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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 14, 2010 11:15 am 
One of The Ones
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billiv15 wrote:
(and killing Lobo's character ASAP).



LOL hahaha

I run a great session last year and that's the thanks I get?? :lol: :P

Now I remember why I was choosing to do a Force Spirit as my PC....

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 1:36 pm 
One of The Ones
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Republic Commando squad Veshok emerged from the Kamino Training facilities about 2 years into the Clone Wars conflict, and were immediately dispatched to join with the rest of Zero Five Company and Jedi General Etain Tur-Mukan for operations on Kashyyyk. It was while on missions in that massive jungle, that Order 66 was handed down. Having operated closely with General Tur-Mukan, and been exposed to intel provided by Kal Skirata and other elements of Zero Five Company, namely Skirata’s personal Null-ARC troopers and the ever resourceful Delta and Omega squads, the Commandos of Veshok squad knew right away that something was not right.

Not content to just blindly follow orders, they attempted to seek out the truth of what was really going on. The jungles of Kashyyyk provided plenty of space to hide for a while, and then eventually get off world on their own, and begin their search. Eventually, they heard stories that Skirata had been helping Clones defect from the Republic - now Imperial - ranks, and live a life of freedom among the Mandalorians. But so far, “Cannon”, as his brothers called him, and his squad mates have been unable to make contact with Skirata or his associates. At present time, they are doing what they must to not draw too much attention, but they are also not sitting idly by while the new Empire reigns in terror. The Republic was not a perfect master, but Cannon and his squad know that they would rather have leaders who have some flaws rather than those who have iron fists.

Whether they ever end up finding Skirata’s ‘clan’ or not, Veshok Squad knows one thing for sure: the Empire must be stopped.


Squad members:
RC-3441 - "Cannon" - Squad Sergeant and leader for Veshok Squad since 42 days prior to shipping out from Kamino. Cannon proved his battle worthiness and leadership abilities over and over again. He relies heavily on his DC-17 Interchangeable Weapon System, and is not afraid to waste ammo, if it means getting the job done and keeping his squad safe. The rest of Veshok squad are literally his brothers, and not just because they are clones from the same stock, and he'll do whatever necessary to help them find the freedom they all desire.
RC-8526 - “Surge” - The squad's 'heavy hitter'. Surge likes to break things, particuarly tinnies. A bit of a hot-head, but his focus in the midst of battle is second to none.
RC-5082 - “Ghost” - The squad sniper. Got his call-sign during training ops where he excelled at wiping out the other trainees without being seen. Since then, he's learned that it's not so much about not being seen, it's about killing the enemy before they even have the chance.
RC-3704 - “Spark” - The squad's self-assigned 'tech head'. Most clones spend the little free time they have trying to live normal lives, pick up women, and explore whatever backwater hole they're currently stationed on. Spark would rather find a quiet corner, the latest piece of tech from the galaxy's top manufactures, and take it apart to see how it works. That doesn't mean he's a total reculse though, as his brothers still do a good job to help keep him balanced.


