Tuesday, March 6, 2012

Fragments from the Rim 89: The Progression of Dune (Expanded & With Stats)

DarthGM here for the 89th Episode of Fragments from the Rim.  I’m going to break from my review of the various lightsaber forms and talk about my character from Star Wars: The Old Republic.  My big, blue Twi’lek Jedi Shadow hit level 50 today, and I thought it would be a fun experiment to track how his progression could be replicated in SAGA Edition.

Starting with Stats, Dunne’s been rather insightful and charismatic.  He’s also been something of a physical beast, with high Strength.  We’ll put his Constitution at average.  He’s going to grow into his role as a tank, so he won’t quite have the staying power at low levels.  His backstory is that he comes from a long line of Jedi, so I have him take the Jedi Heritage feat exclusive to Twi’leks.

On Tython, Dunne learns how to throw things around, hit people with his lightsaber, and get folks to do what he wants.  He learns Ballistakinesis, Move Object, Repulse, and Mind Trick for his force powers.  He also picks up Block and Deflect, talents to help him survive in his eventual role as a tank.

Dunne                                                  CL 4
Medium Twi’lek Jedi 4
Init +3; Senses low-light vision; Perception +4
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 16 (flat-footed 15), Fort 17, Will 17
hp 51; Threshold 17
Speed  6 squares
Melee lightsaber +6 (2d8+4) or
Melee lightsaber +6 (2d8+6) with both hands or
Melee lightsaber +4 (3d8+6) with Rapid Strike
Ranged  by weapon +5
Base Atk +4; Grp +6
Atk Options Rapid Strike
Force Powers Known (Use The Force +9) ballistakinesis, mind trick, move object, Repulse
Abilities Str 14, Dex 13, Con 10, Int 12, Wis 14, Cha 14
Special Qualities deceptive
Talents Block, Deflect
Feats Force Sensitivity, Force Training, Jedi Heritage, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +8, Deception +4 (may reroll but must keep the result of the reroll even if worse), Mechanics +8, Pilot +8, Use the Force +9
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

While adventuring on Coruscant, Dunne elects to become a Jedi Shadow, and learns the Clear Mind and Force Haze talent as well as Dual Weapon Mastery I.  He puts points into Dexterity and Constitution, he’s going to need both to use the double-bladed lightsaber well and survive tanking for his allies.  For Force Powers, Dunne picks up more uses of Ballistakinesis and Move Object, but also learns Surge and Force Stun.

Dunne                                                  CL 8
Medium Twi’lek Jedi 7/Jedi Knight 1
Init +5; Senses low-light vision; Perception +6
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 21 (flat-footed 20), Fort 22, Will 22; Block [Core p.41], Deflect [Core p.41]
hp 79; Threshold 22
Speed  6 squares
Melee double-bladed lightsaber +11 (2d8+6) or
Melee double-bladed lightsaber +11 (2d8+8) with both hands or
Melee double-bladed lightsaber +9 (3d8+8) with Rapid Strike or
Melee double-bladed lightsaber +7 (2d8+6) and double-bladed lightsaber +7 (2d8+6) or
Melee double-bladed lightsaber +5 (3d8+6) and double-bladed lightsaber +5 (3d8+6) with Rapid Strike
Ranged  by weapon +9
Base Atk +8; Grp +10
Atk Options Dual Weapon Mastery, Rapid Strike
Special Actions Force Haze
Force Powers Known (Use The Force +11) ballistakinesis (2), Force stun, mind trick, move object (2), repulse, surge
Abilities Str 14, Dex 13, Con 11, Int 13, Wis 14, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers)
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (2), Jedi Heritage, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +10, Deception +6 (may reroll but must keep the result of the reroll even if worse), Mechanics +10, Pilot +10, Use the Force +11 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), 3 Noetikons

As he moves through Chapter One, Dune becomes a Jedi Knight, gaining further mastery of the Force.  He takes Improved Move Light Object to help harass opponents, as well as Improved Ballistakinesis.  He continues to grow with his skill with the Double-bladed lightsaber taking Multi-attack Proficiency: Lightsabers.  He also improves his skill with the Force, taking Skill Focus: Use the Force.  New Force Powers include Cloak, Rebuke, and Force Shield.  At the end of Chapter One, he completes his first Destiny; Redemption.

Dunne                                                  CL 12
Medium Twi’lek Jedi 7/Jedi Knight 5
Init +7; Senses low-light vision; Perception +8
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 25 (flat-footed 24), Fort 27, Will 26; Block, Deflect, Soresu
hp 119; Threshold 27
Speed  6 squares
Melee double-bladed lightsaber +15 (2d8+8) or
Melee double-bladed lightsaber +15 (2d8+10) with both hands or
Melee double-bladed lightsaber +13 (3d8+10) with Rapid Strike or
Melee double-bladed lightsaber +12 (2d8+8) and double-bladed lightsaber +12 (2d8+8) or
Melee double-bladed lightsaber +10 (3d8+8) and double-bladed lightsaber +10 (3d8+8) with Rapid Strike
Ranged  by weapon +13
Base Atk +12; Grp +14
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style
Special Actions Force Haze
Force Powers Known (Use The Force +13) ballistakinesis (2), cloak, Force shield, Force stun, mind trick, move object (2), rebuke, repulse, surge, draw closer
Force Techniques Improved Ballistakinesis, Improved Move Light Object
Abilities Str 14, Dex 13, Con 12, Int 13, Wis 15, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers), Soresu, Twin Weapon Style
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +12, Deception +8 (may reroll but must keep the result of the reroll even if worse), Mechanics +12, Pilot +12, Use the Force +13 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions encrypted long-range comlink with holo capability, lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

Moving into Chapter two, Dunne is now a Jedi Master and picks White Current Adept as one of his Master talents, allowing him to make Use the Force checks for Stealth checks.  He needs more protective abilities, so he picks up more uses of Force Shield and Rebuke to stand up to all the Dark-Siders and Sith he keeps facing.  He’s tougher now, and stronger too, really able to wallop his opponents with his Rapid Strikes, but he’s smarter with his defenses too, picking up Melee Defense.  He also fulfills his second Destiny; Discovery.

