Hi everyone, and welcome back to You Build the Character.
Before Luke, before Anakin, before even Yoda, the mighty civilisations of the galaxy fought epic clashes across a rapidly increasing number of inhabited star systems. This is the Old Republic era, and your challenge is to build a (pre-existing) character from that time. The Tales of the Jedi comics, the Knights of the Old Republic series, the new Old Republic video game... as long as they were around some time between 25,000 years and 1,000 years before ANH, they're fair game.
You can even enter multiple times, provided you follow the rules below.
You have until 11.59pm (PT) on Thursday 23 February to post your RPG stats, and any notes you want to post explaining your decisions. Once submissions have closed, all forum members will have until 11.59pm (PT) on Thursday 8 March to vote for their favourite. Whichever build receives the most votes will win.
The prize for winning is having your stats enshrined in the YBtC Hall of Fame, as well as the bragging rights.
The following rules apply to all submissions:
All builds must be created according to RAW, with no house rules (no single Athletics skill, no bonus feats for bloodlines etc).
You may use "unlimited" point buy for ability scores, provided each score is between 3 and 18 at first level (before racial and age adjustments).
You are free to use material from all official Saga Edition books, up to and including The Unknown Regions.
You may enter more than once. An entry can consist of up to three characters. Each individual forum post containing stat blocks counts as an entry unless otherwise specified.
You may not enter more than one set of stats for the same character.
You may not enter a character who has already been the subject of their own competition.
When creating stat blocks, use the species traits from official WotC sources. If a species never received official stats, use the ones from Saga-Edition.com. If there are no stats on Saga-Edition.com, you may create your own, but make sure to include them with your stat block.
You may change your stats at any point up until submissions close, at which point any edited stats will be disqualified.
Have fun everyone, and may the Force be with you.
Josh Cheesman - journalist and Star Wars fan.
Visit the YBtC Hall of Fame to see the winners of the Praxeum's regular You Build the Character competitions.
Juhani The build uses a 28 point buy, to represent Juhani when you meet her on Dantooie. She has only basic force abilities with block deflect and pretty generic force powers. Cloak represents her stealth ability, throw lightsaber because she has the force power of the same name and Power of the dark side for when she used the dark side to strike at her master
Juhani CL 7 Medium cathar jedi 7 Force 5; Dark Side 1 Init +11; Sense Perception +10 Languages Basic, Catharese, Huttese Defenses Ref 21 (flat-footed 18), Fort 19; Will 20 hp 70; Threshold 19 Speed 8 squares Melee Claw +7 (1d6+3) or Melee lightsaber +11 (2d8+3) or Melee lightsaber +8 (2d8+9) with 3 points of power attack double, double handed or Ranged +10 (by weapon) or Reach 1 square Base Atk +7; Grp +10 Atk Options power attack, weapon finesse Force Powers Known (Use the Force +14): cloak, Force slam, mind trick, move object, stun, surge Abilities Str 10, Dex 16, Con 13, Int 12, Wis 15, Cha 12 Special qualities reactive claw Talents Block, Deflect, Power of the Darkside, Throw lightsaber Feats Force sensitivity, Force training (2), Power Attack, Skill Focus (use the force), Skill Training (stealth), Weapon finesse, Weapon Proficiency (simple, Lightsaber) Skills Initiative +11, Perception +10, Stealth +11, Use the Force +14 Possessions lightsaber (self built- synthetic crystal, blue blade), jedi robes, comlink Weight 6.7 kg
I've been enjoying The Old Republic quite a bit over the last month. I recently finished the Sith Inquisitor story line, and decided to stat the Inquisitor's greatest foe: Darth Thanaton.
