Author Topic: Star Wars Saga Edition, a thread for all fans of this system.  (Read 25208 times)

Offline Shadowhunter

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Star Wars Saga Edition, a thread for all fans of this system.
« on: January 19, 2012, 10:55:31 PM »
What is SWSE?
SWSE is the successor to the Star Wars RPG and hit the market in 2007. Books where produced to 2010 when WotC decided the license was too expensive (or at least that's how I understand it). This means that there are only 11 sourcebooks to the system, making it easier to get into from an optimizer standpoint than D&D 3.5 whilst still having enough options to give you a good solution for most character concepts. SWSE is system-wise a mixture of D&D 3.5 and 4e as well as the old SW rpg, combining many of the best things from both.
It is in my opinion one of the best systems WotC have created, albeit the reason why I believe so is because it's overall more balanced than 3.5 and a lot more creative then 4e, the only two other rpg products I am familiar with.

On what have come before:
There have been SWSE threads back at Gleemax as well as our old hang-around brilliantgameologists.com which have a lot of nice information. Emy made a general SWSE thread back at our old forum and I will credit him as well as Toptomcat for the X to Y table there.

This is not a handbook, this is just an introductory post so that we have somewhere to discuss this system for build options, ideas and concepts.

The X stat to Y Bonus, ported over from the old board. Thank you very much Emy, I hope you don't mind me reposting it before it gets lost.



Strength:
Code: [Select]
Feat or Talent{Tree}              Class/tradition    Source                 Bonus
 CLASS TALENTS
Hammerblow{Brawler}               Soldier            Legacy Era CG pg31     Double Strength bonus to unarmed attack rolls when holding nothing in either hand
Heavy-Duty Actuators             5th-D. Droid        SGtD pg27              Double Strength bonus to unarmed and melee damage rolls.
 FORCE TALENTS
High Impact{Believer Disciple}    The Believers      Clone Wars pg56        Double Strength bonus to any melee damage with a swift action and a DC 15 UTF check
 FEATS
Echani Training                                      KotOR CG pg33          Double Strength bonus to unarmed attack damage when making no more than one unarmed attack per round
Mighty Throw                                         Force Unleashed pg33   Str to attack with thrown weapons and increase to range catergories equal to Str mod
Resilient Strength                                   Galaxy at War pg25     Replaces Con to Fort defense
Slammer                              Droid           SGtD pg27              Make unarmed attack as standard action, double Strength bonus to damage.
 OTHER

Dexterity:

Code: [Select]
Feat or Talent{Tree}              Class/tradition    Source                 Bonus
 CLASS TALENTS
Ataru{Lightsaber Forms}           Jedi K./Sith A.    Core pg218/TttG pg81   Replaces Str to damage with lightsabers
Master of Elegance{Melee Duelist} Melee Duelist      KotOR CG pg47          Dex to damage instead of Str, but for other melee weapons.
 FORCE TALENTS
 FEATS
Weapon Finesse                                       Core pg89              Replaces Str to hit with light melee weapons and lightsabers
 OTHER

Constitution:

Code: [Select]
Feat or Talent{Tree}              Class/tradition    Source                 Bonus
 CLASS TALENTS
 FORCE TALENTS
 FEATS
 OTHER

Intelligence:

Code: [Select]
Feat or Talent{Tree}              Class/tradition    Source                 Bonus
 CLASS TALENTS
Droid Defense                    Droid Commander     Clone Wars Cg pg47    Add Int mod to allied droids defense of choice for 1 round.
 FORCE TALENTS
 FEATS
Brilliant Defense                                    Galaxy of Intrigue pg25    1/Encounter add to Reflex Defense as reaction for 1 round.
Predictive Defense                                   Galaxy at War pg25     Replaces Dex to Ref defense
 OTHER

Wisdom:

Code: [Select]
Feat or Talent{Tree}              Class/tradition    Source                 Bonus
 CLASS TALENTS
 FORCE TALENTS
 FEATS
Jedi Heritage                      Twi'lek        Rebellion Era CG pg34     Wisdom counts as 4 higher for determine how many Force Powers you gain from Force Training.
 OTHER

