Knights of the Old Republic - OCC

Karl Green said:
One question here... with Soldier 5 and Jedi 1 you only have 1 Jedi Talent, but you have two with Damage Reduction and Weapon Specialization... UNLESS you took jedi at some other time before your last level, so that you could take Weapon Proficiency with lightsaber (as soldier does not get lightsaber proficiency)... BUT I would prefer that once you start down the Jedi path that is mostly your levels after that...

You might just say Soldier 3/Jedi 3 as it will not affect anything but the Talents and bonus Feats (which all look good for 3/3 also)

I took Force Sensitivity as a 1st level Soldier. On page 100 it says "Any time a character with the Force Sensitivity feat would normally gain a talent, he or she may instead select a Force talent from one of the four Force talent trees presented below." The talents presented below include the Control tree, which includes the DR 10 talent. I then proceeded to take DR 10 as my first soldier talent.

That said, I might look into balancing my classes a little with Soldier 3 for Armor talents, moving into Jedi 3 for Weapon Spec and DR 10. I'll think it over.
 

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Karl did give us Force sensitive for free, so no need for you to spend your feat on it. The force talent before taking a level of Jedi is legal as well, I gave Jad equalibrium as a noble 3. This game is designed to encourage very heavy multi-classing at any point and any level. Even into and out of the Jedi class since a character is able to be a jedi without having taken any levels of Jedi. A consular might be Noble 7, and could have built their own saber since the only requirement is Use the Force and Heroic level 7.
 

Falkus said:
Thanks for the rules info, I'm definitely going to have to buy a copy of this game once my financial situation stabilizes. I can tell its good already.

What sort of knowledge skills are available?



That sounds like a good idea. I think I might focus on healing for this character, the group doesn't seem to have a dedicated doctor.

Also you could switch one of your Force Powers to Vital Transfer (Light side power) that allows you to heal hit points, but causes you 1/2 the damage you heal.

If you want to go for Noble as 1st level we can switch that over... note that your Base Hit Points for Noble 1/Jedi 5 would be 18 +5d10 instead of 30 +5d10, but you would get more skills...

Let me put one together and you can look them both over to deside what you would like
 

ValenarJaeldira said:
I took Force Sensitivity as a 1st level Soldier. On page 100 it says "Any time a character with the Force Sensitivity feat would normally gain a talent, he or she may instead select a Force talent from one of the four Force talent trees presented below." The talents presented below include the Control tree, which includes the DR 10 talent. I then proceeded to take DR 10 as my first soldier talent.

That said, I might look into balancing my classes a little with Soldier 3 for Armor talents, moving into Jedi 3 for Weapon Spec and DR 10. I'll think it over.

Man I so forgot that... for some reason I thought they were both Jedi Talents... all is cool which ever way you wish to go... and of course remember that you get Force Sensitivity for free
 

I do have one thought, or maybe a concern. Niche protection, granted everyone has to pull their own weight in combat, so that isn't really a niche concern, and almost all of us are pilots, but, how about social skills and other areas like technical skills? The ability to use the force to jump into another niche pretty much slaughters niche protection, what do you guys think?

Piloting-- Primary Serrano (+16, Skill Focus, Vehicular Combat, Space Hound), Jade +11, Talessa +9
Persuasion -- Primary Jade (+16, Skill Focus), Talessa (+16, Adept Negotiator, Force Persuasion), Serrano +12
Use Computer -- No primary Serrano and Jade +10
Treat Injury -- Primary Jarec +10 (unless Talessa is switched to noble)

Karl, I am a bit curious if you are going to go with the Mirulka that Wiz-o Hutt convertd to sage since it is pretty different then the one you came up with. Much weaker since the Mirulka are suppoused to be blind, but it also takes into account the Improved sense surroundings ability which he claims to have designed specifically for the mirulka. I can post up one with those stats for comparision if you want, I actually want some more experience with the character creation system.
 
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Shalimar said:
I do have one thought, or maybe a concern. Niche protection, granted everyone has to pull their own weight in combat, so that isn't really a niche concern, and almost all of us are pilots, but, how about social skills and other areas like technical skills? The ability to use the force to jump into another niche pretty much slaughters niche protection, what do you guys think?

