Help me out with my character

Hello everyone!
I'm new to the forum, but i've been lurking for quite a long time. I would appreciate some help with this character I'm building.
Fahr is a Skakoan scientist, who, during the clone wars, worked on a secret project wanted by Dooku. They( the skakoan research team) ran the experiments in a remote space station, so when Dooku died they didn't get the news. Infact, Dooku kept the project a secret, not even telling Palpatine. Some months after the end of ep III, my character tried to contact Dooku but actually contacted the Empire. Palpatine, highly interested by this secret project, sent a squad to the space station. As soon as they arrived, the stormtroopers started killing everyone, looking for the "prototype". Fahr luckily managed to escape, using the imperial shuttle, along with his droid. He's now wandering through the galaxy looking for the "prototype" the Empire stole.
I'm discussing with my GM about what the prototype actually is.
My main difficulty is on which PrC should I take:Improviser, Saboteur and ME all look good. My first idea was the Sentry-building saboteur, but thinking about the time he had to get along alone in the galaxy, an Improviser would fit too.
On the other hand, ME clearly represent his being part of the Techno Union military research facilities.
The character starts at level 8, so long I've came up with this: I'm taking noble for the first 4 levels chosing Inspire Confidence and Inspire Haste as talents and  Gearhead, Tech Specialits, Scavenger and Leader of Droids(which allows me to use my talents on my droid buddy) as feats. Then I'm taking 1 lev in soldier, for the mandatory Armored Defense talent and the Rifles Proficiency, but then ... I'm lost. I might take some scoundrel levels( since he basically lived roaming in the galaxy for a long time) mostly for the Personalized Modification talent.
So, as you can see I'm stuck. I'm open for suggestions, as long as they can be "justified" by the background.

Thank for reading!


Welcome!
My main difficulty is on which PrC should I take:Improviser, Saboteur and ME all look good. My first idea was the Sentry-building saboteur, but thinking about the time he had to get along alone in the galaxy, an Improviser would fit too.
On the other hand, ME clearly represent his being part of the Techno Union military research facilities.


It would be easy enough to take a few levels in each of these PrCs. Military Engineer would have to come a bit later due to the BAB requirement, but other than that you can have all the skill & feat prerequistes taken care of as early as Noble level 1, especially with the Skakoan bonus feats. 
The character starts at level 8, so long I've came up with this: I'm taking noble for the first 4 levels chosing Inspire Confidence and Inspire Haste as talents and  Gearhead, Tech Specialits, Scavenger and Leader of Droids(which allows me to use my talents on my droid buddy) as feats. Then I'm taking 1 lev in soldier, for the mandatory Armored Defense talent and the Rifles Proficiency, but then ... I'm lost. I might take some scoundrel levels( since he basically lived roaming in the galaxy for a long time) mostly for the Personalized Modification talent.
So, as you can see I'm stuck. I'm open for suggestions, as long as they can be "justified" by the background.


For levels 6-7, consider Skill Focus (Use Computer) as a Soldier bonus feat and Droidcraft (CWCG) as your level 6 feat, then Demolitionist from the Soldier's Commando talent tree (+2d damage for explosives). This works nicely with many of your PrCs' talents. Another option is to go Scoundrel, with Personalized Modifications being a possibility, but also Bomb Thrower (FUCG) is a very nice talent as well, giving your +5 to handle explosives and letting you create frag grenades as a full-round action.   
For level 8, you can go either Improviser or Saboteur; personally, I find the Unexpected Results trait for a 1st-level Saboteur an attractive prospect. The earlier you get it, the more chances you have of enemies rolling Natural 1's against you. Of course, the Improviser's 1st-level trait is also attractive, in that you basically get to start the game not needing a toolkit or security kit at all, ever. This will save you some starting credits for equipment
I'm not too impressed with the Blaster Turret talents from the Saboteur tree; I've never used them before but with Ref Def 12 and 15 hp, even with the DR 5 at Blaster Turret III, seems as if they'd get toasted in pretty short order. The Saboteur has way cooler talents, like Device/Droid Jammer, Extreme Explosion, and Shaped Explosion.