Here are the stats:
Spoiler: show
RC-3441 “Cannon” Lvl 20
Medium Clone Human Soldier 15 / Elite Trooper 5
Destiny --; Force 16; Dark Side 2
Init +20; Senses low-light vision; Perception +17
Languages Basic, Military Hand Signals, Mando’a, Huttese
----------------------------------------------------------------------------------------------------
Defenses Ref 35 (flat-footed 33), Fort 41, Will 30
Hp 242; DR 2; Threshold 41
----------------------------------------------------------------------------------------------------
Speed 4 squares
Melee unarmed +22 (1d4+12) or
Melee Vibroblade +22 (2d6+12)
Ranged ICWS Rifle +27 (3d8+10) or
Ranged ICWS Rifle +25 (3d8 +10, 2x2 square ) with AutoFire or
Ranged ICWS Rifle +25 (3d8 +10, 6-square cone) with Autofire Sweep or
Ranged ICWS Rifle +25 (5d8 +10) with Burst Fire or
Ranged ICWS Sniper +27 (3d10+10) or
Ranged ICWS Anti-Armor +26 (4d6+10) or
Ranged DC-15s +25 (3d6+10)
Base Atk +20; Grp +22
Attack Options Point Blank Shot, Burst Fire, Autofire Sweep, Squad Actions
Special Actions Delay Damage, Assured Attack, Running Attack, Desperate Gambit, Republic Military Training, Ambush Specialist, Strength in Numbers, Harm’s Way, Extra 2nd Wind
----------------------------------------------------------------------------------------------------
Abilites Str 14, Dex 20, Con 16, Int 16, Wis 10, Cha 12
Talents Commanding Officer x3, Armored Defense, Controlled Burst, Harm’s Way, Strength in Numbers, Squad Actions, Ambush Specialist, Keep it Going, Destructive Ambusher
Feats Weapon Proficiency (Simple, Pistols, Rifles, Heavy Weapons), Armor Proficiency (Light, Medium, Heavy), Point Blank Shot, Martial Arts I, Precise Shot, Republic Military Training, Weapon Focus (Rifles), Toughness, Burst Fire, Extra 2nd Wind, Autofire Sweep, Assured Attack, Tech Specialist, Running Attack, Desperate Gambit
Skills Endurance +18, Initiative +20, Mechanics +18, Perception +17, Pilot +20, Treat Injury +15, Use Computer +18
Possessions Katarn-Class Armor (Tech Specialist modified, +1 DEX bonus), ICWS (Tech Specialist modified, +1 Attack), Power Packs: 10, Anti-Armor Ammo: 20, Medpacs: 6, Utility Belt,


Followers:

RC-8526 “Surge” Lvl 20
Medium Human aggressive follower
Init acts on hero’s initiative Senses low-light vision; Perception +15
Languages Basic, Mil Hand Signals, Mando’a
----------------------------------------------------------------------------------------------------
Defenses Ref 30 (flat-footed 30), Fort 33, Will 30
Hp 30; Threshold 33
----------------------------------------------------------------------------------------------------
Speed 4 squares
Melee unarmed +20 (1d4)
Melee Vibroblade +20 (2d6)
Ranged ICWS Rifle +20 (3d8) or
Ranged ICWS Sniper +20 (3d10) or
Ranged ICWS Anti-Armor +15 (4d6) or
Ranged DC-15s +20 (3d6)
Base Atk +20; Grp +20
----------------------------------------------------------------------------------------------------
Abilites Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10
Feats Weapon Proficiency (Simple, Pistols, Rifles), Armor Proficiency (Light, Medium)
Skills Endurance +16
Possessions Katarn-Class Armor, ICWS, AA Ammo: 2


RC-5082 “Ghost” Lvl 20
Medium Human defensive follower
Init acts on hero’s initiative Senses low-light vision; Perception +15
Languages Basic, Mil Hand Signals, Mando’a
----------------------------------------------------------------------------------------------------
Defenses Ref 33 (flat-footed 32), Fort 30, Will 30
Hp 30; Threshold 30
----------------------------------------------------------------------------------------------------
Speed 4 squares
Melee unarmed +20 (1d4) or
Melee Vibroblade +20 (2d6)
Ranged ICWS Rifle +21 (3d8) or
Ranged ICWS Sniper +21 (3d10) or
Ranged ICWS Anti-Armor +16 (4d6) or
Ranged DC-15s +16 (3d6)
Base Atk +15; Grp +15
----------------------------------------------------------------------------------------------------
Abilites Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10
Feats Weapon Proficiency (Simple, Rifles), Armor Proficiency (Light, Medium)
Skills Endurance +15
Possessions Katarn-Class Armor, ICWS