Piloting-- Primary Serrano (+16, Skill Focus, Vehicular Combat, Space Hound), Jade +11, Talessa +9
Persuasion -- Primary Jade (+16, Skill Focus), Talessa (+16, Adept Negotiator, Force Persuasion), Serrano +12
Use Computer -- No primary Serrano and Jade +10
Treat Injury -- Primary Jarec +10 (unless Talessa is switched to noble)

Could be a good idea...


Shalimar said:
Karl, I am a bit curious if you are going to go with the Mirulka that Wiz-o Hutt convertd to sage since it is pretty different then the one you came up with. Much weaker since the Mirulka are suppoused to be blind, but it also takes into account the Improved sense surroundings ability which he claims to have designed specifically for the mirulka. I can post up one with those stats for comparision if you want, I actually want some more experience with the character creation system.

Overall maybe BUT I think that for any player species, if you are going to have a -2 to Dex or Str there should be a +2 to either a combat attribute (Dex or Str) or two non-combat like Int, Wis or Cha. The other two powers should work and I will re-write mine to take that into account BUT again as for attributes I want to make it fair as it were.
 

Here is the way I think it should be revised...

Miralukas revised
Attribute Modifiers: Miraluka gain +2 to Intelligence and Wisdom but are -2 to Dexterity.
Medium Size and Speed: 6 squares
Blindness: Miraluka cannot see normally. Unless they are able to use Force Sight (see below), all targets effectively have total concealment from them.
Bonus Feat: Force Sensitivity.
Force Sight: Miraluka have the ability to see through the Force despite being blind. This functions as the Force technique Improved Sense Surroundings (SECR p.103).
Quick Reactions: Miraluka may reroll Initiative checks, but they must keep the second result even if it is worse.
 

Acrobatics
- Elan +11, Jerac +10
Deception
- Jade +10; Serrana +7 [untrained, but can reroll as a Twi'lik racial ability]
Gather Information
- Jade +11
Mechanics
- Jamin +8; Serrana +10

Default backups on Str skills are Jamin and Tarec; Dex skills are Elan, Serrana, and Jade; Con skills are Jamin and Jarec; Int skills are Serrana and Jade; Wis skills are Elan,Jamin, Jade, and Jarec (or pretty much anyone but Serrana!); Cha skills is Serrana
 

Karl Green said:
Here is the way I think it should be revised...

Miralukas revised
Attribute Modifiers: Miraluka gain +2 to Intelligence and Wisdom but are -2 to Dexterity.
Medium Size and Speed: 6 squares
Blindness: Miraluka cannot see normally. Unless they are able to use Force Sight (see below), all targets effectively have total concealment from them.
Bonus Feat: Force Sensitivity.
Force Sight: Miraluka have the ability to see through the Force despite being blind. This functions as the Force technique Improved Sense Surroundings (SECR p.103).
Quick Reactions: Miraluka may reroll Initiative checks, but they must keep the second result even if it is worse.

The only thing I'd mention here is that they ought to get a conditional bonus of some sort if they get Force Sensitivity for free (typically for taking level 1 in Jedi, but everyone in this game).
 

drothgery said:
The only thing I'd mention here is that they ought to get a conditional bonus of some sort if they get Force Sensitivity for free (typically for taking level 1 in Jedi, but everyone in this game).

Wisdom and Intelligence are much more important in this game then in DnD. Int gives you another maxed out skill while Wisdom raises your will defense and gives you another Force Power each time you take the Force training feat which is pretty big. Take the feat twice and thats two extra powers and the powers aren't anything to sneeze at. Increasing Charisma though in a Jedi game would be a much more major bonus then a +2 or a +4 to physical stats. Use the Force is a Charisma skill and Force users can substitute it for pretty much any other skill with the right talent. I actually think Saga did a pretty good job with balancing all the attributes, Wisdom and Charisma are the most important skills to force users and the only real dump skill is Strength but even that can be pretty important.
 

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