So how about, from level 8
Improviser 1 No Tools Required, Improved Jury-Rig
Saboteur 1 Unexpected Results, Skilled Demolitionist, Superior Tech (Droids)
Saboteur 2 Destructive
Military Engineer 1 Repairs on the Fly
Military Engineer 2 Field-Created Weapon +1, Superior Tech (Weapons)
Military Engineer 3 Droid Expert 
Military Engineer 4 Field-Created Weapon +2
Military Engineer 5 Quick Modifications, Superior Tech (Armor)
Military Engineer 6 Field-Created Weapon +3
Saboteur 3 Shaped Explosion
Saboteur 4 Quick Sabotage , Superior Tech (Vehicles)
Saboteur 5 Extreme Explosion
Military Engineer 7 Vehicular Boost

I suggested Military Engineer through class level 7 so as to be able to creat a 4200-credit weapon with a +3 atk bonus and a tech specialist modification (not Improved Accuracy; equipment bonus doesn't stack). However past 4000 credits there aren't all that many weapons that would be that useful, so I wouldn't exceed level 7 unless you really want those talents. 
I never listen to the Order 66 Podcast. Winner of You Build the Character #27 - Cad Bane
Where are the Skakoans located again?  I remember them starting with Light armor proficiency to go along with their environmental suit requirements but do they also start with Mechanics as a class skill due to species?  I'm asking because Mechanics is NOT on the Noble's skill list but it is a prereq for at least Tech Specialist.

With your concept I'd be looking at Noble3/Soldier3 before moving on from there.  I'm putting two levels into Soldier so you can also pick up Improved Armored Defense which should give you a decent bonus to REF Defense.  I'm stopping at Noble3 because the bonus feat from Noble4 could often come from a different class that offers better hitpoints.

Although you may HATE the idea and think it is completely out of character, I think a level in Jedi (pick up Lightsaber proficiency if you want to avoid Force Sensitivity) to get the Skilled Advisor talent would seem to fit your concept of a Scientist who is working to make his team more efficient.  The only thing here is that the bonus types need to be checked to avoid conflicts.
Ehi, thanks for your replies.
So I'll answer StevenO first:

Where are the Skakoans located again?  I remember them starting with Light armor proficiency to go along with their environmental suit requirements but do they also start with Mechanics as a class skill due to species?


Skakoans don't have Mechanics as a class skill due to species,they do however, get the Skill Focus and once per encounter they can make a standard action Mechanics or Use Computer check as a swift action(which now that i think about it makes gearhead redundant). You're right about mechanics not being a noble class skill...uhm... maybe i should start with soldier since I don't like the idea of wasting to talent slot to get Engineer .
Although you may HATE the idea and think it is completely out of character, I think a level in Jedi (pick up Lightsaber proficiency if you want to avoid Force Sensitivity) to get the Skilled Advisor talent would seem to fit your concept of a Scientist who is working to make his team more efficient.


This idea actually isn't bad, for two reasons:
a)Skakoans do have some sort of mystic religion- I remeber reading about Wat Tambor's "journey" to some metaphysical place or somesuch.
b)the prototype could have some link to the Force. Since we're talkin' Dooku and new ways to kill Jedis here, this could have sense(i'm thinking about some sort of midi-chlorian kryptonite). Also he could have met a jedi in his wandering, who may have thought him some "tricks".
The only thing here is that the bonus types need to be checked to avoid conflicts.


Ahh yes,let's check it:
Inspire Confidence grants a +1 morale bonus
Skilled Advisor's bonus hasn't got a type so i don't know how it "behaves"
I guess these two stack.
awaypturwpn,your ideas are really interesting!
For levels 6-7, consider Skill Focus (Use Computer) as a Soldier bonus feat and Droidcraft (CWCG) as your level 6 feat, then Demolitionist from the Soldier's Commando talent tree (+2d damage for explosives). This works nicely with many of your PrCs' talents. Another option is to go Scoundrel, with Personalized Modifications being a possibility, but also Bomb Thrower (FUCG) is a very nice talent as well, giving your +5 to handle explosives and letting you create frag grenades as a full-round action.


Cool stuff.
I'll probably starting with 3 levels in soldier, taking Armored Defense and Improved Armored Defense as talents; RapportSkill Focus(Use Computers) and Tech Specialist as feats. Then 3 noble levels: Inspire Confidence and Inspire Haste as talents; Leader of Droids and Rapport(or maybe Starship Designer) as feats plus Linguist from noble multiclassing. At 7 level I take a scoundrel level: Personalized Modifications and Point Blank Shot. Then, I'll just follow awaypturwpn's suggestion and take Improviser.
It should work out nicely!


Hello all,


Just flicked through this thread, and thought this may help.  It is my own PC, and included in the Dawn of Shadows Campaign Guide.  I haven't playtested it yet, but I've made a few NPCs scientists through out that campaign.  What do you think?  Helpful?

















