d20 SWRE Jedi build help

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codeGlaze
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d20 SWRE Jedi build help

Post by codeGlaze »

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 :p)
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)
Vitality: 83
BAB 12/7
BSB: 9/9/9

STR12
DEX16
CON14
INT12
WIS16
CHA13

House Rule, Free Jedi Form Feat: Form IV ( +[1.5*DEX] 1h dmg, +[2*DEX] 2h dmg)
Class Feats[mcol color=grey]Effect
Force Sensitive
(class) Bonus Feats[mcol color=grey]
Weapon Finesse
Combat Reflexes
(Knight) Lightsaber Defense+2 dodge to AC when wielding lightsaber
Bonus Feats[mcol color=grey]
Weapon Focus (Light Saber)
Heroic SurgeExtra move or attack (3 times)
[Force FlightFly a set distance based on 'Move Object' check

Skill Points:68
Stealth replaces Hide/Mov.Silent
Perception replaces Listen/Spot
Skills
Stealth8
Perception10

Force Skills
Battlemind10
Enhance Ability10
Force Strike12
Move Object12
See Force6

(The Consular is playing a pacifist healer/party-face)
Jedi Consular (9)
Race: Miraluka (INT+2, DEX-2)
Vitality: 90
BAB 6/1
BSB: 11/7/10

STR10
DEX16
CON16
INT13
WIS18
CHA15

House Rule, Free Jedi Form Feat: none picked
FeatsEffect
Exotic Weapon Prof. (L.Saber)
Force Sensitive
Great Fortitude+2 Fort
Skill Emphasis(Heal Other)+3 to skill

Force FeatsEffect
Attuned +2 Enhance Ability/Heal Self
Dissipate Energy Dissipate/Absorb Energy Dmg, Fort vs 10+dmg inflicted
Lightsaber Defense +2 dodge AC w/ lightsaber
Force Mind +2 ally Ability Score (not self)

Skill Points:84
Stealth replaces Hide/Mov.Silent
Perception replaces Listen/Spot
Skills [Total(ranks)]
Diplomacy7(5)
Knowledge(Biology)12(11)
Knowledge(Medicine)6(5)
Treat Injury12(8)
Perception14(8)

Force Skills [Total(ranks)]
Enhance Ability10(5)
Farseeing18(12)
Heal Another19(12)
Heal Self14(10)
Telepathy12(8)

Any pointers would be great! (Aside from telling the pacifist to... not be a pacifist and the smuggler to reroll as a Jedi.)
Lokey
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Post by Lokey »

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
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Post by codeGlaze »

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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