Saga version of an revised character starting 3months before episode 1(phantom menace) at 19yrs of age. A naboo native who admitted among much contraversy into the order due to her subtle and humble mannerisms. She strove to be a adequate jedi even though she was the oldest student at that time. Even with all the hardships she made it to be considered for Knight status first helping wookies on Kashyyk with fellow Jedi Plo Koon and a mercenary Scout Kiadi. After that set of events she helped her party take on droid space pirates in what used to be the Cularin asteroid field, helped a noble ferry around everything from a rancor to a krayt dragon. last we left off she just finished helping the council free Anakin, Obi-Wan, and Padme from Genosia. She constructed her lightsabers and is waiting for the councils decision. There is going to be a encounter in the future with a dark lord over a crystal she recovered from Ilum. She now has a cathar padawan learner(whom she rescued after intering the fray at Genosia and fulfilled her earlier destiny).

Leda Boreas
Human female Jedi7
Hair:Brown Eyes:Green Skin:Fair
Ht.:1.6m Wt.:69kg age:30 destiny:education Force:4 Dep:1
20fort 21ref 22will init:+19 bab:+7 perception:+12 spd:6 20damage threshhold hp:81

Lightsaber*3:+9(2d8+5[7])
Lightsaber*3:+4(2d8+5[7]) w/doubleattack
{4 different crystals kaiburr, kasha, ankarres sapphire, firkraan(kaiburr and firkraan ended up in the same lightsaber . Has durasteel bonding on all 3}

skills: acrobatics+11 endurance+10 jump+10 Knowledge(galacticlore)+12 mechanics+12 perception+12 usetheforce+19

talents: deflect forceintuition equilibrium block

feats: skill focus(use the force) melee defense strong in the force force training*2 quick draw double attack class-force sensitivity wpn grp(simple and lightsaber)

force powers: vital transfer*4 force disarm move object force whirlwind force stun kinetic combat

14str 16dex 14con 18int 18wis 18cha lang:basic highgalactic ryl keldor shyriiwook(understand)

possessions: 3lightsabers, jedirobes, 2utilitybelts, breathmask w/15minutes remaining, all-temperaturecloak, aquata breather, datapad

Wakshaani
10-16-2008, 06:46 PM
Whoah. Old thread reborn!

Charade
10-16-2008, 09:18 PM
Ryk Malos was a killer. He'd been that way all his life. It wasn't that he relished the kill, but the skills with a blaster pistol he'd developed in the industrial underbelly of Velis 3 had served him well in life. He'd never really had a hard time until the dark Jedi came. See, it was the height of the Jedi-Sith war, and it had spread across a hundred worlds. Ryk fought, then, and lost his arm to a lightsaber. But he had it replaced, and joined up with some people, good people. A Jedi swordsman, an unlucky Noble with some force talents, and Scoundrel who wanted to be a force user and a pair of homicidal, ordinance-toting droids. Together they formed Valkyrie Company (after their ship, the Valkyrie. Motto: When you absolutely, positively have to kill everyone in the building). He even fell in love, with a force-using woman who walked the line between light and dark.

Ryk was a level 8 Soldier level 2 Gunslinger, and a real fun character to play. Sometimes I'm sorry we switched backed to D&D.

Kiero
12-08-2008, 06:56 AM
Coll Arranda

Born on Dantooine, Coll's family has a long history of service to both the Jedi Order and the Republic. He grew up hearing tales of his great-father Dace from the times of the Old Republic, who had been an Antarian Ranger, and his great-uncle Deco who was a Jedi Knight. But while his childhood was a happy and peaceful one, he also thought Dantooine was the most boring planet in the galaxy. When his older sister Helia was discovered by the Jedi and taken away to be trained, he longed to be able to follow her off-world. He could lose himself in the trackless plains, but nowhere ever seemed far enough to imitate the adventures of his ancestors.

It was another decade before he was grown enough to leave, joining his cousin aboard an explorator vessel that roamed the Outer Rim. Armed with nothing more than the clothes on his back, the journals of great-father Dace, and a boundless zest for life, he finally left Dantooine. He was the lowliest member of the crew, cleaning out refreshers, loading and unloading cargo, cataloguing finds, but young Coll wasn't phased. He was travelling the stars, and increasingly he got to see the surface of all these foreign worlds. But even on the move he was restless, finding it difficult to stay with one group for too long. He wanted to see as much of the galaxy as he could.

Life changed with the usurpation of the Empire by the Sith Order. The crew he was signed on with lost their contract, and were forced to turn pirate. For a time after the destruction of the monastery on Ossus and Temple on Coruscant, he didn't know if Helia was dead or alive. It was almost a year before she found him on Nam Chorios. It was to be a brief reunion, she had to stay on the move to avoid Sith and bounty hunters. She warned him that the whole family was in danger because of their connection to the Jedi - and because the Force was strong in them. They formed a plan to get what remained of their family off Dantooine, and went their separate ways to execute it.

