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Threat Assessment – Colicoid Infiltrator-Series Droid

Hello! We’re back online after a small equipment failure. But one new power supply later and I’m ready to hit you with a new Threat Assessment. I spent much of this weekend, arse firmly in the couch and a grin firmly fixed on my face as I binged on episode after episode of Star Wars The Clone Wars after Netflix secured the rights to air all six seasons (which is a great reason to look into Netflix streaming if you’ve been on the fence about it). And not only has it caused my already high excitement level for the upcoming Rebels animated series to skyrocket, but it got me thinking about a session I ran years back in Saga Edition that focused on the PCs infiltrating an old Clone Wars station that the Empire had appropriated for other purposes after the war. The central computer had recently taken control of the station and had put the remaining battle droids the station still used as security to the task of eliminating all organics. One of my favorite encounters from that session featured a pair of Colicoid Infiltrator-Series Droids deep in the bowels of the station. And so I decided to bring those terrifying creations into Edge of the Empire and Age of Rebellion.

250px-Infiltratordroid-SGtDColicoid Infiltrator-Series Droid [Rival]

System: Edge of the Empire/Age of Rebellion by Fantasy Flight Games

Created by the Colicoid Creation Nest (the group responsible for the terrifying Droideka Destroyer Droid), the Infiltrator was designed to be a highly effective assassin droid for the Confederacy of Independent Systems during the Clone Wars. It would be deployed in space, where it would make it’s way to it’s target ship and drill through the hull. It then proceeded to use a holographic disguise projector to allow it to sneak about the ship, assassinating the crew one by one by blaster or by blade. It used another device capable of projecting a bubble around it that muffled sound to dispatch it’s foes and avoid alerting the rest of the crew. Stories abound of starships found floating through space weeks and months after contact had been lost, the entire crew dead. Of course, even then the ship probably wasn’t empty…


Brawn 3
Agility 4
Intellect 1
Cunning 3
Willpower 2
Presence 1

Soak Value: 5
Wound Threshold: 15
Melee/Ranged Defense: 2|2

Skills: Cool 3, Melee 2, Ranged (Heavy) 2, Skulduggery 3, Stealth 2, Vigilance 1

Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once), Lethal Blows 2 (add 20 to the result of any Critical Injury the target inflicts)

Abilities: Holographic Image Disguiser (add 2 Boost Dice to all Skulduggery checks made to create a deceptive appearance), Improved Sensor Package (may use Cunning in place of Presence when rolling Cool checks to determine initiative), Multiple Limbs (add one Boost Die when attacking with two weapons), Silence Bubble Generator (add 2 Boost Dice to all Stealth checks made when this unit is activated)

Equipment: 2 vibroblades (Melee; Damage 5; Critical 2; Range [Engaged]; Defensive 1, Pierce 2, Vicious 1), 2 blaster rifles (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; stun setting)

These guys are built to be weapons of terror. They are highly effective at their job as an assassin droid. Oftentimes, the droid’s victim won’t know that it’s there until it’s too late. Its ability to murder its target in near total silence makes it hard to detect and its ability to hide in plain sight as a part of this ship makes it hard to catch even after bodies start turning up. While it is most effective attacking from ambush it is no slouch in open combat either. Powerful shield generators (represented by the droid’s Defense scores) work to protect it from incoming attacks and it is capable of attacking with a flurry of blows from either its vibroblades or its baster rifles. The equipment loadout above represents the basic equipment the droid used. They were capable of being equipped with different weapons and other gear as fit their mission profile. As a bonus, these droids were equipped with a heurostatic processor which made them more likely than the typical droid to rebel against its owners or even go rogue, drifting from starship to starship spreading a trail of carnage and murder behind them.

So there you have it. Make sure you check over your shoulder before you head down that darkened access corridor. And are you absolutely sure that’s a computer terminal near that door? You’ve got enemies after all. Some of them powerful… I hope you make it.



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NaGa DeMon

For those of you who may not be aware, because you haven’t bothered to look at a calendar these last few weeks, November is right around the corner. That means the annual challenge of NaNoWriMo (National Novel Writing Month) is around the corner too. But this year, I’ve discovered something a little bit more up my alley. National Game Design Month.

I’m going to be participating. Will you?


