Post your NPC and encounter requests here!

To the GM’s: Post your NPC or encounter requests here, and my fellow board members and I will create them for you, stats and everything! We will include an extended statblock and a suggested strategy so you know how to use the various abilities that the NPC’s have.

What we need from you is a couple of important details.

Copy this box and paste it into your reply:
*Archetype:
*Encounter Difficulty:
Number of opponents: Any
Race: Any
Any other details:

*required


Here is how to fill out the box.


Archetype: Give me a general description of the NPC’s or type of encounter.

Example entries:
-A gang leader & his thugs
-A couple of concealed snipers
-A Sith Lord and his apprentices
-A couple of Jedi Guardians
-An imperial officer & his unit
-A con artist
-A Hutt crime lord and his lackeys
-A group of security officers
-An assassin
-A Jedi on the run
-A bounty hunter and his droids
-A group of imperial knights
-A pirate captain and his crew
-A saboteur
-A couple Jedi Knights and their padawans
-A group of mercenaries
-A spy
-A group of Mandalorians
-A noble and his bodyguards
-A group of Jensaarai
-A droid commander and his unit
-A computer slicer and his droid bodyguards
-An undercover agent
-A melee duelist
-A couple of Inquisitors
-A brute and his sharpshooters
-A group of martial artists




Encounter Difficulty: Encounter Difficulty is measured by the calculations listed in the Core Rulebook page 247. In short, 1 NPC has an Encounter Difficulty equal to its Challenge Level. Multiple NPC’s have an Encounter Difficulty equal to their Challenge Levels added up, then divided by 3 (round down), OR the highest single Challenge Level + 2, whichever is higher.

If you don’t know what your Encounter Difficulty should be, just tell me how many players you have and their average level. Then tell me if you want an “average” encounter difficulty or “difficult” encounter difficulty.

Example entries:
-3 (average difficulty for 4 level 3 players)
-7 (average difficulty for 4 level 7 players)
-10 (difficult encounter for 4 level 8 players)
-14 (average encounter for 5 level 13 players)
-average encounter for 4 level 6 players
-difficult encounter for 5 level 10 players
-average encounter for 3 level 14 players




Number of opponents: Any number. The book says 2 to 6 opponents work best, but you can have anywhere from 1 to 12. If you don’t care, just say “any” or leave this entry out, and we’ll create a good mix of low-level and high-level NPC’s.

Example entries:
-Any number



Race: Is there a race preference? Must they all be of one race, or mixed races? If there’s no race preference, just say “any” or leave this entry out, and we will use the appropriate races.

Example entries:
-1 Rodian + any others
-All Wookies
-Gamorreans and Trandoshans
-All the same
-Mixed random
-1 exotic race + all Twileks for the others




Any other details: You can include and other details, but they are not necessary. Example details are: Specific weapons, feats, talents, classes, or force powers you want an NPC to have. The planet the encounter will take place (this may help in deciding which races to include in the encounter).



Here’s an example request:

Archetype: A gang leader & his thugs
Encounter Difficulty: Average difficulty for 5 level 3 PC’s
Race: Zabrak leader and any others
Number of opponents: Any
Any other details: Takes place on Nar Shadaa

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Compiled files of all Star Wars Saga Edition resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements

okay, i'll see what you come up with.

Archetype: A group of Rebels trying to keeep the Imperial heroes away from a certain cantina....The one where their leader usually hangs out.

Encounter Difficulty:Slightly above average for 4 3rd level PCs.

Number of Opponents: 3

Race: 1 Wookiee+2 Humans

Details: Ok, a coupla things. First, the Wookie should be roughly 3 times higher level than the Humans. He should be really good at brawling, and ok with a bnlaster pistol (Maybe Deaeye?). Also, they should all have blasters.
"The real purpose of socialism is precisely to overcome and advance beyond the predatory phase of human development." -Albert Einstein Resident Left Hand of Stalin and Banana Stand Grandstander Half of the Ambiguously Gay Duo House of Trolls, looking for a partner Wondering what happened to the Star Wars forums?
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Star Wars Minis has a home here http://www.bloomilk.com/ and Star Wars Saga Edition RPG has a home here http://thesagacontinues.createaforum.com/index.php
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141722973 wrote:
And it wasn't ****. It was subjectively concensual sex.
57036828 wrote:
Marketing and design are two different things. For instance the snuggy was designed for people in wheel chairs and marketed to people that are too incompetent to operate a blanket.
75239035 wrote:
I personally don't want him decapitated.
141722973 wrote:
And do not call me a Yank. I am a Québecois, basically your better.
And the greatest post moderation of all time...
58115148 wrote:
I gave that (Content Removed) a to-scale Lego replica. (Content Removed) love to-scale Lego replicas. (ORC_Cerberus: Edited - Vulgarity is against the Code of Conduct)
okay, i'll see what you come up with.

Archetype: A group of Rebels trying to keeep the Imperial heroes away from a certain cantina....The one where their leader usually hangs out.

Encounter Difficulty:Slightly above average for 4 3rd level PCs.

Number of Opponents: 3

Race: 1 Wookiee+2 Humans

Details: Ok, a coupla things. First, the Wookie should be roughly 3 times higher level than the Humans. He should be really good at brawling, and ok with a bnlaster pistol (Maybe Deaeye?). Also, they should all have blasters.

I'm on it.

JOIN US AT THE NEW STAR WARS SAGA EDITION COMMUNITY: THE SAGA CONTINUES!

 

Compiled files of all Star Wars Saga Edition resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements

Thanks.
"The real purpose of socialism is precisely to overcome and advance beyond the predatory phase of human development." -Albert Einstein Resident Left Hand of Stalin and Banana Stand Grandstander Half of the Ambiguously Gay Duo House of Trolls, looking for a partner Wondering what happened to the Star Wars forums?
Show
Star Wars Minis has a home here http://www.bloomilk.com/ and Star Wars Saga Edition RPG has a home here http://thesagacontinues.createaforum.com/index.php
Show
141722973 wrote:
And it wasn't ****. It was subjectively concensual sex.
57036828 wrote:
Marketing and design are two different things. For instance the snuggy was designed for people in wheel chairs and marketed to people that are too incompetent to operate a blanket.
75239035 wrote:
I personally don't want him decapitated.
141722973 wrote:
And do not call me a Yank. I am a Québecois, basically your better.
And the greatest post moderation of all time...
58115148 wrote:
I gave that (Content Removed) a to-scale Lego replica. (Content Removed) love to-scale Lego replicas. (ORC_Cerberus: Edited - Vulgarity is against the Code of Conduct)
I tried my best to adhere to all your criteria. I couldn't give anyone Deadeye because it requires a BAB +4.

Here is your encounter:

1 Wookie Brawler Leader CL3
2 Human Rebels CL1

Roarbacca, Wookie Brawler CL 3
Medium Wookiee soldier 3
Force 2
Init +7; Senses Perception -1
Languages Basic (understand only), Shyriiwook
Defenses Ref 19 (flat-footed 17), Fort 20, Will 11
hp 50; Threshold 20
Speed 4 squares
Melee combat gloves +8 (1d6+11) or
Melee combat gloves +13 (1d6+11) with Hammerblow
Ranged blaster carbine +4 (3d8+1) or
Ranged blaster carbine -1 (3d8+1) with autofire
Base Atk +3; Grp +10
Atk Options autofire (blaster carbine), Crush, Hammerblow, Pin
Special Actions Rage 1/day
Abilities Str 20, Dex 12, Con 16, Int 8, Wis 6, Cha 9
Special Qualities Expert Climber, Intimidating
Talents Expert Grappler, Hammerblow
Feats Armor Proficiency (light, medium), Crush, Martial Arts I, Pin, Weapon Proficiency (pistols, rifles, simple)
Trained Skills Climb +6 (may take 10 even when distracted or threatened), Endurance +9, Initiative +7, Jump +6 (may take 10 even when distracted or threatened), Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +2, Climb +6 (may take 10 even when distracted or threatened), Deception +0, Gather Information +0, Jump +6, Knowledge +0, Mechanics +0, Perception -1, Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse), Pilot +2, Ride +2, Stealth +2, Survival -1, Swim +6, Treat Injury -1, Use Computer +0
Possessions blaster carbine, combat gloves (modified with Superior Tech +5 damage), Republic combat armor (+6 armor, +2 equipment)

Boost Options
Force 2 (1d6)
Second Wind +16 HP at 25 HP or less (swift action)

Preferred Strategy:
Round 1
Start raging as a swift action. Rage grants +2 rage bonus on melee attack and damage rolls. Rage will last for 8 rounds, after which Wookie will move -1 persistent step down the CT.

Move in towards the most dangerous attacker and use Pin and Crush (make an unarmed attack vs Reflex. Then make opposed grapple checks. If succeed, Pin opponent and Crush to deal damage). The pinned opponent cannot move or take any action while pinned and loses its Dexterity bonus to Reflex Defense. If you need more details on grappling, see Core Rulebook pg. 153.

Other Rounds
Use Grapple to continue Pinning and Crushing. That will take care of the strongest opponent, since he won’t be able to move or do anything.

Preferred Attack Options
Melee unarmed +15 (to initiate grapple) while Raging
Grapple +10; Crush (1d6+13) while Raging

Melee combat gloves +15 (1d6+13) while Raging
Ranged blaster carbine +4 (3d8+1) or
Ranged blaster carbine -1 (3d8+1, 2x2 area) with autofire

Notes
Crush If you successfully pin an opponent with a grapple attack, you can immediately deal bludgeoning damage to it equal to your unarmed damage.

Expert Grappler gain a +2 competence bonus on grapple attacks.

Hammerblow If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls.

Martial Arts I Damage dealt by your unarmed attacks increases by one die step: 1d4 becomes 1d6. In addition, you gain a +1 dodge bonus to your Reflex Defense. Also, unarmed attacks do not provoke attacks of opportunity from armed foes.

Pin If you succeed on a grappling attack and your opponent fails their opposed grapple check, they are automatically pinned until the start of your next turn. A pinned creature cannot move or take any action while pinned and loses its Dexterity bonus (if any) to Reflex Defense.

Rebel CL 1
Medium Human soldier 1
Force 1
Init +8; Senses Perception +5
Languages Basic, Shyriiwook
Defenses Ref 18 (flat-footed 15), Fort 15, Will 11
hp 31; Threshold 15
Speed 6 squares
Ranged blaster carbine +5 (3d8) or
Ranged blaster carbine +0 (3d8) with autofire
Melee knife +2 (1d4+1)
Base Atk +1; Grp +4
Atk Options Autofire (blaster carbine), Comrades in Arms, Desperate Gambit
Abilities Str 12, Dex 16, Con 13, Int 12, Wis 10, Cha 8
Talents Comrades in Arms
Feats Armor Proficiency (light, medium), Desperate Gambit, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Trained Skills Initiative +8, Mechanics +6, Perception +5, Pilot +8, Use Computer +6
Untrained Skills Acrobatics +3, Climb +1, Deception -1, Endurance +1, Gather Information -1, Jump +1, Knowledge +1, Persuasion -1, Ride +3, Stealth +3, Survival +0, Swim +1, Treat Injury +0
Possessions blaster carbine, knife, Republic light armor (+4 armor, +1 equipment)

Boost Options
Force 1 (1d6)
Second Wind +13 HP at 15 HP or less (swift action)

Preferred Strategy:
Stay within 3 squares of an ally to gain +1 attack benefit from Comrades In Arms

Preferred Attack Options
Ranged blaster carbine* +6 (3d8+1) within point blank (30sq)
Ranged blaster carbine* +1 (3d8+1, 2x2 area) with autofire within point blank (30sq)
Melee knife* +2 (1d4+1)
*If you are within 3 squares of an ally, gain +1 attack
*If you miss, can reroll attack with -2 Ref penalty. If you miss due to natural 1, then Ref penalty is -5.

Notes
Comrades in Arms Whenever you are within 3 squares of an ally, you gain a +1 circumstance bonus to all melee and ranged attack rolls.

Desperate Gambit Once per turn when you miss on an attack roll, you can reroll the attack in exchange for a –2 penalty to Reflex Defense until the end of your next turn. You can still use this feat if your first attack missed because you rolled a natural 1, although you take a –5 penalty to Reflex Defense instead. The result of the reroll must be accepted even if it is worse.

JOIN US AT THE NEW STAR WARS SAGA EDITION COMMUNITY: THE SAGA CONTINUES!

 

Compiled files of all Star Wars Saga Edition resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements

I'll take a stab and see what you come up with.

*Archetype: A Sith Apprentice and her lackeys

*Encounter Difficulty: 7 5th level players

Number of opponents: Any

Race: Human, Zabrak, and Twi'lek

Any other details: Encounter will take place on Ryloth, inside a Starport, the Apprentice uses a double-bladed lightsaber and the Stolen Form of Juyo.

I am highly interested to see what you come up with.
I tried my best to adhere to all your criteria. I couldn't give anyone Deadeye because it requires a BAB +4.

Here is your encounter:

1 Wookie Brawler Leader CL3
2 Human Rebels CL1

Roarbacca, Wookie Brawler CL 3
Medium Wookiee soldier 3
Force 2
Init +7; Senses Perception -1
Languages Basic (understand only), Shyriiwook
Defenses Ref 19 (flat-footed 17), Fort 20, Will 11
hp 50; Threshold 20
Speed 4 squares
Melee combat gloves +8 (1d6+11) or
Melee combat gloves +13 (1d6+11) with Hammerblow
Ranged blaster carbine +4 (3d8+1) or
Ranged blaster carbine -1 (3d8+1) with autofire
Base Atk +3; Grp +10
Atk Options autofire (blaster carbine), Crush, Hammerblow, Pin
Special Actions Rage 1/day
Abilities Str 20, Dex 12, Con 16, Int 8, Wis 6, Cha 9
Special Qualities Expert Climber, Intimidating
Talents Expert Grappler, Hammerblow
Feats Armor Proficiency (light, medium), Crush, Martial Arts I, Pin, Weapon Proficiency (pistols, rifles, simple)
Trained Skills Climb +6 (may take 10 even when distracted or threatened), Endurance +9, Initiative +7, Jump +6 (may take 10 even when distracted or threatened), Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +2, Climb +6 (may take 10 even when distracted or threatened), Deception +0, Gather Information +0, Jump +6, Knowledge +0, Mechanics +0, Perception -1, Persuasion +0 (may reroll to intimidate others but must keep the result of the reroll even if worse), Pilot +2, Ride +2, Stealth +2, Survival -1, Swim +6, Treat Injury -1, Use Computer +0
Possessions blaster carbine, combat gloves (modified with Superior Tech +5 damage), Republic combat armor (+6 armor, +2 equipment)

Boost Options
Force 2 (1d6)
Second Wind +16 HP at 25 HP or less (swift action)

Preferred Strategy:
Round 1
Start raging as a swift action. Rage grants +2 rage bonus on melee attack and damage rolls. Rage will last for 8 rounds, after which Wookie will move -1 persistent step down the CT.

Move in towards the most dangerous attacker and use Pin and Crush (make an unarmed attack vs Reflex. Then make opposed grapple checks. If succeed, Pin opponent and Crush to deal damage). The pinned opponent cannot move or take any action while pinned and loses its Dexterity bonus to Reflex Defense. If you need more details on grappling, see Core Rulebook pg. 153.

