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 Post subject: Force Tradition Builds
 Post Posted: Thu Oct 08, 2009 3:32 am 
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Sith Apprentice
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Posts: 250
Location: Ottawa, ON, Canada
I've been putting together some builds of many of the existing force traditions for my upcoming campaign including but not limited to: Jal Shey, Jensaarai, Dathomiri, Korunnai Adept, Matukai Adept, Felucian Shaman, Disciple of Twilight, Shapers of Kro Var, Keetael, Tyia Adept,Zeishon Sha, Luka Sene, Fallanassi and Baran Do Sage.

Yes, that's quite a bt of force traditions, you might say that my games tend to be force heavy while not being too Jedi centric, not that Jedi won' be in my game of course.

If any of you have build for these force traditions or others please post them here. Advice on building for a certain tradition is also welcome.

Backgrounds for the mechanical builds would also be highly useful.

Maybe we can make some sort of document of force traditions out of this if we get enough.

Here's a CL 10 Dathomiri Witch

Medium Human scout 1/soldier 6/force adept 3
Init +12; Senses Perception +7
Languages Basic
──────────────────────────────────
Defenses Ref 24 (22 flat-footed), Fort 24, Will 26
hp 91; Threshold 24
──────────────────────────────────
Speed 6 squares
Melee by weapon +8
Ranged by weapon +10
Base Atk +8; Grp +10
──────────────────────────────────
Abilities Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 14
Special Qualities Bonus Trained Skill, Bonus Feat
Talents Beast Trick, Adept Spellcaster, Charm Beast, Command Beast, Bonded Mount, Wild Sense
Feats Armor Proficiency (light), Force Sensitivity, Force Training (3), Skill Focus, Strong in the Force, Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple)
Skills Initiative +12, Jump +10, Ride +12, Stealth +12, Survival +12, Use the Force +17
Force Powers: Mind Trick (1), Force lightning (1), Move Object (1), Battletrike (1), Force shield (1), Rebuke (3), Force stun (1)

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 Post subject: Re: Force Tradition Builds
 Post Posted: Tue Jun 19, 2012 12:40 pm 
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This is a beauty!

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 Post subject: Re: Force Tradition Builds
 Post Posted: Tue Jun 19, 2012 7:02 pm 
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Sith Warrior
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Here’s what I have on hand:

Jensaarai

Jensaarai Defender CL 3
Combat role: Melee Soldier XP: 600
Armored lightsaber warriors that protect their people and hate Jedi. The Jensaarai walk a dangerous line between light and darkness. Although they have been founded by Sith philosophies, few Jensaarai actually fall to the dark side, as discipline is a strong part of their training.
Medium Human Jedi 2/soldier 1
Force 6 (1d6)  ; Dark Side 1
Init +8; Senses Perception +3
Defenses Ref 23 (ff 21), Fort 17, Will 16; Block
Defenses if used Powerful Charge Ref 21 (ff 19)
hp 41; second wind +11/20 ; Threshold 17
Speed 4 squares
Block (reaction to a melee attack; you must be aware of the attack and not flat-footed; your lightsaber must be drawn & ignited)
UtF +11 vs attack roll (you take a cumulative 5 penalty on your UtF check for every time you have used Block since the beginning of your last turn, ie, UtF +11/+6/+1/ 4/etc); negate the attack. If you succeed against melee area attack, you take half damage if the attack hits and no damage if the attack misses. You may spend a FP to use this talent to negate an attack against an adjacent character.
< Surge  (free)
UtF +11 vs DC. You gain a [DC10/15/20 = +10/+20/+30] Force bonus on Jump checks and your speed increases by [DC10/15/20 = +2/+4/+6] squares until the start of your next turn. You can spend a FP to increase the Force bonus on Jump by 10 and increase your speed by an additional 2 squares.
< Battle Strike (2)   (swift)
UtF +11 vs DC 15. Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional [DC15/20/25 = 1d6/2d6/3d6] damage. You can spend a FP to deal +2d6 damage.
Melee  Powerful Charge (standard)
Charge 2 4sq; you take a 2 Ref penalty until start of your next turn.
-lightsaber +9 (2d8+6)
-lightsaber +10 (2d8+1d6+6) with Battle Strike DC 15
-lightsaber +10 (2d8+2d6+6) with Battle Strike DC 20
-lightsaber +10 (2d8+3d6+6) with Battle Strike DC 25
Melee (standard)
-lightsaber +5 (2d8+5)
-lightsaber +6 (2d8+1d6+5) with Battle Strike DC 15
-lightsaber +6 (2d8+2d6+5) with Battle Strike DC 20
-lightsaber +6 (2d8+3d6+5) with Battle Strike DC 25
Languages Basic
Base Atk +3; Grp +5
Force Powers Known (Use The Force +11) battle strike (2), surge
Abilities Str 15, Dex 14, Con 11, Int 8, Wis 14, Cha 11
Talents Attune Armor, Block
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training, Powerful ChargeH, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Trained Skills Acrobatics +8, Initiative +8H, Use the Force +11
Untrained Skills Climb +3, Deception +1, Endurance +1, Gather Information +1, Jump +3, Knowledge +0, Mechanics +0, Perception +3, Persuasion +1, Pilot +3, Ride +3, Stealth +3, Survival +3, Swim +3, Treat Injury +3, Use Computer +0
Possessions attuned battle armor (+10 Ref, +2 Fort), unarmed +5 (1d4+3)

