Build of the Week: The Revolutionary Leader

Hey Gamer Nation, I’m back with another build for your campaigns. This build was inspired by several of the new talents and feats in Galaxy of Intrigue, and The Unknown Regions, that focus around uses of the Persuasion skill to baffle enemies, ending in action denial as well as Intimidation tactics. I was immediately smitten with several of the names and began picturing a revolutionary leader, a political dissident, even a terrorist leader. Without further ado.

The Revolutionary Leader

Species: Nagai strike me as a good fit for this kind of character. Not only do they get a bonus to their Charisma, but they also have the ability to reroll their Persuasion checks, which is the skill that is going to be doing a lot of heavy lifting for this build.

Starting Ability Scores:

Strength – 8 (-1)

Dexterity – 16 (+3)

Constitution – 8 (-1)

Intelligence – 14 (+2)

Wisdom – 14 (+2)

Charisma – 17 (+3)

Trained Skills

Persuasion, Deception, Gather Information, Knowledge (bureaucracy), Knowledge (galactic lore), Knowledge (social sciences), Initiative, Perception, Knowledge (tactics) (trained at level 8)

Level Progression

Level 1 – Noble 1

Starting Feats – Linguist, Weapon Proficiency (pistols), Weapon Proficiency (simple weapons)

Level 1 Feat – Weapon Proficiency (rifles):  This is a build that is going to be finding themselves in combat, and has a couple of talents and feats that key off breaking an opponent’s damage threshold, so holding a bigger weapon capable of putting out more damage is going to be important, as well as having something for the intimidation factor.

Level 1 Noble Talent – Wealth (SECR): This talent not only satisfies all the talent requirements for the prestige class we’re going to be going into. It also gives you added credits each level to help keep your unit outfitted with the latest gear as well as giving you the necessary funds for bribes to keep officials quiet on your activities and get the latest intel from your contacts.

Level 2 – Noble 1/Scoundrel 1

Level 1 Scoundrel Feat – Point Blank Shot

Level 1 Scoundrel Talent – Revolutionary Rhetoric (GoI): This talent allows you to shake an enemy into inaction through your words, denying them the use of their standard action if your Persuasion check beats their Will Defense.

Level 3 – Noble 2/Scoundrel 1

Level 2 Noble Bonus Feat – Skill Focus (Persuasion) (SECR): This one should be pretty self-explanatory. This is the skill that is going to be providing your heavy lifting, so squeezing an extra +5 competence bonus is a good thing.

Level 3 Feat – Precise Shot (SECR): Even the quickest witted revolutionary finds themselves firing blaster bolts occasionally. This lets you stand back and deal with enemies who are engaged with your melee allies more effectively.

Level 4 – Noble 3/Scoundrel 1

Ability Score Increases – +1 Int, +1 Cha

Level 3 Noble Talent – Inspire Confidence (SECR): This is one of the baseline talents for a later talent we’ll be picking up, and a solid talent choice anyway.

Level 5 – Noble 4/Scoundrel 1

Level 4 Noble Bonus Feat – Unwavering Resolve (CWCG): This feat gives you a bonus to your Will Defense against Persuasion and Deception checks that target it, giving you a better chance of not falling to the same tactics that you employ.

Level 6 – Noble 4/Scoundrel 2

Level 6 Feat – Silver Tongue (GoI): This feat allows you to make a Persuasion check to Intimidate a target as a standard action instead of the normal full-round action, giving you the rest of your turn to act as you see fit.

Level 2 Scoundrel 2 Bonus Feat – Combat Trickery (UR): This feat allows you to make a Deception check to make the target flat-footed against your next attack made before the end of your next turn. Alternatively, you can spend a Force Point to make the target flat-footed against your next attack made before the end of the encounter.

Level 7 – Noble 4/Scoundrel 3

Level 3 Scoundrel Talent – Make an Example (GoI): This talent gives a target that you attack a penalty to attack you until the end of your next turn provided you hit and break their damage threshold, which can make you a much less desirable target in combat when push comes to shove.

Level 8 – Noble 4/Scoundrel 3/Soldier 1

Ability Score Increases: +1 Int, +1 Cha

Level 1 Soldier Feat – Armor Proficiency (light)

Level 1 Soldier Talent – Devastating Attack (rifles) (SECR): This talent allows you to treat your opponent’s damage threshold as if it were five points lower when attacking them with a rifle, letting you break their damage threshold more often and bring the Make an Example talent into play more often.

Level 9 – Noble 5/Scoundrel 3/Soldier 1

Level 9 Feat – Intimidator (UR): This feat allows you to give an enemy a penalty to their skill checks and attack rolls against you instead of the normal effects when you successfully use the Persuasion check to Intimidate them, making them less of a threat against you in combat.

