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Star Wars Saga Edition. I need help, I'm in a campaign with some friends and I'm making a Wookiee martial artist, but I'm having a hard time trying to figure ou

I need help, I'm in a campaign with some friends and I'm making a Wookiee martial artist, but I'm having a hard time trying to figure out how to set up my character, I bought some Combat Gloves which is 1d4 +1 damage, and I took martial artist 1 and melee smash which both add +1 damage, so can someone explain unarmed to me? Like What Dice to use, any damage, do I put it under the weapons category?

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Favorited: 1
Submitted: 09/18/2015
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User avatar #2 - senseiweasel (09/18/2015) [-]
Right, to start with you've made a couple of mistakes with your feats there:

Martial Arts 1 - this increases damage by 1 dice type, not by +1. Your base damage as a medium creature is 1d4, so with Martial Arts that increases to 1d6. Martial Arts 2 will increase it again to 1d8, and Martial Arts 3 will increase it a final step to 1d10.

Melee Smash - Allows you to spend 2 swift actions to deal an extra dice of damage, not a +1. With Martial Arts 1 increasing your base unarmed damage to 1d6, using a melee smash will make it 2d6. The downside to melee smash is that it takes 2 of your 3 available actions in a turn to set it up, so you can't use it if you've moved.

Combat gloves are correct, a straight +1 bonus damage. Worth taking.

Now let's look at some other useful options for you. The character sheet you've posted looks like it's for a different character than you're talking about, so as I don't know your class/level/abilities, I'll write any prerequisites in brackets after the feat/talent name.

Rapid Strike (Feat, prereqs Dex 13, Base attack +1) - works similarly to Melee Smash, in that it increases damage by an extra dice (1d6 becomes 2d6, as with Melee Smash). It differs from Melee Smash however, in that it doesn't take any extra actions to activate it, meaning it can be used after moving, but your attack takes a -2 to hit. DOES NOT STACK WITH MELEE SMASH - so probably best to pick either one or the other, depending on whether you prefer mobility or accuracy.

Double Attack (Feat, prereqs Base Attack +6) Lets you make an extra attack as part of a full attack action, but all your attacks take a -5 to hit. On the surface seems worse than rapid strike due to the higher prerequisites and bigger penalty to hit, however unlike rapid strike if both hits connect then you'll be dealing your bonus strength damage twice (which should be fairly high as a wookiee). Also, it does stack with rapid strike (2 attacks at 2d6+str damage, albeit at a -7 to hit), but unfortunately not with melee smash as it requires a full round action, meaning you don't have the extra swift actions needed to set up the smash attack.

Continued in replies.
User avatar #3 to #2 - senseiweasel (09/18/2015) [-]
Dreadful Rage (Feat, prereqs Rage species trait, Base Attack +1) - increases the bonus to attack & damage from your Wookiee Rage ability from a +2 to a +5. Unless you're playing a character who doesn't use their rage for RP reasons, this one is a no-brainer for any melee Wookiee. Take it.

Extra Rage (Feat, prereqs Rage species trait) - One additional use of the Rage special ability per day. Can be taken multiple times. Stack with dreadful rage for maximum effect.

Improved Charge (Feat, prereqs Dex 13, Dodge, Mobility) - When you charge with this Feat it doesn't have to be in a straight line, allowing you to maneuver around battlefield obstacles. High prerequisites & situationally useful, but one of those things that you'll wish you had when you need it. Particulaly powerful when coupled with:

Powerful Charge (Feat, prereqs Medium size or larger, Base Attack +1) - Gives you an additional +2 to hit when charging (on top of the +2 already granted), as well as a bonus to damage equal to half your level. Cheap & easy to take, and levels up with you. Quite tasty.

The next couple are feats which really work best in pairs, so that's how I'm going to list them:

Pin / Crush (Feats, Pin prereqs Base Attack +1, Crush prereqs Pin, Base Attack +1) - Pin: When you beat your opponent in a grapple check they become pinned, losing their Dex bonus to defense and becoming unable to take any action until your next turn. Yes, that's ANY action, they can't even attempt to break the grapple. Pull this off every round and watch your GM rage as his awesome boss encounter never even gets a shot off. Crush: When you successfully pin an opponent, deal your unarmed attack damage against him, hits automatically. Combined these two Feats are scary as hell, basically allowing you to hold your opponent down and smash him to a pulp, and there's not a damn thing he can do about it.

Trip / Throw (Feats, Trip prereqs Base Attack +1, Throw prereqs Trip, Base Attack +1) - The other grapple based feat pairing. Trip: When you beat an opponent in a grapple check, they are immediately placed prone on the ground and break out of the grapple automatically. You will get a free attack of opportunity if your opponent stands back up when he's next to you, which is kinda nice, but probably not as good on its own as Pin. Throw: When you successfully use the Trip feat against an opponent, you can throw them up to 1 square beyond your reach (usually this wll be 2 squares total), and they take damage equal to your unarmed attack. Probably less useful overall than Pin/Crush combo, however in certain situations where there are hazards you can exploit this is extremely powerful. This is how you throw the Emperor down that reactor shaft.

That's about all I've got for now. I've only given options out of the core rulebook here as I don't know which books you've access to. There are more I can list, but they're more suited towards certtain specialisatons so I'm not going to do that as I don't know which direction you want to take him. If there's anything more specific you need reply here and I'll see what I can throw together for you.
User avatar #4 to #3 - senseiweasel (09/18/2015) [-]
Apologies, just relised I've got the Talent "Melee Smash" confused with the Feat "Mighty Swing". Melee Smash does indeed grant a straight +1 damage as you wrote in the description. The correction I wrote above applies to the feat "Mighty Swing", which is still worth considering, but Rapid Strike is probably preferable if you meet the prereqs for it.

As for talents, while every bonus to damage is useful, you might want to consider taking Expert Grappler instead, as it combines with Pin/Crush or Trip/Throw very nicely. If you then take Unbalance Opponent as your next talent (you need expert grappler as a prereq), then your opponent will also be denied their Strength bonus in grapples. As a Wookiee, this should pretty much guarantee you winning a grapple check against any opponent of your level, and give you a decent chance of grappling opponents up to 4 or 5 levels or one size category larger than you.
User avatar #1 - senseiweasel (09/18/2015) [-]
I've GM'd Saga Ed since it was released so I can give you a hand, I'll write something up when I take my lunch break. Which books do you have access to for feats & talents? Main rulebook only, or are you using supplements?

One word of advice though, as a martial artist you're going to be dealing low average damage compared to other characters, maybe at most 1d10+Str, averaging 5.5 damage plus strength bonus, whereas a Jedi using a Lightsaber or anyone using a Heavy Blaster Pistol or Blaster Rifle (fairly standard weapons choices) deals 3d8, averaging 13.5 damage plus bonuses. The strength of martial artists comes from other, non-damaging abilities, such as grappling, disarming (useful when unarmed as you can turn their weapon back on them) etc.

So really need to know what you're trying to achieve. Straight damager? Utility Brawler? Tank?
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