RC-3704 “Spark” Lvl 20
Medium Human utility follower
Init acts on hero’s initiative Senses low-light vision; Perception +15
Languages Basic, Mil Hand Signals, Mando’a, Binary
----------------------------------------------------------------------------------------------------
Defenses Ref 31 (flat-footed 30), Fort 30, Will 32
Hp 30; Threshold 30
----------------------------------------------------------------------------------------------------
Speed 4 squares
Melee unarmed +15 (1d4)
Melee Vibroblade +15 (2d6)
Ranged ICWS Rifle +15 (3d8) or
Ranged ICWS Sniper +15 (3d10) or
Ranged ICWS Anti-Armor +10 (4d6) or
Ranged DC-15s +10 (3d6)
Base Atk +15; Grp +15
----------------------------------------------------------------------------------------------------
Abilites Str 10, Dex 12, Con 10, Int 12, Wis 10, Cha 10
Feats Weapon Proficiency (Simple, Rifles), Armor Proficiency (Light, Medium)
Skills Use Computer +16
Possessions Katarn-Class Armor, ICWS, Datapad, Tool Kit, Security Kit


So this is my first shot at building something using the follower system. I think it's a neat set-up, and should be plenty of fun. As Johnny and Brad pointed out, the very low HP for the followers is kind of irritating, so we'll have to see how that works out. I like how the 'Squad Actions' talent works though. We'll see I guess.

Feel free to double-check things if you guys want. I'm fairly certain I did stuff right, but its always easy to screw these things up sometimes.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 2:46 pm 
Droid Army Commander
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Edited

Moved Back Story


Last edited by jonnyb815 on Thu Jul 22, 2010 4:00 am, edited 3 times in total.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 3:05 pm 
One of The Ones
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Well, the way I set this up, I don't intend to use the Followers to do much shooting on their own. Perhaps here or there, but primarily I will be using the Squad Actions talent. Gives Attack/Damage bonuses in various ways. So, probably will utilize Str in Numbers (extra HP) and Harm's Way where necessary, and keep my 4 pieces close together. We'll see. Just trying something out. :)

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 3:22 pm 
Big Bad Brad
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jonnyb815 wrote:

I am not going with the melee attacker anymore.Even if I went with that build I would change it to double DWM which would make him a lot more simple than he is right now. six attacks and all the talents is just too much. I just dont think there is a lot of rpging with that character. He runs in attacks and thats it. That can be fun but I want more out of my Character than just that.

I am working on a thieve,ex crime lord that is just straight up crazy. He is a mix of a thieve,ex Crime Lord,ex CEO that thinks he is all that and a little of my craziness too.

Here is the back story I might need to work on it.

Teebo had a life. A good life. At least it was until Teebo got a little too greedy. To the general public, Teebo was the owner of a corporation and your typical businessman. To his 'associates' (The closest thing to friends to Teebo) and business contacts, his corporation served as a front to more evil practices. Behind all of that Teebo reached for more than credits; he slowly gained control of the economics of the entire planet and even the government itself. In the end, though, it all came crashing down. He was exposed as a thief among thieves and was only able to escape imprisonment and worse because of his ability to blend in to any environment he found himself in.

Today Teebo still leaves a wake of enemies and fleeced business partners. Nothing is safe around Teebo; he'll gain the trust of those around him long enough to take from them what he wants. Despite that, in times of conflict he's also known as a resourceful ally. He'll use brains over brawn anyday, and is a natural leader. Were he not so despicable and instead used his talents for the good of those around him, Teebo could be the kind of person men relied on in times of crisis.



How many times are you going to change your character? Seriously, this is the third one.

@Aaron: 4 unmodified Katarn Class Armors cost 120,000 credits....even if you had the Maximum starting credits for a solider x 20 thats only 60,000

Edit: I see followers gain credits equal to your starting class...somewhat of an abuse of the house rule, but it fits their characters.


Tal Vode: Captain (20)
Cannon: Captain (19)
Charass: 1st Lieutenant (17)
Moose: 2nd Lieutenant (15)
Chibana: 2nd Lieutenant (14)

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Last edited by The_Celestial_Warrior on Wed Jul 21, 2010 4:53 pm, edited 2 times in total.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 4:19 pm 
Droid Army Commander
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The first guy was all messed up and I just built a new guy than trying to fix the old one.
after looking at my guy He just doesnt look like that much fun. He looks over powerful which can be fixed.
I really liked playing the gungan in Matts online game. I think a lot of people got annoyed sometimes but overall really liked the character.