A year ago, Coll had a vivid dream where he saw Helia die. She was cut down by a Sith assassin. When he awoke, he couldn't shake the sensation that it was more than a dream. Attempts to reach his sister failed, and he was nearly killed a few weeks later when his band ran into dark Jedi Avod Laal's pirates. They were saved only thanks to the intervention of Zebet Shas, a Devaronian Jedi Master and Helia's former mentor. She drove off Laal his lover, a Dathomiri Nightsister, wounding the renegade. But Master Shas' appearance was no happy coincidence, she came bearing bad news. Helia was dead.

Coll took the news hard, though since the dream he'd had a feeling it had happened. For years he'd been ignoring Helia's suggestion that he should train as a Jedi, there was always another planet, another system, some uncharted region of space to explore. Now all that seemed unimportant. If he was to avenge his sister, he would have to train his talents. He persuaded Master Shas to take him on as her apprentice, she reluctantly agreed musing it was better that he was Jedi-trained than someone else twisting his abilities to their end. Along with the grim tidings, she brought a gift, Deco Arranda's lightsaber that Helia had carried as a Padawan before she built her own. It seemed fitting that the family heirloom should be passed on to another Arranda beginning their training.

Master Shas spent three months with Coll on the backwater world of Shintel, in the Kathol Sector out on the Outer Rim. There in the rainy forests and mountains he began the long journey of making the Force his ally. He was a natural with the physical disciplines of the Force, but the subtleties of influencing other minds was largely beyond him. When she had deemed his basic training complete, Shas left, having stayed in one place for too long and needing to vanish once more. Coll returned to his wandering lifestyle, signing on as surveyor or scout with whomever was looking, and always staying on the move. All the while gathering what information he could on his sister's killer.


Coll Arranda CL 4

Medium Human Jedi 2/scout 2
Init +9; Senses Perception +9
Languages Basic

Defenses Ref 19 (flat-footed 16), Fort 16, Will 17; Deflect
hp 52; Threshold 16

Speed 6 squares
Melee lightsaber +6 (2d8+5) or
Melee lightsaber +6 (2d8+8) with both hands or
Melee unarmed +6 (1d6+5)
Ranged blaster rifle +5 (3d8+2) or
Ranged blaster rifle +0 (3d8+2) with autofire
Base Atk +3; Grp +6
Atk Options autofire (blaster rifle)
Special Actions Shake It Off
Force Powers Known (Use The Force +8) battle strike, move object, surge

Abilities Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 12
Talents Acute Senses, Deflect
Feats Force Sensitive, Force Training, Martial Arts I, Shake it Off, Skill Training (2), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Acrobatics +9, Athletics +10, Endurance +8, Initiative +9, Perception +9 (may reroll but must keep the result of the reroll even if worse), Stealth +9, Survival +9, Use the Force +8
Possessions blaster rifle, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), basic datapad

PaladinCA
12-08-2008, 02:50 PM
I hope Coll is looking for Justice instead of Revenge. ;)

Sadly, I still do not have a Star Wars Saga Edition character, unless you count NPCs. :(

Kiero
12-08-2008, 03:12 PM
I hope Coll is looking for Justice instead of Revenge. ;)

Which is the first of the character Issues (in the grand sense of "things he needs to resolve") I've got with him.

On the one hand he loved his sister and wants to get her killer. On the other the ideals she believed in preclude revenge. Plus the lightsaber he carries is a constant reminder of the legacy of his family, who have served for generations. He does also believe he's a good person, so there's that to reconcile.

I think his second Issue is about what being a Jedi really means. He's not committed himself to that lifestyle the way a "proper" Jedi might, he's still a bit of a dabbler with the Force. Mostly because he couldn't imagine giving up his love of travel.

Sadly, I still do not have a Star Wars Saga Edition character, unless you count NPCs. :(

The GM's pain in a nutshell, that is.

Wakshaani
12-08-2008, 04:39 PM
I hope Coll is looking for Justice instead of Revenge. ;)

Sadly, I still do not have a Star Wars Saga Edition character, unless you count NPCs. :(

You can never have enough NPCs.

Dish!

Ifshnit
12-08-2008, 07:01 PM
Sadly, I still do not have a Star Wars Saga Edition character, unless you count NPCs. :(

I feel your pain, although at least I have one character. Arjin Trulani, a noble/officer character (he's a 9th level Noble/2nd level Officer...just turned 12th level, so I have to get that figured out):

Description: Six feet tall, 175 pounds, green eyes, light brown goatee and moustache, bleached blond hair with light brown layers, speaks (& reads) Basic, Bothan, Twi’lek, & Rodian

Background: Born the youngest son of a wealthy mercantile family on Corellia, Arjin Trulani found himself immersed in the workings of business from an early age. With three older siblings, however, the young man knew that his part in the family’s business would be limited at best. As such, Arjin spent a good portion of his early years savoring the fruits of youth and getting into his share of troubles. Not content with being a follower, Arjin quickly rose to the leadership role in whatever groups he found himself in. Since a good portion of the individuals he associated with had less than stellar backgrounds, this left Arjin the “ringleader” in many botched schemes. This frustrated his concerned parents to no end, and his father eventually had him placed in a military academy to keep him out of trouble (and to keep CorSec from eventually growing tired of the young man’s misadventures and having him sent to the spice mines at Kessel).