TABLE   1-1:


Prestige Classes



PRESTIGE   CLASS



BASIC   DESCRIPTION



Scientist



Tech   specialist focusing on enhancing technology



 


Scientist


 


 
































































TABLE   1-2:


The Scientist



LEVEL



BASE   ATTACK BONUS



CLASS   FEATURES



1st



+0



Defence   bonuses, talent



2nd



+1



Intellectual   inspiration +1



3rd



+2



Talent



4th



+3



Intellectual   inspiration +2



5th



+3



Talent



6th



+4



Intellectual   inspiration +3



7th



+5



Talent



8th



+6



Intellectual   inspiration +4



9th



+6



Talent



10th



+7



Intellectual   inspiration +5



 


Examples of Scientists in Star Wars


Doctor Nuvo Vindi, Evir Derricote, Zzith’Kasua.


 


Requirements


To qualify to be a scientist, a character must fulfil the following criteria.


Minimum Level: 7th.


Ability Score: Intelligence 13+


Trained Skill: Knowledge (any).


Feat:  Skill Focus (Knowledge [any]), Tech Specialist.


 


Game Rule Information


Scientists have the following game statistics.


 


Hit Points


At each level, scientists gain 1d8 hit points.


 


Force Points


Scientists gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.


 


Class Features


The following are features of the scientist prestige class.


 


Defence Bonuses


At 1st level, you gain a +4 class bonus to your Will Defence and a +2 class bonus to your Fortitude Defence.


 


Talents


At every odd-numbered level (1st, 3rd, 5th, and so on), the scientist selects a talent.  The talent can be selected from the Scientist talent tree (presented below).  The scientist must meet the prerequisites (if any) of the chosen talent.  No talent can be selected more than once unless expressly indicated.


 


SCIENTIST TALENT TREE


You have become skilled at using and manipulating technology both in the laboratory or the battlefield.  In fact, many soldiers and droid troopers rely on your technical expertise in the heat of battle.


Advanced Modifications:  You know how to make technologically advanced modifications to various objects.  With a Mechanics DC 35 check and 10,000 credits, you can make one of the following modifications.  Only one benefit may be active at any one time.  You may only have one object affected by a benefit.  You must spend 1 day modifying the object per 1,000 credits spent.


These bonuses replace the bonuses gained with the Tech Specialist or Superior Tech feats.



  • Advanced Armour:  Increases the armour’s equipment bonus to Reflex Defence and Fortitude Defence by +5.

  • Advanced Mastercraft:  Skill checks made using the device gain a +10 equipment bonus, or its existing bonus increases by 5.

  • Advanced Droid:  Increase droid’s Dexterity, Intelligence, or Strength score by 10.

  • Advanced Vehicle:  Increase vehicle’s Dexterity or Strength score by 10.

  • Advanced Weapon:  The weapon deals +10 damage on a successful hit.  If the weapon has a damage multiplier, apply the extra damage before applying the multiplier.


Prerequisite:  Multiple Modifications, Overclocked Targeting, Reliable Modifications.


Multiple Modifications:  You may modify more than one object, vehicle, or droid when using the Tech Specialist or Superior Tech feats to perform upgrades.  You can affect one object, vehicle, or droid per half your class level, rounded down.


Overclocked Targeting:  Once per day, as a swift action, you may add +20 to your next attack roll with any weapon that you have modified with the Tech Specialist or Superior Tech feats, or the Advanced Modifications talent.


Prerequisite:  Multiple Modifications, Reliable Modifications.        


Reliable Modifications:  When using the Tech Specialist or Superior Tech feats, or the Advanced Modifications talent, to modify any object, you may reroll your Mechanics skill check, but you must take the second result, even if it is worse.


Studious Research:  You may reroll any Knowledge skill check, but you must take the second result, even if it is worse.


 


Intellectual Inspiration


You are able to draw inspiration from your studies and research and apply this extra knowledge to any intellectual skills you use.  This piece of inspiration is short lived, and applies to the next attempt of recollection.


As a reaction, once per encounter, you may add the intellectual inspiration bonus to the next Intelligence based skill check you make.  You may also use this ability on any skill that has replaced an ability modifier with an Intelligence modifier (For example, if the character takes the Analytical Diagnostic feat, the intellectual inspiration bonus may be applied to the Treat Injury skill).


 


Hope this helps, Kesslann


Matty


PS:  There are some additional new feats I've made that go well this this class.  Let me know if you'd like a copy.        
     
