Nifft
Penguin Herder
So. Let's cheese the whiz out of the Force.
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Use The Force Early And Often: You get your Force powers back whenever you roll a natural 20 on a Use The Force check. Thus, the more non-power things you can Use The Force to accomplish, the sooner you'll refresh your stock of shtick.
Force Powers:
- Force Grip does automatic damage each round to one target, may disable a target (limit him to one Swift action), but the best part is that it lasts multiple rounds so long as you concentrate, and you make a fresh Use The Force check each round. The longer you grip, the more chances you have to win.
Force Talents:
- Force Perception (Sense tree) - you can use Sense Influence as a full-round action (for free), and the other uses are likely to come up often in some combats - if you have this talent, and you are in a fight with a lot of concealment, you may feel more free to expend your Force Powers, since you will be getting them back soon.
- Force Pilot (Sense tree) - not a ton of synergy, given how few Force Powers work on star ships. Might be good if you can affect pilots, or if you can Force Move an enemy's terrestrial vehicle, but won't scale well in space.
- Force Persuasion (Jedi Consular tree, requires Adept Negotiator) - TONS of synergy! It's like getting a free Force Stun, though a tiny bit weaker; also, you get to roll Persuasion checks using Use The Force, so you may get multiple uses out of your Mind Trick power during a single negotiation.
- Force Intuition (Jedi Guardian tree) - Do you see a lot of foes using Feint against you? If so, this may be nice. Otherwise, don't bother -- you don't need to refresh yourmaneuvers Force Powers at the beginning of an encounter.
- Block / Deflect (Lightsaber Combat tree) - DING DING DING!!! Paydirt! Useful, free, possibly multiple uses each round, requires no action on your part. Depending on the campaign, one may be more useful than the other; it's probably worth considering both though.
- Lightsaber Throw (Lightsaber Combat tree) - Eats your Standard and Swift actions for only a single Use The Force check, but may be nice when you run out of Force Grip uses. I'm kinda meh on this one. Only take it if you can reliably hit 20 on your Use The Force check -- otherwise you're just disarming yourself.
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Those are my thoughts up to now. More cheesy tricks please!
Cheers, -- N
- - -
Use The Force Early And Often: You get your Force powers back whenever you roll a natural 20 on a Use The Force check. Thus, the more non-power things you can Use The Force to accomplish, the sooner you'll refresh your stock of shtick.
Force Powers:
- Force Grip does automatic damage each round to one target, may disable a target (limit him to one Swift action), but the best part is that it lasts multiple rounds so long as you concentrate, and you make a fresh Use The Force check each round. The longer you grip, the more chances you have to win.
Force Talents:
- Force Perception (Sense tree) - you can use Sense Influence as a full-round action (for free), and the other uses are likely to come up often in some combats - if you have this talent, and you are in a fight with a lot of concealment, you may feel more free to expend your Force Powers, since you will be getting them back soon.
- Force Pilot (Sense tree) - not a ton of synergy, given how few Force Powers work on star ships. Might be good if you can affect pilots, or if you can Force Move an enemy's terrestrial vehicle, but won't scale well in space.
- Force Persuasion (Jedi Consular tree, requires Adept Negotiator) - TONS of synergy! It's like getting a free Force Stun, though a tiny bit weaker; also, you get to roll Persuasion checks using Use The Force, so you may get multiple uses out of your Mind Trick power during a single negotiation.
- Force Intuition (Jedi Guardian tree) - Do you see a lot of foes using Feint against you? If so, this may be nice. Otherwise, don't bother -- you don't need to refresh your
- Block / Deflect (Lightsaber Combat tree) - DING DING DING!!! Paydirt! Useful, free, possibly multiple uses each round, requires no action on your part. Depending on the campaign, one may be more useful than the other; it's probably worth considering both though.
- Lightsaber Throw (Lightsaber Combat tree) - Eats your Standard and Swift actions for only a single Use The Force check, but may be nice when you run out of Force Grip uses. I'm kinda meh on this one. Only take it if you can reliably hit 20 on your Use The Force check -- otherwise you're just disarming yourself.
- - -
Those are my thoughts up to now. More cheesy tricks please!
Cheers, -- N