Tactics:
Use Surge, Battle Strike & Powerful Charge for a powerful melee attack.

=================================================


Zabrak Jensaarai CL 5

Medium Zabrak soldier 2/Jedi 3
Destiny 1; Force 7
Init +10; Senses heightened awareness; Perception +10
Languages Basic, Zabrak, 1 unassigned
----------------------------------------------------
Defenses Ref 24 (flat-footed 21), Fort 22, Will 20; Block [Core p.41], Deflect [Core p.41]
hp 52; second wind +13/26; Threshold 22
----------------------------------------------------
Speed 4 squares, climb 2 squares
Melee long-handle lightsaber +8 (2d10+2) with both hands or
Melee armor claws (1d4+2 slashing damage) or
Melee unarmed +8 (1d4+2)
Ranged by weapon +8
Base Atk +5; Grp +8
Special Actions Attune Armor [Core p.107]
Force Powers Known (Use The Force +13) battle strike [Core p.96] (3), surge [Core p.100]
----------------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 12, Wis 16, Cha 12
Talents Attune Armor [Core p.107], Block [Core p.41], Deflect [Core p.41]
Feats Armor Proficiency (light, medium) [Core p.82], Force Sensitivity [Core p.85], Force Training [Core p.85], Skill Focus (Use the Force) [Core p.88], Weapon Finesse [Core p.89], Weapon Proficiency (lightsabers, pistols, rifles, simple weapons) [Core p.89]
Trained skills Initiative +10, Perception +10 (may reroll but must keep the result of the reroll even if worse), Survival +10, Use the Force +13
Untrained skills Acrobatics +5, Climb +2 (may reroll and keep the better result; may take 10 even when distracted or threatened), Deception +3, Endurance +2, Gather Information +3, Jump +2, Knowledge (bureaucracy) +3, Knowledge (galactic lore) +3, Knowledge (life sciences) +3, Knowledge (physical sciences) +3, Knowledge (social sciences) +3, Knowledge (tactics) +3, Knowledge (technology) +3, Mechanics +3, Persuasion +3, Pilot +5, Ride +5, Stealth +5, Swim +2, Treat Injury +5, Use Computer +3
Possessions Attuned Massiff Jensaarai armor (as medium Dark armor with cortosis weave and with climbing claws; +9 armor, +4 equipment, +3 max dex), long-handle lightsaber
Background Event: Orphaned


=================================================
Jensaarai Defender CL 7
Medium Human Jedi 4/soldier 3
Force 8
Init +8; Senses Perception +10
Languages Basic, Sith

