Star Wars: The Chosen One (An Anakin Skywalker Quest)

Mace Windy is the only choice.

All the Samuel L Jackson references.. hunting sith. Shatterpoint. Vaapad. Diplomacy (with a side order of FISTS).

No seriously. Mace Windu can beat battle droids to death with just his bare hands. Clearly we must learn to do the same, so we can kill Maul bare handed. Poetic Justice.
 
Undead has all my yes...but can we briefly train with Siri so we can get that delicious 1.5 extra xp or something?

because that's awesome...

also siri did say she was going to honor obi-wan by making us the best damn jedi ever!
 
@Arthellion
Even if we only have one master, we can consult with and learn from other masters, right? We'd just only the get the bonus from the initial master we chose.
 
So, since discussion of potential builds has (re?)started, I'd like to post my plan for one and see what you guys think of it. Note that I'm not including Force Powers at the moment.

Master: Mace Windu (or Cin Drallig, if Windu is unailable)

1) Vaapad. I cannot overstate how useful being able to throw our opponents's Force Powers back at them is.

2) Bonus to learning Saber Styles. More on this later.

3) Missions. This one is purely for Windu, but the QM stated that his missions will involve investigating the Sith. If we're making Maul's death one of our Ambitions, and especially if we decide to make exterminating the Sith in general one of our Ambitions, this is a good way to go down that route.

4) Shatterpoint. Another one that only applies to Windu, but still worth noting.

Martial Arts: Teras Kasi

As @Hellhound pointed out, this is one of our Ambitions, and it has a very high reward. There's also the boost to how our HP is calculated (which was also pointed out).

Lightsaber Forms: Shii-Cho 3 -> Vaapad 10 -> Niman 10 -> Djem-So 10 -> Ataru 10 -> Jar-Kai 10 -> Shii-Cho 10 (with Juyo thrown in whenever it becomes available)

1) As has already been pointed out, we need to get Shii-Cho to level 3 in order to unlock the other styles.

2) As I mentioned previously, being able to reflect Force Powers is insanely useful, which makes Vaapad a priority. It also no longer benefits from Niman's bonus (which has also unfortunately been nerfed to just giving ranks outright as opposed to a time reduction on learning Saber Styles), so no reason to learn Niman first.

3) Niman now gives ranks in Saber Styles instead of reducing the time it takes to learn them, making it even more important to learn it before going after the Saber Styles it benefits.

4) Djem-So reflects crits back at the opponent, which is all but a necessity when your fighting someone who knows Makashi (Dooku is the obvious example, but Sidious is also a master of it).

5) Ataru's Dex bonuses, coupled with being able to use it in place of Strength if it's higher, are incredibly useful for not getting hit. Coupled with Jar-Kai's Dex boosts, and it might even be a better defense than Soresu.

6) I'll admit, part of the reason I want Jar-Kai is for symbolism. I want to use a blue Lightsaber (representing the Light Side) and a red one (representing the Dark Side).

7) Shii-Cho, when mastered, grants extra turns during battle, regardless of whether or not we're fighting multiple opponents. Another incredibly useful ability, but not quite as much of a priority as the other options, at least to me.

8) Juyo takes priority over all the other Saber Styles except maybe Vaapad. While nullifying the highest level enemy's AC is unspeakably useful, I'm actually more interested in it for the sake of canceling out other Juyo users.

Classes: Guardian -> Weaponmaster -> Consular -> Sage -> Shadow

1) Guardian and Weaponmaster both reduce the time it takes to learn Saber Styles, incredibly useful for this build considering how many it involves mastering, and they should hopefully stack with Windu's/Drallig's time reduction if we're still training under him at the time. Furthermore, Weaponmaster allows us to use the benefits of our Saber Styles regardless of our opponents's rank in them, which is, of course, unspeakably useful.

2) Sage gives us access to the Center of the Force line free of charge. Granted, I'll be advocating for grabbing Center of the Force ASAP for the sake of Vaapad (since I'm expecting us to wind up going Light again before long), but it would still allow us to get the rest of the line without having to spend CP.