Other Rounds
Use Grapple to continue Pinning and Crushing. That will take care of the strongest opponent, since he won’t be able to move or do anything.

Preferred Attack Options
Melee unarmed +15 (to initiate grapple) while Raging
Grapple +10; Crush (1d6+13) while Raging

Melee combat gloves +15 (1d6+13) while Raging
Ranged blaster carbine +4 (3d8+1) or
Ranged blaster carbine -1 (3d8+1, 2x2 area) with autofire

Notes
Crush If you successfully pin an opponent with a grapple attack, you can immediately deal bludgeoning damage to it equal to your unarmed damage.

Expert Grappler gain a +2 competence bonus on grapple attacks.

Hammerblow If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls.

Martial Arts I Damage dealt by your unarmed attacks increases by one die step: 1d4 becomes 1d6. In addition, you gain a +1 dodge bonus to your Reflex Defense. Also, unarmed attacks do not provoke attacks of opportunity from armed foes.

Pin If you succeed on a grappling attack and your opponent fails their opposed grapple check, they are automatically pinned until the start of your next turn. A pinned creature cannot move or take any action while pinned and loses its Dexterity bonus (if any) to Reflex Defense.

Rebel CL 1
Medium Human soldier 1
Force 1
Init +8; Senses Perception +5
Languages Basic, Shyriiwook
Defenses Ref 18 (flat-footed 15), Fort 15, Will 11
hp 31; Threshold 15
Speed 6 squares
Ranged blaster carbine +5 (3d8) or
Ranged blaster carbine +0 (3d8) with autofire
Melee knife +2 (1d4+1)
Base Atk +1; Grp +4
Atk Options Autofire (blaster carbine), Comrades in Arms, Desperate Gambit
Abilities Str 12, Dex 16, Con 13, Int 12, Wis 10, Cha 8
Talents Comrades in Arms
Feats Armor Proficiency (light, medium), Desperate Gambit, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Trained Skills Initiative +8, Mechanics +6, Perception +5, Pilot +8, Use Computer +6
Untrained Skills Acrobatics +3, Climb +1, Deception -1, Endurance +1, Gather Information -1, Jump +1, Knowledge +1, Persuasion -1, Ride +3, Stealth +3, Survival +0, Swim +1, Treat Injury +0
Possessions blaster carbine, knife, Republic light armor (+4 armor, +1 equipment)

Boost Options
Force 1 (1d6)
Second Wind +13 HP at 15 HP or less (swift action)

Preferred Strategy:
Stay within 3 squares of an ally to gain +1 attack benefit from Comrades In Arms

Preferred Attack Options
Ranged blaster carbine* +6 (3d8+1) within point blank (30sq)
Ranged blaster carbine* +1 (3d8+1, 2x2 area) with autofire within point blank (30sq)
Melee knife* +2 (1d4+1)
*If you are within 3 squares of an ally, gain +1 attack
*If you miss, can reroll attack with -2 Ref penalty. If you miss due to natural 1, then Ref penalty is -5.

Notes
Comrades in Arms Whenever you are within 3 squares of an ally, you gain a +1 circumstance bonus to all melee and ranged attack rolls.

Desperate Gambit Once per turn when you miss on an attack roll, you can reroll the attack in exchange for a –2 penalty to Reflex Defense until the end of your next turn. You can still use this feat if your first attack missed because you rolled a natural 1, although you take a –5 penalty to Reflex Defense instead. The result of the reroll must be accepted even if it is worse.

Thank you so much!!
"The real purpose of socialism is precisely to overcome and advance beyond the predatory phase of human development." -Albert Einstein Resident Left Hand of Stalin and Banana Stand Grandstander Half of the Ambiguously Gay Duo House of Trolls, looking for a partner Wondering what happened to the Star Wars forums?
Show
Star Wars Minis has a home here http://www.bloomilk.com/ and Star Wars Saga Edition RPG has a home here http://thesagacontinues.createaforum.com/index.php
Show
141722973 wrote:
And it wasn't ****. It was subjectively concensual sex.
57036828 wrote:
Marketing and design are two different things. For instance the snuggy was designed for people in wheel chairs and marketed to people that are too incompetent to operate a blanket.
75239035 wrote:
I personally don't want him decapitated.
141722973 wrote:
And do not call me a Yank. I am a Québecois, basically your better.
And the greatest post moderation of all time...
58115148 wrote:
I gave that (Content Removed) a to-scale Lego replica. (Content Removed) love to-scale Lego replicas. (ORC_Cerberus: Edited - Vulgarity is against the Code of Conduct)
Thank you so much!!

I hope the encounter will not be too difficult for your players. It could be a tough fight.

I'll take a stab and see what you come up with.

*Archetype: A Sith Apprentice and her lackeys

*Encounter Difficulty: 7 5th level players

Number of opponents: Any

Race: Human, Zabrak, and Twi'lek

Any other details: Encounter will take place on Ryloth, inside a Starport, the Apprentice uses a double-bladed lightsaber and the Stolen Form of Juyo.

I am highly interested to see what you come up with.

I'm on it. You have a lot of players!

JOIN US AT THE NEW STAR WARS SAGA EDITION COMMUNITY: THE SAGA CONTINUES!

 

Compiled files of all Star Wars Saga Edition resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements

I hope the encounter will not be too difficult for your players. It could be a tough fight.



I'm on it. You have a lot of players!

Yes, sometimes I wonder if I have too many...
*Archetype: A Sith Apprentice and her lackeys
*Encounter Difficulty: 7 5th level players
Number of opponents: Any
Race: Human, Zabrak, and Twi'lek

Any other details: Encounter will take place on Ryloth, inside a Starport, the Apprentice uses a double-bladed lightsaber and the Stolen Form of Juyo.

Warning: This encounter will be difficult for your PC’s. In order to adhere to your criteria, I had to give the Sith Apprentice Juyo, which meant a minimum level of 10 (prerequisite for Juyo is BAB +10). The Encounter Difficulty is now 4 higher than an average encounter difficulty for your PC’s, which may result in some dead PC’s. I reduced the levels of the supporting characters to balance the power.

Here is your encounter:

1 Sith Apprentice (Ashura)
2 Zabrak Blade Hands
4 Twi’lek Pawns

Ashura, Sith Apprentice CL 10
Medium Female Human Jedi 7/Sith apprentice 3
Force 4; Dark Side 14
Init +13; Senses Perception +7
Languages Basic
Defenses Ref 25 (flat-footed 22), Fort 22, Will 24; Deflect, Elusive Target
hp 79; Threshold 22
Speed 6 squares
Melee double-bladed lightsaber +14 (2d8+17) with both hands (1 attack only)
Melee double-bladed lightsaber +14 (2d8+15) and double-bladed lightsaber +14 (2d8+15)
Ranged Redirect Shot +13
Base Atk +10; Grp +13
Atk Options Accelerated Strike, Attack Combo (Melee), Dual Weapon Mastery
Special Actions Juyo, Redirect Shot
Force Powers Known (Use The Force +17) Battle Strike, Dark Rage, Makashi Riposte (2), Shien Deflection (2)
Force Techniques Improved Dark Rage
Abilities Str 14, Dex 16, Con 10, Int 9, Wis 14, Cha 14
Talents Deflect, Elusive Target, Juyo, Multiattack Proficiency (lightsabers), Redirect Shot, Stolen Form, Weapon Specialization (lightsabers)
Feats Accelerated Strike, Attack Combo (Melee), Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Trained Skills Initiative +13, Use the Force +17
Untrained Skills Acrobatics +8, Climb +7, Deception +7, Endurance +5, Gather Information +7, Jump +7, Knowledge +4, Mechanics +4, Perception +7, Persuasion +7, Pilot +8, Ride +8, Stealth +8, Survival +7, Swim +7, Treat Injury +7, Use Computer +4
Possessions double-bladed lightsaber (self built; superior tech mod +5 damage), 1 backup lightsaber

[b]Preferred Strategy:
[/b]Use Juyo and Dark Rage with a FP to make its effects last until the end of the encounter. Move in and attack with double-bladed lightsaber. Use Accelerated Strike to make dual attacks as standard action while using Battlestike. If attacked with ranged weapon, use Deflect, Redirect Shot, and Shien Deflection. If attacked with melee, use Makashi riposte.

[b]Boost Options
[/b]Force 4 (best of 2d6)
Second Wind +19 HP at 39 HP or less (swift action)

[b]Defensive Reactions
[/b]Elusive Target When fighting in melee combat, opponents attacking you with ranged attacks take a –5 penalty; stacks with the normal –5 penalty for firing into melee.

Deflect & Redirect Shot Make UtF check vs ranged attack roll. If succeed, can Redirect by making ranged attack roll. If succeed on ranged autofire attack, take half damage. Take a cumulative –5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn

Makashi riposte Retaliate when attacked by melee, make UtF check

Shien deflection Retaliate when attacked by ranged, make UtF check

[b]Preferred Attack Options
[/b]Melee double-bladed lightsaber +14 (2d8+17) with both hands (1 attack only)
Melee double-bladed lightsaber* +14 (2d8+15) and double-bladed lightsaber* +14 (2d8+15)
*If hit with both attacks against 1 target, any additional melee attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage.

Ranged Redirect Shot +13
[b]
[/b][b]Round 1:
[/b]-Swift: Use Juyo (requires a FP). Select a target, then reroll your first attack against that target each round, keeping the better result.
-Move/standard: Move in to melee range and attack or use charge.
-Use defensive reactions as needed

[b]Round 2:
[/b]-Swift: Use Dark Rage with a FP to make its effects last until the end of the encounter
-Swift: Use Battle Strike
-Standard: Make 2 lightsaber attacks with Accelarated Strike.
-Use defensive reactions as needed

[b]Round 3 and beyond:
[/b]-Full-round: Make 2 lightsaber attacks
-Use defensive reactions as needed

[b]Notes
[/b]Force Powers
Battle Strike
You use the Force to enhance your battle prowess. Time: Swift action. Target: You.
Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of damage.
DC 25: As DC 15, except you deal an additional 3d6 points of damage.
Special: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.

Dark Rage [Dark Side]
You become enraged as the dark side flows through you. Time: Swift action. Target: You.
Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
DC 20: As DC 15, except the rage bonuses increase to +4.
DC 25: As DC 15, except the rage bonuses increase to +6.
Special: You can spend a Force Point to extend the duration of your dark rage until the end of the encounter.

Makashi riposte
Time: Reaction (when an adjacent opponent makes a melee attack against you). Target: You plus one enemy within your reach. Make a Use the Force check. Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. Additionally, you can make a single melee attack with a lightsaber against your target after the damage is resolved. You deal half damage to the target on a miss. Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll of the incoming attack.

Shien deflection
Time: Reaction (when an enemy makes a non-area ranged attack against you). Targets: You plus one enemy within your reach. Make a Use the Force check. The result of the check determines the result, if any.
DC 15: Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. You can then move up to your speed toward your attacker, and if you end your movement within reach of your attacker, you can make a single melee attack with a lightsaber against that target.
DC 20: As DC 15, except you can move up to your speed + 2 squares.
DC 25: As DC 15, except you can move up to your speed + 4 squares.
DC 30: As DC 15, except you can move up to your speed + 6 squares.
Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll of the incoming attack.

Force Techniques
Improved Dark Rage can perform skills that require patience, can activate in surprise round

Talents
Deflect You may negate a ranged attack by making a successful Use the Force check as a reaction. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative –5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not be flatfooted. If you successfully use this talent against a ranged autofire attack or the Force lightning Force power, the attack deals half damage if the attack hits and no damage if it misses. This talent has no effect on other area attacks (such as grenades, missiles and flamethrowers) and cannot be used against attacks made by Colossal (frigate) or larger vehicles (unless the attack was made with a point-defense weapon). You may spend a Force Point to use this talent to negate an attack against an adjacent character.

Redirect Shot Once per round when you successfully deflect a blaster bolt, you can make an immediate ranged attack to redirect the attack to another target you have line of sight with. Apply the normal range penalties to the attack roll, not counting the distance the bolt traveled to reach you. If the attack succeeds, it deals normal weapon damage to the target. Only single blaster bolts can be redirected; autofire attacks and other types of projectiles cannot be redirected.

Elusive Target When fighting in melee combat, opponents attempting to target you with ranged attacks take a –5 penalty. This penalty stacks with the normal –5 penalty for firing into melee, making the total penalty to target you with ranged attacks –10.

Juyo Once per encounter as a swift action, you may spend a Force Point to designate an opponent. For the rest of the encounter, you may reroll your first attack roll each round against that opponent, keeping the better result.

Weapon Specialization (lightsabers) +3 damage with lightsabers

Feats
Accelerated Strike Once per encounter when using only weapons with which you are proficient, you can take a full attack action as a standard action.

Attack Combo (Melee) If you hit a single target with two consecutive melee and/or unarmed attacks during the same turn, any additional melee or unarmed attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other feats or talents.

Dual Weapon Mastery I & II When you attack with both ends of a double weapon as part of a full attack action you take a –2 penalty on all attack rolls until the start of your next turn

Zabrak Blade Hand CL 3
Medium Zabrak nonheroic 6/soldier 1
Force 1; Dark Side 4
Init +10; Senses heightened awareness; Perception +7 (may reroll but must keep the result of the reroll even if worse)
Languages Basic, Zabrak
Defenses Ref 19 (flat-footed 17), Fort 18, Will 11
hp 34; Threshold 18
Speed 6 squares
Melee vibrosword +9 (2d8+6) with both hands or
Melee vibrosword +9 (3d8+6) with Mighty Swing or
Melee unarmed +8 (1d4+3) or
Melee unarmed +8 (2d4+3) with Mighty Swing
Ranged frag grenade +7 (4d6, 2-square burst)
Base Atk +5; Grp +8
Atk Options Devastating Attack (advanced melee), Mighty Swing, Power Attack
Abilities Str 16, Dex 14, Con 14, Int 8, Wis 8, Cha 8
Talents Devastating Attack
Feats Armor Proficiency (light), Mighty Swing, Power Attack, Skill Training (Perception), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, simple)
Trained Skills Initiative +10, Perception +7 (may reroll but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +5, Climb +6, Deception +2, Endurance +5, Gather Information +2, Jump +6, Knowledge +2, Mechanics +2, Persuasion +2, Pilot +5, Ride +5, Stealth +5, Survival +2, Swim +6, Treat Injury +2, Use Computer +2
Possessions frag grenade, light battle armor (+5 armor, +2 equipment), vibrosword

[b]Preferred Strategy:
[/b]Move into position to use Mighty Swing each round.

