C'Mon, People! SAGA Edition Still Exists!: SAGA Build Compendium (NOT ALL WORK MINE)

Post/Author/DateTimePost
#1

tsuyoshikentsu

Oct 30, 2008 20:11:56
Hey, remember that game called SAGA Edition? And remember how this board is technically the one you optimize for it on? And remember how it's a living game, as compared to the essentially dead (according to WotC) 3.5?

Yeah. Lots of stuff has happened recently.

A few new books are out with delicious, delicious crunch, but most importantly errata has happened. We need a new place to optimize SAGA, stat. To kick us off, I'm porting over everything in RT'S build compendium and updating them with commentary based on the new errata. This will, of course, take some time, so bear with me.
#2

tsuyoshikentsu

Oct 30, 2008 20:12:30
Unkillable Jedi, by Radical Taoist
Species: Trandoshan
Essential Skills: Use the Force, Acrobatics

Level by level (talents, Force techniques, and Force secrets are in italics, feats are in bold)
  • Jedi 1 - DR 10, Force Boon, Jedi starting feats
  • Jedi 2 - Skill Focus (Use the Force)
  • Jedi 3 - Force Intuition, Force Training
  • Jedi 4 - Rapid Strike
  • Jedi 5 - Force Perception
  • Jedi 6 - Force Training, Vehicular Combat
  • Jedi 7 - Force Pilot
  • Force Adept 1 - Empower Weapon
  • Force Adept 2 - Force Point Recovery, Starship Tactics
  • Force Adept 3 - Attune Weapon
  • Jedi Knight 1 - Djem So
  • Jedi Knight 2 - Improved Force Trance, Starship Tactics
  • Force Disciple 1 - Force Treatment
  • Jedi Master 1 - Equilibrium
  • Force Disciple 2 - Quicken Power, Free feat
  • Force Disciple 3 - Force Power Adept (Negate Energy)
  • Jedi Master 2 - Multitarget Power
  • Jedi Master 3 - Foresight, Distant Power, Free feat
  • Jedi Master 4 - Shaped Power
  • Jedi Master 5 - Force Fortification, Devastating Power

*taken for lightsabers

Ideal Starting Stat array, assuming Dawn of Defiance standards: Str 14, Dex 12, Con 12, Int 9, Wis 13, Cha 14 (after racial modifications)
Increase Int and Dex at 4th level (training in Acrobatics), and Dex and Wis at 8th level.

This guy's gimmick is long-term indestructability. Trandoshan regeneration combined with Force Treatment and Improved Force Trance mean you could cut all this Jedi's arms off and throw him down a sewage vent, and he will easily come back for you in a few weeks. He starts off incredibly hard to kill, with Force Boon powering the DR 10 Force talent that makes him as good as immortal at first level. Unlike most Jedi, this fellow will rely on Negate Energy rather than lightsaber talents for defense; Force Power Adept makes blocking lightsabers with your bare hands entirely possible at the high levels. Finally, he enjoys from the early game on the exceptional Powerful Charge + Acrobatic Strike combo, aided by Rapid Strike and the Battle Strike power. Finally, we give him some piloting bennies at the high levels, so he can put that Force Pilot skill of his to good use.

As errata goes, this guy could have been a lot worse off. The Acrobatic Strike-Powerful Charge combo is still fairly potent, but I felt that AS was nerfed enough to justify taking those out, moving everything else up a few notches, and leaving it up to the player as to whether to include it. Rapid Strike also got a little change, but if you follow the stat scheme it's largely irrelevant to you.
#3

tsuyoshikentsu

Oct 30, 2008 20:13:34
Still reserved.
#4

tsuyoshikentsu

Oct 30, 2008 20:14:08
Still ali- er, reserved.
#5

tsuyoshikentsu

Oct 30, 2008 20:14:41
This is not the post you're looking for.
#6

tsuyoshikentsu

Oct 30, 2008 20:15:15
Move along.
#7

Senevri

Oct 31, 2008 8:38:15
Hey, I'm scheduled to buy it for christmas...
#8

eltacolibre

Nov 04, 2008 18:35:06
This would be interesting to see what people comes up with the new stuffs from the published materials.

The Force unleashed offers the stats for proxy and is a good example of a jedi droid(yeah it has jedi levels) without any force powers but focusing on the Lightsaber combat part, this could people makes more of them hopefully.
#9

Senevri

Apr 12, 2009 19:58:44
Raise Thread: Still Relevant, unless there's a better place to discuss this.

We're actually playing this game, now, and it's definitely a breath of fresh air. Most of actual combat has been in space, and most of close-up encounters have been negotiations and trading.

Curiously, I made a serious error and gave the crew way too much money, too early. Fortunately, they bought a Correllian Corvette for themselves, which is fairly expensive to run and upgrade, so they now have a wealth sinkhole if needed. Their YT-2000 has also been upgraded to max shield and a single turbolaser (they were helping the republic war effort during clone wars, ) so if need be, they'll still have a more reasonable ship to fly around in.

The game is mostly non-jedi, although I have tempted some players towards exploring the force side of things, just to see how that works. Starships of the galaxy is probably the most immediately needed add-on, but other than that, one doesn't really need any other supplements.

