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  1. - Top - End - #1
    Ogre in the Playground
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    Default [SWSE] Signature characters

    I went and had another browse of the books in the comic shop today, in anticipation of getting some for my birthday in a few days. I was looking at the core and the KotOR sourcebook with an eye particularly to how they've statted up the signature characters. I guess it ties in to my concerns about optimality (which I tend to have whenever playing crunchier systems) and wanting to see what they did with pre-established characters who were developed without reference to a system. What I was trying to do was find some alternatives in developing a character, mechanically, to picking stuff because it's useful.

    For example, (for my Scout/Jedi character) I originally picked Acute Senses because it sounded kind of cool, and it's never fun to be surprised. The GM is quite happy for minor tweaking, so I asked to swap it for Long Stride, because mobility is important. But I do feel a little guilty about choosing something that's more optimal, especially having seen the sigs.

    None of the signature characters in those books with Scout levels, have Long Stride. Not a one. Only one of them has Evasion (which is my next Talent, and probably last Scout one) - Luke Skywalker. Who to be honest when reading through his stat-block is the most optimal, twinked-out character. He's got just one level of Scout (as "fringer"), took Evasion, and a lot of useful skills. That said so did I as far as the skills side of things go, plus I do like the whole outdoors, wilderness-y type vibe.

    But other Jedi are particularly interesting. Lots of them don't have Acrobatics or Surge, for example. Lucien Draay was a particularly novel, he's not a mobile warrior-Jedi at all. Started out Noble as well, which is good to see some multi-classing. He's one of the few with a Form as Knight-Talent (Atris and Ulic Qel-Droma do too). For a supposed scholar, Atris is pretty badass.

    Most of them have Block and Deflect (a few notable ones only have one or the other). I can understand that as core Jedi Talents (though in some ways it's represented by your Reflex Defense anyway). Apart from Zayne, but he's not a very good Jedi anyway. He does have some fun stuff, though, that fit with his character. The Gryph is another one who's obviously not made with an eye to effectiveness - he has nonheroic levels and no weapon proficiencies!

    Lots of characters have a means of getting multiple attacks; either Dual Weapon Mastery or Double Attack. Most Jedi seem to have spend lots of their Character Feats on Force Training, yet double or triple up on certain powers rather than just broadening the suite. Are more Feats in Force Training the best use of Character Feats for a Force-user?

    I do notice, however, that Mical/the Disciple is missing from the KotOR book. That's especially strange considering by canon the Exile is female, and so would have picked up him, not Brianna in the game. Has he appeared in a Web Enchancement or anything? Might be a different one, Jedi who goes Soldier then back to Jedi again (though the last part probably wouldn't be in the stats, if any of the others are anything to go by).

    It all just makes me inspect my motivations in developing my own character, and what I'm after. While on the one hand I do have a clear idea of some things I want do be able to do (like being handy in a fight), I'm also conscious that there will be a degree of developing in response to what happens in the game.

    A big part of my character concept is his Issue with what it means to be a Jedi and live up to his heritage. He likes being a wanderer without commitments, seeing all the worlds there are to see. But he also has an obligation to the memory of his slain sister (she was a Jedi Knight) and his ancestors who include Jedi and servants of the Order to develop himself and live up to their ideals.

    Which I've operationalised into his multi-classing Scout and Jedi - he's a mix of the two (presently Scout 2/Jedi 2). But once I hit Jedi Knight, that's when he'll get "serious" about being a Jedi. That means no more Scout levels. He'll be four of each by that point, though. But I still have my quandry about changing Acute Senses. Evasion I always intended to get. But perhaps if I am going to switch Acute Senses, it shouldn't be for another combat-useful Talent, but something like Force Pilot. Though Long Stride does actually fit the idea of him running around on primitive worlds chasing after people and things.

    He's not much of a linguist, though, so no first-contact specialist by any means. He's more the guy who would go in, check out the environment, mark down the hazards and find the trails. His other Issue is whether he wants revenge or justice for his sister. His Destiny is Redemption of his sister's killer, though he doesn't know that.