Defenses Ref 18 (flat-footed 18), Fort 23, Will 20
hp 63; second wind +15/31; Threshold 23
Speed 6 squares
Melee lightsaber +10 (2d8+5) or
Melee lightsaber +10 (2d8+7) with both hands or
Melee lightsaber +14 (2d8+10) with Powerful Charge or
Melee unarmed +9 (1d4+5) or
Melee unarmed +13 (1d4+8) with Powerful Charge
Ranged by weapon +7
Base Atk +7; Grp +9
Atk Options Brink of Death [LECG p.35], Power Attack [Core p.87], Powerful Charge [Core p.87]
Special Actions Attune Armor [Core p.107], Force Cloak
Force Powers Known (Use The Force +15)_ ballistakinesis [LECG p.53], battle strike [Core p.96] (3), surge [Core p.100], Makashi riposte [JATM p.32]_
Abilities Str 15, Dex 10, Con 10, Int 12, Wis 14, Cha 14
Special Qualities build lightsaber
Talents Armored Defense [Core p.52], Attune Armor [Core p.107], Force Cloak [Core p.107], Juggernaut [Core p.52]
Feats Armor Proficiency (light, medium) [Core p.82], Brink of Death [LECG p.35], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Power Attack [Core p.87], Powerful Charge [Core p.87], Skill Focus (Use the Force) [Core p.88], Weapon Proficiency (lightsabers, simple weapons) [Core p.89]
Trained skills Acrobatics +8, Initiative +8, Perception +10, Stealth +8, Use the Force +15
Untrained skills Climb +5, Deception +5, Endurance +3, Gather Information +5, Jump +5, Knowledge (bureaucracy) +4, Knowledge (galactic lore) +4, Knowledge (life sciences) +4, Knowledge (physical sciences) +4, Knowledge (social sciences) +4, Knowledge (tactics) +4, Knowledge (technology) +4, Mechanics +4, Persuasion +5, Pilot +3, Ride +3, Survival +5, Swim +5, Treat Injury +5, Use Computer +4
Possessions cortosis gauntlet, dark armor (+7 armor, +4 equipment) with shadowskin, lightsaber

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 Post subject: Re: Force Tradition Builds
 Post Posted: Tue Jun 19, 2012 7:03 pm 
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Sith Warrior
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Joined: Fri Aug 13, 2010 11:49 am
Posts: 615
Dathomiri Witches:

[url=http://community.wizards.com/go/thread/view/75862/29133769/Please_Help_Me_Stat_Out_a_Dathomir-based_Campaign!&post_num=66#521007875
]Click here[/url]:

http://community.wizards.com/go/thread/ ... #521007875

and click on the picture to download the Dathomiri Field Guide. It has about 20-30 NPC’s.

=================================================
Felucian:

Felucian Beastwarden CL 7
Medium Felucian nonheroic 6/Jedi 1/scout 1/soldier 1/scoundrel 1/Force adept 1
Force 4 (2d6) [] [] [] []; Dark Side 8
Init +5; Senses low-light vision; Perception +13
Languages Felucianese
Defenses Ref 17 (flat-footed 17), Fort 19, Will 22
hp 60; second wind +15/30 []; Threshold 19
Condition Track -1 []; -2 []; -5 []; -10 & half speed []; KO []
Immune drowning
Speed 6 squares
Melee Felucian skullblade +6 (2d6+2); when you spend a Force Point to modify the attack roll, you can also add 2 x the Force Point’s result to the damage.
Melee unarmed +6 (1d4+2)
Ranged by weapon +6
Base Atk +6; Grp +6
Special Actions Shake it Off, Wild Sense
Force Powers Known (Use The Force +17) enlighten (3), Force blast (4), mind trick, obscure (2), plant surge (2)
Abilities Str 10, Dex 10, Con 14, Int 11, Wis 16, Cha 14
Special Qualities breathe underwater, natural camouflage
Talents Beast Trick (can use Mind Trick on creatures of INT 2 or lower), Detonate, Infuse Weapon, Sickening Blast, Wild Sense
Feats Armor Proficiency (light), Force Sensitivity, Force Training (3), Shake it Off, Skill Focus (Use the Force), Skill Training (Endurance, Knowledge [life sciences], Perception, Survival), Weapon Proficiency (simple weapons)
Trained Skills Endurance +12, Knowledge (life sciences) +10, Perception +13, Survival +13, Use the Force +17
Untrained Skills Acrobatics +5, Climb +5, Deception +7, Gather Information +7, Initiative +5, Jump +5, Knowledge +5, Mechanics +5, Persuasion +7, Pilot +5, Ride +5, Stealth +5 (may reroll to sneak but must keep the result of the reroll even if worse), Swim +5, Treat Injury +8, Use Computer +5
Possessions Felucian skullblade (DR 10 vs lightsaber attacks)

Attack Options:
Enlighten [light side, mind-affecting] (3) [] [] [] (swift or reaction)
One ally within 12 squares of you and in your line of sight. UtF +17; the target may use the check result instead of one attack roll, skill check, or opposed check it makes before the start of your next turn, or the target can use the check result in place of one of its defenses until the start of your next turn. You may spend a Force Point when you activate this power to prolong the effect until the end of your next turn.