Darth Thanaton, previously known as Teneb Kel in one of the tie in comic series, is a Dark Council member and in charge of lorekeeping (I forgot the precise title). While he uses a double bladed lightsaber in the comic like the Sith Assassin advanced class, later in life he is quite clearly a sorcerer through and through. To capture this best, I decided his progression to middle-age lowered his Dex so that he no longer qualified for Dual Weapon Mastery II, and the increased Will and Cha made his Force powers his mainstay, explaining why he only uses Force powers when he faces you. I have a reason or justification for just about everything here, so instead of one big post I can answer any questions about them if people are interested.
NOTE: Since there are 2 different Force Powers known as Force Storm, for the sake of convenience I am calling the version that appeared in The Force Unleashed guide and has the telekinetic descriptor Force Storm, while the version from the Jedi Academy Training manual Dark Storm.
Teneb Kel CL 12 Medium Human Male Jedi 7/Sith Apprentice 5 Destiny 2; Force 9; Dark Side 16 Init +13; Senses Use the Force +18 Languages Basic, Abyssin, Huttese, Sith ___________________________________________________________________________________ Defenses Ref 26 (flat-footed 24), Fort 25, Will 27; Block hp 119; Threshold 25 ___________________________________________________________________________________ Speed 6 squares Melee double lightsaber +15 (2d8+8) or Melee double lightsaber +13/+13 (2d8+7) with Dual Weapon Mastery Ranged double lightsaber +15 (2d8+7) BaseAttack +12; Grp +14 Atk Options Dual Weapon Mastery, Melee Defense Special Actions Telekinetic Savant Force Powers Known (Use the Force +18); cloak, farseeing, Force disarm, Force grip, Force lightning (2), Force slam, Force storm, mind trick, move object, surge Force TechniquesForce Point Recovery, Improved Move Light Object ___________________________________________________________________________________ Abilities Str 12, Dex 15, Con 12, Int 16, Wis 16, Cha 15 Talents Block, Dark Side Adept, Force Deception, Force Perception, Lightsaber Throw, Telekinetic Savant, Visions Feats Combat Trickery, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (3), Melee Defense, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics +13, Initiative +13, Knowledge (galactic lore) +14, Knowledge (social sciences) +14, Pilot +13, Use the Force +18 (may use for Deception and Perception checks, may reroll to activate Dark Side powers) Possessions double lightsaber (red synthetic, saber lock, self built), Dark robes, encrypted comlink
Darth Thanaton CL 18 Medium Middle-Aged Human Male Jedi 7/Sith Apprentice 8/Sith Lord 3 Destiny 3*; Force 11, Strong in the Force; Dark Side 19 Init +15; Senses Use the Force +22 Languages Basic, Abyssin, Huttese, Sith ___________________________________________________________________________________ Defenses Ref 33 (flat-footed 31), Fort 31, Will 35; Block hp 149; Threshold 31 ___________________________________________________________________________________ Speed 6 squares Melee lightsaber +21 (2d8+11) or Ranged lightsaber +21 (2d8+10) BaseAttack +18; Grp +20 Atk Options Dual Weapon Mastery, Melee Defense Special Actions Telekinetic Savant Force Powers Known (Use the Force +22); cloak, dark storm (2), farseeing, Force disarm, Force grip, Force lightning (3), Force slam, Force storm, mind trick, move object, slow, surge Force Secret Devastating Power, Multitarget Power Force TechniquesForce Point Recovery, Improved Dark Storm, Improved Force Lightning, Improved Move Light Object ___________________________________________________________________________________ Abilities Str 11, Dex 14, Con 11, Int 18, Wis 19, Cha 17 Talents Affliction, Block, Dark Side Adept, Dark Side Master, Force Deception, Force Focus, Force Perception, Lightsaber Throw, Telekinetic Savant, Visions Feats Combat Trickery, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training (3), Melee Defense, Skill Focus (Knowledge [galactic lore], Use the Force), Strong in the Force, Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons) Skills Acrobatics +15, Initiative +15, Knowledge (bureaucracy) +18, Knowledge (galactic lore) +23, Knowledge (social sciences) +18, Pilot +15, Use the Force +22 (may use for Deception and Perception checks, may reroll to activate Dark Side powers) Possessions lightsaber (red synthetic, electrum plating, self built), Dark robes, encrypted comlink *Is considered to have completed the Destruction destiny, granting him +2 Wisdom.