    Anyway, I'm sure there was a point in this ramble.
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  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: [SWSE] Signature characters

    I had a little go at the Disciple myself (assuming he's 10th level like most of the others are):

    Mical CL 10

    Medium Human Jedi 1/soldier 8/medic 1
    Init +13; Senses darkvision, low-light vision; Use the Force +12
    Languages Basic, Bocce

    Defenses Ref 26 (flat-footed 24), Fort 28, Will 23; Evasion
    hp 115; Threshold 28

    Speed 6 squares
    Melee vibroblade +11 (2d6+7) or
    Melee vibroblade +9 (2d6+7) and vibroblade +9 (2d6+7)
    Ranged blaster rifle +12 (3d8+5) or
    Ranged blaster rifle +7 (3d8+5) with autofire
    Base Atk +9; Grp +12
    Atk Options autofire (blaster rifle), Dual Weapon Mastery, Melee Defense
    Special Actions Quick Skill, Tough as Nails

    Abilities Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 14
    Special Qualities build lightsaber
    Talents Armored Defense, Evasion, Force Perception, Improved Armor Defense, Juggernaut, Tough as Nails
    Feats Armor Proficiency (light, medium), Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitive, Melee Defense, Quick Skill, Skill Training (2), Surgical Expertise, Weapon Proficiency (advanced melee, lightsabers, pistols, rifles, simple)
    Skills Acrobatics +13, Endurance +12, Initiative +13, Knowledge (life sciences) +11, Perception +6 (may Use the Force +12 instead), Treat Injury +11, Use the Force +12
    Possessions blaster rifle, Republic combat armor (+6 armor, +2 equipment), vibroblade, vibroblade


    I'm assuming Melee Defense and Quick Skill come from Medic? It didn't seem to have it's own Talent tree on the Saga Sheet. He had two-weapon fighting in his stat-up from the game, which is why I went with DWM here.
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  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: [SWSE] Signature characters

    Here's my go at Feln, who was difficult in some respects. Largely because he was a "warrior" originally on Odryn, which is a pretty backwater world. So I went with a Scout-start, because it had more appropriate skills like Ride and Survival. He also got Skill Focus (UtF) very early, since he was something of a warrior-mage among his people. He's 400 years old as well, which boosted his physical stats something rotten. Net result, while a Consular-type with a focus on visions and such, he's still pretty tough.


    Feln CL 14

    Medium Feeorin Jedi 3/scout 2/soldier 4/Jedi Knight 3/Jedi Master 2
    Init +12, Foresight; Senses low-light vision; Use the Force +17
    Languages Basic, Bocce, Feeorin

    Defenses Ref 28 (flat-footed 27), Fort 32, Will 29; Block
    hp 159; Threshold 32
    Immune fear effects

    Speed 6 squares
    Melee lightsaber +19 (2d8+12) or
    Melee lightsaber +19 (2d8+17) with both hands or
    Melee lightsaber +23 (2d8+24) with Powerful Charge or
    Melee unarmed +19 (1d6+12) or
    Melee unarmed +23 (1d6+19) with Powerful Charge
    Ranged by weapon +13
    Base Atk +13; Grp +18
    Atk Options brutal, Powerful Charge
    Special Actions Collective Visions, Force Focus, serenity, Shake It Off, Tough as Nails
    Force Powers Known (Use The Force +17) farseeing (may take 10 even when distracted or threatened) (2), Force slam, mind trick, move object (2), resist Force, sever Force, surge
    Force Techniques Force Power Mastery (farseeing)
    Force Secrets Pure Power

    Abilities Str 20, Dex 10, Con 16, Int 14, Wis 14, Cha 10
    Special Qualities build lightsaber
    Talents Block, Collective Visions, Force Focus, Force Perception, Foresight, Tough as Nails, Visions, WatchCircle Initiate
    Feats Armor Proficiency (light), Force Sensitive, Force Training (3), Martial Arts I, Powerful Charge, Shake it Off, Skill Focus (Knowledge [galactic lore], Use the Force), Weapon Focus (simple), Weapon Proficiency (lightsabers, pistols, rifles, simple)
    Skills Endurance +15, Initiative +12 (may reroll, spending a Force Point, and keep the better result), Knowledge (galactic lore) +19, Perception +9 (may Use the Force +17 instead), Pilot +12, Ride +12, Survival +14, Use the Force +17
    Possessions lightsaber (self-built)
    Last edited by Kiero; 2008-12-22 at 07:34 PM.
    Wushu Open Reloaded
    Actual Play: The Shadow of the Sun (Acrozatarim's WFRP campaign) as Pawel Hals and Mass: the Effecting - Transcendence as Russell Ortiz.
    Now running: Tyche's Favourites, a historical ACKS campaign set around Massalia 300BC.
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  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: [SWSE] Signature characters

    And Raana Tey, who's supposed to be handy with a lightsaber and the second-most competent fighter (after Lucien).

