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d20 SWRE Jedi build help

 
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codeGlaze
Duke


Joined: 05 Oct 2011
Posts: 1077

PostPosted: Fri Aug 04, 2017 2:24 am    Post subject: d20 SWRE Jedi build help Reply with quote Add User to Ignore List

Yes, the ancient d20 Star Wars Revised Edition xD

I'm hoping to get some build advice for level 9.
For both a Jedi Guardian and Jedi Consular.


The Long-Short: I'm in a one-shot with some of my favorite people, but I've never actually played the damn system. (Despite owning the core book for ... 10(?) years.)

Only one person isn't a force user... Which is fine because the GM is all about hand-wavium for fun's sake. (Bribing with cookies is a table replacement for an AP system Tongue)

Anyhoo, I rolled a DEX-based Jedi Guardian to fluff-complement another Guardian and the above mentioned Consular.

We rolled stats, 4d6 drop lowest, reroll 1s.

Star Wars Era: Clone Wars, so lots of closely packed droids to fight

Here's what I have so far...
Jedi Guardian (7) / Master (2)
Race: Kel Dor (DEX/WIS +2, CON-2)
Click here to see the hidden message (It might contain spoilers)


(The Consular is playing a pacifist healer/party-face)
Jedi Consular (9)
Race: Miraluka (INT+2, DEX-2)
Click here to see the hidden message (It might contain spoilers)


Any pointers would be great! (Aside from telling the pacifist to... not be a pacifist and the smuggler to reroll as a Jedi.)
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Phlebotinum : fleh-bot-ih-nuhm A glossary of RPG/Dennizen terminology Favorite replies: [1]
nockermensch wrote:
Advantage will lead to dicepools in D&D. Remember, you read this here first!
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Lokey
Journeyman


Joined: 13 Oct 2015
Posts: 111

PostPosted: Sat Aug 05, 2017 2:11 pm    Post subject: Reply with quote Add User to Ignore List

Unless it's all melee combat, better hope the smuggler stays a smuggler. They're probably the only one that can do anything else useful.
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codeGlaze
Duke


Joined: 05 Oct 2011
Posts: 1077

PostPosted: Sun Aug 06, 2017 12:06 am    Post subject: Reply with quote Add User to Ignore List

Lokey wrote:
Unless it's all melee combat, better hope the smuggler stays a smuggler. They're probably the only one that can do anything else useful.
Eh, force powers fix a lot of problems.

I ended up rejigging some fears after getting another one by dipping into Jedi Weaponmaster before Jedi Master. Then shuffled a handful of skill points around.

The rogue certainly came in handy, but the Jedi weren't completely useless outside of beating things into mush. 🤣
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Phlebotinum : fleh-bot-ih-nuhm A glossary of RPG/Dennizen terminology Favorite replies: [1]
nockermensch wrote:
Advantage will lead to dicepools in D&D. Remember, you read this here first!
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