MARKA RAGNOS, DARK SIDE SPIRIT CL 20 Medium Sith-Human hybrid noble 7 / force adept 3 / sith apprentice 5 / sith lord 5 Destiny 5; Force 17; Dark Side 16 Init +15; Senses Perception +18 Languages Basic, Sith Defenses Ref 33 (flat-footed 33), Fort 35, Will 37, Immune to all melee & ranged attacks, as well as Force Powers with the [telekenitic] descriptor hp 163; Threshold 40 Speed 6 squares, unhindered by terrain and can pass through solid objects regardless of hardness Melee N/A Ranged N/A Base Atk +17; Grp +23 Atk Options Cleave, Great Cleave, Mighty Swing, Power Attack Special Actions Born Leader, Fearless, Temptation, Improved Weaken Resolve Force Powers Known (Use The Force +24) Dark Rage, Force Grip, Force Lightning (x2), Force Thrust, Move Object, Surge (x2) Force Techniques Known Force Power Mastery, Improved Move Light Object, Improved Sense Surroundings Force Secrets Known Devastating Power, Multitarget Power Abilities Str 22 (+6), Dex 10 (0), Con N/A, Int 10 (0), Wis 16 (+3), Cha 22 (+6) Special Qualities Dark Side Spirit Traints (Dark Spiritual Travel, Manifestation, Possession) [See JATM, p. 118] Talents Adept Negotiator, Presence, Weaken Resolve, Improved Weaken Resolve, Born Leader, Attune Weapon, Empower Weapon, Dark Healing, Improved Dark Healing, Dark Scourge, Dark Side Adept, Dark Side Master Feats Cleave, Force Sensitive, Force Training (x2), Great Cleave, Improved Damage Threshold (x1), Mighty Swing, Power Attack, Skill Focus (x1), Strong in the Force, Weapon Focus (simple), WP (pistols, simple) Skills Deception +21, Initiative +15, Knowledge (Galactic Lore) +15, Knowledge (Life Sciences) +15, Perception +18, Persuasion +21, Use the Force +26 Possessions None, though he appears to wield the Sceptre of Ragnos and his Heirloom Sith Longsword, (once his attuned & empowered weapon, but now an heirloom item per the rules in LECG, p. 97).*
* Those who dare to visit the tomb of Marka Ragnos on Korriban may find, among the many treasures, weapons and banners that adorn his sepulchre, his Heirloom Sith Longsword:
MARKA RAGNOS' HEIRLOOM SITH LONGSWORD (per Sith Sword rules on ToTG, p. 159, and Heirloom Items on LECG, p. 97) Simple Weapon Marka Ragnos created his Heirloom Sith Longsword during the days of the Sith's Golden Age using arcane alchemical techniques. Due to its alchemical treatment, it is nearly as dangerous as a lightsaber. A lightsaber does not ignore a Sith sword's DR, and characters who are proficient with a Sith longsword can treat it as a lightsaber for the purposes of using the Block, Deflect, and Redirect Shot talents (and any talents that have those Jedi talents as a prerequisite). Additionally, Marka Ragnos' Heirloom Sith Longsword becomes more powerful in the hands of a character who is steeped in the dark side of the Force. A character proficient in the Sith Longsword's use can spend a Force Point as a swift action to gain a bonus to damage rolls with the Sith sword equal to his or her Dark Side Score. This bonus to damage applies to the next attack made before the end of the encounter, and activating this ability increases the wielder's Dark Side Score by 1. Heirloom Weapon Qualities Steeped in the Dark Side - once per encounter, weilder can apply a Destiny Bonus equal to 1/2 his Dark Side Score on any one attack roll or skill check made before the end of his turn; applying this bonus increases the character's Dark Side Score by 1 Attunement - a Force-sensitive character can spend 24 hours meditating over the Sith Longsword and spend a Force Point to attune the weapon, gaining the benefits of the weapon as if he had constructed it himself Size Medium; Cost N/A Damage 1d8; Weight 3 kg; Type Slashing or piercing; Availability Illegal, Unique
Medium Arkanian Offshoot scout 4/scoundrel 1/soldier 3 Init +11; Senses Perception +9 Languages Arkanian, Basic
Defenses Ref 22 (flat-footed 20), Fort 21, Will 19 hp 70; Threshold 21