When Playing Saga I feel trying to help the group overall is a lot more fun than crazy damage.The gunagan had double and could do crazy damge but he overall helped the group and I feel that is key.I was able to RPG that character. I feel that is key. I didnt feel I could really rpg the mobile melee attacker that well. I like to do crazy off the wall things and the melee attacker just ran in and hit things.

So I am goign to try a Noble thieve ex CEO/Crime Boss. Some of the times I might be just standing there and you guys might get pissed but overall he should be a fun character to run. Another reason for the change is that its looking like most of the group is going to be Soldiers. But that wasnt really the main reason. The main reason for the change is that I want to have fun and play a character not make a character play me.


Last edited by jonnyb815 on Tue Jul 20, 2010 4:21 pm, edited 1 time in total.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 4:21 pm 
Big Bad Brad
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Well, I know Shawn built a character with your melee attacker (and my Character) in mind. He wanted to be a buffer type character with a tow-cable esque type ability. Oh well, more tow cable for me :D

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 4:25 pm 
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Well I can change to the melee beat if you want. Trev,Phil and Eric all are goign to be melee beats thats 4 of 15 characters being a melee beat. Ill pm my new guy before I post it and see what you think.


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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 4:58 pm 
Big Bad Brad
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Eh, play what you want. Just decide on something.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 5:13 pm 
Imperial Dignitaries
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Yeah, I'll be playing a ninja/martialartist/melee-beatstick character. He's got some insane stealth skills, and he hits hard from the shadows. I hope to post his story and stats tonight, if I have enough time. I'm also trying to figure out if it's better for my character to hit harder, or to roll stealth checks for an ally (which would be handy and kinda cool...sneaking up behind some enemies with a clumsy WOOKIEE in tow!). I'm open to suggestions from the group. :)

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 5:37 pm 
Big Bad Brad
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If he's a melee beatstick, stick with that. Though I'm not a 100% where you going, I'm not seeing the relation between melee beat and Stealth buffer.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Tue Jul 20, 2010 8:30 pm 
Imperial Dignitaries
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The_Celestial_Warrior wrote:
If he's a melee beatstick, stick with that. Though I'm not a 100% where you going, I'm not seeing the relation between melee beat and Stealth buffer.

Think ninja. He uses kung-fu (and several other chinese words) to lay down heavy damage on his opponents, and he's nearly invisible when he wants to be. There's just 1 class feature ("Lead Infiltrator", from the Infiltrator PC, TFU 51) which allows me to roll Stealth checks for 1 ally that's coming along with me. That's a pretty cool feature, since it could allow a big clunky Mando-armor-clad guy sneak up into a prime sniping spot, or it could allow a grunting, moaning, clumsy wookiee to walk on his tiptoes behind enemy lines. I think I've made my decision, and I'm going with that feature...there are just so many cool and fun roleplaying possibilities.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 1:46 am 
Imperial Dignitaries
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Ok, here's my character, Chibana Shadeclaw. He's a Cathar (KOTOR, p.13) who excels in stealth and infiltration, and focuses on unarmed combat. He gets in, strikes hard, and gets out...all without being detected. ["Chibana" is the name of the martial arts master who created the Okinawan Shorin-Ryu style of karate, which I studied for five years.]

Chibana was born in the Coruscant undercity, and quickly orphaned, thanks to the violent gang wars, in which his parents were unintended casualties. As most cathar do, he grew up with extremely passionate emotions, though with the darker ones only exacerbated by his bad start in life. Milling around with a chip on his shoulder and always ready to fight at the bleep of a comlink, Chibana wouldn’t have lasted long in the slums of Coruscant, if it weren’t for Sin Shai, an aging Nagai monk. Recognizing the young cathar's natural fighting talent, Sin Shai took the young cathar into his home, and, after many years of difficult training and rigorous discipline, taught him to control his emotions—as much as that’s possible with a cathar, anyway—and channel them into focused energy.