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The Announcement That Shocked Few

Word was broken today that Fantasy Flight Games has acquired the comprehensive Star Wars license. Now, while this is big news, it really doesn’t come as a surprise to this gamer, and quite a few others, including Gary Sarli and newbiedm. There were a lot of developments over the last year that put a lot of it into perspective for me, but I’m not going to get into that just now.

Lets just suffice to say that I’m pleased to see the first two products they are announcing have nothing to do with an RPG. The Starship minis game has be excited to be sure, and the card game, while interesting, will have to be seen and played I think before I can pass judgement. I’ll be watching the news on the eventual RPG front with great interest though. It’s going to take a lot to break me away from Saga Edition I think.

More on this as it develops.









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AGE Of Heroes

Justice League – ASSEMBLE!

I don’t usually run Superhero games. It’s never really been my preferred genre.

But I do sometimes get the urge to run comic book villains, and no other genre does it quite as well. The problem is, I’ve never really been able to find a system that does IT for me. There’s lot of games out there that I’ve taken a look at that are interesting, but I’ve so far seen nothing that has made me say “I need to get that on the table!”  The closest I’ve been able to come to this feeling is the GODLIKE/Wild Talents games written by Greg Stolze. This performs admirably and I have a blast every time I run it (as do my players), but the fact that it’s so frelling lethal makes it hard for characters to feel sufficiently… well, super.*

So, I was paging through some rulebooks the other night as I often do for inspiration on some completely unrelated stuff. I wound up in the Dragon Age Set 1 Players Handbook from Green Ronin Pubishing. I don’t know why, but my mind suddenly made the connection, and a lightbulb went off in my head.

“These character backgrounds are practically begging to be used as superhero origins!”

From there, it continued to snowball. As I looked at the book, a number of things immediately jumped to my mind making me believe that this is the perfect system for superhero roleplaying.

-The three class system of Warrior, Mage, and Rogue can be retrofitted to work with the Bruiser, Blaster, and Acrobat hero archetypes.

-Talents as they are written give a natural progression to abilities that scale. Superpowers could easily fit into these existing molds with few problems (the biggest being on making them general enough without making them too general and filling most of a sixty page book).

-Stunts. Well, do I really have to say anything about stunts? I have heard more good things about the stunt system (and witnessed it firsthand I should add) than anything else about this game.

-The game’s fast, not overly lethal, but tough enough that players aren’t not going to be challenged. The small number of rules allows for fast, fun play and really emphasizes the ‘rule of cool’ which is necessary to a game like this.

So, for the past few days I’ve been slowly picking away at this, and I think I’ve made some serious progress. I’ve got a couple of ideas jotted down for some origins, some talents ready to be filled in with crunch and meat, and I’m looking forward to rolling out a ‘first pass’ document sometime soon** and doing some playtesting on it to refine it. I’ve come across a few stumbling blocks, but nothing that’s been insurmountable yet. And if I’ve made it this far, it doesn’t look like I’ll run into any too bad. I’ll keep you updated, Gamer Nation.


*Note that this is by no means a shot at they system. The game is brilliant, and the lethality of it really reflects well on the kind of game it’s designed to simulate. GODLIKE, for those of you who don’t know is supposed to tell the story of normal men and women who have suddenly developed larger than life powers in the middle of World War II. These powers grant them the ability to do things a normal soldier couldn’t do and survive longer than a normal soldier could hope to. However, as is the nature of war, even the supers have a very short life expectancy when the bullets start flying. To date, I’ve run about a half a dozen GODLIKE one shots. I’ve never not killed a player.

** Sometime within the next few months. Don’t be expecting it next week.

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Star Wars: Legacies; Session Six Write-Up

New Party Member – Tarpals – Force Sensitive Gungan warrior


This session picked up where the last one left off. The PCs were told to get some rest after their last mission. As they went to talk to their handler the next morning, they heard reports on the local news of a large explosion that happened during the middle of the night. They were still pulling bodies from the wreckage, though considering the area of town that was destroyed, the newscasters stated that it was probably no one that would be missed too terribly.


As they approached their handler, they noticed a Gungan standing next to him. Without offering any introductions, their handler gave them their next mission. They had found someone that could give them some information on Corell Tsun’s financial records. A Rodian information dealer by the name of Chido could get them the information for a price. Due to how adeptly they handled themselves on the last assignment, they were to be given free rein over how they would obtain the information. A meeting had been set up with Chido at the shipping and loading docks.