Force Blast (4) [] [] [] [] + Sickening Blast + Detonate (standard)
One target within 12 squares and within line of sight. UtF +17 vs Ref and Fort. If you exceed Ref, deal [DC 15/20/25/30 = 2d6/3d6/4d6/5d6] points of damage. If you exceed Fort, move target -1 CT. You can spend a FP to compare the result of your Use the Force checks to the Reflex Defense of all other characters, creatures and droids within 2 squares of your target. If you exceed the Reflex Defense of those secondary targets, they also take damage from the Force blast, and if you fail to exceed their Reflex Defense, they take half damage instead. This is considered to be an area attack against the secondary targets (but not against the original target).

Obscure [mind-affecting] (2) [] [] (reaction)
One enemy within 12 squares of you and in your line of sight that just made an attack roll. UtF +17 vs Will; the target takes a -5 penalty on the attack roll. If the target misses with the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack is also at a -5 penalty. You may spend a Force point when you activate this power to apply the penalty to all the target's attack rolls made until the start of its next turn.

Plant Surge (2) [] [] (standard)
There must be one or more plants adjacent to the target. One creature within 12 squares of you and in your line of sight. UtF +17 vs Fort; the target's speed is 0 until the end of your next turn. A creature can escape (restoring its normal speed) by making a grapple check as a standard action, opposed by your Use the Force check. You can spend a Force Point to impose a -10 penalty to the target's grapple checks made to escape the plant surge. You can maintain plant surge from round to round, extending the normal duration. Maintaining the plant surge power is a swift action, and you must make a new Use the Force check each round. If you take damage while maintaining plant surge, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.

Wild Sense (swift action; once per turn)
UtF check vs a beast with an indifferent or better attitude toward you within 12 squares of you and in your line of sight. When you do so, the beast makes an immediate active Perception check, and you are considered to perceive everything that the beast does, including noticing targets, as though you had made the check. Additionally, until the end of your turn, you are considered to have line of sight to anything the beast has line of sight to.

Shake it Off (2 swift, can be spread over 2 consecutive rounds)
Move +1 CT by spending 2 swift actions instead of 3.

Tactics:
-Standard: Force Blast or Plant Surge
-Reaction: Use Enlighten to boost mynock’s attack
-Reaction: Use Obscure impose -5 attack penalty
-Swift: Shake it Off or second wind if needed

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 Post subject: Re: Force Tradition Builds
 Post Posted: Wed Jun 20, 2012 6:42 am 
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Incredible stuff, guys!

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 Post subject: Re: Force Tradition Builds
 Post Posted: Wed Jun 20, 2012 10:48 am 
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These Ember of Vahl NPC's can be found in "My NPC Statblocks." Download it from my sig.

Warrior of Vahl CL 2, page 138
Vahl’s Firebrand CL 6, page 139

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 Post subject: Re: Force Tradition Builds
 Post Posted: Wed Jun 20, 2012 1:47 pm 
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Agents of Ossus

The Agents of Ossus are keepers of knowledge. They are able to blend into urban environments and virtually disappear, helping them to survive getting hunted down by the Empire.