Life training with Sin Shai was looking up...until one morning in the slums of Coruscant, when Chibana’s keen senses woke him up and gave him enough warning to dive for cover...just in time to avoid the explosion which levelled their modest home. In the chaos and confusion following the blast, Chibana searched frantically to find his master, but to no avail; by the time he reached him, Sin Shai was already dead, crushed by pieces of the damaged building. The word on the street was that the bomb had been accidentally set on the wrong building. Chibana’s life was once again in tatters, once again the casualty of gang warfare.

As he struggled to put the pieces of his life back together, Chibana began piecing together clues about the events of that fateful day. He came to realize that the “word on the street” was a lie: his master was the intended target of the bomb, and the local gangs had nothing to do with it. That set Chibana on a long, but determined course of searching out the identity of the ones who murdered his master. You see, cathar are commonly defined by their loyalty and dedication, and also by their short fuses and hot tempers. But there is something else about the cathar, something more basic. To be a cathar is to be a patient, cunning, deadly hunter, content to stalk one’s prey and strike when the moment is just right.

And in this case, his prey, the ones who murdered his master, are rumoured to be on Felucia, working for the detestable Empire. Now the patience has paid off, and the time has come to strike....

Chibana Shadeclaw

CL 20
Medium Cathar Scout 5 (start), Soldier 3, Infiltrator 4, Martial Arts Master 8

Force Points: 16
Initiative: +21; Senses: Perception +15
Languages: Basic, Catharese, Nagaian
HP: 238; SR: 10; Damage Threshold: 38
Speed: 8

Defenses: Reflex 43 (flat-footed 34), Fortitude 38, Will 32
Armor: Shadowsuit (CWCG 64) with superior Fortifying Armor

Abilities Str 22, Dex 22, Con 14, Int 13, Wis 11, Cha 11

Skills: Endurance +17, Initiative +21, Mechanics +16, Perception +15, Pilot +21, Stealth +26(+36 with Shadowsuit when sneaking)

Attack
Ranged +23, Melee +31, BAB +17; Grp +26

Ranged Ascension Gun +23, 3d8+10

Melee Shockboxing Gloves +31 (19-20), 2d12+23 Single Attack
Melee Shockboxing Gloves +29 (19-20), 3d12+23 Single Attack & Rapid Strike
Melee Shockboxing Gloves +35 (19-20), 2d12+39 Charge
Melee Shockboxing Gloves +33 (19-20), 3d12+39 Charge & Rapid Strike
Melee Shockboxing Gloves +26 (19-20), 2d12+23 Double Attack
Melee Shockboxing Gloves +24 (19-20), 3d12+23 Double Attack & Rapid Strike

Situational Bonuses
Hijkata Expertise: Whenever you damage a creature or droid with an unarmed attack, the target takes a -6 penalty to its next attack roll.
Tough as Durasteel: Whenever you damage a target with an unarmed attack while wearing light or no armor, you gain 8 bonus hit points.
Melee Assault: When you make a melee attack against a target that has 1+ of your allies adjacent to it, compare the result to the target’s Fortitude Defense as well as its Reflex Defense. If the attack hits both defenses, the attack deals +1 die of damage and the target is knocked prone.
K’tara Training: You roll an extra die of damage against a flat-footed enemy on 1 unarmed attack during your turn.
Echani Training: If you make only 1 unarmed attack during your turn, you can double the damage bonus to that attack provided by your Strength modifier.
Hijkata Expertise: When you damage a creature or droid with an unarmed attack, the target takes a penalty to its next attack roll equal to your Strength bonus.
Melee Assault: When you make a melee attack against a target that has 1+ of your allies adjacent to it, compare the result to the target’s Fortitude Defense as well as its Reflex Defense. If the attack hits both defenses, the attack deals +1 die of damage and the target is knocked prone.
Critical hit: +1 die of damage (Baragwin Shockboxing Gloves), and the target is immediately knocked prone in its current square, provided it is no more than 1 size larger than you. (Echani Training & Echani Expertise)