[b]Boost Options
[/b]Force 1 (1d6)
Second Wind +14 HP at 17 HP or less (swift action)
[b]
[/b][b]Preferred Attack Options
[/b]Melee vibrosword* +9 (2d8+6) with both hands
Melee vibrosword* +9 (3d8+6) with Mighty Swing (2 consecutive swift actions)
*treat damage threshold as 5 lower
*Power Attack: -1 attack and +2 damage; up to -5 attack and +10 damage

Ranged frag grenade +7 (4d6, 2-square burst)

Melee unarmed +8 (1d4+3)
Melee unarmed +8 (2d4+3) with Mighty Swing (2 consecutive swift actions)

Twi’lek Pawn CL 1
Medium Twi’lek nonheroic 4
Dark Side 1
Init +10; Senses low-light vision; Perception +0
Languages Basic, Lekku, Ryl
Defenses Ref 17 (flat-footed 14), Fort 13, Will 8
hp 14; Threshold 13
Speed 6 squares
Melee unarmed +3 (1d4)
Ranged blaster carbine +7 (3d8) or
Ranged blaster carbine +2 (3d8) with autofire
Base Atk +3; Grp +6
Atk Options autofire (blaster carbine), Point Blank Shot
Abilities Str 10, Dex 16, Con 12, Int 8, Wis 7, Cha 10
Special Qualities deceptive
Feats Armor Proficiency (light), Point Blank Shot, Weapon Focus (rifles), Weapon Proficiency (rifles, simple)
Trained Skills Initiative +10
Untrained Skills Acrobatics +5, Climb +2, Deception +2 (may reroll but must keep the result of the reroll even if worse), Endurance +3, Gather Information +2, Jump +2, +1, Mechanics +1, Perception +0, Persuasion +2, Pilot +5, Ride +5, Stealth +5, Survival +0, Swim +2, Treat Injury +0, Use Computer +1
Possessions blaster carbine, combat jumpsuit (+4 armor)

[b]Preferred Strategy:
[/b]Attack with blaster carbine. If you must fire into melee, use autofire.

[b]Preferred Attack Options
[/b]Ranged blaster carbine +8 (3d8+1) within point blank (30sq)
Ranged blaster carbine +3 (3d8+1, 2x2 area) with autofire within point blank (30sq)
Melee unarmed +3 (1d4)

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Archetype: Mando/Sith Apprentice
Encounter Difficulty: Difficult for 4 lvl 12
Number of opponents: One
Race: Human
Any other details: Character isnt intended to fight the PC's he is more of the strange figure in black that shields his face from everyone, and eventually joins the PC's, but due to his dark tendencies likes to handle things in a more violent way.
Archetype: Mando/Sith Apprentice
Encounter Difficulty: Difficult for 4 lvl 12
Number of opponents: One
Race: Human
Any other details: Character isnt intended to fight the PC's he is more of the strange figure in black that shields his face from everyone, and eventually joins the PC's, but due to his dark tendencies likes to handle things in a more violent way.

I'm on it. That's a unique archetype.

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Archetype: Mando/Sith Apprentice
Encounter Difficulty: Difficult for 4 lvl 12
Number of opponents: One
Race: Human
Any other details: Character isnt intended to fight the PC's he is more of the strange figure in black that shields his face from everyone, and eventually joins the PC's, but due to his dark tendencies likes to handle things in a more violent way.

I had a lot of fun creating this character.

Nothing is scarier than an black-armored figure firing off a devastating rounds of autofire and force lightnings at the same time!

NOTE: I had to edit this character because I realized Dark Rage doesn't apply to ranged attacks. So I replaced a Dark Rage force power with another Rebuke; and I replaced Improved Dark Rage force technique with Force Point Recovery.

Mando Sith CL 16
Medium Human soldier 7/elite trooper 5/Sith apprentice 2/Sith Lord 2
Destiny 10; Force 15; Dark Side 18
Init +17; Senses Low-Light Vision; Perception +17
Languages Basic
Defenses Ref 38 (flat-footed 34), Fort 35, Will 33
hp 133; DR 2; Threshold 35
Immune Fear Effects
Speed 4 squares
Melee Lightsaber +19 (2d8+8)
Melee Unarmed +16 (1d6+8)
Ranged Heavy Blaster Rifle +21 (3d10+14) or
Ranged Heavy Blaster Rifle +19 (3d10+14, 2x2 area or 6-square cone) with autofire
Base Atk +16; Grp +20
Atk Options Autofire (Heavy Blaster Rifle), Autofire Sweep, Controlled Burst, Devastating Attack (rifles)
Special Actions Crucial Advice, Indomitable, Temptation
Force Powers Known (Use The Force +20) Battle Strike (4), Fear, Force Lightning (4), Force Shield (2), Negate Energy (2), Rebuke (2)
[b]
Force Techniques[/b] Force Point Recovery
Force Secrets Quicken Power
Abilities Str 10, Dex 18, Con 12, Int 10, Wis 18, Cha 14
Special Qualities Build Lightsaber, Delay Damage
Talents Armored Defense, Controlled Burst, Crucial Advice, Dark Side Adept, Devastating Attack (rifles), Greater Devastating Attack (rifles), Greater Weapon Focus (rifles), Improved Armor Defense, Indomitable
Feats Armor Proficiency (heavy, light, medium), Autofire Sweep, Force Sensitivity, Force Training (3), Martial Arts I, Skill Focus (Use the Force), Weapon Focus (rifles), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Trained Skills Initiative +17, Mechanics +13, Perception +17, Use the Force +20 (may reroll to activate dark side powers but must keep the result of the reroll even if worse)
Untrained Skills Acrobatics +12, Climb +8, Deception +10, Endurance +9, Gather Information +10, Jump +8, Knowledge +8, Persuasion +10, Pilot +12, Ride +12, Stealth +22, Survival +12, Swim +8, Treat Injury +12, Use Computer +8
Possessions Black Heavy Baskargam (+10 armor bonus to Ref, +4 equipment bonus to Fort, +2 on Persuasion check to Intimidate, DR 2 applies to lightsaber attacks, with Armorplast for half weight, with Shadowskin Reflec for +10 Stealth, with Cortosis Weave Sith Alchemy that automatically deactivates any lightsaber that strikes the wearer, with Superior Agile Armor for total max dex +3), Heavy Blaster Rifle with Improved Energy Cell (superior damage for +6 damage), Lightsaber (self-built for +1 attack; Superior Accuracy for +2 attack)
Sith Talisman: While you wear or carry the talisman on your person, you add 1d6 to your damage with Force powers.

[b]Strategy
[/b]Attack with 6-square cone of autofire and use Force Lightning as a quickened power. If you desperately need healing, use Negate Energy with a FP to heal same amount as damage. Stealth is an option.

[b]Round 1 and all other rounds[/b]
Swift: Cast Force Lightning with a FP to use as a swift action
Swift: Cast Battlestrike
Standard: Attack with autofire in a 6-square cone, apply Battlestrike bonuses to targets hit.

[b]Defenses & Reactions
[/b]DR 2 (applies to lightsaber attacks also)
Cortosis Weave Armor Automatically deactivates any lightsaber that strikes the wearer
Immune Fear Effects
Delay Damage Once per encounter as a reaction, delay the effect of a single attack, ability, or effect used against you. The damage or effect does not take hold until the end of your next turn.
Force Shield Gain SR as reaction
[b]
Negate Energy [/b]Negate energy damage as a reaction; heal HP with a FP
[b]
Rebuke [/b]Negate or reflect a force power as a reaction

[b]Boost Options
[/b]Force 15 (best of 3d6)
Second Wind +33 HP at 66 HP or less (swift action)
Indomitable +5 condition track once per day (swift action)
Crucial Advice Once per encounter, reroll a failed skill check with a +2 bonus
Destiny 10 (auto-critical; auto-miss; trade for 3 FP’s)
[b]
[/b][b]Preferred Attack Options
[/b]Ranged Heavy Blaster Rifle* +21 (3d10+14) or
Ranged Heavy Blaster Rifle* +19 (3d10+14) with autofire: can target 2x2 area or 6-square cone that begins within 30sq
*treat target’s damage threshold as 10 lower

Melee Lightsaber +19 (2d8+8)
Melee Unarmed +16 (1d6+8)

[b]Force Powers & Secrets (Sith Talisman adds +1d6 to force power damage, included below)
[/b]Quicken Power Spend a FP to activate a force power as a swift action. Spend Destiny Point to activate it as a reaction

Battle Strike (4) (Use The Force +20)
[b]
Time: [/b]Swift action. Target: You.
Make a Use the Force check:
DC 15: Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 2d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 3d6 points of damage.
DC 25: As DC 15, except you deal an additional 4d6 points of damage.
Special: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.

Fear [Dark Side, Mind Affecting] (Use The Force +20, may reroll but must take reroll)
[b]
Time: [/b]Swift action. Target: One creature within 12 squares and within line of sight.
Make a Use the Force check vs Will. If the check result equals or exceeds the target's Will Defense: DC 15: The target can take only one standard action on the next turn.
DC 20: The target can take only one move action on the next turn.
DC 25: The target can take only one swift action on the next turn.
DC 30: The target can take no actions on its next turn.
Special: When you successfully use this power on an opponent, you can spend a Force Point to impose a -2 penalty to all of the opponent's Defenses until the beginning of your next turn. This power is a fear effect.
[i]
[/i]Force Lightning [Dark Side] (4) (Use The Force +20, may reroll but must take reroll)
[b]
Time: [/b]Standard action. Target: One target in line of sight and within 6 squares of you.
Make a Use the Force Check vs Reflex. If the skill check equals or exceeds the target’s Reflex Defense, the target takes 9d6 points of Force damage and moves –1 step along the condition track. Otherwise, the target takes half damage and does not move along the condition track.
Special: You can spend a Force Point to move a target an additional –1 step along the condition track when you successfully hit it with Force lightning.

Force Shield (2) (Use The Force +20)
[b]
Time: [/b]Reaction. Target: You.
Make a use the Force check:
DC 15: You gain a shield rating (SR) of 5 until the beginning of your next turn. Unlike other shields, this shield is made of pure telekinetic energy and cannot be recharged by any means.
DC 20: As DC 15, except you gain SR 10.
DC 25: As DC 15, except you gain SR 15.
DC 30: As DC 15, except you gain SR 20.
Special: You can spend a Force Point when you activate this power to increase the power's SR by 5. You can maintain your concentration on a Force shield to continue to gain the benefit of the power's SR from round to round, extending the normal duration. Maintaining the Force shield power is a standard action. If the power's SR is ever reduced to 0, the power's effect ends.

Negate Energy (2) (Use The Force +20)
Time: Reaction. Target: One attack made against you that deals energy weapon damage.
Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Rebuke (2)(Use The Force +20)
Time: Reaction. Target: One Force power directed at you.
Make a Use the Force check. If your result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the Force power against its creator, who suffers the effect based on the creator’s original Use the Force check.
Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well, expending a use of the rebuke power and using your rebuke Use the Force check result as its target DC. If he reflects it back again, both you and the originator are affected by the Force power.
You can spend a Force Point as a reaction to suffer no ill effects from a Force power that has been rebuked twice—once by you and once by the power’s originator.

[b]Notes
[/b]Autofire Sweep When making an autofire attack, you can attack all targets in a 6-square cone. The origin square of the cone can be any square in your line of sight and within point-blank range.

Controlled Burst Your penalty when making an autofire attack or using the Burst Fire feat is reduced to –2

Dark Side Adept You may choose to reroll any Use the Force check when activating Force powers with the [dark side] descriptor, but the result of the reroll must be accepted (even if it is worse).

Improved Armor Defense When calculating your Reflex Defense, you may add your heroic level plus one-half your armor bonus (rounded down).

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I had a lot of fun creating this character.

Nothing is scarier than an black-armored figure firing off a devastating rounds of autofire and force lightnings at the same time!

That is what I was hoping for. Thank You he looks great, I cant wait to introduce him to the PC's.
That is what I was hoping for. Thank You he looks great, I cant wait to introduce him to the PC's.

I sense your PC's are going to have a reservations about this guy. After he joins the PC's, his dark and violent tendencies will eventually surface, and someone will wind up dead. Then your PC's are going to wonder about the wisdom of having this loose cannon around.

Sounds like fun! Let me know what happens.

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Mama Lucien! What a great service, guys!

Normally, I stat my stuff out myself, but my wife fell sick, and life's been a scramble lately. She seems to be on the mend (thankfully), but if I don't find time to do some prep work for my Star Wars game, it ain't gonna happen this month. So...with that in mind...

I'd like the following character, please (my players, please don't read this):

Show

Archetype: A Twi'lek Swami/Mentalist in hiding on Nar Shaddaa, part con-man, part real thing
Encounter Difficulty: I'd like him to be around CL 8
Number of opponents: Just one of him
Species: Twi'lek
Any other details: He's going to be a mentor-like figure for a Twi'lek padawan PC on the run during the Dark Times...he'll teach her to tap into the hidden power of her lekku memory and other mentalist stuff, but he's a shady type, and the party should never know when/whether to fully trust him.


Thanks!
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Mama Lucien! What a great service, guys!

Normally, I stat my stuff out myself, but my wife fell sick, and life's been a scramble lately. She seems to be on the mend (thankfully), but if I don't find time to do some prep work for my Star Wars game, it ain't gonna happen this month. So...with that in mind...

I'd like the following character, please (my players, please don't read this):

Show

Archetype: A Twi'lek Swami/Mentalist in hiding on Nar Shaddaa, part con-man, part real thing
Encounter Difficulty: I'd like him to be around CL 8
Number of opponents: Just one of him
Species: Twi'lek
Any other details: He's going to be a mentor-like figure for a Twi'lek padawan PC on the run during the Dark Times...he'll teach her to tap into the hidden power of her lekku memory and other mentalist stuff, but he's a shady type, and the party should never know when/whether to fully trust him.


Thanks!

I don't understand. What's a Swami/Mentalist?

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I don't understand. What's a Swami/Mentalist?

Swami is a Hindu honorific title given to Yoga practitioners and spiritualists.

A Mentalist is basically a stage magician who uses on hypnosis and ESP-like "powers". They use tricks to fool people into believing the unbelievable. David Copperfield and Criss Angel use stuff like that to help sell their illusions.

It looks like he asking for someone who has some limited Force abilities (mind trick, Illusion), but is also very scoundrel-y in nature. A scoundrel/Force Adept sounds like it would fit the bill. I'll think I'll take a stab at this for you, Rob. Sounds like a fun build.
The Putrid Dork Fallacy: "Just because a rule is written one way doesn't mean it can't be interpreted in a completely different way." RUW - Rules Unclearly Written. For more information, see RAW and RAI.
Swami is a Hindu honorific title given to Yoga practitioners and spiritualists.

A Mentalist is basically a stage magician who uses on hypnosis and ESP-like "powers". They use tricks to fool people into believing the unbelievable. David Copperfield and Criss Angel use stuff like that to help sell their illusions.

It looks like he asking for someone who has some limited Force abilities (mind trick, Illusion), but is also very scoundrel-y in nature. A scoundrel/Force Adept sounds like it would fit the bill. I'll think I'll take a stab at this for you, Rob. Sounds like a fun build.

Right on the mark. Thanks, JP. I was also wondering if any of the new Force powers that were derived from the old RCR "Telepath" prestige class (such as Mind Shard, Thought bomb, and what not) would be appropriate. Not sure, since this seems to me more like a character who is about deception and, at his best, esoteric mind powers, rather than a confrontational type who attacks with mind powers.
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Try this guy on for size, Rob. He isn't tough enough to withstand direct assualts, but he makes up for that by being sneaky and deceptive. I'm sure he could teach a thing or two to a padawan - and swipe her credits when she isn't looking!