A short trip later, they walked into the meeting area, a relatively open area just past a parked freight tram. Chido was standing at the far end of the platform, a human bodyguard standing right next to him. The party also noticed several men wearing blaster pistols and carrying vibrodaggers milling about the area as well. Chido caught sight of Tarpals and called out to him, asking how many of them there were. Tarpals signaled back that there were five, and Chido called them over. Talutah marched over to stand in front of the Rodian while the rest of the party hung back and kept a watchful eye over the proceedings.


Chido told them that he had the information that they were looking for. Talutah bluntly asked him what he wanted in exchange for the information. Chido thought for a while, and told them that he did have one thing in mind. He explained that one didn’t survive long in this type of business without attracting certain enemies. One of these enemies in general was beginning to take direct action against him to take him out… a woman named Iella. If they would take her out for him, the information would be there’s.


The PCs began getting some basic information about this woman, gathering intel about where she was based, what sort of defenses she kept, and if there were any vices they could exploit. However, before a plan could be struck, Jacob, R66-Y, and Luro heard some footsteps and hushed voices on the other side of the train. Jacob called out there we were going to have some company shortly. Talutah took the warning to reach out with the Force and see if there were any Force users on the other side of the train. She felt none, but she did feel three within her own ranks. And one of them was not the Mandalorian. Then there were a series of small explosions that forced open the several doors on the freight tram. Several thugs and toughs stepped through with weapons raised, and they were led by a familiar looking, heavily built Duros. Chido cursed, yelling something about a set-up and started running. Red Eye’s goons moved in and started blasting several of Chido’s men. The party moved to begin engaging several of Red Eye’s goons, and then found out they were coming under fire from Chido’s men as well, thinking them to be involved in a set up.


Talutah yanked a large crate off the ground and placed it in front of the door that Red Eye was standing in front of, forcing them to be able to exit the car through a narrow choke point. R66-Y moved to engage Red-Eye in melee combat, pulling out his stun baton. However, Red-Eye pulled out a Force Pike and struck R66-Y a vicious blow, nearly dropping the droid in a single blow. His goon finished the job with a blaster pistol shot, dropping the droid to the ground. As the battle quickly took a turn against them, Talutah used the Force to call to Chido to stop using telepathy. Meanwhile, at the same time she drew on her considerable potential to create the illusion of a full-grown Rancor raising up from the ground on a platform, breaking its chains and taking a lumbering step forward. Then she turned and went after Chido. Chido’s men, seeing the Rancor first broke ranks and ran. A number of Red-Eye’s men also broke ranks after seeing the monster as well, but a few others kept fighting. Luro stepped into the freight car and fired a short burst of autofire, wounding Red-Eye and killing his other man in the room. Red-Eye moved to try and escape, but Luro kept on him, wounding him again. As the rest of the battle wound down, Jacob and Tarpals managed to get into the confrontation with Red-Eye as well, who finally threw his weapons down and raised his hands in surrender. Luro switched his weapon over to stun and knocked the Duros into unconsciousness.


As Talutah continued to chase Chido, the Tarpals and Luro went to R66-Y’s aid, kneeling down beside him to get a good look at the damage. They were surprised to find however, that while the droid carried the requisite gears and circuits that made up the droids body, but it didn’t seem like that was what was powering his body. They couldn’t put their finger on it, but there was something odd about the droid to be sure.


Meanwhile, Talutah managed to get Chido to slow down to the point where she could catch up with him. She managed to convince him that they weren’t with Red-Eye, and in fact, had him in their custody. If he really wanted to find out what the Duros wanted, there was only one way to find out. Chido relented, and took the party back to his base of operations, taking the Duros into his private office. They woke him, and began questioning him. Talutah tried to pump him for information, using the same tactic she had used on Habukh, but only succeeded in knocking the Duros back out. Chido told them to get some rest in exchange for helping with the fight and that he would get them when the Duros awoke.


After a few hours the Duros woke back up, and the party was called back into Chido’s office. They began questioning him again, but they weren’t able to make much headway in breaking his will. Finally, R66-Y moved in front of him, waved his hand and told Red-Eye that he wanted to tell them why he was at the meeting. Red-Eye spilled his guts after that, telling the party that Tsun wanted them out of the picture for poking their noses where it didn’t belong. However, he didn’t know any more information than that, like who his boss was actually working for. With that information in hand, Chido agreed to give the PCs the information they had came for without any further cost to them and let them go. He told them he’d take care of Red-Eye. As the party left his office and made it halfway across the main floor of Chido’s headquarters, they heard a blaster shot from his office.