Combat Actions
Reactive Claw: 1/encounter when a Cathar damages an opponent with a melee attack, the Cathar can make a single melee attack with its natural weapons against that target as a swift action. The Cathar must have 1 hand free to make this attack.
Echani Training: 1/encounter when you deal damage to a target with an unarmed attack, you can immediately make an unarmed attack against the target’s Fortitude Defense as a free action. If successful, you knock the target to the ground (prone) in its current square, provided that the target is no more than 1 size larger than you. (Targets gain a bonus to Fortitude Defense based on their size.)
Concealed Weapon Expert: 1/round you can use a swift action to reroll an unarmed attack, but you must take the second result, even if it is worse.
Blinding Strike: 1/encounter, make 1 melee/ranged attack vs. an opponent within range. If you damage the target, you gain total concealment vs. that target until the beginning of your next turn. (Shadow Striker)
Confusing Strike: 1/encounter, make 1 melee/ranged attack vs an opponent within range. If this opponent is denied its Dexterity bonus to Reflex Defense or if you have concealment from this opponent, a successful attack also causes the opponent to be able to take only a swift action on its next turn. (Shadow Striker)
Unexpected Attack: 1/encounter, make a melee/ranged attack within your range vs. an opponent 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. (Shadow Striker)
Reactive Claw: 1/encounter, when you damage an opponent with a melee attack, you can make a single unarmed melee attack against that target as a swift action. You must have 1 hand free to make this attack. (Reactive Claw)
Echani Training: 1/encounter, when you deal damage to a target with an unarmed attack, immediately make an unarmed attack against the target’s Fortitude Defense as a free action. If successful, you knock the target to the ground (prone) in its current square, provided that the target is no more than 1 size larger than you. (Targets gain a bonus to Fortitude Defense based on their size.)
K’tara Training: 1/encounter, when you deal damage with an unarmed attack to a target that has been denied its Dexterity bonus to its Reflex Defense, immediately make a second unarmed attack against the target’s Fortitude Defense as a free action. If successful, you render the target incapable of speech until the end of your next turn. This is a stunning effect.

Prestige Class Features
Unarmed Stun (+1 die): You can use your unarmed attacks to deal stun damage. You must designate your intention to stun your target before the attack is made, and you deal +1 die of damage on your unarmed attack, which deals stun damage.
Lead Infiltrator: You can make a Stealth check for 1 ally within LOS, using your check result in place of their Stealth checks. Allies must stay within LOS to retain this bonus.
Tough as Durasteel +8: Whenever you damage a target with an unarmed attack while wearing light or no armor, you gain 8 bonus hit points.

Talents
Improved Stealth (CR 49), Hidden Movement (CR 49), Evasion (CR 50), Hammerblow (LECG 31), Concealed Weapon Expert (TFU 49), Shadow Striker (SV 16), Teras Kasi Basics (TOTG 53), Teras Kasi Mastery (TOTG 53), Echani Expertise (GAW 32), Hijkata Expertise (GAW 32), Melee Assault (LECG 31).

Feats
Reactive Claw (KOTOR 12), Weapon Proficiency: Pistols, Blasters, Simple (CR 89), Shake It Off (CR 88), Martial Arts I, II, III (CR 86), Skill Focus: Stealth (CR 88), Double Attack (CR 84), Armor Proficiency: Light Armor (CR 55 & 82), Rapid Strike: Unarmed Attack (CR 88), Melee Defense (CR 86), K’tara Training (GAW 27), Echani Training (GAW 26), Powerful Charge (CR 87).