Speed 6 squares Melee shockstaff +8 (2d6+7) or Melee shockstaff +8 (2d6+8) with both hands or Melee shockstaff +3 (2d6+8) and shockstaff +3 (2d6+8) Ranged by weapon +8 Base Atk +6; Grp +8
Abilities Str 12, Dex 15, Con 13, Int 12, Wis 11, Cha 15
Talents Acute Senses [Core p.49], Devastating Attack (advanced melee) [Core p.53], Fortune's Favor [Core p.46], Improved Initiative [Core p.49], Weapon Specialization (advanced melee) [Core p.53] Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I [Core p.84], Force Sensitivity [Core p.85], Master of Disguise [GOI p.28], Point Blank Shot [Core p.87], Shake it Off [Core p.88], Weapon Focus (advanced melee) [Core p.89], Weapon Proficiency (advanced melee, lightsabers, pistols, rifles, simple weapons) [Core p.89] Skills Deception +11 (+16 when creating a deceptive appearance or forged document), Endurance +15, Initiative +11 (may reroll but must keep the result of the reroll even if worse), Jump +10, Perception +9 (may reroll but must keep the result of the reroll even if worse), Ride +11 Possessions comlink, shockstaff, various clothes and disguises
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Freedon Nadd was an Old RepublicJedi prodigy whose conscious decision to embrace the dark side of the Force had a significant impact on galactic events for many generations after his death. Nadd's career began as a student in training on the planetOssus, but a lust for greater power caused him to slay his Master, Matta Tremayne, and renounce his affiliation with the Jedi Order. He fled Ossus and made his way to the heart of the old Sith Empire, where he gained an enormous wealth of dark side knowledge. He eventually followed the Force to the jungle moon of Yavin 4, where he found and apprenticed himself to the ancient Dark LordNaga Sadow. Sadow trained Nadd in the Sith arts, and led the young Jedi even further down the dark path. When he determined that he had learned all his Sith Master had to offer, Nadd used his newfound powers to destroy Sadow and left Yavin 4 behind in search of a world to conquer as his own. He proclaimed himself Dark Lord of the Sith, and used his sorcerous powers to subjugate the world of Onderon, where he ruled as king from the capital of Iziz until his physical demise in 4,350 BBY. His body was entombed below the royal palace of Iziz, which became a focal point of Sith power. Nadd's spirit lingered in the tomb, from whence it taught the descendants of his bloodlineand further steeped Onderon in the miasma that was the dark side of the Force.
By 4,000 BBY, the exaltation of Freedon Nadd's memory was the catalyst for the final battle of the centuries-spanning Beast Wars of Onderon, a conflict that arose between the citizens of Iziz who worshiped the deceased Dark Lord and those who had been cast out for their refusal to pledge allegiance to the Sith. A team of Jedi Knights led by Arkanian Master Arca Jeth came to Onderon, ended the battle, and brought a temporary halt to Nadd's influence over the planet with the defeat of QueenAmanoa. However, Amanoa's husband, King Ommin, reasserted Sith influence over the planet when he summoned Freedon Nadd's spirit from Chaos. The restored Naddistcult then rose up in arms and stole the Dark Lord's sarcophagus in a surprise attack during Amanoa's funeral. Nadd revealed himself to the Jedi and participated in the capture of Arca Jeth, who was ultimately rescued by the Jedi after the defeat of King Ommin during the final stages of the Naddist insurrection. Conceding failure, Nadd abandoned Ommin to the mercy of the Jedi, and his spirit was forever banished from Onderon by the power of Arca Jeth. Prior to his departure, however, Nadd happened upon TetansocialitesAleema and Satal Keto—who had come to Onderon in search of dark side knowledge—and chose to pass the Sith teachings on to them. While Nadd's tomb was relocated to Onderon's jungle moon by the Jedi, his spirit appeared to one of them, Ulic Qel-Droma, and foretold the young Knight's destiny as a Lord of the Sith.