As the party got back to their base and analyzed the data, they found the usual deposits into Tsun’s account, including the money he was taking from the larger syndicates. However, they also found several large deposits that only carried the letter “S” as their source. Their handler told them they would analyze this data a little further and see if they couldn’t come up with a plan of attack to tackle Tsun and find out what was going on. However, in the meantime, they had several veteran members of the gang that had recently turned on them and left the organization. It was yet unknown whether or not they were going to join another faction or start their own, but they needed to be made an example of. The PCs were to find them, and execute them with extreme prejudice. This marked the end of the session, with the new mission leaving a sour taste in the mouths of several of the party members.



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New Chris West Kickstarter Project

Christopher West, owner of Maps of Mastery, gaming cartographer, and all around nice guy is at it again. He’s got THREE double sided poster maps that he’s currently attempting to fund on Kickstarter. The maps were designed with fantasy in mind, but there’s no reason that they can’t be used for anyone’s game, such as a volcanic lair for a supers game, or an ancient ruin on a god-forsaken planet in the middle of a dangerous sector of space, or… well, let your imagination run wild. Here’s a link to the site where you can pledge your support for these amazing pieces of gaming accessory.

For those of you who may be unfamiliar with the idea behind Kickstarter, it is essentially an online pledge drive. A company/private individual puts up a project that they are attempting to get funded. People can then pledge their support for the project. Oftentimes, the person behind the project will offer incentives for pledges, such as copies of the finished product at cheaper rates, mentions in donation notes, etc etc.

And, if for whatever reason, the project doesn’t get funded, you aren’t out your money. You don’t actually pay anything unless it reaches its goal within the alloted time.

So come on, Gamer Nation. Let’s get this series of maps funded for the good Mr. West.

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Time is Running Out

GenCon is just around the corner. And that means another year of ENnies voting. I came into the party a little bit late, but even if you’re like me, you still have time. Voting closes at midnight on July 25th, so you still have about 18 hours to go and vote. If you’re unsure of what to vote for, might I make some recommendations.

Podcast – The Power Source: Host Jared Glenn really puts a lot of work and a lot of heart into this podcast, and it really does show both in the quality and the content. He really cares about the game, and the hobby in general.

Cartography and Best Miniatures Product – Maps of Mastery: Swamp Caves: This is one side of mapmaker extraordinaire Christopher West’s Forsaken Lands poster map. This side is a doozy, with tons of applications for both minis play and as a battlemap for tabletops. I can’t recommend this map highly enough, even though I got my butt handed to me the one time I’ve thrown down some minis on it.

Best Supplement – Rebellion Era Campaign Guide: This book, released midway through the Star Wars Saga Edition line was really, really good, despite being a fairly short book. Great new talents, second wind feats, and the destiny replacing background alternate system, this book helps to capture the feeling desired by for games set in this era.

So go on and vote. It’s things like this that help to keep the hobby alive, Gamer Nation.

I Voted

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Build of the Week: The Cantina Brawler

This build was partially inspired by the talk of fighting defensively on the latest episode of the Order 66 Podcast, and partially from a request to put together a Chadra-Fan martial artist for a new player. I sat down and went through several build ideas before being struck by this one.

This build makes full use of the oft underused tactic of fighting defensively. For clarities sake, I’m going to run through the rules on that again. Fighting defensively is a standard action. It gives you a +2 dodge bonus to your Reflex Defense. If you give up taking any attacks, including attacks of opportunity, this dodge bonus increases to +5. Continuing to fight defensively takes a standard action each new round. If you’re training in the Acrobatics skill, the bonuses increase to +5 and +10 respectively.

Without further ado:

The Cantina Brawler

Species: Chadra-Fan. This build could make good use of any small race, but the Chadra-Fan is being used to illustrative purposes. While the small characters might not deal as much damage with their melee attacks, they have some advantages due to their size, namely the size bonus to their Reflex Defense. Instead of overcoming the size penalties, this build seeks to embrace the advantages of the smaller size.