Equipment (started with 28,000)
Ambient Aural Amplifier (RECG 51), Comlink, hands-free (LECG 65), Baragwin Shockboxing Gloves (GAW 37) [with Superior Attack (+2), Superior Damage (+5)...(SV 24)], Ascension Gun (GAW 37), Shadowsuit (light armor) (CWCG 64) [with Superior Fortifying armor (+2 to Fort Def)], Stealth Field Generator (KOTOR 74), Energy Shield (KOTOR 71), Field Kit (CR 138), Utility Belt (CR 140), Explosives (TFU 100), Proximity Mine (TFU 101) [6d6, 3 sq burst radius], Thermal Detonator (CR 130) [8d6, 4 sq burst radius], Explosive Charge (CR 131) [10d6, 1 sq burst radius], Credit Chip with 1350 credits.


Carrying Capacity: 122
Current Weight: 23.8

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 9:04 am 
One of The Ones
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The_Celestial_Warrior wrote:
@Aaron: 4 unmodified Katarn Class Armors cost 120,000 credits....even if you had the Maximum starting credits for a solider x 20 thats only 60,000

Edit: I see followers gain credits equal to your starting class...somewhat of an abuse of the house rule, but it fits their characters.


Well, technically, the Armor does jack squat for the followers, as you follow the standard 10+level+ability modifier for determining defenses. Honestly, it doesn't do anything for them except give them the heads-up displays/comlinks to stay in communication with me. I wasn't planning to assign DR or SR for any of those characters based on the armor.

Plus, I wasn't sure if they REALLY should cost 30,000 a piece anyways. Mando armor is supposed to cost like 37,000, but if you're a Mando, it only costs 7,000. So I figured that having the Armor/DC-17 for all 4 characters shouldn't have been a problem. Doing the armor upgrading work and adding the SR 5 to each of my followers would be nice, but it's not that big of a deal to me.


@ Trev....dang, that guy's a beast. It's characters like that which make me wonder why the rulebook has the Followers with such low HP. If we come up against any opponents like you, they could kill my followers with a single hit. :P Oh, and you rolled SUPER hot on your initial ability scores, lol. If I assume you put all 10 points from Levels 4,8,12,16,20 into Str and Dex, then you still started with a 43 point build. :P

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 9:22 am 
Imperial Dignitaries
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Yeah, it was fun working on him. :) I've gotta say, though, that it was a lot of work to research all the available options for my build, since they're spread out over so many books. But it was the equipment that took the longest, since I had never realized that you could upgrade or modify equipment. In either case, after multiple late nights, he's finished. Whew. Now I can stop prepping for SWRPG and start prepping for SWM. :D

I rolled 17, 16, 14, 14, 11, 11. I put 5 into Dex, but only 4 into Str (up to 22), and 1 into Int (so I could get the 13 Int for Melee Defense). And don't forget the Cathar's +2 Dex/-2 Int.

I didn't actually count out the point-buiild value, but I was happy with the results, since the 17/16 allowed me to pump both my Str and Dex to high levels.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 9:25 am 
One of The Ones
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Yeah, equipment has become crazy throughout all the books, especially once you take into account all of the Tech upgrades in Scum & Villainy too. I had some fun with that, and that's why I ended up taking the Tech Specialist feat just for fun, and to upgrade both my Armor and my Rifle.

You're still sitting at a 41 point build. Nice rolling. :)

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 9:33 am 
Droid Army Commander
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edit
Ok He rolled thats why it looks odd.


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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 9:47 am 
Big Bad Brad
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LoboStele wrote:
The_Celestial_Warrior wrote:
@Aaron: 4 unmodified Katarn Class Armors cost 120,000 credits....even if you had the Maximum starting credits for a solider x 20 thats only 60,000

Edit: I see followers gain credits equal to your starting class...somewhat of an abuse of the house rule, but it fits their characters.


Well, technically, the Armor does jack squat for the followers, as you follow the standard 10+level+ability modifier for determining defenses. Honestly, it doesn't do anything for them except give them the heads-up displays/comlinks to stay in communication with me. I wasn't planning to assign DR or SR for any of those characters based on the armor.