TWI'LEK MENTALIST
CL 9
Male Twi'lek scoundrel 7/Force Adept 2
Destiny 2; Force 8; Dark Side 3
Init +6; Senses low-light vision; Use the Force+17
Languages Basic, Bocce, Huttese, Ryl
--------------------------------------------------------------------------
Defenses Reflex 23 (flat-footed 21), Fort 23, Will 25
Hp 62; Threshold 23
--------------------------------------------------------------------------
Speed 6 squares
Melee stun baton +5 (2d6+4 stun)
Ranged blaster pistol +7 (3d6+4) or
Ranged blaster pistol +8 (3d6+5) with Point Blank Shot
Base Atk +5; Grp +7
Atk Options Flash and Clear, Point Blank Shot
Special Actions Influence Savant, Stymie, Telepathic Intruder
Force Powers Known (Use the Force+17): cloak, mind trick (2), move object, rebuke, obscure
Force Techniques Dominate Mind
--------------------------------------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 17
Talents Force Perception, Illusion, Influence Savant, Stymie, Telepathic Intruder
Feats Flash and Clear, Force Sensitivity, Force Training (2), Point Blank Shot, Skill Focus (Deception, Stealth, Use the Force), Weapon Proficiency (pistols, simple weapons)
Skills Acrobatics+11, Deception+17 (may reroll), Gather Information+12, Persuasion+12, Stealth+16, Use the Force+17 (may substitute for Perception checks)
Possessions blaster pistol, stun baton, 2 R-9 flash canisters, 2 stun grenades, bag of random stage props (used for distractions)


Strategy
Avoid direct combat by using Force abilities to alter what his opponents see, hear and think.

Tactics
Begin combat by tossing a stun grenade or flash canister to gain concealment with Flash and Clear.
Use Stymie to flounder enemy skill checks.
Use Mind Trick to cause enemies to flee, or use Dominate Mind to force an enemy to something other than attack him.
Use Move Object to alter the environment in his favor.
Use Obscure to make himself difficult to hit.
Create an Illusion or two to fool enemies.
Use Cloak to literally disappear and make his escape.

Special
Flash and Clear - gain concealment when damaging an enemy with a burst or splash weapon. Also useful during stage performances!
Influence Savant - 1/encounter, return a mind-affecting power to his suite w/o spending a Force Point.
Stymie - impose a -5 penalty to skill checks against a target.
Telepathic Intruder - gain a +2 bonus to activate mind-affecting powers against a target already influenced.
The Putrid Dork Fallacy: "Just because a rule is written one way doesn't mean it can't be interpreted in a completely different way." RUW - Rules Unclearly Written. For more information, see RAW and RAI.
This guy totally rocks, JP. He's perfect. Thanks.
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Anytime Rob.

Note that I editted the guy - I totally forget to include what class and levels he had. Oops!
The Putrid Dork Fallacy: "Just because a rule is written one way doesn't mean it can't be interpreted in a completely different way." RUW - Rules Unclearly Written. For more information, see RAW and RAI.
Duly noted. Thanks again!
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
That is what I was hoping for. Thank You he looks great, I cant wait to introduce him to the PC's.

Please note, I had to make some corrections on the Mando Sith character I created because I realized Dark Rage doesn't apply to ranged attacks (only to melee attacks). So I replaced a Dark Rage force power with another Rebuke; and I replaced Improved Dark Rage force technique with Force Point Recovery. I also edited the "Strategy" section to reflect the changes made.

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Please note, I had to make some corrections on the Mando Sith character I created because I realized Dark Rage doesn't apply to ranged attacks (only to melee attacks). So I replaced a Dark Rage force power with another Rebuke; and I replaced Improved Dark Rage force technique with Force Point Recovery. I also edited the "Strategy" section to reflect the changes made.

Noted, thanks for the update
First off, I wanted to say that I love what you're doing in this thread. Very well done on everything so far! :D

Next, I have a request of my own

*Archetype: Elite military squadron turned bounty-hunters.
*Encounter Difficulty: Difficult for five 12th level characters.
Number of opponents: 3-5
Race: Any
Any other details: Ideally, I’d like to see a noble-type character serve as the groups commander and tactician, with a variety of specialists to dish out the firepower: a long range sniper type, a gunslinger / bounty hunter CT killer, and either a heavy weapons specialist or some sort of melee fiend (or both). The squadron should fight and work together as a well-trained and well-oiled machine and should present a VERY difficult challenge should the party earn a high enough bounty.

This encounter is meant to serve primarily as a deterrent towards certain actions, so there will be a heavy level of fear-factor involved. The criminal underworld will be ablaze with rumors of the mysterious squadrons prowess and they will be known for both never failing a job and only undertaking the most challenging and dangerous missions.
First off, I wanted to say that I love what you're doing in this thread. Very well done on everything so far! :D

Next, I have a request of my own

*Archetype: Elite military squadron turned bounty-hunters.
*Encounter Difficulty: Difficult for five 12th level characters.
Number of opponents: 3-5
Race: Any
Any other details: Ideally, I’d like to see a noble-type character serve as the groups commander and tactician, with a variety of specialists to dish out the firepower: a long range sniper type, a gunslinger / bounty hunter CT killer, and either a heavy weapons specialist or some sort of melee fiend (or both). The squadron should fight and work together as a well-trained and well-oiled machine and should present a VERY difficult challenge should the party earn a high enough bounty.

This encounter is meant to serve primarily as a deterrent towards certain actions, so there will be a heavy level of fear-factor involved. The criminal underworld will be ablaze with rumors of the mysterious squadrons prowess and they will be known for both never failing a job and only undertaking the most challenging and dangerous missions.

Ok, I'll do my best to fulfill all the requirements!

PS: Thanks to Johnny Putrid for contributing some NPC's!

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I'd really appreciate the bbeg for my game stated up. I'm in no rush so you can go ahead and put me at the bottom of the waitlist or whatever. If you're currently playing in my game on Myth-Weavers (The Shroud of the Dark Side), please refrain from looking. Once stated it would be nice if you'd put it in a spoiler box as well.


Archetype: Sith Apprentice Jr. during the Clone Wars (i.e. Ventress Status)


Encounter Difficulty: Final boss fight of the adventure for six 9th level characters.


Number of opponents: Just one.


Race: Nediji (stats on page 23 of the Species chapter of the Clone Wars Fan Sourcebook found at www.fandomcomics.com)


Any other details: I'd like one or two levels of sith apprentice if possible in the build. The character would fight with a single lightsaber. Fighting style involves striking from the shadows and fading back in using force powers or skills with a good amount of surging for major jumps and speed boosts.


A super big thanks in advance, BVD

OK, i'll try, too

*Archetype: A team of sith warriors, constrained to work together
*Encounter Difficulty: Extremely Difficult for 4 13th level characters.
Number of opponents: 4
Race: 1 Human + 3 any
Any other details: This should be seen as a team of sith characters working together for a long time. They have some abilities that are especially meant to work together. If you remember Ringwraiths from the J.R.R. Tolkien's "The Lord of the Rings" - they're very much alike. Also, they work under very powerful Sith Lord of epic abilities. So, you can easily give them a few levels in this prs class.

Thanks!
I'd really appreciate the bbeg for my game stated up. I'm in no rush so you can go ahead and put me at the bottom of the waitlist or whatever. If you're currently playing in my game on Myth-Weavers (The Shroud of the Dark Side), please refrain from looking. Once stated it would be nice if you'd put it in a spoiler box as well.
Show

Archetype: Sith Apprentice Jr. during the Clone Wars (i.e. Ventress Status)
Encounter Difficulty: Final boss fight of the adventure for six 9th level characters.
Number of opponents: Just one.
Race: Nediji (stats on page 23 of the Species chapter of the Clone Wars Fan Sourcebook found at www.fandomcomics.com)
Any other details: I'd like one or two levels of sith apprentice if possible in the build. The character would fight with a single lightsaber. Fighting style involves striking from the shadows and fading back in using force powers or skills with a good amount of surging for major jumps and speed boosts.


A super big thanks in advance,
BVD

You don't want any minions?

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The fight is still a few months away and I'm planning on using the character more then once so I'll deal with minions later. It's just that the combat style I'm looking for hasn't really been stated up anywhere yet and I don't quite know where to start.

Oo oo!  I have one!


*Archetype: Miralukan Sith from the TOR time period.
*Encounter Difficulty: Difficult for 5th level party
Number of opponents: Not sure what this means.  There are about 9 players in the party but she'll be fighting alongside her master in the big encounter, plus a bunch of troops.
Race: Miralukan
Any other details: She used to be a Jedi Master but she was converted to the Dark Side by another Sith Lord.  Sorta like Count Dooku.  She uses only a lightsaber pike.  I picture her being middle aged too.

 


First off, I wanted to say that I love what you're doing in this thread. Very well done on everything so far! :D Next, I have a request of my own
*Archetype: Elite military squadron turned bounty-hunters.
*Encounter Difficulty: Difficult for five 12th level characters.
Number of opponents: 3-5
Race: Any
Any other details: Ideally, I'd like to see a noble-type character serve as the groups commander and tactician, with a variety of specialists to dish out the firepower: a long range sniper type, a gunslinger / bounty hunter CT killer, and either a heavy weapons specialist or some sort of melee fiend (or both). The squadron should fight and work together as a well-trained and well-oiled machine and should present a VERY difficult challenge should the party earn a high enough bounty. This encounter is meant to serve primarily as a deterrent towards certain actions, so there will be a heavy level of fear-factor involved. The criminal underworld will be ablaze with rumors of the mysterious squadrons prowess and they will be known for both never failing a job and only undertaking the most challenging and dangerous missions.




Here is your encounter:
-1 Noble Commander CL 9
-1 Heavy Weapons Specialist CL 8
-1 Melee Fiend CL 8
-1 Sniping Marksman CL 8
-1 Bounty Hunter (CT killer) CL 15

Noble Commander CL 9
Medium Pau'an soldier 1/scoundrel 1/noble 7
Force 4; Dark Side 5
Init +17; Senses low-light vision; Perception +15
Languages Basic, Utapese, Gran, Dug, Shyriiwook
-----------------------------------------------------------------------------------
Defenses Ref 24 (flat-footed 21), Fort 24, Will 22; Unstoppable Force (+5 insight bonus to Fortitude and Will against Use the Force)
hp 85; Threshold 24
-----------------------------------------------------------------------------------
Speed 6 squares
Melee knife +6 (1d4+4)
Ranged blaster carbine +11 (3d8+4) or
Ranged blaster carbine +6 (3d8+4) with autofire
Base Atk +6; Grp +9
Atk Options autofire (blaster carbine), Coordinated Barrage, Dirty Fighting, Point Blank Shot
Special Actions Born Leader, Coordinated Attack, Inspire Confidence, Lead by Example, Reactionary Attack, Stymie
-----------------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 16, Int 13, Wis 12, Cha 12
Special Qualities Authority, Rapport
Talents Born Leader, Dirty Fighting, Inspire Confidence, Lead by Example, Reactionary Attack, Stymie
Feats Armor Proficiency (light, medium), Coordinated Attack, Coordinated Barrage, Linguist, Point Blank Shot, Rapport, Republic Military Training, Skill Focus (Initiative, Perception, Persuasion), Unstoppable Force, Weapon Proficiency (pistols, rifles, simple)
Trained Skills Initiative +17, Knowledge (tactics) +10, Perception +15, Persuasion +15
Untrained Skills Acrobatics +7, Climb +4, Deception +5, Endurance +7, Gather Information +5, Jump +4, Knowledge +5, Mechanics +5, Pilot +7, Ride +7, Stealth +7, Survival +5, Swim +4, Treat Injury +5, Use Computer +5
Possessions blaster carbine with Superior Accuracy (+2 attack), knife

Strategy
Put this guy behind cover or soft cover to protect him. He'll be providing inspiration bonuses to his allies.

Round 1
-Move: Find cover
-Swift: Use Born Leader to grant all allies within los +2 insight attack bonus. (Lose if los broken or you're unconscious or dead)
-Standard: Use Inspire Confidence to grant all allies within los +2 morale attack bonus & skill checks. (Lose if you're unconscious or dead)

Round 2
-Standard: Attack most powerful enemy with autofire. If damage, use Lead by Example (1/enc) to grant all allies a +1 circumstance attack bonus and +1 die of damage on non-area attacks against that target for the remainder of the encounter. Use Dirty Fighting on that target to reduce his DT by 2 for the remainder of the encounter.
-Swift: Use Stymie to impose -5 penalty on UtF on a force-user (must be within 12sq and los). Mind-affecting effect.

Round 3 and beyond
-Standard: Use Aid Another attack as standard (automatically successful) to grant +2 attack bonus and +1 insight attack bonus to 1 ally (Bounty Hunter CT Killer). If his attack exceeds the target's Reflex by 3 points, he deals +1 die of damage.
-Swift: Use Stymie to impose -5 penalty on UtF on a force-user (must be within 12sq and los). Mind-affecting effect.

Reactions
Reactionary Attack Once per encounter as a reaction to an attack made against you or an ally, you can direct an ally within 6 squares to make an immediate attack as a reaction against the attacking enemy. The ally you choose must be capable of making an attack against the target.

Republic Military Training Once per encounter as a reaction to an incoming attack, you gain DR 10 against the attack if you have cover from the attacker, even if attacker uses aim to ignore your cover bonus to Reflex Defense.

Boost Options
Force 4 (best of 2d6)
Second Wind +21 HP at 43 HP or less

Preferred Attack Options
Ranged blaster carbine* +7 (3d8+5, 2x2 area) with autofire
Ranged blaster carbine* +12 (3d8+5)
*(+2 attack bonus against 1 specific target for Tag)
*Dirty Fighting: once per encounter, reduce the damage threshold of a target damaged by 2 for the remainder of the encounter.
*Lead By Example: once per encounter when you successfully deal damage, grant all allies a +1 circumstance attack bonus and +1 die of damage on non-area attacks against that target for the remainder of the encounter.
*includes Point Blank Shot

Born Leader Once per encounter as a swift action, you grant all allies within your line of sight a +2 insight bonus on attack rolls. An ally keeps this bonus until line of sight is broken or you become unconscious or dead.

Inspire Confidence You can inspire confidence in all allies within line of sight as a standard action, granting them a +2 morale bonus on attack rolls and skill checks until the end of the encounter or until you become unconscious or dead. Once affected, allies do not need to remain within line of sight.

Stymie Once per round as a swift action, you can designate a target within 12 squares and your line of sight. Until the beginning of your next turn, that target takes a -5 penalty on all checks made with a single skill. You must declare which skill is to be penalized when you activate this talent. This is a mind-affecting effect.

Coordinated Attack, Coordinated Barrage, and Rapport You are automatically successful when using the aid another action to aid an ally's attack against a target, granting him a +2 attack bonus, and an additional +3 insight attack bonus (or +1 insight bonus if Born Leader is activated). If the aided ally's attack roll beats the target's Reflex Defense by 3 points, the attack deals +1 die of damage.