Starting Abilities

Strength 10

Dexterity 16

Constitution 12

Intelligence 13

Wisdom 12

Charisma 10

Trained Skills

Acrobatics (trained at level 4)





Level Progression

Level 1 – Soldier 1

Starting Feats: Armor Proficiency (light, medium), Weapon Proficiency (pistols, rifles, simple weapons)

Level 1 Feat: Martial Arts I – Even though you don’t do as much damage with your unarmed strikes as your bigger counterparts, you still want to keep your damage up to stay effective in a fight. Also, the +1 dodge bonus to Reflex Defense doesn’t hurt either. Remember, dodge bonuses stack.

Level 1 Soldier Talent: Counterpunch – This talent gives you a free attack of opportunity when an adjacent opponent attacks you as long as you are fighting defensively. That’s right: attacks you. Not hits you, not deals damage to you, but attacks you. This means you don’t get the big bonus to your Reflex Defense if you’re taking these attacks, but that’s a story for a different feat.

Level 2 – Soldier 2

Level 2 Soldier Bonus Feat: Combat Reflexes – This feat gives you a number of attacks of opportunity each round equal to your Dexterity modifier. This means, if you position yourself correctly, you could be getting several of these each round, though in exchange for giving up your standard action.

Level 3 – Soldier 3

Level 3 Feat: Dodge – This feat gives you a straight up +1 dodge bonus to your Reflex Defense against a single opponent that you designate.

Level 3 Soldier Talent: Nimble Dodge – This talent gives you two free squares of movement whenever an opponent misses you with a melee attack, with the caveat that you end your movement adjacent to the enemy. This gives you some extra movement when your opponents miss you as well as letting you get inside the defenses of enemies with longer reach.

Level 4 – Soldier 3/Scoundrel 1

Ability Score Increases: +1 Dexterity, +1 Intelligence

Level 1 Scoundrel Feat: Point Blank Shot – While you’re not going to be getting any benefit from this feat, it does satisfy one of the feat requirements for the Elite Trooper prestige class.

Level 1 Scoundrel Talent:  Skirmisher – This talent gives you a +1 bonus to your attack rolls as long as you end your movement in a different square from where you started.

Level 5 – Soldier 3/Scoundrel 2

Level 2 Scoundrel Bonus Feat: Mobility – This feat gives you a +5 dodge bonus to your Reflex Defense against attacks of opportunity. This helps you avoid the same kind of tactic that you use.

Level 6 – Solder 4/Scoundrel 2

Level 6 Feat: Martial Arts II – Not only does this push a little more damage into your corner, but it bumps your Reflex Defense up another point.

Level 4 Soldier Bonus Feat: Melee Defense – This feat lets you trade points of your attack bonus for a like increase in your Reflex Defense, which can make for a great frustrating tactic should you want to just stand in the middle of the group and draw enemy attacks.

Level 7 – Soldier 5/Scoundrel 2

Level 5 Soldier Talent: Cantina Brawler – This talent gives you a +2 bonus on unarmed attack and damage rolls as long as you’re flanked, giving you incentive to jump into the middle of enemies with abandon.

Level 8 – Soldier 6/Scoundrel 2

Ability Increases: +1 Dexterity, +1 Constitution

Level 6 Soldier Bonus Feat: Weapon Focus (simple weapons) – This feat gives you a straight up +1 bonus to your attack rolls with simple weapons, including your unarmed attacks.

Level 9 – Soldier 7/Scoundrel 2

Level 9 Feat: Martial Arts III –  Not only does this push a little more damage into your corner, but it bumps your Reflex Defense up another point.

Level 7 Soldier Talent: Weapon Specialization (simple weapons) – This talent gives you a straight up +2 to damage rolls with simple weapons, including your unarmed attacks.

Level 10 – Soldier 8/Scoundrel 2

Level 8 Soldier Bonus Feat: Whirlwind Attack – This feat gives you another tactic for when you jump in the middle of a group of enemies, allowing you to strike every opponent within your reach.

Level 11 – Soldier 8/Scoundrel 2/Elite Trooper 1

Level 1 Elite Trooper Talent: Greater Weapon Focus (simple weapons) – This talent gives you another straight up +1 bonus on attack rolls with simple weapons, including unarmed attacks.

Level 12 – Soldier 8/Scoundrel 2/Elite Trooper 2

Ability Increases: +1 Dexterity, +1 Constitution

Level 12 Feat: Tae-Jitsu Training – While the standard benefit of Tae-Jitsu training may seem kind of ho-hum, the main benefit of this comes from the ability to use your Dodge feat against multiple opponents.