    Raana Tey CL 14

    Medium Togruta Jedi 7/Jedi Knight 5/Jedi Master 2
    Init +15, Foresight; Senses spatial awareness; Use the Force +18
    Languages Basic, Khilese, Miralukese, Togruti

    Defenses Ref 30 (flat-footed 27), Fort 28, Will 30; Block, Deflect
    hp 127; Threshold 28
    Immune fear effects

    Speed 6 squares
    Melee lightsaber +19 (2d8+8) or
    Melee lightsaber +19 (2d8+9) with both hands or
    Melee lightsaber +14/+14 (2d8+9) with Double Attack
    Ranged by weapon +17
    Base Atk +14; Grp +17
    Atk Options Double Attack (lightsabers)
    Special Actions Collective Visions, Force Focus, serenity
    Force Powers Known (Use The Force +18) battle strike, farseeing (may take 10 even when distracted or threatened) (3), Force slam, Force thrust, mind trick, move object, negate energy, rebuke, sever Force, surge
    Force Techniques Force Point Recovery, Force Power Mastery (farseeing)
    Force Secrets Pure Power

    Abilities Str 13, Dex 16, Con 13, Int 14, Wis 16, Cha 12
    Special Qualities build lightsaber, pack hunter, sneaky, spatial awareness
    Talents Block, Collective Visions, Deflect, Force Focus, Force Perception, Foresight, Visions, WatchCircle Initiate
    Feats Double Attack (lightsabers), Force Boon, Force Sensitive, Force Training (3), Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
    Skills Acrobatics +15, Initiative +15 (may reroll, spending a Force Point, and keep the better result), Knowledge (galactic lore) +14, Perception +10 (may Use the Force +18 instead), Stealth +10 (may reroll but must keep the result of the reroll even if worse), Use the Force +18
    Possessions lightsaber (self-built)
    Last edited by Kiero; 2008-12-22 at 07:18 PM.
    Wushu Open Reloaded
    Actual Play: The Shadow of the Sun (Acrozatarim's WFRP campaign) as Pawel Hals and Mass: the Effecting - Transcendence as Russell Ortiz.
    Now running: Tyche's Favourites, a historical ACKS campaign set around Massalia 300BC.
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  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: [SWSE] Signature characters

    Last one for tonight, Xamar, who wasn't much of a fighter but was a decent naval commander.

    Xamar CL 14

    Medium Khil Jedi 6/noble 1/Jedi Knight 4/officer 1/Jedi Master 2
    Init +15; Senses Use the Force +20
    Languages Basic, Bocce, Bothese, Chistori, Feeorin, High Galactic, Khilese, Miralukese, Togruti, Zabrak

    Defenses Ref 31 (flat-footed 28), Fort 28, Will 32; Block
    hp 87; Threshold 28
    Immune fear effects, starvation (except in sterile conditions)

    Speed 6 squares
    Melee lightsaber +13 (2d8+6)
    Ranged by weapon +16
    Base Atk +13; Grp +16
    Atk Options
    Special Actions Collective Visions, Coordinate +1, Coordinated Attack, Deployment Tactics, Force Focus, serenity
    Force Powers Known (Use The Force +20) farseeing (may take 10 even when distracted or threatened) (3), mind trick (2), move object (2), negate energy, rebuke, resist Force, sever Force, surge
    Force Techniques Force Power Mastery (farseeing), Improved Sense Force
    Force Secrets Pure Power