Charisma:

Code: [Select]
Feat or Talent{Tree}              Class/tradition    Source                 Bonus
 CLASS TALENTS
Force Intuition{Jedi Guardian}    Jedi               Core pg40              Replace Initiative checks with Use the Force checks
Force Persuasion{Jedi Consular}   Jedi               Core pg40              Replace Persuasion checks with Use the Force checks
Idealist{Ideologue}               Noble              Force Unleashed pg25   Replaces Wis to Will defense
Noble Fencing Style{Fencing}      Noble              KotOR CG pg27          Replaces Str to hit with a light melee weapon or lightsaber
 FORCE TALENTS
Fluidity{Shapers of Kro Var}      Shaper of Kro Var  Jedi Academy pg85      Replace Acrobatics checks with Use the Force checks
Force Pilot{Sense}                                   Core pg101             Replace Pilot checks with Use the Force checks
Force Perception{Sense}                              Core pg101             Replace Perception checks with Use the Force checks
Waveform                          Order of Shasa     KotOR CG pg61          Additional damage on [telekinetic] powers
White Current Adept{White Current Adept} Fallanassi  Jedi Academy pg77      Replace Stealth checks with Use the Force checks
 FEATS
Force of Personality                                 Galaxy at War pg23     Replaces Wis to Will defense
Indomitable  Personality                          Galaxy of Intrigue pg23     1/Ecounter ad to Will Defense as reaction for 1 round.

 OTHER
Enlighten (Force power)                              Legacy Era CG pg54     Replace many things with a UtF check result. See section 2
Target Sense (Maneuver)                              SotG pg30              Replace vehicle's Int to attack with your Cha

On the (Ab)Use of Threshold:

Unlike D&D 3.5, where you're at prime fighting spirit even after taking those 30+ d6 in damage, as long as you have at least 1 HP left, the same cannot be said about Star Wars.

In SWSE, when you take damage that exceds your Threshold value, you go down one step on your Condition Track.
Just like in World of Darkness, Burning Wheel or any other rpg with similar mechanics, the more damaged you are, the harder it becomes for you to do things. A quick look in the core book let us familiarize with the mechanic.

At first glance, it seems a reasonable rule, since, after all, it's kind of hard to remain fighting whilst trying to balance on your guts when that Dire Vibroaxe cut you open.

However, as many enlightened induviduals have stated before me, there are some issues with this system.

At one end, we have the Greater Krayt Dragon.
It slaps you with its tail for an average of 51 damage. That's about a third or a fourth of a normal characters HP, correct me if I'm wrong.
But you still only go down 1 step on the Condition Track.

A little odd, don't you think?
But ok, it's good thing for the players, so hey let's not complain.

On the other end, we have builds that can stack abilities that push opponents down the condition track, so even if you hit something for 30-ish damage you can get them virtually useless.

Condition Track stacking-list. Work-in-progress, by all means if you find something then tell me :)
1. Doing damage over targets threshold, Core Rulebook.
2. Dastardly Strike, attack against opponent denied Dex to Reflex Defense cause -1 step, Scoundrel Talent, Core Rulebook.
3. Hunter's Mark, cause -1 step if at first you aim, hit and damage someone with a ranged attack, Bounty Hunter Talent, Core Rulebook.
4. Debilitating Shot, cause -1 step if at first you aim, hit and damage someone with a ranged attack, Gunslinger Talent, Core Rulebook.
5. Stun damage will cause another -1 step if it beats the targets threshold. Note that most stun weapons have an effective range of 6 squares.
6. Stunning Strike will cause another -1 step if it beats the targets threshold, melee attack only, Soldier Talent, Core Rulebook.
7. Inspire Zeal, if an attack by an ally cause the target to drop at least 1 step on the condition track, it drops another step, Noble Talent, Core Rulebook.
8. Pinpoint Accuracy, works like Hunter's Mark but for Droids, Feat, Scavenger's Guide to Droids.
9. Rancor Grab, -1 step when you use Pin and Crush when grappling, Feat (page 36) Legacy Era.
10. Bone Crusher, -1 step when damaging an opponent you grapple, Feat (page 25) Galaxy of Intrigue.
Original Builds and ideas:

On the usefulness of aiming.
(click to show/hide)

"You're just asking for the clamps!"
(click to show/hide)

"I might be fresh of the production line, but you're dead!".
(click to show/hide)


There's many more good things floating around the web that I hope eventually will gather here, I hope this will be the go-to thread for SWSE on these boards. Anything SWSE related, don't hesitate to post, I'll try to help if I have any ideas and I'm sure I'm not the only SWSE player on these boards (I know at least a handful since I'm in a PbP playing it here).

Sourcebooks (copied from Wikipedia):
(click to show/hide)
« Last Edit: September 06, 2012, 09:14:57 PM by Shadowhunter »

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #1 on: February 14, 2012, 11:24:33 AM »
If this belongs in its own thread, let me know.

Through out the Clone Wars book, there's references to (ARC) Clone Trooper Armour, yet the equipment section doesn't mention it. I've always used Stormtrooper armour for this. Does it have actual stats? Where could I find them?

Also, is there a better (regarding both REF & FORT defenses) armour than Stormtrooper Armour, if you'd only spend two talents (Armoured & Improved Armoured Defense)? The YV Shell armour is good, but it's YV, so that's out. If you know of a great, great very great medium or heavy armour (and thus incur a bigger ACP and require Juggernaut for the speed), feel free to mention them. But as stated, the difference should be very big.

Thanks in advance!

Offline Shadowhunter

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #2 on: February 15, 2012, 11:59:34 AM »
As to your first question, I do not know.

As to the second one, it depends if you have the Dex mod to really take advantage of the Max Dex +3 of the stormtrooper armor.
If you do, I haven't found anyone that is better in regards to effective Reflex defense. They all add up to a +5 bonus whilst the Stormtroooper armor adds up to +6.
If you don't, then one of the better ones is the medium armor in Galaxy at war, the medium armor Katarn-class comando armor.
+9 to ref, +4 to fort, +1 max dex. Adds up to +5 to Reflex and +4 to Fortitude and a bonus to allow Treat Injury on yourself without penalty. However it does cost 30,000 credits. I don't think that qualifies as big enough of a difference to be worth it.

To be honest, I've been through all the books and I think you've already found the best option if not going for Vong biotech.

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #3 on: February 15, 2012, 01:12:04 PM »
Thanks. My question was indeed with the maximum DEX of 20 in mind. (Barring species bonus.) I was trying to come up with an armour wearing Jedi, but I didn't want to invest too much in armourtalents. The only others I found that come close are Light Jedi Armour & Mandalorian Combat Suit.
Nice find in the Katarn-class armour.

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #4 on: February 16, 2012, 04:00:43 PM »
Ok, as posted above, trying to make an armoured Jedi. (All books allowed.)

Human, STR 8, DEX 15 (20), CON 12, INT 10, WIS 13 (16), CHA 14 (16)

Lvl   Class   
1   Jed 1   Force Perception Weapon Finesse, Skill Focus (Use The Force), Force Sensitive, Simple Weapons, Lightsabre Proficiency

2   Jed 2   Force Training

3   Jed 3   Deflect Improved Defenses

4   Jed 4   Force Training

5   Jed 5   Block

6   Sct 1    Evasion Weapon Proficiency: Blaster Pistol; Skill Training: Initiative

7   Sol 1    Armoured Defense Armour Proficiency: Light

8   Sol 2            Double Attack (Lightsabre)

9   JKn 1   Ataru Weapon Focus: Lightsabre

10   JKn 2   

11   JKn 3   Improved Armoured Defense

12   JKn 4   Improved Damage Treshold

13   JKn 5   Shii-Cho

14   JKn 6   

15   Sol 3           Penetrating Strike (The one that lower enemy Dmg TH with 5) Force Training

16   Jma 1   Multiattack (Lightsabre)

17   Jma 2   

18   Jma 3   Multiattack (Lightsabre) Republic Training (Armour Fort bonus to Will)

19   Jma 4   

20   Jma 5   Weapon Specialisation

I'm considering taking only 4 lvls of Jedi Master, and one more level of Jedi to get a bonus feat, Power Attack. Given that to hit is so hard to come by in SWSE, I'm reluctant, however.

