[SWSE] Fiddling

Technik4 said:
Of course, I don't see why there would be martial artists in a Star Wars game - the jedi are pretty much filling that role (melee mystic). Of course, my knowledge of Star Wars stuff is quite low, I've seen the movies and Saga is my first Star Wars book (other than the triology).

Well, if you look at the Star Wars minis, there's a Kaminoan Ascetic, who is a non-Force using martial artist.

I'm not familiar with the RCR, but Soldiers have Perception as a class skill in Saga (and Stealth can be used untrained).

I didn't catch that Perception was a class skill for Soldiers, but that's helpful. Still, there's Stealth and Survival.

Elite Trooper can be easily obtained by a level 7 soldier with the appropriate feats and talents. Since scouts do not have a full BAB, it just seems weird to go into that class if you are shooting for Elite Trooper.

Well, free Shake it Off is not a bad perk. :) However, it would mainly be for skill access and maybe a Talent or two. You lose one point of BAB whether you take one level or four, so Soldier 3/Scout 4 or Soldier 4/Scout 3 both seem like a nice base for a commando type character.
 

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pawsplay said:
Well, free Shake it Off is not a bad perk. :) However, it would mainly be for skill access and maybe a Talent or two. You lose one point of BAB whether you take one level or four, so Soldier 3/Scout 4 or Soldier 4/Scout 3 both seem like a nice base for a commando type character.

Well, I think you'd need another level since Elite Trooper requires +7 Bab instead of just 7 heroic levels. But yeah, those classes would work well.
 

pawsplay said:
So what base classes would you recommend for a Force Warrior (a non-Jedi martial artist)?

As an idea using the Soldier class:

Force Warrior [Human Female Soldier 1]

Str 14
Dex 15
Con 12
Int 10
Wis 13
Cha 8

HP: 31
BAB: +1
Grp: +5
Melee Attack: Unarmed Strike (+3 to hit, 1d6+2 damage)
Reflex Defense: 10 + 1 (Soldier) + 2 (Dex) + 1 (Level) +1 (MA) = 15
Fortitude Defense: 10 + 2 (Soldier) + 1 (Con) + 1 (Level) = 14
Will Defense: 10 + 1 (Wis) + 1 (Level) = 12
Damage Threshold: 14

Feats: Armour Proficiency (Light, Medium), Force Sensitive, Force Training, Martial Arts I, Weapon Proficiency (Simple Weapons, Pistols, Rifles).
Trained Skills: Jump, Endurance, Initiative, Perception.
Talent: Expert Grappler
Force Powers: Battlestrike, Surge
Force Points: 5

I would look at adding some light armour and my next feat would be Pin or Trip.
 

Skywalker said:
As an idea using the Soldier class:

Force Warrior [Human Female Soldier 1]

Str 14
Dex 15
Con 12
Int 10
Wis 13
Cha 8

HP: 31
BAB: +1
Grp: +5
Melee Attack: Unarmed Strike (+3 to hit, 1d6+2 damage)
Reflex Defense: 10 + 1 (Soldier) + 2 (Dex) + 1 (Level) +1 (MA) = 15
Fortitude Defense: 10 + 2 (Soldier) + 1 (Con) + 1 (Level) = 14
Will Defense: 10 + 1 (Wis) + 1 (Level) = 12
Damage Threshold: 14

Feats: Armour Proficiency (Light, Medium), Force Sensitive, Force Training, Martial Arts I, Weapon Proficiency (Simple Weapons, Pistols, Rifles).
Trained Skills: Jump, Endurance, Initiative, Perception.
Talent: Expert Grappler
Force Powers: Battlestrike, Surge
Force Points: 5

I would look at adding some light armour and my next feat would be Pin or Trip.

I like the idea but the Soldiers starting feats are the two Armor Proficiencies and the three weapon proficiencies. How do you get Force Sensitive, Force Training and Martial Arts I, which are three feats, but a 1st level human gets the one starting feat plus the racial bonus feat, which would be two feats... not three?