It's... really different from my fantasy game experience, really.

Interestingly, one can build many different types of characters with relatively simple individual components. One can create a rather mighty martial arts melee hero with just a single class, even... and there are quite a few chances for diplomacy and trade. No skill seems directly applicable for entertainment, though...
#10

badgerx3

Apr 19, 2009 0:59:57
I have nothing to contribute, but I need opinions from people who have played Saga edition.



Is it very hard to play a Saga character in a 3.5 campaign? Is there a lot one would have to adjust for? Does a Saga character curb stomp the 3.5 ones?
#11

Senevri

Apr 19, 2009 1:40:17
1.
Saga characters don't have AC.
2.
Saga characters get their level to saves vs. half to one-third level to saves.
3.
Saga characters are MOSTLY weaker than 3.5 equivalent, BUT they get access to most of the abilities right from the get-go.
4.
Mostly, as in they get a significant amount of HP at level 1.

Those all are adjustable, one way or the other. One thing they DO get however, are skill attacks vs. saves, which is quite powerful, if they keep their skill mechanics. Their maximum skill ranks, however, are three points lower than standard character's.

If you adjust so that skill, save, full attack and health rules are equal all around, you can get a saga character doing a whopping of 16d6 damage per round, going all out, although I could see dark ragers being kind of powerful early on. TK specialists are quite powerful in their abilities, what with the potential of shaking star destroyers. (unlikely, but not entirely impossible.)

Lightsabers could be balanced by making SR affect them like shield rating, I guess. Otherwise, they're a 2d8 exotic weapon, which is... well, not entirely unheard of, really. Effectively something like an exotic greatsword - which can be used with one or two hands, though.

So, all in all? I'd say Saga characters are powerful on level 1-5, about right from then on up 'til... oh, 12 or so, and then start looking distinctly weaker.

Still, I haven't checked this mash-up with any sort of rigor, so hard to say.
#12

keyes2k4

Sep 20, 2010 14:09:28
Bear in mind this is my first time making a character for this edition.  I wanted to be a droid pilot but I found the custom droid costs were rediculous starting and the other types of droids available to us (from the main campaign guide) had a few flaws with their taking (the level restriction, the horrendous starting ability scores, pigeonholing).  Also there was a distinct lack of feats that I found useful, so there are some empty spaces.   I didn't get to equipment, too much of a time investment for a campaign i doubt will actually come into fruition.  Alltogether the build is half done.

So Leet Cerean Noble 4/Scoundrel 3/Ace Pilot 10 Racial bonuses Ability Modifiers +2 int, +2 Wis, -2 Dexterity Medium Speed: 6 squares Intuitive initiative: May reroll any initiative check once, but must take result Conditional bonus feat: skill focus: initiative if trained in initiative   HP: 18+con for first, +1d6x6 +1d8x10 Def Bonuses At first: +1 Reflex, +2 Will At fifth: +2 Reflex, +1 Will At eighth: +4 reflex, +2 Fortitude   Trained Skills (6+int), Deception, Gather Information, Initiative, Knowledge (Bureaucracy), Perception, Pilot, Persuasion, Treat Injury, Use Computer (assuming +3 Intelligence modifier) +Knowledge (galactic lore) if +4 int mod   Feats From Race Skill Focus: Initiative From classes Linguist Weapon Profiency (pistols) Weapon Proficiency (simple) Point Blank Shot (from scoundrel) Bonus 2: Skill Focus: Pilot 4: Vehicular Combat – once per round negate a single attack pilot check dc of attack roll 6: Train Skill: Mechanics By level: 1: Skill Focus: Use Computer 3: Skill Focus: Knowledge: Beaurocracy 6: Skill Focus: Mechanics 9:
12: 15: 18:   Talents: Noble 1. Wealth +5000 credits per noble level per character level Noble 3. Connections: Obtain licensed, restricted, military, or illegal equipment valued at  1000x character level without paying licensing fees. Black market modifier      reduced by 1. Scoundrel 1: Spacehound – immune to space sickness, can make attacks in zero g without penalty Scoundrel 3: Gimmick – issue a routine command as swift action Master Pilot 1: Full Throttle (take a 10 on pilot checks to up your vehicle speed) Master Pilot 3: Vehicular Evasion – half on area attacks, none on missed area attacks Master Pilot 5: Elusive Dogfighter – Enemy takes -10 on my successful opposed pilot                            check Master Pilot 7: Master Pilot 9:
#13

malkavon

Sep 20, 2010 19:03:34
Not a full build, but rather a combo: Fringe Savant (scout talent) + Serenity (Jedi Master ability) = auto-20 on your next UTF check and free force point (which fades at the end of the encounter). With the Baran Do tradition talent that lets you add your Wisdom mod to Reflex whenever you would be denied your Dex mod, you negate most of the downside of using Serenity as well.

This has 2 advantages. First, it lets you augment your force powers more readily and gives you a free auto-recharge mechanic. Second, it lets you actually use force powers that target other people and succeed, rather than failing 75-80% of the time because skills scale half as fast as defenses.