Notes
Authority Add +1 to any insight or morale bonuses granted to themselves or other characters (included in all stats)

Heavy Weapons Specialist CL 8
Medium Human soldier 7/elite trooper 1
Force 3; Dark Side 5
Init +12; Senses low-light vision; Perception +11
Languages Basic
-----------------------------------------------------------------------------------
Defenses Ref 25 (flat-footed 22), Fort 29, Will 18
hp 93; Threshold 29
-----------------------------------------------------------------------------------
Speed 4 squares
Melee unarmed +10 (1d6+6)
Ranged Heavy Blaster Cannon +13 (4d12+6) or
Ranged missile launcher +13 (6d6+6) or
Ranged blaster carbine +10 (3d8+3) or
Base Atk +8; Grp +11
Atk Options autofire (blaster carbine), Double Attack (heavy weapons), Point Blank Shot, Rapid Shot
Special Actions Indomitable
-----------------------------------------------------------------------------------
Abilities Str 15, Dex 17, Con 16, Int 8, Wis 10, Cha 8
Special Qualities Delay Damage
Talents Crushing Assault, Devastating Attack (heavy weapons), Indomitable, Multiattack Proficiency (heavy weapons), Weapon Specialization (heavy weapons)
Feats Armor Proficiency (heavy, light, medium), Double Attack (heavy), Martial Arts I, Point Blank Shot, Rapid Shot, Weapon Focus (heavy), Weapon Proficiency (heavy, pistols, rifles, simple)
Trained Skills Initiative +12, Mechanics +8, Perception +11
Untrained Skills Acrobatics +7, Climb +6, Deception +3, Endurance +7, Gather Information +3, Jump +6, Knowledge +3, Persuasion +3, Pilot +7, Ride +7, Stealth +7, Survival +4, Swim +6, Treat Injury +4, Use Computer +3
Possessions blaster carbine with retractable stock, Cinnagaran Miniaturized Heavy Blaster Cannon (deals bludgeoning & energy damage; tech specialist mod: +1 attack; 10 shots), heavy battle armor (+10 armor, +4 equipment; tech specialist mod: +1 max dexterity) with Armorplast and helmet package, knife, missile launcher (tech specialist mod; +1 attack, 4 shots, reload is full-round action)
 
Strategy
Use Double Attack as full-round action. If some enemies are adjacent to each other, use Heavy Blaster Cannon. If not, use missile launcher. These area attacks deal half damage on a miss. If target has cover, it deals half damage on a hit and no damage on a miss. Can't use "aim" with area attacks.

Defensive Reactions
Delay Damage Once per encounter as a reaction, you can choose to delay the effect of a single attack, ability, or effect used against you. The damage or effect does not take hold until the end of your next turn.

Boost Options
Force 3 (best of 2d6)
Second Wind +23 HP at 46 HP or less
Indomitable 1 swift action to move +5 CT, 1/day

Preferred Attack Options
Full-Round Ranged Heavy Blaster Cannon* +11/+11 (4d12+7, 1-sq splash) with Double Attack (fires 2 shots)
Full-Round Ranged Heavy Blaster Cannon* +9/+9 (5d12+7, 1-sq splash) with Double Attack and Rapid Shot (fires 4 shots)
Standard Ranged Heavy Blaster Cannon* +14 (4d12+7, 1-sq splash)
Standard Ranged Heavy Blaster Cannon* +12 (5d12+7, 1-sq splash) with Rapid Shot (fires 2 shots)
*Splash weapon: target takes full damage if hit, half damage if miss; all adjacent to target take half *add +2 attack bonus for Born Leader and +2 attack bonus for Inspire Confidence (add +2 attack bonus against 1 specific target for Tag)
*treat your target's damage threshold as if it were 5 points lower
*if damage is dealt, next attack against same target +2 attack, +2 damage
*includes Point Blank Shot (point blank for heavy weapons is 50 sq. If not within point blank, then -1 attack and -1 damage)
*Heavy Blaster Cannon has 10 shots

Full-Round Ranged missile launcher* +11/+11 (6d6+7, 2-sq radius) with Double Attack (fires 2 shots)
Full-Round Ranged missile launcher* +9/+9 (7d6+7, 2-sq radius) with Double Attack and Rapid Shot (fires 4 shots)
Standard Ranged missile launcher* +14 (6d6+7, 2-sq radius)
Standard Ranged missile launcher* +12 (7d6+7, 2-sq radius) with Rapid Shot (fires 2 shots)
*2-sq radius: All within radius take full damage if hit, half damage if miss
*add +2 attack bonus for Born Leader and +2 attack bonus for Inspire Confidence (add +2 attack bonus against 1 specific target for Tag)
*treat your target's damage threshold as if it were 5 points lower
*includes Point Blank Shot (point blank for heavy weapons is 50 sq. If not within point blank, then -1 attack and -1 damage)
*missile launcher has 4 shots; reload is a full-round action

Melee Fiend CL 8
Medium Wookiee soldier 8
Force 3; Dark Side 5
Init +11; Senses Perception +8
Languages Basic (understand only), Shyriiwook, Dug
-----------------------------------------------------------------------------------
Defenses Ref 21 (flat-footed 19), Fort 23, Will 17
hp 92; Threshold 23
-----------------------------------------------------------------------------------
Speed 6 squares
Melee vibro-ax +14 (2d10+22) with both hands
Melee vibroknucklers +14 (1d4+10)
Ranged heavy blaster pistol +10 (3d8+4)
Fighting Space 1 square; Reach 1 square
Base Atk +8; Grp +13
Atk Options Devastating Attack (advanced melee), Melee Defense, Power Attack, Stunning Strike, Whirlwind Attack, Withdrawal Strike (advanced melee)
Special Actions Combat Reflexes, Dreadful Rage 1/day
-----------------------------------------------------------------------------------
Abilities Str 20, Dex 14, Con 16, Int 13, Wis 8, Cha 6
Special Qualities expert climber, intimidating
Talents Devastating Attack, Melee Smash, Stunning Strike, Weapon Specialization
Feats Armor Proficiency (light, medium), Combat Reflexes, Dreadful Rage, Melee Defense, Power Attack, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, simple), Whirlwind Attack, Withdrawal Strike (advanced melee)
Trained Skills Endurance +12, Initiative +11, Jump +14, Perception +8
Untrained Skills Acrobatics +6, Climb +9 (may take 10 even when distracted or threatened), Deception +2, Gather Information +2, Knowledge +5, Mechanics +5, Persuasion +2 (may reroll to intimidate others but must keep the result of the reroll even if worse), Pilot +6, Ride +6, Stealth +6, Survival +3, Swim +9, Treat Injury +3, Use Computer +5
Possessions heavy blaster pistol, Iridonian vibro-ax with Enhanced energy projector (Superior Tech mod +5 damage), vibroknucklers
House Rule: Soldier gets Weapon Proficiency (Advanced Melee) instead of Weapon Proficiency (Rifles) as starting feat

Strategy
Rage, then move or charge into position (adjacent to at least 2 enemies). Use Whirlwind Attack as full-round action.

Reactions
Combat Reflexes Can make 3 attacks of opportunity per round
Withdrawal Strike Adjacent opponents may not use "withdraw" action.

Boost Options
Force 3 (best of 2d6)
Second Wind +23 HP at 46 HP or less
Dreadful Rage (swift action) grants +5 rage bonus on melee attack and damage rolls. Rage will last for 8 rounds, after which Wookie will move -1 persistent step down the CT.

Preferred Attack Options
Melee vibro-ax* +13 (2d10+26)
Melee vibro-ax* +18 (2d10+31) with Rage
*add +2 attack bonus for Born Leader and +2 attack bonus for Inspire Confidence (and +1 attack bonus and +1 die damage against 1 specific target for Lead By Example - but cannot be used with Whirlwind Attack!) (add +2 attack bonus against 1 specific target for Tag)
*once per encounter, reroll a natural 1 attack roll
*treat damage threshold as 5 less
*if exceed damage threshold, move an additional -1 CT
*includes -1 Power Attack and +4 damage (Iridonian)
*can increase attack penalty to a maximum of -7 and deal +14 damage

Whirlwind Attack As a full-round action, you can make an area attack with a melee weapon, striking every target within reach. You make one attack roll and apply the result to every target in range. (Deal half damage on a miss. A natural 20 automatically hits all targets within the affected area, but doesn't deal double damage).

Melee Defense When you use a standard action to make a melee attack, you can take a penalty up to -5 on your attack roll and add the same number (up to +5) as a dodge bonus to your Reflex Defense until the start of your next turn.

Sniping Marksman CL 8
Small Dug scout 7/vanguard 1
Force 3; Dark Side 5
Init +15; Senses Perception +9
Languages Basic, Dug, Shyriiwook
-----------------------------------------------------------------------------------
Defenses Ref 27 (flat-footed 21), Fort 23, Will 18
hp 64; Threshold 23
-----------------------------------------------------------------------------------
Speed 6 squares
Melee knife +5 (1d4+3)
Ranged commando special rifle +15 (3d10+4) or
Ranged commando special rifle +10 (3d10+4) with autofire
Base Atk +6; Grp +7
Atk Options autofire (commando special rifle), Desperate Gambit, Point Blank Shot, Precise Shot, Shadow Striker, Sniper
Special Actions Shake it Off
-----------------------------------------------------------------------------------
Abilities Str 8, Dex 22, Con 13, Int 12, Wis 10, Cha 6
Talents Hidden Movement, Improved Stealth, Mark the Target, Shadow Striker, Total Concealment
Feats Desperate Gambit, Point Blank Shot, Precise Shot, Shake it Off, Skill Focus (Stealth), Sniper, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Trained Skills Climb +8 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened), Endurance +10, Initiative +15, Perception +9, Stealth +25 (may reroll but must keep the result of the reroll even if worse), Survival +9
Untrained Skills Acrobatics +10, Deception +2, Gather Information +2, Jump +3 (may reroll but must keep the result of the reroll even if worse), Knowledge +5, Mechanics +5, Persuasion +2, Pilot +10, Ride +10, Swim +3, Treat Injury +4, Use Computer +5
Possessions commando special rifle with low-light Targeting scope

Strategy
Find a place that grants concealment (low-lit area, smoky area, foggy area, foliage). Sniping Marksman gains total concealment due to talent.

NOTE: Cannot attack a target with total concealment, but can attack a square you think he occupies with a -5 penalty. Noticing a target with total concealment, standard action and take -10 penalty to Perception. Targets also take additional -5 penalty to notice Sniping Marksman if he is more than 10sq away.

Attacking a target with cover, target gets +5 bonus to Ref. Attacking a target with concealment takes -2 penalty. Attacking a target with cover, target gets +5 bonus to Ref.

Boost Options
Force 3 (best of 2d6)
Second Wind +16 HP at 32 HP or less
Shake It Off 2 swift actions to move +1 CT

Preferred Attack Options, Round 1
Ranged (standard) commando special rifle* +16 (3d10+5) and Confusing Strike
*add +2 attack bonus for Born Leader and +2 attack bonus for Inspire Confidence (and +1 attack bonus and +1 die damage against 1 specific target for Lead By Example) (add +2 attack bonus against 1 specific target for Tag)
*Always ignore soft cover and -5 penalty for shooting into melee
*If miss, can reroll with -2 Ref penalty. If miss due to natural 1, can reroll with -5 Ref penalty
*Once per encounter, if you have concealment from target, a successful attack prevents the target from taking anything more than a swift action on its next turn
*includes Point Blank Shot

Mark the Target (swift) Whenever you damage a target with a non-area ranged attack, you may designate one ally (Bounty Hunter CT killer) within your line of sight as a swift action. Your target is considered flat-footed against that ally's first attack made before the start of your next turn.

Preferred Attack Options, all other rounds
Ranged (standard) commando special rifle* +16 (3d10+5)
*add +2 attack bonus for Born Leader and +2 attack bonus for Inspire Confidence (and +1 attack bonus and +1 die damage against 1 specific target for Lead By Example)
*Always ignore soft cover and -5 penalty for shooting into melee
*If miss, can reroll with -2 Ref penalty. If miss due to natural 1, can reroll with -5 Ref penalty
*includes Point Blank Shot

Mark the Target (swift) Whenever you damage a target with a non-area ranged attack, you may designate one ally (Bounty Hunter CT killer) within your line of sight as a swift action. Your target is considered flat-footed against that ally's first attack made before the start of your next turn.

Notes
Shadow Striker (alternate uses)
  • Blinding Strike: Make a single attack as a standard action against a target within range. If you damage the target, you gain total concealment against that target until the beginning of your next turn.

  • Confusing Strike: Make a single attack as a standard action against a target within range. If that opponent is denied its Dexterity bonus to Reflex Defense or if you have concealment from them, a successful attack prevents the target from taking anything more than a swift action on its next turn.

  • Unexpected Attack: Make a single attack as a standard action against a target within range from whom you have concealment. You gain a +2 bonus on this attack roll if you have concealment or a +5 bonus if you have total concealment.


Hidden Movement You take no penalty on your Stealth check when moving your normal speed.

Total Concealment any situation that gives you concealment gives you total concealment.

Bounty Hunter (CT killer) CL 15
Medium Gran scoundrel 1/scout 3/soldier 3/bounty hunter 8
Destiny 4; Force 5; Dark Side 5
Init +17 (may reroll but must keep the result of the reroll even if worse); Senses darkvision; Perception +8 (may reroll but must keep the result of the reroll even if worse)
Languages Basic, Gran
-----------------------------------------------------------------------------------
Defenses Ref 34 (flat-footed 29), Fort 29, Will 27 (+1 Fort and Will vs force-sensitives)
hp 132; Threshold 29
-----------------------------------------------------------------------------------
Speed 6 squares
Melee knife +12 (1d4+6)
Ranged heavy blaster rifle +18 (3d10+15) or
Ranged heavy blaster rifle +13 (3d10+15) with autofire or
Ranged blaster carbine +19 (3d8+7) or
Ranged blaster carbine +14 (3d8+7) with autofire
Base Atk +13; Grp +18
Atk Options autofire (heavy blaster rifle, blaster carbine), Careful Shot, Cunning Attack, Dastardly Strike, Deadeye, Desperate Gambit, Devastating Attack (rifles), Hunter's Mark, Point Blank Shot, Precise Shot, Return Fire (rifles)
Special Actions Combat Reflexes, Hunter's Target, Indomitable, Quick Draw, Shake it Off, Tag
-----------------------------------------------------------------------------------
Abilities Str 9, Dex 20, Con 14, Int 10, Wis 12, Cha 10
Special Qualities familiar foe +4, Jedi Hunter, target awareness, triple vision
Talents Acute Senses, Dastardly Strike, Devastating Attack, Hunter's Mark, Hunter's Target, Improved Initiative, Indomitable, Jedi Hunter, Tag
Feats Armor Proficiency (light, medium), Careful Shot, Combat Reflexes, Cunning Attack, Deadeye, Desperate Gambit, Point Blank Shot, Precise Shot, Quick Draw, Return Fire (rifles), Shake it Off, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Trained Skills Endurance +14, Initiative +17 (may reroll but must keep the result of the reroll even if worse), Survival +13
Untrained Skills Acrobatics +12, Climb +6, Deception +7, Gather Information +7, Jump +6, +7, Mechanics +7, Perception +8 (may reroll but must keep the result of the reroll even if worse), Persuasion +7, Pilot +12, Ride +12, Stealth +12, Swim +6, Treat Injury +8, Use Computer +7
Possessions blaster carbine, Bothan heavy blaster rifle with Double trigger, Pulse charger and Targeting scope, standard, knife

Strategy
Move to within 6sq of most dangerous opponent so you can use stun damage. Use Hunter's Target on him to deal +8 damage. Use Tag on him to give allies +2 attack against him. Use Return Fire if an opponent misses you with a ranged attack.