Dunne                                                  CL 16
Medium Twi’lek Jedi 7/Jedi Knight 5/Jedi Master 4
Init +9; Senses low-light vision; Perception +10
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 31 (flat-footed 30), Fort 33, Will 33; Block, Deflect, Soresu
hp 151; Threshold 33
Immune fear effects
Speed  6 squares
Melee double-bladed lightsaber +19 (2d8+10) or
Melee double-bladed lightsaber +19 (2d8+12) with both hands or
Melee double-bladed lightsaber +17 (3d8+12) with Rapid Strike or
Melee double-bladed lightsaber +18 (2d8+12) and double-bladed lightsaber +18 (2d8+12) or
Melee double-bladed lightsaber +16 (3d8+12) and double-bladed lightsaber +16 (3d8+12) with Rapid Strike
Ranged  by weapon +17
Base Atk +16; Grp +18
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style, Whirlwind Attack
Special Actions Force Haze, serenity
Force Powers Known (Use The Force +15) ballistakinesis (2), cloak, Force shield (2), Force stun, mind trick, move object (2), rebuke (2), repulse, surge, circle of shelter, draw closer
Force Techniques Improved Ballistakinesis, Improved Move Light Object
Force Secrets Devastating Power, Enlarged Power, Quicken Power
Abilities Str 15, Dex 13, Con 13, Int 13, Wis 16, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers) (2), Soresu, Twin Weapon Style, White Current Adept
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics +14, Deception +10 (may reroll but must keep the result of the reroll even if worse), Mechanics +14, Pilot +14, Stealth +9 (may Use the Force +15 instead), Use the Force +15 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions double-bladed lightsaber, encrypted long-range comlink with holo capability, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

Now into Chapter Three, Dunne faces the strongest foes and the highest stakes he’s ever faced.  He has Whirlwind attack to strike all foes around him.  His mastery of the Force is the strongest it’s ever been, learning powerful Force Secrets that increase his damage and effectiveness of his Force Powers.  He also picks up the Soresu Talent, and the associated Lightsaber Form Power to protect his allies who are near him.  Dunne is well on his way to completing his third and final Destiny; which may be Destruction or Rescue, depending on how Chapter three ends.

Dunne                                                  CL 20
Medium Twi’lek Jedi 7/Jedi Knight 9/Jedi Master 4
Init +11; Senses low-light vision; Perception +12
Languages Basic, Dosh, Lekku, Ryl
Defenses Ref 34 (flat-footed 33), Fort 37, Will 35; Block, Deflect, Soresu
hp 203; Threshold 37
Immune fear effects
Speed  6 squares
Melee double-bladed lightsaber +24 (2d8+13) or
Melee double-bladed lightsaber +24 (2d8+16) with both hands or
Melee double-bladed lightsaber +22 (3d8+16) with Rapid Strike or
Melee double-bladed lightsaber +23 (2d8+16) and double-bladed lightsaber +23 (2d8+16) or
Melee double-bladed lightsaber +21 (3d8+16) and double-bladed lightsaber +21 (3d8+16) with Rapid Strike
Ranged  by weapon +21
Base Atk +20; Grp +23
Atk Options Dual Weapon Mastery, Melee Defense, Rapid Strike, Twin Weapon Style, Whirlwind Attack
Special Actions Force Haze, serenity, Vigilance
Force Powers Known (Use The Force +22) ballistakinesis (2), cloak, Force shield (2), Force stun, mind trick, move object (2), rebuke (2), repulse, surge, circle of shelter, draw closer
Force Techniques Force Point Recovery, Improved Ballistakinesis, Improved Force Stun], Improved Move Light Object
Force Secrets Devastating Power, Enlarged Power, Quicken Power
Abilities Str 16, Dex 13, Con 14, Int 13, Wis 16, Cha 14
Special Qualities build lightsaber, deceptive
Talents Block, Clear Mind, Deflect, Force Haze, Multiattack Proficiency (lightsabers) (2), Sheltering Stance, Soresu, Twin Weapon Style, Vigilance, White Current Adept
Feats Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Jedi Heritage, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Skill Training (Acrobatics), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics +16, Deception +12 (may reroll but must keep the result of the reroll even if worse), Mechanics +16, Pilot +16, Stealth +11 (may Use the Force +22 instead), Use the Force +22 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse; may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse)
Possessions double-bladed lightsaber, encrypted long-range comlink with holo capability, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)

So we end up with a 20th level Jedi Master who has skill with the Double-Bladed lightsaber, is incredibly stealthy, and can stand toe-to-toe with a host of foes while protecting his allies.  Not bad for a pudgy twi’lek who like his bantha steaks and Chandrillian fondues as much as he does protecting the Republic.

If you really like how your character in The Old Republic plays, take a moment and see how they can be replicated in SAGA.  Or drop me a line, and I’ll take a stab at a favorite build in an upcoming Fragments from the Rim.  Until next time Gamer Nation; 20 side up, 1 side down.

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