Plus, I wasn't sure if they REALLY should cost 30,000 a piece anyways. Mando armor is supposed to cost like 37,000, but if you're a Mando, it only costs 7,000. So I figured that having the Armor/DC-17 for all 4 characters shouldn't have been a problem. Doing the armor upgrading work and adding the SR 5 to each of my followers would be nice, but it's not that big of a deal to me.


You might have that wrong...er right. To my understanding, followers act as non-heroic class characters. This means they DO NOT add their class level to their defense score. Edit: Never mind, I see under defenses for followers that its YOUR class level.

I ran into the same problem with my character as well. Starting with the level 10 Rex in the CW guide, he didnt have enough money to afford his standard clone trooper armor that he already had. I wanted to modify it anyway so I went with the Mandalorian Combat suit that had the base stats I wanted. At the Mandalorian price it was definately affordable, and I just envision it as modified Clone Armor.

I imagine the only reason they dont have a reduced price on the clone armors is the fact that its Military and not Rare like the Mando armors. Otherwise every player doing a Soldier would end up trying to swing clone armor somehow, when it really should be up to the GM (who then just gives them it) in campaign style play.

Honestly given the rule system set up for money, you ought to just roll out the followers credits and see what you can end up with. If you dont get enough money for the DC and the armor, assume you did. You'll likely only end up with enough extra to get one modification anyway, and lets face it, at 30 HP even DR 10 wont go that far.


Also I am trying to figure out how our characters will relate. I'm picturing Tal Vode pretty much with Rex's personality but obviously more distant and cold. Being that your a clone who defied Order 66 as well (assuming thats obvious to me) I could see both extremes of that personality coming into effect. Either he sees you more closely as brothers or he trusts you even less than everyone else. Of course, it is not obvious to you that Tal Vode is a clone, as you have never seen him without his armor.

Of course thats something for you to consider as well. Where Tal Vode is hiding his clone heritage, you seem to display it openly--at least in your style of dress. We can all assume you are clones, but do we know that for sure??

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 10:02 am 
Droid Army Commander
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Minions are really the only way to get a good 'follower' that wont die but if you want to be a clone that wont work hehehehe.
I am still trying to figure out how to keep my Crime lord alive without taking minion since we have so many players. There are a few other reasons a minion would help.


Last edited by jonnyb815 on Wed Jul 21, 2010 10:09 am, edited 2 times in total.

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 Post subject: Re: Gencon Wed Night RPG Lvl 20 Sign Up Thread
PostPosted: Wed Jul 21, 2010 10:04 am 
One of The Ones
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LOL, well, getting DR10 would be nearly impossible. SR10 I could probably swing.

But there really isn't any sort of money 'system' for SWRPG. The rules always assume you start as a Lvl 0 character and then play through campaigns in order to earn more credits. The Noble's Wealth talent is the only one that inherently gives you money just for your character level. Technically, I assumed my character had 60,000 credits, as Bill said to assume you got your max amount of credits at each level (3,000 x 20). In an actual game, you wouldn't get another 3,000 credits just from leveling up from Soldier 1 to Soldier 2. You'd only get more credits by completing campaigns, jobs, etc. as part of your game. Kind of wish that WOTC had included some sort of system to determine an appropriate amount of credits for higher level character generation.

For instance, if you build a Noble, and take Wealth at Lvl 1, and then do all 20 levels in the Noble class, you end up with 1,050,000 credits, lol. That's not to mention any investing, gambling, jobs, etc. that you do as part of your campaign. But if you go strictly by the rules of the game, a Soldier that starts at Lvl 1 and takes Soldier levels all the way up through Lvl 20, only gets his 3d4 x 250 for the entirety of those 20 levels....a max of 3,000, lol. Just doesn't make sense. So, Bill's method of just assigning max credits, and you get those at every level is the easiest way to do it for high level characters. I would think that in many cases, PCs would actually end up with more than that, but it's not a big deal. Thus, why I wasn't super picky/careful about picking my equipment.

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