Level 5 Noble Talent – Bolster Ally (SECR): This talent is the second prerequisite for the next talent we’ll be taking, plus a good one in a pinch should an ally get himself in a little bit of trouble, allowing you to bump him back up the condition track and toss him a few bonus hit points.

Level 10 – Noble 6/Scoundrel 3/Soldier 1

Level 6 Noble Bonus Feat – Stand Tall (GoI): This feat allows you give your allies a free attack against an opponent when they damage you in combat once per encounter, plain and simple.

Level 11 – Noble 7/Scoundrel 3/Soldier 1

Level 7 Noble Talent – Beloved (S&V): This talent gives you access to three different abilities that can be used once per encounter. You can get a bonus to Reflex Defense for standing next to a chosen ally, give an ally a free attack against a target that damages you, or give your allies free movement when you are damaged in combat.

Level 12 – Noble 8/Scoundrel 3/Soldier 1

Ability Score Increases: +1 Con, +1 Cha

Level 12 Feat – Recurring Success: Stand Tall (GoI): This feat gives you a second use of the Stand Tall feat per encounter.

Level 8 Noble Bonus Feat – Quick Skill (KotORCG): This feat allows you to once per encounter, take 10 on a skill check that you normally couldn’t have, or, halve the time required to take 20 on a skill check.

Level 13 – Noble 9/Scoundrel 3/Soldier 1

Level 9 Noble Talent – Rant (UR): This talent allows you to make a Persuasion check to Intimidate a target (which you can now do as a standard action) in order to deny them the use of their move action next turn and give you your ally a free move action to be used immediately as a reaction.

Level 14 – Noble 9/Scoundrel 3/Soldier 1/Crime Lord 1

Level 1 Crime Lord Talent – Notorious (SECR): This talent gives you a reroll attempt on Persuasion checks made to Intimidate a target with the caveat that the reroll has to be accepted, regardless of whether its better or worse. This does stack with the Nagai’s racial ability to reroll Persasion checks.

Level 15 – Noble 9/Scoundrel 3/Soldier 1/Crime Lord 2

Level 15 Feat – Recurring Success: Beloved (GoI): This feat gives you an additional use of the Beloved talent abilities once per encounter.

Level 2 Crime Lord Talent – Master Manipulator (UR): This talent lets you make a second Persuasion check immediately after making a successful Persuasion check. It must be made against the same target, but it doesn’t need to be made for the same use, allowing you to use both your Revolutionary Rhetoric and your Rant talents in the same turn to deny an opponent both his standard and move actions in the next round.

Level 16 – Noble 9/Scoundrel 3/Soldier 1/Crime Lord 3

Ability Score Increases: +1 Con, +1 Cha

Level 3 Crime Lord Talent – Impel Ally I (SECR): This is the first of the Impel Ally talents that allows you to give up some of your actions to grant allies actions in your place. This one allows you to spend a swift action to let an ally move their speed.

Level 17 – Noble 9/Scoundrel 3/Soldier 1/Crime Lord 4

Level 4 Crime Lord Talent – Impel Ally II (SECR): This next tier of the Impel Ally talents allows you spend two swift actions to give an ally a standard action to be used immediately.

Level 18 – Noble 9/Scoundrel 3/Solder 1/Crime Lord 5

Level 18 Feat – Recurring Success: Quick Skill (GoI): This feat gives you a second use of the Quick Skill feat per encounter.

Level 5 Crime Lord Talent – Presence (SECR): This talent doesn’t do anything for you that you don’t already have, but it opens up the next talent selection.

Level 19 – Noble 9/Scoundrel 3/Soldier 1/Crime Lord 6

Level 6 Crime Lord Talent – Demand Surrender (SECR): This talent allows you to make a Persuasion check to force an enemy to put down their weapon and surrender to you once per encounter.

Level 20 – Noble 9/Scoundrel 3/Soldier 1/Crime Lord 7

Ability Score Increases: +1 Wis, +1 Cha

Level 7 Crime Lord Talent – Impel Ally III (S&V): This is the upper tier of the Impel Ally talents. This one allows you to once per encounter to spend 3 swift actions on consecutive turns to give an ally a standard and a move action to be used immediately after the final swift action is taken.

So there you have the build. One minor change I would make if you find yourself needing to procure more and more illegal goods for your party, and can wait until the higher levels to improve your Intimidation time, would be swapping out the Silver Tongue feat for the Friends in Low Places feat from Scum and Villainy. If you find yourself in more and more combat, swapping out some of the feats for other combat feats might not be a bad idea, but you should be able to get a lot of mileage out of these feat and talent suggestions even in combat intensive games.

Finally, have fun spouting all the revolutionary rhetoric that you want while playing this character.

Oh, and expect a Threat Assessment entry here in the next couple of days using this build as a lynchpin for a group.

So until then Gamer Nation.

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Filed under Build of the Week, Star Wars Saga Edition

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