Force Powers:
Battlestrike
Battlestrike
Battlestrike
Force Slam
Force Slam
Force Slam
Force Stun
Negate Energy
Negate Energy
Surge
Surge
Vital Transfer

Equipment: Lightsabre (with +2 to hit from Superior Tech Spec) & Stormtrooper Armour (+2 Fort Def from Sup Tech Spec).

The goal is a survivable character, with some BFC & very decent damage potential.

What do you think? Did I miss anything?


« Last Edit: February 16, 2012, 04:05:56 PM by GawainBS »

Offline Shadowhunter

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #5 on: February 21, 2012, 04:55:29 PM »
My first suggestion would be to have your first level in Scout.
You're probably going to want a level of it for Survivor Tree - Evasion, since that means you take no damage from auto fire attacks you manage to deflect or attacks that miss you.
Taking it at level 1 nets you the most because you gain more skills trained so I would consider it.
It would force you to pick up Force Sensitivity at 1st level and the lightsaber prof. with the first level of Jedi.

So for you, something like Scout 1/Soldier 2/Jedi 5/Jedi Knight 9/Jedi Master 3.

I would ignore Power Attack, not to mention that you have STR 8 and you need 13.

Personally I don't make Jedi's without both Shii-Cho and Soresu, but I've always been more interested in surviving than killing quicker.

A general tip for most force users are the Cloak (Invisibility), Levitate and Phase (walk through walls) powers from Clone Wars. It makes it a lot easier to get into or out of places. Since they're both maintainable you only need 1 of each.

Also Drain Energy from Jedi Academy Training Manual. DC 20 UTF to completely drain the power source of a small size weapon within 6 squares?
You mean like the lightsaber my Sith opponent is swinging at me?
Neat.

Those are my ideas for now, will be back with more at a later date :)

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #6 on: February 21, 2012, 05:02:09 PM »
Good call on Power Attack.

I considered the first level in Scout, but that mixes up the bonus feats. I could take an extra level in Jedi then and one less in JM.

I tried to get Soresu in, but I haven't managed it. Which talent would you drop?

I'll note the Force Powers. I had no idea about those. Thanks!
« Last Edit: February 21, 2012, 05:05:59 PM by GawainBS »

Offline Shadowhunter

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #7 on: February 21, 2012, 10:42:33 PM »
A few more thoughts.

Let's see here, it's:
1 scout for: Evasion
2 soldier for: Armor Defense and Penetrating Strike
3 jedi for: block, deflect and force perception.
3 jedi knight for: ataru, shii-cho, Imp. armor defense.
3 jedi master for: 2x MAP, weapon spec.

That's 12 talents. The build is Jedi 5/Scout 1/Soldier 3/Jedi Knight 6/Jedi Master 5.
In my opinion Jedi Knight levels are more preferable to more Jedi Master level as long as both are present. It largely depends on how many force secrets one wants. In your case I think you'd benefit from only 3 levels in Master for 2x MAP.

If we toss it around a bit:
Let's take my basic example of Scout 1/Soldier 2/Jedi 5/Jedi Knight 9/Jedi Master 3.
1 scout for: Evasion.
1 soldier for: armor defense.
5 jedi knight for: ataru, shii-cho, soresu, imp. armor defense, OPEN!
2 jedi master for: 2x MAP.

Only 9 talents, but if the first level is Scout you won't be needing Force Perception. Talents are more important than Feats generally, so I think it is a good thing you managed to squeeze 3 more into your build. :)

If going with your build, an idea is maybe to move imp. armor defense onto your second soldier talent, remove devastating strike (though that one is really nice) and opening up a Jedi Knight slot. But the best option really just should be to go Knight 7/Master 4 instead of 6/5.
Depending on if you then have a force secret in mind for your Master level 4 it could be argued that that it might be better of as an additional level in base Jedi for a bonus feat. With 3 levels in Master you'll have 2 secrets and I don't really think most of those secrets are that attractive.