    Abilities Str 9, Dex 16, Con 10, Int 18, Wis 16, Cha 16
    Special Qualities build lightsaber, cooperative spirit, hullepi
    Talents Block, Collective Visions, Coordinate, Deployment Tactics, Force Focus, Force Perception, Visions, WatchCircle Initiate
    Feats Coordinated Attack, Force Readiness, Force Sensitive, Force Training (3), Improved Defenses, Linguist, Skill Focus (Knowledge [tactics], Use the Force), Weapon Proficiency (lightsabers, simple)
    Skills Initiative +15, Knowledge (galactic lore) +16, Knowledge (tactics) +21, Perception +10 (may Use the Force +20 instead), Pilot +15, Use Computer +16, Use the Force +20
    Possessions lightsaber (self-built)
    Wushu Open Reloaded
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  6. - Top - End - #6
    Firbolg in the Playground
     
    BlueWizardGirl

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    Default Re: [SWSE] Signature characters

    Suboptimal builds are a hallmark of official WotC NPCs. They have often been accused, especially with regard to 3.5, of not understanding their game systems at all. While I think a great deal of this criticism is undeservedly harsh, it is true that published NPCs will pretty much never be built in the best possible manner.

    With canon Jedi specifically, though, I don't think that WotC is really at fault. The thing is, most canon Jedi are skilled in the Force and in lightsaber combat, while Saga (and most RPGs, for that matter) rewards you for specialization. The specialist swordsman will outperform canon characters of equal level with the blade and the specialist "wizard" will have more potent Force powers. That's just the way it is. However they're built, if you try to give them both significant skill in the Force and significant skill with a lightsaber the canon characters will have the edge only in versatility.

    Now what I think is more suspect than anything else is the assignment of ability scores. The typical Jedi Shadow has Wis 12, Cha 10? This is supposed to be a Jedi? Meanwhile, Atton has Wis 16, Cha 12?* I know he played dumber than he was, and he was a gifted gambler, while gambling is driven by Wis checks, but did he ever do anything to warrant that high a Wisdom score? And why is his Charisma so low? What's a dashing rogue without Charisma?

    *Note: It's been a while since I last booted up KotOR II. It may be that these ability scores are taken from the game. If so, I still question the reasoning behind them.
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  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: [SWSE] Signature characters

    Quote Originally Posted by Ascension View Post
    Suboptimal builds are a hallmark of official WotC NPCs. They have often been accused, especially with regard to 3.5, of not understanding their game systems at all. While I think a great deal of this criticism is undeservedly harsh, it is true that published NPCs will pretty much never be built in the best possible manner.

    With canon Jedi specifically, though, I don't think that WotC is really at fault. The thing is, most canon Jedi are skilled in the Force and in lightsaber combat, while Saga (and most RPGs, for that matter) rewards you for specialization. The specialist swordsman will outperform canon characters of equal level with the blade and the specialist "wizard" will have more potent Force powers. That's just the way it is. However they're built, if you try to give them both significant skill in the Force and significant skill with a lightsaber the canon characters will have the edge only in versatility.
    I'm not so sure about that. Now while you need serious dedication to build the super-builds I've seen on the WotC boards, there's a difference between sub-optimal and simply not optimised.

    Some of those I built above manage to be both good with the Force (I was honestly trying not to give them massive suites of powers, but they're still very good at what they do), and some are good combatants too. Feln and Raana Tey aren't bad in a scrap.

    Quote Originally Posted by Ascension View Post
    Now what I think is more suspect than anything else is the assignment of ability scores. The typical Jedi Shadow has Wis 12, Cha 10? This is supposed to be a Jedi? Meanwhile, Atton has Wis 16, Cha 12?* I know he played dumber than he was, and he was a gifted gambler, while gambling is driven by Wis checks, but did he ever do anything to warrant that high a Wisdom score? And why is his Charisma so low? What's a dashing rogue without Charisma?

    *Note: It's been a while since I last booted up KotOR II. It may be that these ability scores are taken from the game. If so, I still question the reasoning behind them.
    In the game he started out, when level 3 with:

    Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 12

    So there's been some stat inflation going on there. All of them were built on the same number of points. Course you get more stat increases in SE than in RCR of old.

    As to why it's so low, he may be kind of good-looking and sometimes dashing, but he's still a jerk.
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  8. - Top - End - #8
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    Attilargh's Avatar

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    Default Re: [SWSE] Signature characters

    What bugs me about the iconics in the books is not that they're not quite as optimal as they could be, but that they quite often have pretty stupid mistakes in them. For instance, Atton doesn't qualify for Critical Strike, Kreia's Use the Force modifier is too high, and not a single Mandalorian qualifies for the Mandalorian Training they all have.