Level 13 – Soldier 8/Scoundrel 2/Elite Trooper 2/Martial Arts Master 1

Level 1 Martial Arts Master Talent: Tae-Jitsu Expertise – This talent allows you to, once per turn, compare your unarmed attack roll against your target’s Fortitude Defense. Success moves the opponent -1 step on the condition track. Now you see the reasoning behind all of the attack bonuses.

Level 14 – Soldier 8/Scoundrel 2/Elite Trooper 3/Martial Arts Master 1

Level 3 Elite Trooper Talent: Teras Kasi Basics – This talent throws some more damage in your corner, adding another die of damage with your unarmed attacks.

Level 15 – Soldier 8/Scoundrel 2/Elite Trooper 4/Martial Arts Master 1

Level 15 Feat: Opportunistic Retreat – This feat allows you to move up to half your speed instead of taking an attack of opportunity when one is provoked, giving you more chances at free movement in battle. Moving this way doesn’t provoke attacks of opportunity.

Level 16 – Soldier 8/Scoundrel 2/Elite Trooper 5/Martial Arts Master 1

Ability Increases: +1 Dexterity, +1 Constitution

Level 5 Elite Trooper Talent: Greater Weapon Specialization (simple weapons) – This talent gives you another straight up +2 damage to your damage rolls with simple weapons, including unarmed attacks.

Level 17 – Soldier 8/Scoundrel 2/Elite Trooper 6/Martial Arts Master 1

Level 18 – Soldier 8/Scoundrel 2/Elite Trooper 7/Martial Arts Master 1

Level 18 Feat: Slippery Maneuver – This feat allows you to apply your Dodge feat against another opponent. If I’m correct in my assumptions, this stacks with the extra opponent from the Tae-Jitsu Training feat, making it three enemies you can apply your Dodge feat against. Also, you can withdraw your full speed against the target of your Dodge feat.

Level 7 Elite Trooper Talent: Unarmed Parry – This talent lets you negate an incoming melee attack by making an unarmed attack against your opponent’s attack roll. Multiple parry attempts only give a -2 penalty to the parry rolls instead of the normal -5 penalty for talents like Block and Deflect.

Level 19 – Soldier 8/Scoundrel 2/Elite Trooper 8/Martial Arts Master 1

Level 20 – Soldier 8/Scoundrel 2/Elite Trooper 9/Martial Arts Master 1

Ability Increases: +1 Dexterity, +1 Constitution

Level 9 Elite Trooper Talent: Unarmed Counterstrike – This talent gives you one step greater, giving you the opportunity to throw an elbow into an opponent’s gut after blocking an incoming attack roll.

So there you have it. Expect more of these in the near future, Gamer Nation. Until then.

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Build of the Week: The Jedi Diviner

Hey Gamer Nation, I’m back with another installment of the build of the week. I apologize for the lateness of the post. I had another idea that I had built up to level 10 or so and realized that the idea was much less cohesive than I had originally thought, so I but that one back up on the burner to percolate a little more.

The idea of the Jedi Diviner seems a little bit odd, and it’s not a build for every PC, much less every game. It can be a very powerful build in the right circumstances, and game breaking for GMs who aren’t aware of the abilities of the PC, however, when it comes to combat, this build can be woefully underpowered when compared to other builds. This build focuses around using three Force powers: farseeing, technometry, and Force track in order to find, hunt down, and help bring to justice enemies of the Jedi Order. This build would work very well with a powerful Sentinel or Guardian build focused on taking enemies, dark side or otherwise, down quickly. This build focuses more on the roleplaying aspects of character design more so than the mechanical benefits of certain choices, so this is a very different article.

Last off, here’s one of your requests, Mr. Mike.

The Jedi Diviner

Species: I chose to go with Gand, mostly for flavor reasons, especially with the Gand Findsmen talent tree found in the Bounty Hunter class. Their +2 species bonus to Wisdom is nice for a Force-user, though the -2 penalty to Charisma can hurt them a little bit, so optimizers may want to look at something else for species.