So maybe go scout 1/soldier 3/jedi 6/jedi knight 7/jedi master 3. That nets you 12 talents so you loose none of those.
Evasion, Armor Def, Imp. Armor Def, Block, Deflect, OPEN!, Ataru, Soresu, Shii-Cho, OPEN!, MAP: lightsaber, MAP: lightsaber.
2 open talents. Switch a knight for more soldier and get back Devastating attack in now an option.
Oh and Penetrating is the one that lowers shield rating, Devastating is the one that lowers threshold.


Yeah, first level in Scout really does mess up the bonus feats that have BaB prereqs, that is an issue. Oh and somehow I missed that you already had a level in it there, I must have glossed over it.

Oh and I can't believe I missed this the first time around:
Where's your Move Object power huh? :P
If you want some battlefield control, nothing is more fun than to throw one enemy into another enemy and watch them both fall prone and get hurt.

Force Stun seems to me like it's corner case. Most times if the enemy is within 6 squares I'd rather charge or throw him, both which probably will cause at least -1 step on the CT. I know you can manage multiple steps, but I'm dubious if you can push your modifier up for the action to be actually worthwhile in comparison to the other two. Also the opponent gains a fort defense bonus depending on his size. Medium is +/- 0, Large is +5, Huge +10, Gargantuan +20, Colossal +50.

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #8 on: February 22, 2012, 11:18:46 AM »
Thanks, all very solid points. I worry "less" about Force Powers, as those are easily changeable in a build.
I'll settle on scout 1/soldier 3/jedi 6/jedi knight 7/jedi master 3, with Devastating Strike and Weapon Specialisation/Force Perception. I know Scout can have Perception, but my UTF check will better and in our games Perception is the most used skill, after Initiative & UTF. It also frees up an extra skill, for what that's worth.

Your input is really appreciated!

One more thing: equipment. Armour should be Stormtrooper armour or Light Jedi Armour, probably Stormtrooper Armour modified to have improved Fort Def via Tech Spec. The Lightsabre is best with the basic crystal, I think, since to hit is so scarce, and Tech Spec it for +2 to hit.

Offline Nemo

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #9 on: February 23, 2012, 02:24:50 PM »
What do you do with your Swift Action? Because greatest Swift Action sink I can think of is Danger Sense Prepared for Danger, which allows you to burn That-Divination-Style-Power to recover any of your force powers. Which mean that, basically, you can take a lot of powers just once and tap into them as needed, as long as you have Farseeings.  It's a Jedi Knight talent from Training Manual. It turns you into a Batman. :P
Also, other fun concept for defensive-minded Jedi is Makashi Counterpuncher; Counterpunch is a talent that allows you to Attack of Opportunity an opponent that attacks you while you are fighting defensively. So you fight defensively, then start jumping around them to provoke AoOs, and respond to their AoOs with your own AoOs, and lightsaber techniques if you want; Training Manual has GREAT counter techniques that cost you basically no actions, because they are reactions. One of them gives you ability to attack opponent that attacked you as reaction every time he attacks you until end of your next turn. Which means that against that opponent, you respond to each attack twice, once with AoO, and once with a reaction :P.
You get -5 to hit, but gain +10 to reflex defense, and using some Dark Rage [if you dislike that Dark Side Descriptor, just Many Shades of the Force it!] will probably neutralize that penalty.
« Last Edit: February 23, 2012, 02:56:54 PM by Nemo »

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #10 on: February 23, 2012, 02:55:19 PM »
While mechanically very solid, the counter-attacker would require me to dump too many talents I really want. Danger Sense is very tempting, though.