  9. - Top - End - #9
    Ogre in the Playground
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    Quote Originally Posted by Attilargh View Post
    What bugs me about the iconics in the books is not that they're not quite as optimal as they could be, but that they quite often have pretty stupid mistakes in them. For instance, Atton doesn't qualify for Critical Strike, Kreia's Use the Force modifier is too high, and not a single Mandalorian qualifies for the Mandalorian Training they all have.
    They should have used the SagaSheet, like I did. Can't make mistakes (bugs aside) that way.

    What did you think of my Disciple? Not too awful? Could probably have done with Skill Focus (Treat Injury) but never mind.
    Last edited by Kiero; 2008-12-23 at 05:30 AM.
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    BlueWizardGirl

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    Default Re: [SWSE] Signature characters

    Quote Originally Posted by Attilargh View Post
    Kreia's Use the Force modifier is too high,
    While they have indeed made a number of mistakes, and the number she has is impossible regardless, it's not unimaginable for some canon characters' UtF checks to be higher than their stats would otherwise suggest... Kreia, for example, has done more than enough training of apprentices to have fulfilled an Education Destiny...
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    MindFlayer

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    Pappa Palpatine's also gotta have fulfilled multiple destinies by now. Corrupted the chosen one, engineered the death of a hated enemy, brought himself to galactic dominance, trained multiple apprentices and lackeys, etc, etc.

    Statting out of major characters in beginning sourcebooks always makes me weep ... because I know that A) The system is new and the characters aren't particularly optimized, and B) There will be more feats, powers, etc. that come out in later books which will make characters statted out with them far more powerful than those in the original books.

    So I always stat out my favorite characters myself.

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    This is going to be hopelessly naive, I know.

    But it is my impression that the canon characters aren't optimized, because, well, they are people. And people don't optimize. They pick up a skill here and a skill there, learn something, and give up on learning something else. Even if you train from birth, like Jedi do, there will be detours, shortcuts and generally some things that don't make sense optimizationwise.

    And then, there is the fact that everybody expects them to be able to do everything we see in the movies, the books, the comics. And that ain't possible. So, either the rules fly out of the window, or the picture perfect accuracy... Gamers being what they are, and feeling cheated the second an NPC can do anything they can't, it is prudent of the developers to err on the side of the rules. ^^

    Besides, as somebody who has tried to stat several high level NPCs - it's a bloody pain. And, doing it in bulk for books like Threats etc, mistakes are bound to creep in. A lot.

    Really, is it that important what UtF modifier Palpy has? From my point of view, it should be 'high enough to kick your backside'. Because that is who he is. If you see his stats, you might be impressed. But you will never fear him again.
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    Bugbear in the Playground
     
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    When I said "I stat out my favorite characters myself," I forgot to add "without regard for the rules of character generation."

    As you say, Palpatine UtF modifier should be "High enough that you shouldn't bother," and when I make him it is. Darth Vader's lightsaber damage should be "Look, just don't get hit and maybe you'll survive by running away," and it is. They have whatever it takes to make them the big bads of their era.

    Of course, I take the same attitude when I'm making any monsters or NPCs that are supposed to be able to challenge parties. So maybe I'm weird.


    I'm aware character optimization doesn't happen in real life, but I think it's pretty important that the major characters retain their edge, so I'm willing to remake them as I need to.

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    Ogre in the Playground
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    Quote Originally Posted by Liliedhe View Post
    Besides, as somebody who has tried to stat several high level NPCs - it's a bloody pain. And, doing it in bulk for books like Threats etc, mistakes are bound to creep in. A lot.
    Which is why you use something like the SagaSheet, which won't let you make mistakes (again, aside from the bugs).
    Last edited by Kiero; 2008-12-23 at 08:11 PM.
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    Canonicly, the Jedi Exil took both Mical and Briana with her (despite such not being possible in the game.)

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    Quote Originally Posted by Liliedhe View Post
    Really, is it that important what UtF modifier Palpy has? From my point of view, it should be 'high enough to kick your backside'. Because that is who he is. If you see his stats, you might be impressed. But you will never fear him again.
    Palpatine is not scary because he can almost fry Yoda's green muppet backside with lghtning. He's scary because he's the Galactic Emperor.