Ability Scores:

Strength- 10 (+0)

Dexterity – 12 (+1)

Constitution – 10 (+0)

Intelligence 13 (+1)

Wisdom – 16 (+3)

Charisma – 12 (+1)

Trained Skills

Use the Force


Knowledge (galactic lore)

Perception (virtual training through talents)

Survival (trained at level 4)

Level Progression

Level 1 – Jedi 1

Starting Feat – Force Sensitivity, Weapon Proficiency (simple weapons, lightsabers)

Level 1 Feat – Force Training: This gets you your first suite of Force powers. I’ll post the Force power selection for each pick of this feat at the bottom of the level progression.

Level 1 Jedi Talent – Force Perception: This talent from the Sense talent tree lets you use your Use the Force skill to make Perception rolls, and opens up a few talents a little bit later down the road.

Level 2 – Jedi 1/Noble 1

Noble Feat – Linguist: This is a free pick up from multiclassing, and lets you understand that many more alien languages. Not a bad pick up.

Level 1 Noble Talent: Visions – This talent allows you to use the farseeing power to look into the future or past of a target. This talent is brilliant from a roleplaying perspective.

Level 3 – Jedi 2/Noble 1

Level 3 Feat – Force Training

Level 2 Bonus Feat – Skill Focus (Use the Force): Since your Charisma bonus isn’t as high as a lot of other Force users, and you need to beat your opponent’s Will Defense in order to use some of your powers, this feat is a good choice, even from a roleplaying perspective.

Level 4 – Jedi 2/Noble 1/Scout 1

Ability Increases: +1 Intelligence, +1 Charisma

Scout Feat – Weapon Proficiency (pistol): Another option in combat is never a bad option.

Level 1 Scout Talent – Acute Senses: This talent lets you reroll your Perception checks (or in your case, your Use the Force checks), plus helps set you up for the Bounty Hunter prestige class.

Level 5 – Jedi 2/Noble 1/Scout 2

Level 2 Scout Bonus Feat – Weapon Proficiency (advanced melee weapons): There weren’t a whole lot of bonus feats for the Scout that really screamed at me, so I opted for another option in combat. More versatility in your combat tactics helps augment your lack of specialization in it.

Level 6 – Jedi 2/Noble 1/Scout 3

Level 6 Feat – Force Regimen Mastery (JATM 23): This feat gives a new set of options in order to augment your Force powers. I’ll give the picks along with the Force powers after the level progression.

Level 3 Scout Talent – Improved Initiative: This talent lets you reroll your Initiative checks. You aren’t trained in Initiative, so this talent might not carry a whole lot of use for you, but it settles the final requirement for the Bounty Hunter prestige class.

Level 7 – Jedi 3/Noble 1/Scout 3

Level 3 Jedi Talent – Motion of the Future (JATM 17): This talent allows you to spend a use of the farseeing power as a reaction to force your opponent to reroll the attack roll.

Level 8 – Jedi 3/Noble 1/Scout 3/Bounty Hunter 1

Ability Increases: +  1 Wisdom, +1 Charisma

Level 1 Bounty Hunter Talent – Findsmen Ceremonies (S&V 26): This talent was just too much fun for a Gand Diviner to pass up, and that’s why I fit the Bounty Hunter class into the build progression. This talent allows you to spend a number of Force Points in the morning in order to reroll any Stealth or Perception checks, attack rolls, or Use the Force checks to activate the farseeing power per Force Point spent.

Level 9 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1

Level 9 Feat – Force Training

Level 4 Bonus Feat – Fight through Pain (GaW 23): This feat lets you shore up your Damage Threshold by substituting your Will Defense for your Fortitude Defense when calculating it.

Level 10 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 1

Level 1 Jedi Knight Talent – Echoes in the Force (JATM 20): This talent lets you use your farseeing power in order to look at a location instead of a person, making your powers more versatile.

Level 11 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 2

Force Technique – Force Power Mastery (farseeing)

Level 12 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 3

Ability Increases: +1 Wisdom, +1 Charisma

Level 3 Jedi Knight Talent – Psychometry (CWCG 53): This talent lets you use your farseeing power in order to target an object instead of a person, letting you foil your GM’s murder mystery plots when you find the murder weapon right away.

Level 13 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 4

Force Technique – Improved Technometry

Level 14 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 5

Level 5 Jedi Knight Talent – Niman: Getting a +1 to your Reflex and Will Defenses just for holding a lightsaber isn’t bad at all.