Offline Nemo

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #11 on: February 23, 2012, 03:16:25 PM »
Counterpuncher actually needs only one Soldier Talent to work, Makashi gives just extra punch.
Prepared for Danger also is great because it allows you to include each power just once, and just have multiple Farseeings. I would probably actually dump multiattack feat line and just take more Force Trainings, using Lightsaber Techniques for attack. You may have less attacks per round, but usually you gain other benefits; for example, Unhindered Charge allows you to charge as standard action, while Saber Swarm gives you two attacks with penalty scaling accordingly to how good UtF you rolled (with penalty of 0 at best roll). Actually, Unhindered Charge, Swift Flank and Hawk-Bat Swoop are great because  they allow you to move and attack as a single standard action, freeing your move action to do something else (For example, to PreparedForDanger it to something cool or use as Battlestrike). I
« Last Edit: February 23, 2012, 03:20:55 PM by Nemo »

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #12 on: February 23, 2012, 03:24:15 PM »
I have to admit, as I don't own Jedi Training Manual in paper form, I haven't read much into it. I'll look through it. Thanks for the advice!

Offline Nemo

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #13 on: February 23, 2012, 06:23:13 PM »
Actually, I remembered two of these Lightsaber Forms incorrectly. Unhinered Charge technically isn't a charge [it's still an attack, though] and that counter technique gives you ability to AoO when attacked, so it's kind of redundant with Counterpunch, at least against single opponent; and Counterpunch is quite fun because of ability to run around and punish enemies for attacking youm especially if you couldn't normally attack them all. It's like having multiple attacks that can be split around battlefield, though GM can gimp you pretty hard with just "they don't take their AoOs because no".
For "hard to kill guy", Energy Resistance is something pretty nice. It's from KOTOR book. It's a maintainable Damage Reduction against energy attacks. Some of the reaction lightsaber forms have pretty cool ability of halving damage of attack that hit you; halving is applied first, so DR from Energy Resistance may actually reduce damage to 0. Force Unleashed has also Force Shield, which is a reaction (yes, I like reactions  :p) that gives you shield rating, which yet again can reduce incoming damage. It's situational, but Prepared for Danger followed by enough Force Trainings allows you to have some situational powers.
« Last Edit: February 23, 2012, 06:37:07 PM by Nemo »

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #14 on: February 24, 2012, 10:22:38 AM »
Note to self: scoure ebay for Jedi Training Manual.

Offline Nemo

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #15 on: February 25, 2012, 12:50:28 PM »
Training Regimens also are quite interesting. Quiet the Mind gives you extra Farseeing and free Visions talent [if you pass 23 UTF check], Vo'Re's First Cadence gives you fre Severint Strike talent and +2 Force bonus to will save [23 UtF] and Second Cadence gives you free Whirlwind Attack feat and +2 Force bonus to attack against flanking enemies, for example.  Other Regimens give you temporary force points per day and other cool stuff.

Offline Bearchucks

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #16 on: April 15, 2012, 01:05:33 PM »
Jedi's a very broad concept, armored doubly so.  Generally they come in two "flavors", warrior-monk (lightsaber-based offense, Force-based defense, feels like a traditional gish), and Force Mage (lots of offensive powers).

Definitely want to start in a class that's not Jedi.  I like a Soldier/Jedi/ET/JK build that runs on Jedi-based defenses and a neat little ET talent from CWCG Improved Stunning Strike that eliminates an opponent's standard action if you beat an opponent's damage threshold.  Charging (esp. Powerful Charge) helps with that, use Block and Deflect for your defenses.

Offline Ph34r_n0_3V1L

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #17 on: April 18, 2012, 05:39:39 AM »
The Legacy Era Sourcebook has the Imperial Knight prestige class that has both Armored Defense and Improved Armored Defense in one Talent, Armor Mastery.  Not sure if this helps.

Offline GawainBS

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #18 on: April 18, 2012, 11:52:15 AM »
Thanks! That will help!

Offline Shadowhunter

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #19 on: September 06, 2012, 09:20:30 PM »
Bumping it up for awesome character level 4 Falcon Punch for 46.5 damage at an attack bonus of +13 (see first post).

Best thing of all, it's on an unarmed, innocuous labor droid that no one looks twice at.