Ehi, thanks for your replies.
So I'll answer StevenO first:
Where are the Skakoans located again?  I remember them starting with Light armor proficiency to go along with their environmental suit requirements but do they also start with Mechanics as a class skill due to species?


Skakoans don't have Mechanics as a class skill due to species,they do however, get the Skill Focus and once per encounter they can make a standard action Mechanics or Use Computer check as a swift action(which now that i think about it makes gearhead redundant). You're right about mechanics not being a noble class skill...uhm... maybe i should start with soldier since I don't like the idea of wasting to talent slot to get Engineer .
...

You still didn't answer the "where did you find the species?" question so I can look them up myself.  You mention that they get Skill Focus but I will point out that every Skill Focus gained from a species is conditional on having the focused Skill TRAINED first.  It is most likely worded  "A species with skill as a trained skill gains Skill Focus (skill) as a bonus feat."  Now you can get that bonus without actually being trained provided you have something that counts as being trained (example Force Persuasion counts as having Persuasion trained) although that something doesn't grant the +5 for training when you use the actual skill (there has been some arguement about that.)

For what it's worth I'll often start my tech guys in Soldier because it has the two most important skills for the concept (Mechanics and Use Computer) and a lot of hitpoints.  Normally I would HATE taking IAD at 3rd level but because you are starting play at 8th-level the order you take classes after the first doesn't matter too much. 

 You still didn't answer the "where did you find the species?" question so I can look them up myself.  You mention that they get Skill Focus but I will point out that every Skill Focus gained from a species is conditional on having the focused Skill TRAINED first.  It is most likely worded  "A species with skill as a trained skill gains Skill Focus (skill) as a bonus feat."  Now you can get that bonus without actually being trained provided you have something that counts as being trained (example Force Persuasion counts as having Persuasion trained) although that something doesn't grant the +5 for training when you use the actual skill (there has been some arguement about that.)


Oh sorry :D
Here's what you're lookin' for!
MasterStarider, I don't know about this PrC...it seems to offer way less options compared to Saboteur, Imporviser and ME.
Maybe I'll playtest it though. 
About those feats, sure I'll enjoy a copy!
 You still didn't answer the "where did you find the species?" question so I can look them up myself. ...


Oh sorry :D
Here's what you're lookin' for!

That's the one I recall seeing but I don't have it saved on my current computer.  As I said earlier it gets Skill Focus for Mechanics but needs to get Mechanics as a trained skill first.

If you're using the environmental suits from that article I'd say the Medium set (Battle Armor equivalent) may be the most effecient in the long run; both the armored Flight and Space suits have odd REF modifiers which means they lose out a bit when used with Improved Armored Defense.  In any case you should be able to modify just about any sealed suit to serve your needs.
 

Hello all,


No probs Kesslann.  I didn't read the thread all the way through.  All I realy saw mentioned before flicking through was 'scientist'.  My bad.  


Here is a few 'techy' feats you might enjoy.  This is all I have in his area.


Hope this helps.


Advanced Device


You specialise in designing and modifying specific types of advanced technology.


Prerequisite:  Signature Device.


Benefit:  You designate a single weapon, suit of armour, vehicle, droid, or other item as an advanced item.  You can allow the device to gain two traits from the Tech Specialist or Superior Tech feats, or one trait in addition to the Advanced Modifications talent.  To install both traits, you must succeed on two DC 30 Mechanics checks (or a DC 35 for Advanced Modifications).  Once installed the device can use both traits at once, even allowing bonuses to stack.  You can have only one advanced device or signature device at a time, but you can designate another device as your advanced item (the former advanced item loses all benefits gained from this feat).


 


Urgent Modification


You can make quick, permanent modifications on the fly.


Prerequisite:  Hasty Modification.


Benefit:  You can install a trait into an object by spending 1 minute to make a DC 35 Mechanics check (or DC 40 for Advanced Modifications).  It you succeed, the object gains the new trait, and double the credits must be spent on the instillation.  If you fail, the trait is not installed, and the credits are wasted.


Normal:  You normally spend 1 day modifying the object per 1,000 credits spent.


 These feats can stack, but so does the cost/detriments.  They can also stack with the Scientist talents.



What do you think, StevenO.  Your'e good with numbers/balance.  What do you think of these 2 feats and the PC?  You'll prob have to look at them anyway eventually, since they are in the Dawn of Shadows CG (still needs lots of work).  Thoughts?


