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Xaragos
2013-10-10, 03:59 AM
I saw the idea for this on the DnD 3.5/PF forum and thought it might be a fun thing to do here.

How would you build a character that reflected the dark anti-hero Riddick using the SAGA system?

WinWin
2013-10-10, 06:26 AM
You're looking at a very high level character to reflect some of the abilities that Riddick has shown in the movies and the video game.

I have only seen small parts of the anime, so I may be missing a few things.

Race: Human, or Near Human (Furian)

Essential gear: Cybernetic modification. The eyes probably grant low light vision and extended darkvision at the expense of a penalty to perception and ranged attacks in bright light. They probably would not be sufficient to give a vulnerability to ion weapons, but sudden bright light may temporarily blind Riddick.

Classes: Tricky to portray exactly. Scout has some essential skills (Athletics skills, Survival, Stealth, Perception, Piloting, use your bonus skill for Initiative) and the Camouflage talent tree has a few decent abilities worth taking.

Scoundrel has the Misfortune talents, some of which are pretty good for ambush melee attacks.

Prestige classes kind of fall short, though the Outlaw and Assassin classes may be worth taking a look at.

Feats: Martial Arts, anything that grants or aids additional attacks (Dual Weapon, Rapid Strike, Double Strike, etc).

I would also take Force Sensitivity and Force Training, in order to gain access to Dark Rage and Battle Prowess. Unfortunately, There is no tradition that accurately reflects Furian badassery, so you'll have to cherry pick some approriate talents, assuming there is any room for them.

Riddick tends to focus on taking down single targets with a series of debilitating attacks from stealth, then running away and hiding. There are exceptions, but his main strength is in ambush, not in a toe-to toe fair fight.

Xaragos
2013-10-10, 09:51 AM
Here is my first attempt. Look forward to seeing other people's ideas.


Richard Riddick CL 20

Medium near-Human scout 3/soldier 6/scoundrel 3/Jedi 3/melee duelist 5
Init +19; Senses Perception +17
Languages Basic, Furyian, 3 unassigned

Defenses Ref 39 (flat-footed 34), Fort 35, Will 34; Elusive Target, Evasion
hp 168; second wind +42/84; Threshold 35
Immune +5 to Fortitude Defense against extreme heat and cold effects

Speed 6 squares
Melee survival knife +23 (1d6+14) or
Melee survival knife +21 (2d6+14) with Rapid Strike or
Melee survival knife +18/+18 (1d6+14) with Double Attack or
Melee survival knife +16/+16 (2d6+14) with Double Attack and Rapid Strike or
Melee survival knife +23 (1d6+14) and unarmed +23 (1d6+14) or
Melee survival knife +21 (2d6+14) and unarmed +21 (2d6+14) with Rapid Strike or
Melee survival knife +18/+18 (1d6+14) and unarmed +18 (1d6+14) with Double Attack or
Melee survival knife +16/+16 (2d6+14) and unarmed +16 (2d6+14) with Double Attack and Rapid Strike or
Melee unarmed +23 (1d6+14) or
Melee unarmed +21 (2d6+14) with Rapid Strike or
Melee unarmed +18/+18 (1d6+14) with Double Attack or
Melee unarmed +16/+16 (2d6+14) with Double Attack and Rapid Strike or
Melee unarmed +18/+18 (1d6+14) and survival knife +18 (1d6+14) with Double Attack or
Melee unarmed +16/+16 (2d6+14) and survival knife +16 (2d6+14) with Double Attack and Rapid Strike
Ranged blaster pistol +22 (3d6+10)
Base Atk +18; Grp +22
Atk Options Assured Attack, Attack Combo (Melee), Dastardly Strike, Desperate Gambit, Destructive Ambusher, Double Attack (simple weapons), Dual Weapon Flourish I & II, Dual Weapon Mastery, Fatal Hit, Melee Defense, Point Blank Shot, Rapid Strike, Withdrawal Strike (simple weapons)
Special Actions Ambush Specialist, Close Maneuvering, Keep It Going, Reactive Stealth, Shake it Off, Trick Step

Abilities Str 14, Dex 18, Con 16, Int 14, Wis 14, Cha 12
Special Qualities Master of Movement +2
Talents Ambush Specialist, Close Maneuvering, Dastardly Strike, Destructive Ambusher, Dual Weapon Flourish I, Dual Weapon Flourish II, Elusive Target, Evasion, Keep It Going, Master of Elegance, Reactive Stealth, Trick Step
Feats Armor Proficiency (light), Assured Attack, Attack Combo (Melee), Desperate Gambit, Double Attack (simple weapons), Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Fatal Hit, Force Sensitivity, Martial Arts I, Melee Defense, Point Blank Shot, Rapid Strike, Shake it Off, Weapon Finesse, Weapon Focus (simple weapons), Weapon Proficiency (pistols, rifles, simple weapons), Withdrawal Strike (simple weapons)
Primary Skills Acrobatics +19, Endurance +18, Initiative +19, Perception +17, Pilot +19, Stealth +19, Survival +17, Treat Injury +17, Use the Force +10
Secondary Skills Climb +12, Deception +11, Gather Information +11, Jump +12, Knowledge (bureaucracy) +12, Knowledge (galactic lore) +12, Knowledge (life sciences) +12, Knowledge (physical sciences) +12, Knowledge (social sciences) +12, Knowledge (tactics) +12, Knowledge (technology) +12, Mechanics +12, Persuasion +11, Ride +14, Swim +12, Use Computer +12
Possessions blaster pistol, cybernetic prosthesis, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), survival knife *2, sunglasses
Cybernetics: Eyes grant Darkvision and Low Light vision, -5 penalty to Perception in bright light (without the shades of course).
Background: Planet: Furiya (Cerea for in game equivalent)