Reactions!
Return Fire (rifles) 5 times per encounter as a reaction, you can make a single ranged attack against an enemy that misses you with a ranged attack, provided you have line of sight to that enemy. Cannot use it more than once during a given enemy's turn.

Combat Reflexes You may make a total of 6 attacks of opportunity; can make AoO's even if flat-footed.

Boost Options
Destiny 4
Force 5 (best of 3d6)
Second Wind +33 HP at 66 HP or less
Indomitable 1 swift action to move +5 CT, 1/day
Shake It Off 2 swift actions to move +1 CT

Preferred Attack Options
Hunter's Target (free action) & Tag Once per encounter as a free action, designate an opponent. For the rest of the encounter, you gain a +8 bonus on all damage rolls against that opponent. Whenever you damage an opponent under the effect of your Hunter's Target, all allies gain a +2 bonus on their next attack roll against that opponent until the start of your next turn.

Ranged (standard) heavy blaster rifle* +19 (4d10+16 stun damage)
*add +2 attack bonus for Born Leader and +2 attack bonus for Inspire Confidence (and +1 attack bonus and +1 die damage against 1 specific target for Lead By Example)
*if target is flat-footed, gain +2 attack bonus, and move him -1 CT if you deal damage
*treat DT as 5 lower; if exceed DT, move target -2 CT
*+1 die damage vs force-sensitives
*ignore -5 penalty for shooting into melee
*once per turn, if you miss, can reroll at cost of -2 Ref or -5 Ref if missed due to natural 1
*includes Point Blank Shot

Ranged (full-round) heavy blaster rifle* +21 (5d10+16 stun damage) with aiming (2 consecutive swift actions)
*add +2 attack bonus for Born Leader and +2 attack bonus for Inspire Confidence (and +1 attack bonus and +1 die damage against 1 specific target for Lead By Example)
*once per encounter, aim as 1 swift action instead of 2
*ignore all of target's cover bonuses
*if target is flat-footed, gain +2 attack bonus, and move him -1 CT if you deal damage
*if you deal damage, move target -1 CT
*treat DT as 5 lower; if exceed DT, move target -2 CT
*+1 die damage vs force-sensitives
*ignore -5 penalty for shooting into melee
*once per turn, if you miss, can reroll at cost of -2 Ref or -5 Ref if missed due to natural 1
*includes Point Blank Shot

Familiar Foe (full-round) If you spend a full-round action observing an opponent in combat, you gain a +4 bonus on attack rolls against that opponent and a bonus to your Reflex Defense against attacks made by that opponent, until the end of the encounter. You cannot use this ability until after your opponent has acted during the combat

Quick Draw Draw a weapon as a swift action instead of move action

Special Qualities
Target Awareness No distance penalties on Perception checks made to notice targets for the first 50 sq (normally, you take -5 penalty for every 10sq of distance between you and target)


 

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I'd really appreciate the bbeg for my game stated up. I'm in no rush so you can go ahead and put me at the bottom of the waitlist or whatever. If you're currently playing in my game on Myth-Weavers (The Shroud of the Dark Side), please refrain from looking. Once stated it would be nice if you'd put it in a spoiler box as well.


Archetype: Sith Apprentice Jr. during the Clone Wars (i.e. Ventress Status)


Encounter Difficulty: Final boss fight of the adventure for six 9th level characters.


Number of opponents: Just one.


Race: Nediji (stats on page 23 of the Species chapter of the Clone Wars Fan Sourcebook found at www.fandomcomics.com)


Any other details: I'd like one or two levels of sith apprentice if possible in the build. The character would fight with a single lightsaber. Fighting style involves striking from the shadows and fading back in using force powers or skills with a good amount of surging for major jumps and speed boosts.


A super big thanks in advance, BVD





 

With this Sith, you may not even need minions.

PS: I can't make a spoiler block with these new forums. How do you do it?

Dark Spectre CL 14
Medium Nediji Jedi 2/Soldier 7/Sith apprentice 3/Sith Lord 2
Destiny 4; Force 8; Dark Side 14
Init +11 (may reroll, must take reroll); Senses Darkvision; Perception +9 (reduce range penalties by 2)
Languages Basic, Nedij, Huttese
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Defenses Ref 31 (flat-footed 27), Fort 29, Will 29; Block
hp 87; Threshold 29
Immune fear effects
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Speed 6 squares, Running Attack (may move before and after an attack)
Melee lightsaber +22 (2d8+16/x3) with both hands
Ranged by weapon +18
Base Atk +14; Grp +18
Atk Options Devastating Attack (lightsabers), Stunning Strike, Triple Crit (lightsabers), Wicked Strike
Special Actions Temptation
Force Powers Known (Use The Force +21, +2 bonus to activate darkside powers) Cloak (2) (may take 10 even when distracted or threatened), Force Shield (2), Negate Energy, Surge (3), Tempered Aggression (4)
Force Techniques Force Power Mastery (cloak)
Force Secrets Extend Power
-----------------------------------------------------------------------------------
Abilities Str 8, Dex 18, Con 8, Int 12, Wis 14, Cha 18
Special Qualities Build Lightsaber, Great Reflexes, Distinct Scent
Talents Armored Defense, Ataru, Block, Dark Side Adept, Devastating Attack, Melee Smash, Stolen Form (Ataru), Stunning Strike, Wicked Strike
Feats Armor Proficiency (light), Force Sensitivity, Force Training (4), Running Attack, Skill Focus (Use the Force), Triple Crit (Lightsaber), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Trained Skills Acrobatics +16, Stealth +26 (-5 penalty against targets within 6sq), Use the Force +21 (+2 bonus to activate darkside powers; may reroll to activate dark side powers, must keep reroll)
Untrained Skills Climb +6, Deception +11, Endurance +6, Gather Information +11, Initiative +11 (may reroll, must take reroll), Jump +6, Knowledge +8, Mechanics +8, Perception +9 (reduce range penalties by 2), Persuasion +11 (+1 bonus to change attitude), Pilot +11, Ride +11, Survival +9, Swim +6, Treat Injury +9, Use Computer +8
Possessions lightsaber (self-built, superior accuracy +2 attack); light dark armor (+4 armor to Ref, +3 equipment to Fort) with Superior Agility (max dex +2) and darkside energy sith alchemy (+2 to activate darkside powers) and Shadowskin Reflec (+10 Stealth)
Background Nar Shadaa

Strategy
Activate Cloak to gain total concealment, then run around the battlefield with Surge and Running Attack, smiting your foes one by one with Tempered Aggression.

There are a few ways the PC's can try to get past your Cloak: They can try to guess your square and attack at a -5 penalty. Or, they can make a Perception check as a standard action with a -10 penalty vs your Stealth check to find your square (but then, even if they found you, they wasted their standard action. On your turn, just move and they lost your square again). Or, the most effective way to bypass Cloak is for a force-user to use the "Sense Surroundings" application of the UtF skill. For a mere swift action, they can ignore total concealment until the beginning of their next turn. That's why force-users are the greatest threat to him.

Also, be careful when you take damage, because you'll have to succeed a UtF DC of [15 + damage taken] to keep maintaining Cloak. Try to minimize your damages with Force Shield or Negate Energy (or Block for melee attacks).

If a jedi comes at you with a lightsaber, use Block. Then attack him on your turn and move. If he used Sense Surroundings, use Acrobatics DC 15 to tumble out of his threatened space. Otherwise, when you have total concealment, you don't provoke AoO's.

Round 1
Standard: Activate Cloak (no roll required, you can take 10 in all situations) and gain total concealment and +5 Stealth. Spend a FP to maintain it as a swift action for 4 rounds.
Move: Move to change square so they don't know where you are.

All other rounds
Free: Use Surge if necessary
Move: Move 6sq (or 12sq with Surge). You can make an attack in between your move.
Standard: Attack with Tempered Aggression. If you roll badly on your UtF, make a reroll. If you roll badly on your attack roll, use a FP to augment it. Try to get a critical. If you do, spend a FP to move the target -2 down the CT (if you exceeded his threshold, he'll move another -2 down the CT, for a possible total -4 down the CT)
Swift: Maintain Cloak

Defensive Reactions
Block Negate a melee attack, DC = attack roll (take a -5 penalty each time you use since the beginning of your last turn)
Force Shield (2) (UtF +21) DC 20 = gain SR 10; DC 25= SR 15; DC 30= SR 20 until beginning of your next turn. Spend a FP to increase SR by 5.
Negate Energy (UtF +21) DC=damage taken to negate damage, spend FP to heal HP = damage

Boost Options
Force 8 (best of 2d6)
Destiny 4
Second Wind +21 HP at 43 HP or less

Preferred Attack Options
Melee lightsaber* +22 (2d8+16/x3) with both hands
*treat target's damage threshold as 5 lower; if exceed threshold, move target -2 down the CT
*on a critical hit: triple damage; also you may spend a FP to move target -2 down the CT

Tempered Aggression (4) (Use The Force +23; may reroll, must keep reroll)
Time: Standard action. Target: One enemy within your reach.
DC 30: You can make a single melee attack with a lightsaber against the target. If you beat the target's Reflex Defense by 10 or more, the attack is treated as a critical hit.
DC 35:
As DC 30, except you must beat your target's Reflex Defense by 5 or more.
DC 40: As DC 30, except you must beat your target's Reflex Defense by 2 or more.
Special: You can spend a Force Point to deal +2 dice of damage with the attack if it hits. These additional dice of damage are added after the damage is doubled, if it is a critical hit.

Surge (3) (Use The Force +21)
Time: Free action.
DC 20: You gain a +30 Force bonus on Jump checks and your speed increases by 6 squares until the start of your next turn. The Force bonus on Jump checks includes the adjustment for increased speed.
Special: Spend a Force Point to add +10 Jump +2sq speed. Using surge counts as a running start for determining a Jump DC. Spend a Destiny Point to gain +4sq; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).

Cloak (2) (Use The Force +21; may take 10 even when distracted or threatened)
Time: Standard action.
DC 30: You are considered to have total concealment against all targets and you gain a +5 Force bonus to Stealth checks until the beginning of your next turn.
Special : You can maintain the Cloak power from round to round, extending the normal duration. Maintaining the Cloak power is a Standard action, and you must make a new Use the Force check each round. If you take damage while maintaining this power, you must succeed on a Use the Force check (DC 15+ damage taken) to maintain the power. You can spend a Force point to increase the bonus to your Stealth checks by +5.

Extend Power Spend a FP to maintain a force power as a swift action for 4 rounds.

Notes
Block You may negate a melee attack with a drawn and ignited lightsaber by making a successful Use the Force check as a reaction. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You must be aware of the attack and not be flat-footed to use this talent. You may use the Block talent to negate melee area attacks, such as those made by the Whirlwind Attack feat. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses. You may spend a Force point to use this talent to negate an attack against an adjacent character.

Running Attack When making an attack, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.[/sblock]

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OK, i'll try, too *
Archetype: A team of sith warriors, constrained to work together *
Encounter Difficulty: Extremely Difficult for 4 13th level characters.
Number of opponents: 4
Race: 1 Human + 3 any
Any other details: This should be seen as a team of sith characters working together for a long time. They have some abilities that are especially meant to work together. If you remember Ringwraiths from the J.R.R. Tolkien's "The Lord of the Rings" - they're very much alike. Also, they work under very powerful Sith Lord of epic abilities. So, you can easily give them a few levels in this prs class. Thanks!



 

Here is your encounter:
-1 Sith Lord CL 16
-1 Sith Catalyst CL 11
-2 Kissai Double-Blades CL 11

Sith Catalyst CL 11
Medium Arkanian Offshoot jedi 1/scoundrel 1/scout 1/noble 5/sith apprentice 3
Force 4; Dark Side 16
Init +11; Senses Perception +13
Languages Arkanian, Sith, Basic
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Defenses Ref 25 (24 flat-footed), Fort 25, Will 29; (Ref 26 [25 flat-footed], Fort 26, Will 29 with Dark Presence); Unstoppable Force (+5 insight bonus to Fort and Will against any Use the Force checks)
hp 83; Threshold 25
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Speed 6 squares
Melee lightsaber +8 (2d8+4)
Ranged by weapon +8
Base Atk +7; Grp +8
Special Actions Battle Meditation, Improved Battle Meditation
Force Powers Known (Use the Force +18) Circle of Shelter, Force Shield (4), Mind Shard (3), Move Object, Negate Energy (3)
Force Techniques Improved Force Shield
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Abilities Str 8, Dex 13, Con 13, Int 10, Wis 16, Cha 16
Special Qualities Determination, Skill Focus Endurance if trained, Build Lightsaber
Talents Battle Meditation, Improved Battle Meditation, Power of the Dark Side, Dark Presence, Swift Power, Lead by Example, Inspire Confidence, Inspire Haste
Feats Force Sensitive, Force Training (3), Improved Defenses, Shake it Off, Skill Focus (Endurance, Use the Force), Unstoppable Force, Weapon Proficiency (lightsabers, simple)
Trained Skills Acrobatics +11, Endurance +16, Initiative +11, Perception +13, Use the Force +18
Untrained Skills Climb +4, Deception +8, Gather Information +8, Jump +4, Knowledge +5, Mechanics +5, Persuasion +8, Pilot +6, Ride +6, Stealth +6, Survival +8, Swim +4, Treat Injury +8, Use Computer +5
Possessions lightsaber (self-built with Kasha crystal granting +2 Force bonus to Will)

Preferred Strategy:
Stay adjacent to the Sith Lord to protect him with Improved Force Shield. Boost allies with Inspire Confidence, Improved Battle Meditation, Inspire Haste, Dark Presence, and Lead by Example.

Round 1
-Standard: Inspire Confidence - grant all allies within los +1 morale attack bonus & skill checks (the Kissai get +2 bonus instead). Lose if you're unconscious or dead
-Swift: Improved Battle Meditation +1 insight attack bonus (the Kissai get +2 bonus instead), opponents take -1 attack penalty.
-Move: Move adjacent to Sith Lord OR if already there, Swift: Inspire Haste

Round 2
-Swift: Mind Shard and Lead by Example, use Determination if missed
-Standard: Dark Presence +1 Force bonus to all defenses to self and all allies til end of encounter or unconscsous or out of range 6sq
-Swift: Inspire Haste
-Reactions: Use Improved Force Shield with a FP to protect self and Sith Lord

Round 3 and beyond
-Standard: Move Object or Mind Shard or Circle of Shelter
-Swift: Inspire Haste
-Reactions: Use Improved Force Shield with a FP to protect self and Sith Lord

Reactions
Force Shield and Improved Force Shield (4) (Use the Force +18)
Time: Reaction. Target: You. Spend a FP to affect all adjacent allies also.
DC 15: You gain a shield rating (SR) of 5 until the beginning of your next turn.
DC 20: As DC 15, except you gain SR 10.
DC 25: As DC 15, except you gain SR 15.
DC 30: As DC 15, except you gain SR 20.
Special: You can spend a Force Point when you activate this power to increase the power's SR by 5. You can maintain your concentration on a Force shield to continue to gain the benefit of the power's SR from round to round, extending the normal duration. Maintaining the Force shield power is a standard action. If the power's SR is ever reduced to 0, the power's effect ends.