Ta muchly


Matty      




    
MS, I think you could work on formatting.  I just see way too many line breaks to make it easy to follow things.

I'd need to dig up Signature Device before committing to Advanced Device but while powerful (especially if you try to break it) getting to add two Tech Specialist modifications probably isn't the worse thing.  There probably should be a level requirement and for reasons of sanity I'd require the second modification to come from the Tech Specialist list instead of allow two Superior Tech modifications.

Hasty Modification is a bit too hasty even with such severe penalties.  I think converting days into hours would be a huge step up in speed but even going to 10 minutes per 1000 credit (starting) valuation would be very fast.  Allowing modifications that should take weeks to perform/install in a single minute ought to be impossible.

I may like some of the ideas behind the Scientist PrC and thing the class "power" is alright I'd mess with the requirements and do something with the talent tree.  I don't really like it when a class only gets access to a single talent tree as it doesn't really seem like there are choices to make and that is true here.  I also wonder what Overclocked Targetting would have to do with many of the Advanced Modificiation applications.  When I see a lonely talent tree stuck by itself in a class I just pick up that talent tree and see what official PrC it should fall into instead.
Hey all,


Yup, with the format above, I just copied and pasted from the document.  It spaced out quite a bit, eh?   Whoops!  It looks better in the CG, I promise.


Advanced Device:  Makes sense.  One good mod, one not so good.  I'll note the changes.


Hasty Mod:  The only reason I made it soo short was to allow the hero to make a mod on the fly, even during combat (or at least while the Jedi spends a minute getting his FP back between combat).  Also, remember the Feat user must make a Mechanics check as well, and the DCs are very tough.  The way I see it, any result for any check above, say, 35 or 40 is a monumental effort, generating a result hardly seen by the galaxy before (ie very few people in the galaxy can generate a skill check/result above 40+).  Is it so unbelievable that the best Mechanics user in the galaxy (like, one in billions x bilions) is unable to accomplish such a feat?  As astonishing and impossible as it may seem?  Just remember, most people in the galaxy would think it an impossibility that a Force user could ever destroy a Star Destroyer with nothing but force of will - or even two, or three, or more.  It's just a matter of the numbers...       


Scientist:  Im not sure how you could make the requirments more harsh yet stay fair.  Any advice on that?  I agree that it needs more talent tree options.  Advice on this too please?  OT does work with AM, but I made sure that none of the bonuses cross over.  Sure, OT combined with an AM to dam is pretty powerful, but limited.  Maybe there is a combo I cant/dont see that makes this op.  Playtesting ahoy...


Thanks for your help StevenO.  If this is going to be a long discussion (like, more than a few posts), I'll shift it to the CG thread, just to be fair to Kesslann and her thread.


Matty       
Thanks for the help everybody, I started palying last sunday and for now I'm having fun. I just need to get enough money for all the tech stuff I want to do.
Anyway, just FYI, the GM and I decided the "protype" is a new starship engine(something inbetween the Planet Express ship one and the Heart of Gold one); so i took the Starship Designer feat.
On a related note, i was wondering: with starship design can I build a pressurized "room" for the spaceship?A chamber where my character  could remove his armor? I think Skakoans don't enjoy going around in suits that much ... 
MS could you please link that other thread? I would love to take part in that discussion! 
 
You shouldn't even need Starship designer to get a pressurized room in a spaceship.  If you want to you should be able to get a "normal" ship's environmental controls set so that a Skakoan could freely roam the ship without his suit.

I believe S&V has a starship modification that will allow you to greatly vary the environment within a ship and that should be more than sufficient for your character.

Unless he's put one up lately I don't think MS has a thread to link to regarding that class and feats.  While it may not be a bad idea he was just suggesting it so we could avoid polluting this threat with off-topic discussion.
   

On a related note, i was wondering: with starship design can I build a pressurized "room" for the spaceship?A chamber where my character  could remove his armor? I think Skakoans don't enjoy going around in suits that much ... 
 


Yup check out the Environmental Filters upgrade from S&V 58.
I never listen to the Order 66 Podcast. Winner of You Build the Character #27 - Cad Bane
Hey guys,


Um...I'm a bit low-tech.  Don't know how to 'link' stuff.  I've bumped the thread, so it can be seen. 



As for the prototype ship, use the advanced ship template.  When I playtested DoD, I had a noble with starship design.  I posted the ship/s, the main one called, ironically enough, 'Dawn of Defiance'.  Should be on the DoD board somewhere...



Thanks


Matty