It was at the academy that Arjin discovered his passion for politics and diplomacy. He also found history and military technology fascinating, and he turned his attentions more and more towards academic pursuits. While the military life did not suit the young man, he credits the experience with setting the future course of his life. The experience matured the young man in many ways, and he applied to the top universities on Corellia to continue his studies. His aptitude and family resources (which Arjin’s father was more than happy to supply after seeing his son following a more suitable role in life) secured an excellent education for Arjin. After schooling, Arjin worked as a clerk with several political offices on Corellia before securing a position with a Corellian Senator and traveling with him to Coruscant. Given Arjin’s enthusiasm, intelligence, and skills, it didn’t take long for the young man to rise through the political layers on Coruscant and to secure a position as Ambassador. Arjin rejoiced in the political appointment as he was growing bored with the intrigues of the Senate and the endless bureaucracy of the Old Republic.

Ambassador Trulani has been working as a diplomat for the Republic for four years and has already seen a great deal of action – a situation that is entirely to his tastes. Unlike the bureaucrats he scoffs at on Coruscant, Ambassador Trulani relishes the challenges that he faces daily and has grown to truly enjoy his job and his place in the universe. Arjin Trulani believes in the ideals of the Old Republic, but he sees the Republic’s flaws as well as it’s virtues. He hopes that his actions speak to these ideals and give others hope that the Republic can be better than it appears to be.

Over the past couple of years, Ambassador Trulani has been given more duties in regards to the Outer Rim colonies. He’s fast becoming an expert on Trade Federation matters and has also been a key investigator into the growing Separatist movement.

Medium Human Noble 9 / Officer 2
Force 11; Dark Side 0
Init +13; Senses Perception +14
Languages Basic, Binary, Bothese, Durese, High Galactic, Huttese, Muun, Neimoidian, Rodese, Twi'lek

Defenses Ref 28 (flat-footed 24), Fort 25, Will 30
hp 100; Threshold 25

Speed 6 squares
Melee stun baton +8 (1d6+5) or
Melee combat gloves +8 (1d6+6)
Ranged blaster pistol +11 (3d6+7) or
Ranged blaster pistol +11 (4d6+7) with Deadeye or
Ranged blaster pistol +6/+6 (3d6+7) with Double Attack or

Base Atk +7; Grp +10
Atk Options Deadeye, Double Attack, Point Blank Shot, Precise Shot
Special Actions Born Leader, Command Cover +1, Coordinate, Inspire Confidence, Share Talent x1

Abilities Str 11, Dex 16, Con 16, Int 18, Wis 18, Cha 19
Talents Presence, Inspire Confidence, Born Leader, Coordinate (x1), Connections, Deployment Tactics
Feats Deadeye, Double Attack (pistol), Improved Defenses, Linguist (x1), Martial Arts I, Point Blank Shot, Precise Shot, Skill Focus (x2), Weapon Focus (pistols), WP (pistols, simple)
Skills Deception +14, Gather Information +14, Initiative +13, Knowledge (Bureaucracy) +14, Knowledge (Galactic Lore) +14, Knowledge (Tactics) +14, Knowledge (Technology) +14, Perception +14, Persuasion +19, Pilot +13, Use Computer +19 (+20 when using mastercraft portable comupter)

Kiero
12-09-2008, 12:57 AM
Cool, I notice you've given Trulani combat gloves and a stun baton; I was wondering about whether I should have the same for Coll. But then I also worried he'd be laden down with too many weapons, especially if I get a backup blaster pistol as well.

You've done well to get to 12th level and not pick up and DSPs.

PaladinCA
12-09-2008, 12:49 PM
The Force is my ally. I need no weapons. :D

Ifshnit
12-09-2008, 01:10 PM
Cool, I notice you've given Trulani combat gloves and a stun baton; I was wondering about whether I should have the same for Coll. But then I also worried he'd be laden down with too many weapons, especially if I get a backup blaster pistol as well.

You've done well to get to 12th level and not pick up and DSPs.

Given that my character has moved from pre-Clone Wars into the front lines of the Clone Wars as an officer, it made sense to finally beef up the weaponry a bit. He started off with just a hold-out blaster pistol. In most situations now, my character carries just the blaster pistol and hold-out (concealed) except when he knows he's going into a truly hazardous situation (then the combat gloves are put on and the stun baton is also taken along). Mechanically, I think if you're going with any Martial Arts training, the extra +1 to damage is worth it for the gloves.

My character has skirted the line a few times but this particular character is really invested in the 'ideals' of the Old Republic and is a fairly moral character. Which, of course, has made his life that much more interesting since he doesn't look for the easy way out (much to the chagrin of my more shady fellow party members). Disillusionment with the Republic is naturally starting to sink in, though. :D