For months Freedon Nadd trained the Ketos in Sith magic, but his interests shifted when Exar Kun, a powerful fallen Jedi with dark side curiosities, stirred the Dark Lord's spirit from within his lunar grave. Nadd guided Kun to the ancient Sith homeworld of Korriban where, through a series of trials designed to test his resolve, he decided that Exar Kun was worthy of Sith apprenticeship. Nadd then led Kun to the ancient dwellings of his own Sith Master on Yavin 4 and was pleased when Kun wholeheartedly embraced the Sith after he defeated an enormous Sith wyrm and subjugated the native Massassi warriors. Finally convinced that his apprentice had become one with the dark side, Nadd revealed his need for Exar Kun to create a physical body for him through alchemical means, that he might once again command the power of the Force. Kun, however, refused to entertain Nadd any longer, and in that moment betrayed him. His apprentice's strength tremendously amplified by a Sith amulet, Nadd was attacked by Kun with a potent blast of Force energy that mortally wounded the Sith spirit. Consigned to oblivion for a second time, Nadd contacted the Ketos in his final act and warned them of the threat that Exar Kun posed. He then declared that, along with Ulic Qel-Droma, the future of the Sith rested with Satal and Aleema, before fading into Chaos and dying a second death
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CL 16
Medium Human jedi 7 / sith apprentice 4 / sith lord 5 Force 15; Dark Side 15 Init +16; Senses Low-light vision, Perception +10 Languages Basic, Catharese, Sith
Defenses Ref 31 (flat-footed 29), Fort 31, Will 31 hp 157; Threshold 31
Speed 4 squares Melee lightsaber +22 (2d8+14) or Melee lightsaber +22 (2d8+16) with both hands or Melee lightsaber +22 (3d8+16) with Mighty Swing Ranged heavy blaster pistol +15 (3d8+8) Base Atk +16; Grp +19 Atk Options Mighty Swing, Triple Critical Special Actions Battle Analysis, Deflect, Fearless, Temptation Force Powers Known (Use The Force +21) Battle Strike, Dark Rage, Force Lightning (x2), Mind Trick, Surge Force Techniques Known Force Point Recovery Force Secrets Known Devastating Power, Distant Power, Multitarget Power, Quicken Power
Abilities Str 14, Dex 16, Con 14, Int 14, Wis 15, Cha 16 Talents Adept Negotiator, Battle Meditation, Deflect, Weapon Specialization (lightsabers), Power of the Dark Side, Armored Defense, Greater Weapon Focus (lightsabers), Dark Side Adept, Force Deception Feats Armor Proficiency (Light, Medium), Force Sensitive, Force Training (x2), Mighty Swing, Skill Focus (x1), Strong in the Force, Triple Critical (lightsabers), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple) Skills Deception +11 (may Use the Force +21 instead), Endurance +15, Initiative +16, Knowledge (Bureaucracy) +15, Knowledge (Galactic Lore) +15, Use the Force +21 (may reroll to activate dark side powers but must keep the result of the reroll even if worse) Possessions lightsaber (self-built, improved damage), heavy blaster pistol (improved accuracy), ceremonial armor (+7 armor)
Aleema and Satal Keto were cousins and the heir-apparents to the Empress Teta star system. They were seduced by the Dark Side, founded a cult they called the Krath, and ultimately joined forces with Exar Kun and Ulic Qel-Droma to launch one of the bloodiest wars in galactic history.