Agent of Ossus CL 9

Medium Human scout 5/scoundrel 2/Force adept 2
Force 5
Init +11; Senses Perception +11
Languages Basic, Bocce, Bothese, High Galactic, Ryl
----------------------------------------------------
Defenses Ref 23 (flat-footed 21), Fort 21, Will 25
hp 58; second wind +14/29; Threshold 21
----------------------------------------------------
Speed 6 squares
Melee unarmed +5 (1d4+4) or
Melee vibroblade +5 (2d6+4)
Ranged blaster carbine +7 (3d8+4) or
Ranged blaster carbine +2 (3d8+4) with autofire
Base Atk +5; Grp +7
Atk Options autofire (blaster carbine), Insightful Aim [TFU p.92], Point Blank Shot [Core p.87]
Special Actions Buried Presence [TFU p.92], Conceal Other (2) [TFU p.92], Quick Draw, Vanish [TFU p.92]
Force Powers Known (Use The Force +15) battle strike [Core p.96], mind trick [Core p.98], obscure [LECG p.54]
Force Techniques Improved Mind Trick [TFU p.89]
----------------------------------------------------
Abilities Str 10, Dex 14, Con 10, Int 16, Wis 15, Cha 12
Special Qualities Bad Feeling [TFU p.32]
Talents Buried Presence [TFU p.92], Conceal Other (2) [TFU p.92], Insightful Aim [TFU p.92], Vanish [TFU p.92]
Feats Bad Feeling [TFU p.32], Cornered [SAV p.21], Force Boon [Core p.85], Force Sensitivity [Core p.85], Force Training [Core p.85], Point Blank Shot [Core p.87], Quick Draw [Core p.87], Skill Focus (Use the Force) [Core p.88], Weapon Proficiency (advanced melee, pistols, rifles, simple weapons) [Core p.89]
Trained skills Deception +10, Gather Information +10, Initiative +11, Knowledge (galactic lore) +12, Perception +11, Pilot +11, Stealth +11, Survival +11, Use the Force +15
Untrained skills Acrobatics +6, Climb +4, Endurance +4, Jump +4, Knowledge (bureaucracy) +7, Knowledge (life sciences) +7, Knowledge (physical sciences) +7, Knowledge (social sciences) +7, Knowledge (tactics) +7, Knowledge (technology) +7, Mechanics +7, Persuasion +5, Ride +6, Swim +4, Treat Injury +6, Use Computer +7
Possessions blaster carbine, vibroblade
Background Planet: Coruscant

Notes:-
Human bonus trained skill: Survival
Human bonus feat: Force Boon

To use this statblock with another species, simply remove the Human bonus trained skill and Human bonus feat and replace them with the new species traits.


Jin-Lo Rayce, Agent of Ossus Founder CL 15

Medium Human Jedi 7/scoundrel 1/Jedi Knight 7
Destiny 1; Force 6
Init +13; Senses Perception +14
Languages Basic, Bocce, Bothese, Huttese
----------------------------------------------------
Defenses Ref 28 (flat-footed 27), Fort 27, Will 29
hp 105; second wind +26/52; Threshold 27
----------------------------------------------------
Speed 6 squares
Melee unarmed +15 (1d4+8) or
Melee vibrosword +15 (2d8+8) or
Melee vibrosword +15 (2d8+9) with both hands
Ranged heavy blaster pistol +15 (3d8+7)
Base Atk +14; Grp +15
Atk Options Insightful Aim [TFU p.92], Point Blank Shot [Core p.87]
Special Actions Buried Presence [TFU p.92], Conceal Other [TFU p.92], Jedi Network [LECG p.42], Quick Draw, Vanish [TFU p.92]
Force Powers Known (Use The Force +19) battle strike (may take 10 even when distracted or threatened) [Core p.96] (3), Force slam [Core p.97], mind trick [Core p.98], obscure [LECG p.54]
Force Techniques Force Point Recovery [Core p.102], Force Power Mastery (battle strike) [Core p.102], Improved Mind Trick [TFU p.89]
----------------------------------------------------
Abilities Str 12, Dex 12, Con 10, Int 16, Wis 15, Cha 14
Special Qualities build lightsaber
Talents Buried Presence [TFU p.92], Clear Mind [Core p.40], Conceal Other [TFU p.92], Cover Your Tracks [LECG p.41], Difficult to Sense [LECG p.41], Force Veil [LECG p.41], Insightful Aim [TFU p.92], Jedi Network [LECG p.42], Vanish [TFU p.92]
Feats Duck and Cover [SAV p.21], Force Boon [Core p.85], Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Point Blank Shot [Core p.87], Quick Draw [Core p.87], Skill Focus (Stealth, Use the Force) [Core p.88], Skill Training (Gather Information) [Core p.88], Weapon Proficiency (advanced melee, lightsabers, pistols, simple weapons) [Core p.89]
Trained skills Gather Information +14, Initiative +13, Knowledge (galactic lore) +15, Perception +14, Pilot +13, Stealth +18, Use the Force +19 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse; may reroll to conceal presence from Force-users and keep the better result)
Untrained skills Acrobatics +8, Climb +8, Deception +9, Endurance +7, Jump +8, Knowledge (bureaucracy) +10, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Persuasion +9, Ride +8, Survival +9, Swim +8, Treat Injury +9, Use Computer +10
Possessions heavy blaster pistol, vibrosword