Unless I'm missing a rule somewhere.

Other than that I think what you have here is really cool for a Force Warrior who is not a Jedi.
 

One thing I did notice in this book is that Defense bonuses from the classes don't stack, unlike previous d20 products with saving throws that did stack.

Another thing I noticed is that Force Training is NOT a bonus feat for the Jedi class, which strikes me as odd but at the same time really a cool game design element.

What do you all think?
 

Acid_crash said:
How do you get Force Sensitive, Force Training and Martial Arts I, which are three feats, but a 1st level human gets the one starting feat plus the racial bonus feat, which would be two feats... not three?

Unless I'm missing a rule somewhere.

Other than that I think what you have here is really cool for a Force Warrior who is not a Jedi.

My bad. You are right. In that case, I would probably drop the Force Training for level 2.
 

Acid_crash said:
Another thing I noticed is that Force Training is NOT a bonus feat for the Jedi class, which strikes me as odd but at the same time really a cool game design element.

What do you all think?

Not really. First, it means Force Adepts aren't necessarily less capable of learning the Force than Jedi. Second, it means restrict the Jedi in gaining Force Powers too quickly, which are very powerful. I think it was the right decision.
 

What about:

Martial Artist [Human Female Jedi 1]

Str 14
Dex 15
Con 12
Int 10
Wis 13
Cha 8

HP: 31
BAB: +1
Melee Attack: Unarmed Strike (+3 to hit, 1d6+2 damage)
Reflex Defense: 10 + 1 (Jedi) + 2 (Dex) + 1 (Level) + 1 (Dodge) = 15
Fortitude Defense: 10 + 1 (Jedi) + 1 (Con) + 1 (Level) = 13
Will Defense: 10 + 1 (Jedi) + 1 (Wis) + 1 (Level) = 13
Damage Threshold: 13

Feats: Force Sensitive, Weapon Proficiency (Simple Weapons, Lightsaber), Martial Arts I, Force Training.
Trained Skills: Acrobatics, Initiative, Perception.
Talent: Acrobatic Recovery or Elusive Target
Force Powers: Battlestrike, Surge.

Another option would be sub-out Force Training for Acrobatic Strike, Pin, or Trip.

Though this PC is of the Jedi Class, I don't see an issue with it being someone who isn't a Jedi but is naturally talented with the Force at a young age.
 

Remember, the key is flavoring your abilities. The above Jedi Martial Artist with Battlestrike and Surge wouldn't think of them as force powers. They're just Stunning Fist and Tiger's Sprint. It's all about your own perception of the character. In my example, you have a perceptive, fast acting, acrobatic hand-to-hand fighter that can also use his martial arts training to get a general sense of whether the short term consequences of an action will be good or bad (Search Your Feelings). In addition, he can spend a second centering himself mentally and restoring his natural Equilibrium to return his body to it's naturally harmonized state.

It's like Mutants and Masterminds; your Rocket Launcher (Blast 10) and the team's Fire Controller's Fire Beam (Blast 10) are mechanically identical. Only in flavor do they differ, and that's the key.

-TRRW
 

theredrobedwizard said:
Remember, the key is flavoring your abilities. The above Jedi Martial Artist with Battlestrike and Surge wouldn't think of them as force powers. They're just Stunning Fist and Tiger's Sprint. It's all about your own perception of the character. In my example, you have a perceptive, fast acting, acrobatic hand-to-hand fighter that can also use his martial arts training to get a general sense of whether the short term consequences of an action will be good or bad (Search Your Feelings). In addition, he can spend a second centering himself mentally and restoring his natural Equilibrium to return his body to it's naturally harmonized state.

It's like Mutants and Masterminds; your Rocket Launcher (Blast 10) and the team's Fire Controller's Fire Beam (Blast 10) are mechanically identical. Only in flavor do they differ, and that's the key.

-TRRW

Awesome post. I totally agree.
 

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