While both Ketos were accomplished Sith sorcerers specializing in mind-bending and illusions, Aleema was more skilled at both and also had great interpersonal skills while Satal became proficient in Sith alchemy and melee combat.
Each Keto was built with a 28 point buy. These builds represent their abilities around the time that Satal met his death at the hands of Ulic Qel-Droma.
Aleema Keto
Medium Human Noble 5/Jedi 1/Scoundrel 1/Force Adept 3 CL 10 Force8 DSS 16 Init+10; SensesPerception +12 LanguagesBasic, Bocce, Bothan, Durese, Mon Cal, Sith, (1 other) DefensesRef 22 (flat-footed 22), Fort 22, Will 27 hp52; Threshold21 Speed6 squares Meleeunarmed +9 (1d4+5) or MeleeSith sword +9 (1d8+5) Rangedblaster pistol +6 (3d6+5) Base Atk+6; Grp+6 Atk Options Sith Amulet, Sith Sword, Special Actions Dark Side Manipulation, Illusion, Krath Illusions, Seducer, Silver Tongue, Sith Talisman Force Powers Known corruption (2), farseeing, Force lightning, Force storm (JATM), intercept, mind trick (2), move object, obscure (2), thought bomb Force Techniques Improved Mind Trick Force RegimensEyes of the Force, Oxygen Bottle, Quiet the Mind, Telekinetic Practice AbilitiesStr 10, Dex 10, Con 10, Int 16, Wis 16, Cha 16 Talents Dark Side Manipulation, Illusion, Krath Illusions, Noble Fencing Style, Regimen Aptitude, Seducer, Telepathic Intruder FeatsForce Regimen Mastery, Force Sensitivity, Force Training (3), Linguist, Point Blank Shot, Silver Tongue, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, pistols, simple) SkillsDeception +13, Initiative +10, Knowledge (bureaucracy, galactic lore, tactics) +13, Perception +12, Persuasion +13, Pilot +10, Use the Force +18 (+23 when activating Force regimens) Possessionsblaster pistol, Sith Amulet, Sith Sword, Sith Talisman
Satal Keto
Medium Human Noble 5/Jedi 1/ Soldier 1/Sith Apprentice 3 CL 10 Force8 DSS 16 Init+10; SensesPerception +12 Languages Basic, Bocce, Bothan, Durese, Mon Cal, Sith, (1 other) DefensesRef 25 (flat-footed 22), Fort 26, Will 25 hp55; Threshold26 Speed6 squares Meleeunarmed +11 (1d4+5) or MeleeSith sword +11 (1d8+5) Rangedheavyblaster pistol +8 (3d8+5) Base Atk+8; Grp+8 Atk Options Cunning Attack, Sith Amulet, Sith sword Special Actions Illusion, Krath Intuition, Krath Surge, Sith Talisman Force Powers Known blind (2), Force grip, Force lightning, mind trick (2), move object, negate energy Force Techniques Improved Mind Trick AbilitiesStr 10, Dex 10, Con 10, Int 16, Wis 16, Cha 16 Talents Armored Defenses, Block, Illusion, Krath Intuition, Krath Surge, Noble Fencing Style, Sith Alchemy FeatsArmor Proficiency (light), Cunning Attack, Force Sensitivity, Force Training (2), Linguist, Predictive Defense, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, pistols, simple) SkillsDeception +13, Initiative +10, Knowledge (bureaucracy, galactic lore, physical sciences, tactics) +13, Perception +12, Persuasion +13, Use the Force +18 (+20 with Dark Side powers) Possessions light dark armor (+4 armor, +3 Fort, Max Dex +3) with Dark Side energy trait (+2 on Use the Force to activate Dark Side powers), heavy blaster pistol, Sith Amulet, Sith Poison (2 doses), Sith Spellbook, Sith Sword, Sith Talisman
I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.
I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.