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 Post subject: Re: Force Tradition Builds
 Post Posted: Wed Jun 20, 2012 2:38 pm 
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Aing-Tii Monk

The Aing-Tii Monks are a secluded and secretive advanced space-faring civilization. They are masters of space and time, and use the Force to achieve wondrous effects. They hate slavers of every form and will attack them at any opportunity. Those who are selected to gain the knowledge of the Aing-Tii must prove themselves worthy.

Aing-Tii Monk CL 10

Medium Human scout 3/scoundrel 4/Force adept 3
Force 4
Init +12; Senses Use the Force +16
Languages Aing-Tii, Basic, Durese
----------------------------------------------------
Defenses Ref 24 (flat-footed 22), Fort 22, Will 27; Vehicular Combat [Core p.89]
hp 60; second wind +15/30; Threshold 22
Immune +5 to Fortitude and Will Defense against any Use the Force checks
----------------------------------------------------
Speed 6 squares
Melee Vor'cha stun stick +8 (3d8+5) or
Melee unarmed +7 (1d4+5)
Ranged Stokhli spray stick +11 (3d8+5 stun)
Base Atk +7; Grp +9
Atk Options Point Blank Shot [Core p.87]
Special Actions Folded Space Mastery [JATM p.73], Liberate [JATM p.73], Spatial Integrity [JATM p.73]
Force Powers Known (Use The Force +16) cloak [CWCG p.50], farseeing [Core p.96], fold space [JATM p.25] (2), Force shield [TFU p.54/LECG p.86] (2), move object [Core p.98], phase [CWCG p.54], prescience [LECG p.54], rebuke [Core p.100], shatterpoint [CWCG p.52], surge [Core p.100]
Force Techniques Improved Fold Space [JATM p.37]
----------------------------------------------------
Abilities Str 10, Dex 15, Con 10, Int 14, Wis 16, Cha 12
Talents Aura of Freedom [JATM p.73], Folded Space Mastery [JATM p.73], Force Perception [Core p.101], Liberate [JATM p.73], Spatial Integrity [JATM p.73], Visions [Core p.101]
Feats Force Sensitivity [Core p.85], Force Training (3) [Core p.85], Point Blank Shot [Core p.87], Skill Focus (Pilot, Use the Force) [Core p.88], Unstoppable Force [CWCG p.31], Vehicular Combat [Core p.89], Weapon Proficiency (pistols, rifles, simple weapons) [Core p.89]
Primary Skills Endurance +10, Initiative +12, Knowledge (galactic lore) +12, Knowledge (physical sciences) +12, Knowledge (technology) +12, Perception +8 (may Use the Force +16 instead), Pilot +17, Use Computer +12, Use the Force +16
Secondary Skills Acrobatics +7, Climb +5, Deception +6, Gather Information +6, Jump +5, Knowledge (bureaucracy) +7, Knowledge (life sciences) +7, Knowledge (social sciences) +7, Knowledge (tactics) +7, Mechanics +7, Persuasion +6, Ride +7, Stealth +7, Survival +8, Swim +5, Treat Injury +8
Possessions Stokhli spray stick with Superior Accuracy, Vor'cha stun stick (treat as Bothan contact stunner with Improved Accuracy)



Notes:-
Human bonus trained skill: Endurance
Human bonus feat: Unstoppable Force

To use this statblock with another species, simply remove the Human bonus trained skill and Human bonus feat and replace them with the new species traits.

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 Post subject: Re: Force Tradition Builds
 Post Posted: Wed Jun 20, 2012 2:43 pm 
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Bando Gora

Click here for my Bando Gora NPC's I made on the wizards community boards.

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