    Knowing something will kill your character is not scary, it's just frustrating because at that point you're just being run over with the GM's Fiat. If you die when Vader the CL 19 encounter kills you with his Force Grip and +17 UtF modifier, it's all gone by the book and the only one you can be cross at is yourself for being dumb enough to cross Vader. If, however, Vader the Schrödinger's encounter kills you with his Force Grip and +Unbeatable UtF modifier, it's no different from the GM simply telling you "A grand piano, a bantha and the Bith band from the cantina scene fall on your head, and then the station's airlock fails; you die."

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    Ah, but what if you decide you can take on Vader because you know his modifier? Your character can't know that. He can only know Vader's reputation, which is "you lose".

    Whatever has stats isn't that scary anymore.

    In Earthdawn, Verjigorm, the biggest, baddest, most horrible demon known to man, has stats. Yes, they are beyond impossible. Yes, he can crush even a high level party without working a up a sweat. Still, if a party meets him, they aren't scared because that is Verjigorm, who hunts Great Dragons for sport. They are scared because even at their highest modifier they can't hit him. It takes out any immersion in the gameworld you ever might have had.

    A GM shouldn't cheat to kill a party, yes. A GM shouldn't kill a party, period. (exceptions proof the rule) If he makes them fight someone, he should not pick an encounter the party can't win. But the keywords here are "if he makes them fight"...

    It probably comes down to what you expect from a game. For me it is immersion in a different world. A world with rules, yes. But not a world as neat, and ordered, and possible to figure out like a boardgame. Some things will not make sense. Some things will not play by the book. And sometimes, you run. Guarantees make for boring games. So does dissecting the world into neat little blocks of modifiers, CLs and stats. That isn't what is the really important thing. Not for me, anyway.
    Winter is coming.

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    Quote Originally Posted by Kiero View Post
    Which is why you use something like the SagaSheet, which won't let you make mistakes (again, aside from the bugs).

    Has that been updated at all with newer material? I have an old copy, can't find a new one.

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    Quote Originally Posted by Talya View Post
    Has that been updated at all with newer material? I have an old copy, can't find a new one.
    Version 1.2.3 (which is the current one) has KotOR, TFU, SotG and one other. Doesn't have Scum and Villainy, though.
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    Quote Originally Posted by Talya View Post
    Canonicly, the Jedi Exile took both Mical and Briana with her (despite such not being possible in the game.)
    Thank you! I've been replaying KoTOR 2 and I kept trying to remember her name! Granted, I could have just played my Consular through Korriban and found out, but creating a Dark Sentinel was more appealing.

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    If by canon both were taken along, why did they only choose to stat up one in the book? Some of the other inclusions are strange, Celeste Morne shouldn't be in there at all. Would prefer to think that awful Vector story arc never happened. Or Master Vandar, who's dead after The Sith Lords. Does seem to be a bit confused what was included, and what was left out in the KotOR books.
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    Quote Originally Posted by Kiero View Post
    Version 1.2.3 (which is the current one) has KotOR, TFU, SotG and one other. Doesn't have Scum and Villainy, though.
    I wonder if they ever fixed the descriptions (like Soresu claiming you must take the second roll even if it's worse...Soresu is simply a flat 2d20, pick the highest.)


    Quote Originally Posted by Vexxation View Post
    Thank you! I've been replaying KoTOR 2 and I kept trying to remember her name!
    I give you -- Wookieepedia!

    Quote Originally Posted by Kiero View Post
    If by canon both were taken along, why did they only choose to stat up one in the book?
    And a better question: If the Jedi Exile is canonically female, why did they stat up Brianna and not Mical?
    Last edited by Talya; 2008-12-27 at 09:18 AM.

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    Quote Originally Posted by Talya View Post
    I wonder if they ever fixed the descriptions (like Soresu claiming you must take the second roll even if it's worse...Soresu is simply a flat 2d20, pick the highest.)
    I don't think so; I figure they've been more focused on bugs than descriptions.

    Quote Originally Posted by Talya View Post
    And a better question: If the Jedi Exile is canonically female, why did they stat up Brianna and not Mical?
    Indeed.
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    Google is not being cooperative with the new version of sagasheet. Where did you get it?