Level 15 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 6

Force Technique – Force Power Mastery: Force track

Level 15 Feat – Force Training

Level 16 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 7

Ability Increases: +1 Wisdom, +1 Charisma

Jedi Knight Level 7 Talent – Jedi Quarry (JATM 20): This talent lets you move an extra 2 squares against a single target of your choice provided that you end your turn adjacent to him. This is great for getting yourself into flanking position with a more combat capable ally after tracking down your opponent.

Level 17 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 7/Jedi Master 1

Level 1 Jedi Master Talent – Precognitive Meditation (JATM 75): This talent lets you spend a Force Point at the beginning of the day in order to force an opponent to reroll an attack made against you or a vehicle you are piloting.

Level 18 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 7/Jedi Master 2

Force Secret – Multitarget Power

Level 18 Feat -Mission Specialist: Use the Force (GaW 24): This was more of a flavor choice for when the character is nearing the end of his adventuring career, finding himself pushed into an “instructor” role to new recruits who may not necessarily have your training.

Level 19 – Jedi 4/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 7/Jedi Master 3

Force Secret – Unconditional Power

Level 3 Jedi Master Talent – Expanded Horizons (JATM 75): This talent allows you to extend the timeframe of the Search Your Feelings application of the Force, which feels right for this character build.

Level 20 – Jedi 5/Noble 1/Scout 3/Bounty Hunter 1/Jedi Knight 7/Jedi Master 3

Ability Increases: +1 Int, +1 Wisdom

Level 5 Jedi Talent – Steel Resolve (TFUCG 24): This talent lets you subtract up to -5 from your attack rolls and add double the amount to your Will Defense.

Force Powers

Every time this character picks up the Force Training feat, he should pick up two uses of the farseeing power, and one use of each the Force track, and technometry powers. At levels 12, and 20, they should pick up another use of Force track, and technometry respectively. So, at 20th level, the character will have 10 uses of each of the three Force powers.

Force Regimens

At 6h level, this build chose the following Force regimens: eyes of the Force, quiet the mind, awaken Force sensitivity, and Vo’ren’s first cadence. At level 12 and 20, he picked up Vo’ren’s fifth cadence andVo’ren’s fourth cadence respectively.

So there you have the build consideration for the Jedi Diviner. If this sounds like a build that might interest you, you definitely want to get together with your GM to find out if the type of game he’s going to run is going to fit with this kind of character. It takes a certain kind of game in order to make this character work, so tread with care, Gamer Nation, and we’ll see you here again next week.

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The Inexorable March of Time

Another year has come and gone, and it hardly seems that I got to enjoy much of the 2009. But, we can’t do anything but move forward with the flow of time, and so I thought I’d take a moment and let you know what I have planned with this blog for the coming year.

I’ve been tossing around the idea of having a weekly series of a topics to speak about in an effort to get a more regular (and hopefully daily) posting schedule.

You can expect my Build of the Week segments to continue being posted on Fridays (especially now that I’ve managed to work a few more ahead of schedule so all I have to do is hit the “publish” button). I may look at expanding this so that I cover other games than Star Wars Saga Edition, but that remains to be seen yet, as I still have months worth of builds I can and want to explore.

One segment I’d like to get up is the Weekly Encounter in which I’ll look at building and presenting an encounter or building a new creature in various rule sets in order to help other Game Masters out there that may need an encounter in a pinch. This one may be a little more slow-going in setting up. This one is tentatively planned for a Thursday slot.

I’d also like to expand a little further on the little bit of amateur reviewing I’ve done on this blog. TV, movies, books, games, music, whatever I’ve recently seen, read, played or heard, I’ll look at doing these more regularly. Possibly on Tuesdays.

The other days remain yet to be decided, but rest assured, you can expect a more regular posting schedule from me (it’s actually one of my New Year’s Resolutions). So, just for reference, here’s what the weekly schedule will look like, at least for now, until I get more ideas for weekly segments:

Sunday – TBD

Monday – TBD

Tuesday – TV/Movie/Book/Music Reviews

Wednesday – TBD

Thursday – Weekly Encounter

Friday – Build of the Week

Saturday – TBD

If you have ideas for regular or semi-regular segments that you’d like to see, please don’t hesitate to pitch them. Who knows? I may just take them and run with them.

I sincerely hope all of you will join me into this new year and certainly tell your friends about it. So until next our paths cross, Gamer Nation, I wish you and yours a very happy new year. Let’s make this year one to remember.


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