Negate Energy (3)
(Use the Force +18)
Time: Reaction. Target: One attack made against you that deals energy weapon damage.
Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Boost Options
Force 4 (best of 2d6), save your FP's for improved force shield
Second Wind +20 HP at 41 HP or less (swift action)
Shake it Off Move +1 CT by spending 2 swift actions.

Preferred Attack Options
Inspire Confidence As a standard action, all allies within line of sight gain +1 morale bonus on attack rolls and skill checks until the end of the encounter or until you become unconscious or dead. Once affected, allies do not need to remain within line of sight.

Improved Battle Meditation As a swift action, spend a Force Point to give you and all allies within 12 squares of you a +1 insight bonus on attack rolls that lasts until the end of the encounter. Allies must remain within 12 squares of you to retain this bonus and it disappears if you are knocked unconscious or killed. Enemies within the affected area suffer a -1 penalty to all attack rolls. This is a mind-affecting effect.

Inspire Haste As a swift action, encourage one of your allies within line of sight. On that ally's next turn she can make a skill check that requires a standard action as a move action instead.

Determination Once per encounter, reroll a failed skill check with a trained skill, must take reroll. Use this with a failed force power.

Mind Shard (3) [Mind-Affecting] (Use the Force +18)
Time: Standard action or swift*. Target: One creature within 12 squares of you and in your line of sight.
DC 15: If the skill check equals or exceeds the target's Will Defense, the target takes 2d8 points of Force damage** and moves -1 step down the condition track. Furthermore, the target cannot improve its condition until the end of your next turn (although other creatures may use abilities to improve its condition).
DC 20:
As DC 15, except the damage increases to 3d8.
DC 25:
As DC 15, except the damage increases to 4d8.
DC 30:
As DC 15, except the damage increases to 5d8.
Special: You can spend a Force Point to increase the damage by +2d8.
*Swift Power Once per day, you can use a Force power that normally takes a standard action or move action as a swift action.
**Lead by Example Once per encounter when you successfully deal damage to an enemy, you can choose to grant all allies a +1 circumstance bonus on attack rolls and +1 die of damage on non-area attacks against that target for the remainder of the encounter.

Dark Presence As a standard action, grant yourself and all allies within 6 squares of you a +1 Force bonus to all defenses until the end of the encounter or until you become unconscious or dead. Affected allies that move out of range lose the benefits of this talent for as long as they remain out of range.

Circle of Shelter (Use the Force +18)
Time: Standard action. Targets: You plus all allies adjacent to you.
DC 20: Until the end of your next turn, you an all adjacent allies gain a +1 deflection bonus to Reflex Defense.
DC 25:
As DC 20, except the bonus increases to +2.
DC 30: As DC 20, except the bonus increases to +5.
Special: You can spend a Force Point to also apply the deflection bonus from this power to the Fortitude Defense of all adjacent allies.

Move Object
(Use the Force +18)
Move a target up to 6 squares in any direction. Time: Standard action. Target: One character or object within 12 squares and within your line of sight.
Make a Use the Force check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check must also exceed the target's Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target's Reflex Defense. Both targets take damage determined by your Use the Force check result.
DC 15: Move object up to Medium size (deals 2d6 points of damage)
DC 20: Move object up to Large size (deals 4d6 points of damage)
DC 25: Move object up to Huge size (deals 6d6 points of damage)
DC 30: Move object up to Gargantuan size (deals 8d6 points of damage)
DC 35: Move object up to Colossal size (deals 10d6 points of damage)
Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining move object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it.
If you use move object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend a Force Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate], 12d6 damage). Alternatively, you may spend a Destiny Point (see page 112) to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage (maximum size Colossal [station], 16d6 damage).

Kissai Double-Blade CL 11
Medium Kissai Jedi 8/Sith apprentice 3
Force 4; Dark Side 14
Init +8; Senses Perception +7
Languages Basic, Sith
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Defenses Ref 26 (flat-footed 23), Fort 23, Will 25; (Ref 27 [flat-footed 24], Fort 24, Will 26 with Dark Presence); Deflect, Elusive Target
hp 85; Threshold 23
-----------------------------------------------------------------------------------
Speed  6 squares
Melee double-bladed lightsaber +15 (2d8+16) with both hands (1 attack only)
Melee double-bladed lightsaber +14/+14 (2d8+16) with Double Attack
Melee double-bladed lightsaber +15/+15 (2d8+14) with Dual Weapon Mastery
Melee double-bladed lightsaber +12/+12/+12 (2d8+14) with Double Attack and Dual Weapon Mastery
Ranged Redirect Shot +14
Base Atk +11; Grp +14
Atk Options Double Attack (lightsabers), Dual Weapon Mastery
Special Actions Redirect Shot, Warrior's Awareness
Force Powers Known (Use The Force +17) dark rage, fluid riposte, makashi riposte (2), shien deflection (2)
Force Techniques Improved Dark Rage
-----------------------------------------------------------------------------------
Abilities Str 14, Dex 16, Con 10, Int 9, Wis 14, Cha 14
Special Qualities Build Lightsaber, Inspired
Talents Deflect, Elusive Target, Multiattack Proficiency (lightsabers) (2), Redirect Shot, Weapon Specialization (lightsabers)
Feats Accelerated Strike, Double Attack (lightsabers), Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (2), Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Trained Skills Use the Force +17
Untrained Skills Acrobatics +8, Climb +7, Deception +7, Endurance +5, Gather Information +7, Initiative +8, Jump +7, Knowledge +4, Mechanics +4, Perception +7, Persuasion +7, Pilot +8, Ride +8, Stealth +8, Survival +7, Swim +7, Treat Injury +7, Use Computer +4
Possessions double-bladed lightsaber (self-built +1 attack, with Superior Damage +5 damage), 1 backup lightsaber

Preferred Strategy:
Use Dark Rage with a FP to make its effects last until the end of the encounter. Move in and attack with double-bladed lightsaber. Use Accelerated Strike to make 3 attacks as standard action. If attacked with ranged weapon, use Deflect, Redirect Shot, and Shien Deflection. If attacked with melee, use Makashi Riposte or Fluid Reposte. If you are attacked with a ranged weapon and you are not adjacent to the enemy (usually occurs in the first round), use Shien Deflection to move in toward him and attack.

When you receive the +1 insight bonus from Improved Battle Meditation and the +1 morale attack bonus & skill checks from Inspire Confidence, increase the bonuses by 1.

Round 1:
-Swift: Use Dark Rage with a FP to make its effects last until the end of the encounter
-Move: Move in to melee range.
-Standard: Make 3 lightsaber attacks with Accelarated Strike.
-Use defensive reactions as needed. If you get attacked with a ranged weapon and you are not adjacent to the enemy, use Shien Deflection to move in toward him and attack.

Round 2:
-Full-round: Make 3 lightsaber attacks
-Use defensive reactions as needed

Reactions
Elusive Target When fighting in melee combat, opponents attacking you with ranged attacks take a -5 penalty; stacks with the normal -5 penalty for firing into melee.

Deflect & Redirect Shot Make UtF check +17 (+2 with Inspire Confidence) vs single-bolt ranged attack roll. If equal or more, negate the attack and you can Redirect Shot (once per round) by making ranged attack roll +14 (+2 with Inspire Confidence, +2 with Battle Meditation) towards any target within line of sight and deal normal weapon damage. If successfully use Deflect on ranged autofire attack or force lightning, take half damage (but cannot redirect). Take a cumulative -5 penalty on your Use the Force check for every time you have used Deflect since the beginning of your last turn. (Must have lightsaber drawn and ignited; must be aware of the attack and not flat-footed. Cannot use on other area attacks such as grenades, missiles and flamethrowers; cannot be used against attacks made by Colossal (frigate) or larger vehicles (unless the attack was made with a point-defense weapon). You may spend a Force Point to use this talent to negate an attack against an adjacent character.)

Makashi riposte (2) (Use the Force +17, +2 with Inspire Confidence)
Time: Reaction (when an adjacent opponent makes a melee attack against you). Target: You plus one enemy within your reach. Make a Use the Force check. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. Additionally, you can make a single melee attack with a lightsaber against your target after the damage is resolved. You deal half damage to the target on a miss. Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll of the incoming attack.

Shien deflection (2) (Use the Force +17, +2 with Inspire Confidence)
Time: Reaction (when an enemy makes a non-area ranged attack against you). Targets: You plus one enemy within your reach. Make a Use the Force check.
DC 15: If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. You can then move up to your speed (6 squares) toward your attacker, and if you end your movement within reach of your attacker, you can make a single melee attack with a lightsaber against that target.
DC 20: As DC 15, except you can move up to your speed (6 squares) + 2 squares.
DC 25: As DC 15, except you can move up to your speed (6 squares) + 4 squares.
DC 30: As DC 15, except you can move up to your speed (6 squares) + 6 squares.
Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll of the incoming attack.

Fluid Riposte (Use the Force +17, +2 with Inspire Confidence)
Time: Reaction (when an adjacent opponent makes a melee attack against you). Targets: You plus one enemy within your reach. Make a Use the Force check. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. You can then immediately move to any other square adjacent to your attacker and make a single melee attack with a lightsaber against it. This movement does not provoke attacks of opportunity.
Special: You can spend a Force Point to treat the attacker as flat-footed for purposes of your lightsaber attack.

Warrior's Awareness Once per encounter as a reaction, you retain your Dexterity bonus to Reflex Defense regardless of being caught flat-footed or struck by a hidden attacker. Also, you cannot be flanked. You still lose your Dexterity bonus to Reflex Defense if you are immobilized. These benefits last until the beginning of your next turn.

Boost Options
Force 4 (best of 2d6)
Second Wind +21 HP at 42 HP or less (swift action)

Preferred Attack Options
Melee (standard) double-bladed lightsaber* +15 (2d8+16) with both hands (1 attack only)
*+2 attack bonus with Inspire Confidence, +2 attack bonus with Battle Meditation
*add dark rage bonuses to melee and damage rolls

Melee (full-round) double-bladed lightsaber* +12/+12/+12 (2d8+14) with Double Attack and Dual Weapon Mastery
*+2 attack bonus with Inspire Confidence, +2 attack bonus with Battle Meditation
*add dark rage bonuses to melee and damage rolls
*once per encounter, make a full-round attack as a standard action
*all attacks, including attacks of opportunity, take a -3 penalty until the beginning of your next turn

Dark Rage [Dark Side] (Use the Force +17, +2 with Inspire Confidence)
Time: Swift action. Target: You.
DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
DC 20: As DC 15, except the rage bonuses increase to +4.
DC 25: As DC 15, except the rage bonuses increase to +6.
Special: You can spend a Force Point to extend the duration of your dark rage until the end of the encounter. While enraged, you can use skills that require patience or concentration due to Improved Dark Rage

Racial Abilities
Inspired Whenever you receive a morale or insight bonus, increase the bonus by 1

Sith Lord CL 16
Medium Human (middle aged) Jedi 3/noble 1/scoundrel 1/scout 1/soldier 1/Sith apprentice 7/Sith Lord 2
Destiny 6; Force 6; Dark Side 20
Init +13; Senses Perception +18
Languages Basic, Sith
-----------------------------------------------------------------------------------
Defenses Ref 29 (flat-footed 29), Fort 32, Will 36; (Ref 30 [flat-footed 30], Fort 33, Will 36 with Dark Presence)
hp 108; Threshold 32
Immune fear effects
-----------------------------------------------------------------------------------
Speed 6 squares
Melee lightsaber +12 (2d8+7)
Ranged by weapon +13
Base Atk +13; Grp +13
Special Actions Channel Energy, Dark Healing Field, Dark Side Savant 1/encounter, Disciplined Strike, Improved Dark Healing, Power of the Dark Side, Swift Power, Temptation
Force Powers Known (Use The Force +23, +2 bonus to activate darkside powers) fear (4), Force grip (4), Force lightning (5), negate energy (5) (may take 10 even when threatened), obscure (7), rebuke (5) (may take 10 even when threatened)
Force Techniques Force Power Mastery (negate energy, rebuke), Improved Rebuke
Force Secrets Multitarget Power
-----------------------------------------------------------------------------------
Abilities Str 8, Dex 10, Con 11, Int 10, Wis 20, Cha 20
Special Qualities build lightsaber
Talents Armored Defense, Channel Energy, Dark Healing, Dark Healing Field, Dark Side Adept, Dark Side Savant, Disciplined Strike, Force Harmony, Improved Dark Healing, Power of the Dark Side, Swift Power
Feats Armor Proficiency (light), Dreadful Countenance, Force Sensitivity, Force Training (5), Skill Focus (Use the Force), Unleashed, Weapon Proficiency (lightsabers, simple)
Trained Skills Deception +18, Initiative +13, Knowledge (life sciences) +13, Perception +18, Persuasion +18 (may reroll to activate a fear effect, must keep reroll), Use the Force +23 (+2 bonus to activate darkside powers; may reroll to activate dark side powers or fear effects, must keep reroll)
Untrained Skills Acrobatics +8, Climb +7, Endurance +8, Gather Information +13, Jump +7, Knowledge +8, Mechanics +8, Pilot +8, Ride +8, Stealth +8, Survival +13, Swim +7, Treat Injury +13, Use Computer +8
Possessions light dark armor (+4 armor, +3 equipment) with darkside energy sith alchemy (+2 equipment bonus to activate darkside powers), lightsaber with Kasha crystal (+2 Force bonus to Will)
House Rule Multiclassing grants Skill Training in a class skill instead of 1 starting feat

Preferred Strategy:
All in 1 round: Devastate your foes with Unleashed Force Lightning as a 6-sq cone (requires a DP). Don't worry about hitting your allies, you can exclude them from the effect due to Disciplined Strike. Then attack 2 targets with Multitarget Force Grip (requires a FP) as a move action if you've received the Inspire Haste benefit from the Sith Catalyst. Or use it as a swift action with Swift Power (once per day). Then use Fear as a swift action. All this in 1 round!!!

As defensive reactions, harrass the attacking foes with Obscure. The Catalyst will be protecting you with Improved Force Shield. But if any energy damage gets through, use Negate Energy, then use Channel Energy (once per encounter) to cast another force lightning. Force users will be in trouble because you can rebuke force powers directed to any ally within 12sq.

If running low on HP, use Dark Healing Field to cause 7d6 damage all targets within 12sq and heal half the amount.

Round 1
-Move: Move into best position to use Unleashed Force Lightning as a 6-sq cone. If already in position and received Inspire Haste from Catalyst, use Multitarget Force Grip with a FP. If didn't receive Inspire Haste yet, use Swift Power to use as a swift action (once per day only). As an alternative, use your FP with the Unleashed Force Lightning to move targets damaged -1 CT.
-Standard: Cast Unleashed Force Lightning as a 6-sq cone (requires a DP)
-Swift: Cast Fear

Round 2 and beyond
-Move: Cast Multitarget Force Grip with a FP if you received Inspire Haste from Catalyst. If not, use your FP with the Unleashed Force Lightning to move targets damaged -1 CT.
-Standard: Cast Unleashed Force Lightning as a 6-square cone
-Swift: Cast Fear

Reactions
Immune fear effects

Obscure (7) [mind-affecting] (Use The Force +23, +1 with Inspire Confidence)
Time: Reaction. Target: One enemy within 12 squares of you and in your line of sight that just made an attack roll.
Make a Use the Force check vs Will. If equals or exceeds, the target takes a -5 penalty on the attack roll. If the target misses with the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack is also at a -5 penalty.
Special: You may spend a Force point when you activate this power to apply the penalty to all the target's attack rolls made until the start of its next turn.