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    Quote Originally Posted by Talya View Post
    Google is not being cooperative with the new version of sagasheet. Where did you get it?
    Off the WotC forums, specifically here.
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    i like how when selecting the guard shoto weapon, it provides stun grenade stats.

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    Quote Originally Posted by Talya View Post
    i like how when selecting the guard shoto weapon, it provides stun grenade stats.
    It's not perfect. Doesn't work for more than three weapons, either. But not bad.
    Wushu Open Reloaded
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    Master Garlracca Scourge of Hutt Space CL 15
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    Medium Wookiee scout 1 / jedi 7 /jedi knight 5 / jedi master 2
    Destiny 1; Force 14; Dark Side 1
    Init +14; Senses Low-light vision, Perception +20
    Languages Basic (Understand), Binary(Understand), Huttese(Understand), Shyriiwook

    Defenses Ref 33 (flat-footed 28), Fort 31, Will 31
    hp 160; Threshold 31

    Speed 6 squares
    Melee lightsaber +20 (2d8+12) or
    Melee lightsaber +20 (2d8+17) with both hands or
    Melee combat gloves +19 (1d10+13)
    Ranged bowcaster +16 (3d10+7)
    Base Atk +14; Grp +19
    Atk Options Power Attack
    Special Actions Block, Deflect, Djem So, Fearless, Lightsaber Throw, Melee Defense, Quick Draw, Serenity, Shake it Off
    Force Powers Known (Use The Force +20) Battle Strike (x2), Farseeing, Force Disarm, Move Object, Negate Energy, Surge (x2)
    Force Techniques Known Force Point Recovery (x2)
    Force Secrets Known Quicken Power

    Abilities Str 20, Dex 14, Con 16, Int 14, Wis 16, Cha 10
    Special Qualities Rage, Expert Climber, Intimidating
    Talents Block, Deflect, Lightsaber Throw, Force Perception, Force Pilot, Acute Senses, Djem So, Shii-Cho, Soresu
    Feats Exotic Weapon Proficiency (bowcaster), Force Sensitive, Force Training (x2), Martial Arts I, II & III, Melee Defense, Power Attack, Quick Draw, Shake it Off, Skill Focus (x1), Weapon Proficiency (lightsabers, pistols, rifles, simple)
    Skills Climb +17 (may take 10 even when distracted or threatened), Endurance +15, Initiative +14, Jump +17, Knowledge (Technology) +14, Mechanics +14 (+15 when using mastercraft tool kit), Perception +10 (may reroll but must keep the result of the reroll even if worse; may Use the Force +20 instead), Persuasion +7 (may reroll to intimidate others but must keep the result of the reroll even if worse), Pilot +9 (may Use the Force +20 instead), Survival +10, Use Computer +14 (+15 when using mastercraft datapad), Use the Force +20 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse)
    Possessions lightsaber (self-built), combat gloves, bowcaster, utility belt (3 day food supply, medpac, mastercraft tool kit, power pack, energy cell, glow rod, liquid cable dispenser, mastercraft long-range comlink), mastercraft pocket scrambler, all-temperature cloak, aquata breather, mastercraft binder cuffs, mastercraft glow rod, mastercraft datapad, vox box, code cylinder, credit chip, holorecorder, mesh tape, sensor pack, bowcaster quiver (x4)

    Favorite Character of mine. He has had some interesting adventures in the KOTOR timeframe, keeping Hutt Space in check and all. Hutt sith lords with Czerka connections are a pain in the butt. Talking datapads for the win.

    If you want a good excel macro character sheet: http://www.valdier.com/index.php?name=Downloads&req=viewdownload&cid=4
    look no further
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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    Quote Originally Posted by Darth Stabber View Post
    If you want a good excel macro character sheet: http://www.valdier.com/index.php?name=Downloads&req=viewdownload&cid=4
    look no further
    That looks like just a very old version of the one Keiro linked earlier.

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    big error in the darn one i linked to. It uses Cha for UtF instead of Wis, But you can go to the bonuses tab to fix it with the appropriate bonus or penalty
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
    Quote Originally Posted by The Glyphstone View Post
    Quote Originally Posted by Nerd-o-rama View Post
    Did you just put a gear shift on a lightsaber?
    Redneck laser swords only work in manual.

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