Negate energy
(5) (Use The Force +23, +1 with Inspire Confidence, may take 10 even when threatened)
Time: Reaction. Target: One attack made against you that deals energy weapon damage.
Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.
Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Channel Energy Whenever you use the negate energy Force power to successfully negate the damage from an energy weapon attack, you can spend a Force Point* as a reaction to immediately activate any Force power currently in your Force suite.

*Force Harmony Once per encounter, you can activate one Force talent that requires a Force Point to use without spending a Force Point.

Improved Rebuke (5) (Use The Force +23, +1 with Inspire Confidence, may take 10 even when threatened)
Time: Reaction. Target: One Force power directed at you or an ally within 12 squares.
Make a Use the Force check. If your result equals or exceeds the check result of the power, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the Force power against its creator, who suffers the effect based on the creator's original Use the Force check.
Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well, expending a use of the rebuke power and using your rebuke Use the Force check result as its target DC. If he reflects it back again, both you and the originator are affected by the Force power.
You can spend a Force Point as a reaction to suffer no ill effects from a Force power that has been rebuked twice-once by you and once by the power's originator.

Boost Options
Force 6 (best of 3d6), save your FP's for Multitarget Force Grip or with Unleashed Force Lightning to move targets -1 CT
Destiny 6, use with Unleashed Force Lightning
Second Wind +27 HP at 54 HP or less (swift action)

Dark Healing Field Once per encounter as a standard action, you can spend a Force Point to heal wounds by drawing life energy from other creatures within 12 squares of you by making a Use the Force check +23 (+1 with Inspire Confidence). If the check result equals or succeeds a target's Fortitude Defense, you deal 7d6 points of damage to the target and heal half the total amount of damage dealt to all targets. If the check result fails to beat a target's Fortitude Defense, that target takes half damage and you heal the same amount.

Dark Side Savant Once per encounter as a swift action, you can return one Force power with the [dark side] descriptor to your Force suite without spending a Force Point.

Improved Dark Healing As a standard action, you can spend a Force Point to heal wounds by drawing life energy from other creatures within 12 squares of you with a ranged attack roll +13 (+1 with Inspire Confidence, +1 with Battle Meditation). If the attack equals or succeeds a target's Fortitude Defense, you deal 7d6 points of damage to the target and heal an equal amount. If the attack fails, the target takes half damage while you heal an equal amount.

Preferred Attack Options
Force lightning (5) [dark side] (Use The Force +25, +1 with Inspire Confidence, may reroll, must keep reroll)
Time: Standard action. Target: One target in line of sight and within 6 squares of you.
Make a Use the Force Check vs Reflex. Target takes 8d6 points of Force damage and moves -1 step along the condition track. Otherwise, the target takes half damage and does not move along the condition track.
Special: You can spend a Force Point to move a target an additional -1 step along the condition track when you successfully hit it with Force lightning.
Unleashed Force Lightning: With a Destiny Point, target all in a 6-square cone. You may exclude your allies in the cone from being affected due to Disciplined Strike.

Force grip (4) [telekinetic]
(Use The Force +23, +1 with Inspire Confidence)
Time: Standard action. Target: One target* within 12 squares and within line of sight.
Make a Use the Force check vs. Fort:
DC 20: Target takes 4d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.
DC 25: As DC 20, except target takes 6d6 points of damage.
Special: You may maintain your concentration as a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.
You can spend a Force Point to deal an additional 2d6 points of damage.
Unleashed Force Grip When you successfully use Force grip on a target, you can spend a Destiny Point to maintain the power with no concentration (requiring no action) for a number of rounds equal to half your Charisma modifier (2 rounds). Taking damage still requires you to make Use the Force checks to maintain the power.
*may spend a FP to use against 2 targets; may spend a DP to use against 4 targets

Fear (4) [dark side, mind-affecting]
(Use The Force +25, +1 with Inspire Confidence, may reroll twice, must keep reroll)
Time: Swift action. Target: One creature* within 12 squares and within line of sight.
Make a Use the Force check vs. Will:
DC 25: The target can take only one swift action on the next turn.
DC 30: The target can take no actions on its next turn.
Special: When you successfully use this power on an opponent, you can spend a Force Point to impose a -2 penalty to all of the opponent's Defenses until the beginning of your next turn.
*may spend a FP to use against 2 targets; may spend a DP to use against 4 targets

Swift Power Once per day, you can use a Force power that normally takes a standard action or move action as a swift action.

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Oo oo!  I have one!


*Archetype: Miralukan Sith from the TOR time period.
*Encounter Difficulty: Difficult for 5th level party
Number of opponents: Not sure what this means.  There are about 9 players in the party but she'll be fighting alongside her master in the big encounter, plus a bunch of troops.
Race: Miralukan
Any other details: She used to be a Jedi Master but she was converted to the Dark Side by another Sith Lord.  Sorta like Count Dooku.  She uses only a lightsaber pike.  I picture her being middle aged too.




Number of Opponents means: How many total NPC's do you want? It sounds like you only want one, the Miraluka Sith. There's one problem. If she was a Jedi Master, that means she will be at least level 14 (since level 13 is the minimum level for a Jedi Master, and I assume level 14 will be a Sith level). That means a CL of 14, which is overkill for a 5th level party. Unless I make her with 3 or 4 non-heroic levels to tone down her CL by 3 or so. But that's still very powerful for a 5th level party. If you add to her a Sith Lord and some troops, you're looking at a total party kill.

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Thanks for the character. It is exactly what I wanted and I'll make good use of it.


BVD


Number of Opponents means: How many total NPC's do you want? It sounds like you only want one, the Miraluka Sith. There's one problem. If she was a Jedi Master, that means she will be at least level 14 (since level 13 is the minimum level for a Jedi Master, and I assume level 14 will be a Sith level). That means a CL of 14, which is overkill for a 5th level party. Unless I make her with 3 or 4 non-heroic levels to tone down her CL by 3 or so. But that's still very powerful for a 5th level party. If you add to her a Sith Lord and some troops, you're looking at a total party kill.





Oh, sorry.  Yeah, just the one Sith.  It's okay if you don't use any Jedi/Sith Master prestige classes when statting her...or even Jedi Knight or Sith Apprentice classes.  You could stat her up any way you think is best.  Even if it's just straight Noble or Scoundrel or whatever.  Or use non-heroic levels.  That's fine too.

Thanks!


Thanks for the character. It is exactly what I wanted and I'll make good use of it.


BVD





Let me know how it goes.

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Oo oo!  I have one!


*Archetype: Miralukan Sith from the TOR time period.
*Encounter Difficulty: Difficult for 5th level party
Number of opponents: Not sure what this means.  There are about 9 players in the party but she'll be fighting alongside her master in the big encounter, plus a bunch of troops.
Race: Miralukan
Any other details: She used to be a Jedi Master but she was converted to the Dark Side by another Sith Lord.  Sorta like Count Dooku.  She uses only a lightsaber pike.  I picture her being middle aged too.




Here is your Miraluka Sith:


Countess Melina Sira CL 9

Medium Miraluka (middle aged) nonheroic 8/Jedi 1/scoundrel 1/soldier 1/Jedi Knight 2/Jedi Master 1/Sith Lord 1
Force 5; Dark Side 16
Init +13; Senses Force Sight, Improved Sense Surroundings; Perception +15
Languages Basic, Miralukese, Sith
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Defenses Ref 21 (flat-footed 20), Fort 20, Will 23
hp 58; Threshold 20; Dark Preservation
Immune fear effects
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Speed 6 squares
Melee lightsaber pike +17 (2d8+12) with both hands
Reach 2 squares
Ranged by weapon +13
Base Atk +12; Grp +14
Atk Options Melee Defense, Whirlwind Attack
Special Actions Force Warning, Power of the Dark Side, Serenity, Telekinetic Stability, Temptation
Force Powers Known (Use The Force +20) battle strike, negate energy, surge, contentious opportunity, fluid riposte (2), Shien deflection (2)
Force Techniques Improved Sense Surroundings
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Abilities Str 14, Dex 13, Con 10, Int 13, Wis 16, Cha 16
Special Qualities Force Sight, build lightsaber
Talents Dark Preservation, Force Harmony, Force Warning, Greater Weapon Focus (lightsabers), Power of the Dark Side, Telekinetic Stability
Feats Accelerated Strike, Force Sensitivity, Force Training (2), Melee Defense, Skill Focus (Use the Force), Skill Training (3), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple), Whirlwind Attack
Trained Skills Acrobatics +13, Initiative +13, Perception +15, Persuasion +15, Use the Force +20
Untrained Skills Climb +9, Deception +10, Endurance +7, Gather Information +10, Jump +9, Knowledge +8, Mechanics +8, Pilot +8, Ride +8, Stealth +8, Survival +10, Swim +9, Treat Injury +10, Use Computer +8
Possessions lightsaber pike (self-built with Superior Damage modification)
House Rule Multiclassing grants Skill Training in a class skill instead of 1 starting feat

Preferred Strategy:
Melina doesn't have a lot of HP, so I'd suggest you do as much damage as possible within the first 2 rounds, because she won't last much longer than that. Quickly get her into position to do Whirlwind Attacks. Use Surge and tumble if necessary. Use reactionary powers as necessary. Fluid Riposte and Shien deflection allow you to move, so you can reposition yourself for more effective WWA's. If running low on HP, use Negate Energy with a FP to heal damage.

When rolling Initiative
Force Warning Allies within 12 squares of you can choose to reroll their Initiative checks at the start of combat, but the result of the reroll must be accepted (even if it is worse). Additionally, if any allies within 12 squares are surprised at the start of an encounter but you are not, you can designate 3 surprised allies to no longer be considered surprised (and thus able to act normally during the surprise round)

Round 1
-Move: Get into position to use Whirlwind Attack, use Surge and tumble if necessary,
-Swift: Use Battlestrike.
-Standard: Make a Whirlwind Attack with Accelerated Strike, apply Battlestrike bonuses.
-Reactions: Use contentious opportunity, fluid riposte (2), Shien deflection (2) as necessary

Round 2 and beyond
-Full-round: Make a Whirlwind Attack
-Reactions: Use contentious opportunity, fluid riposte (2), Shien deflection (2) as necessary

Reactions
Immune fear effects

Dark Preservation Whenever an effect would normally move you down the condition track, spend a FP* to negate that movement down the condition track.

Telekinetic Stability Whenever an attack or effect would normally move you against your will (such as being targeted by a Bantha Rush, or being moved by Force thrust or stagger power), you can spend a FP* to negate that movement.

*Force Harmony Once per encounter, you can activate one Force talent that requires a Force Point to use without spending a Force Point.

Negate energy (Use The Force +20)
Time: Reaction. Target: One attack made against you that deals energy weapon damage.
Make a Use the Force check vs. damage dealt by the energy weapon. If equal or exceed, the attack is negated and you take no damage. If not, you fail and take damage as normal.
Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Contentious opportunity
(Use The Force +20)
Time: Free action (when you make an attack of opportunity). Target: One enemy within your reach.
DC 20: If you hit with your attack of opportunity, you deal an additional +1 die of damage.
DC 25:
As DC 20, except you deal an additional +2 dice of damage.
DC 30:
As DC 20, except you deal an additional +3 dice of damage.
DC 35:
As DC 20, except you deal an additional +4 dice of damage.
Special: If you hit with the attack of opportunity, you can immediately spend a Force Point to reduce the target's speed by 2 squares until the end of its next turn.

Fluid riposte (2)
(Use The Force +20)
Time: Reaction (when an adjacent opponent makes a melee attack against you). Targets: You plus one enemy within your reach.
Make a Use the Force check vs. the attack roll of the incoming attack. If equals or exceeds, the attack deals half damage on a hit. You can then immediately move to any other square adjacent to your attacker and make a single melee attack with a lightsaber against it. This movement does not provoke attacks of opportunity.
Special: You can spend a Force Point to treat the attacker as flat-footed for purposes of your lightsaber attack.

Shien deflection (2) (Use The Force +20)
Time: Reaction (when an enemy makes a non-area ranged attack against you). Targets: You plus one enemy within your reach.
Make a Use the Force check vs. incoming attack roll.
DC 15:
If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. You can then move up to your speed (6 squares) toward your attacker, and if you end your movement within reach of your attacker, you can make a single melee attack with a lightsaber against that target.
DC 20:
As DC 15, except you can move up to your speed (6 squares) + 2 squares.
DC 25:
As DC 15, except you can move up to your speed (6 squares) + 4 squares.
DC 30:
As DC 15, except you can move up to your speed (6 squares) + 6 squares.
Special: You can spend a Force Point to take no damage from the incoming attack if your skill check equals or exceeds the attack roll of the incoming attack.

Boost Options
Force 5 (best of 2d6, except when making an attack, you can use 3d6)
Second Wind +14 HP at 29 HP or less (swift action)

Preferred Attack Options
Melee (standard) lightsaber pike* +17 (2d8+12) with both hands
*reach is 2 squares
*can take attack penalty of up to -5 and add same amount as dodge bonus to Reflex until the start of your next turn

Melee (full-round) lightsaber pike* +17 (2d8+12) with both hands and Whirlwind Attack
*once per encounter, make a full-round attack as a standard action
*reach is 2 squares
*Area attack: make one attack roll and apply the result to every target in reach. Deal half damage on a miss. A natural 20 automatically hits all targets within the affected area, but doesn't deal double damage.

Battle strike (Use The Force +20)
Time: Swift action. Target: You.
DC 20: Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 2d6 damage if the attack hits.
DC 25: As DC 20, except deal an additional 3d6 damage.
Special: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.

Surge (Use The Force +20)
Time: Free action. Target: You.
DC 20: You gain a +30 Force bonus on Jump checks and your speed increases by 6 squares until the start of your next turn. The Force bonus on Jump checks includes the adjustment for increased speed.
Special: You can spend a Force Point to increase the power's Force bonus on Jump checks by 10 and increase your speed by an additional 2 squares.
Using the surge power counts as a running start for determining a Jump DC.

Serenity Enter trance as full-round action and become helpless. Emerge from trance as swift action and treat first attack roll or skill check as natural 20

Notes
Force Sight Ignore darkness as if she has darkvision. Ignore penalties to Perception checks from cover and concealment (but not total cover or total concealment). Miraluka do not increase the DC of UtF checks made to Sense Suroundings against targets with total cover. Cannot detect creatures invisible to the Force (they have total concealment from her).

Improved Sense Surroundings You may use the sense surroundings ability of the Use the Force skill as a free action rather than a swift action. Make a DC 15 UtF check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets until the start of your next turn.

Temptation Standard action, make Persuasion vs Will on 1 target within los. If succeed, if target spends FP before your next turn, it must either add +1 DSS or move -1 CT. If target spends DP before your next turn, it must either add +2 DSS or move -2 CT.

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Absolutely amazing. The encounter is just what I had in mind, only better : D


 


Fantastic work, Richter. Mad props to ya'

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