3) As has been pointed out, Shadow makes crits even more powerful, which synergizes incredibly well with Shatterpoint making all hits crits.

These are just my priorities, and I haven't included Foce Powers yet. What do you guys think?
 
Last edited:
Ok, so even if we have Mace as a master, it might be good to consult with Tera Sinube(no, I'm not biased. Well, maybe a little). He's the only one with investigation experience and is familliar with the criminal underworld. We get to know him, and we'll be more like to hear what rumors are going through the underworld, and it might be easier to track the Sith that way.
 
Uh, y'know, a thought occurs. Literally everyone besides Mace who learned Vaapad Fell. Every. Single. Person. I'm not talking briefly touching the Dark for a moment in fear or anger, I'm talking full on went crazy, lost all perspective, started killing the things they loved FELL. Depa Bilaba straight up went into a coma! Is there... perhaps a hidden mental cost for all those non-Windu's who want to learn Vaapad?

Hell, while I'm the first one to jump on the "The Coruscanti Temple is full of nitwits" bandwagon, isn't it perhaps possible that they may have had a point about Juyo being a dangerous form? I think it's something worth considering given the only person we see in canon really specializing in Juyo is Maul, who's a ball of seething fury even for a Sith!

I'm just saying, I don't want us to start down the path of Vaapad for sick combat gains, only to find it causes us... serious mental issues and restricts choice. I'm sure Anakin could master Vaapad. I'm just not sure he could do so without Falling. Oh, he could come back from it! But... uh... I don't know how the High Council and Master Mace would look upon him in the aftermath.
 
Uh, y'know, a thought occurs. Literally everyone besides Mace who learned Vaapad Fell. Every. Single. Person. I'm not talking briefly touching the Dark for a moment in fear or anger, I'm talking full on went crazy, lost all perspective, started killing the things they loved FELL. Depa Bilaba straight up went into a coma! Is there... perhaps a hidden mental cost for all those non-Windu's who want to learn Vaapad?

Hell, while I'm the first one to jump on the "The Coruscanti Temple is full of nitwits" bandwagon, isn't it perhaps possible that they may have had a point about Juyo being a dangerous form? I think it's something worth considering given the only person we see in canon really specializing in Juyo is Maul, who's a ball of seething fury even for a Sith!

I'm just saying, I don't want us to start down the path of Vaapad for sick combat gains, only to find it causes us... serious mental issues and restricts choice. I'm sure Anakin could master Vaapad. I'm just not sure he could do so without Falling. Oh, he could come back from it! But... uh... I don't know how the High Council and Master Mace would look upon him in the aftermath.

That's a damn good point. I'd say we'd need to grab center of the force asap, just to keep that from happening
 
That's a damn good point. I'd say we'd need to grab center of the force asap, just to keep that from happening
I don't think Center of the Force is enough for that. I think we'd need at least You Are One before I'd feel safe training Vaapad. Mace isn't actually Human, remember. He's Korrunai, who're a near-human species that are uniformly Force Sensitive. He was the first one who ever trained as a Jedi. It's probably the reason he created Vaapad, and it's almost certainly the reason he's the only practitioner who didn't Fall.

Something to remember, Vaapad is Mace's personal saber form. It was developed entirely for his own personal use. It's balanced and focused so that he can use it safely, not anyone else.
 
[X] [Funeral] Angry: The Jedi Council should have sent more Jedi or been better prepared or something!
[X][Last Words] A small gift; something to remember in the coming days.
[X] [Ambition Reconsider] Remove One: To Visit Naboo: You wish to visit the Planet Padme comes from. (500XP)
[X] To Complete the Initiate Trials! (+3,000XP, +3 CP)

We have no plans of going to Naboo any time soon. Completing the Initiate Trials is something that should turn over pretty soon. Reliable, solid gains that we can turn over fairly regularly is probably the best call with ambitions.
 
Last edited:
Sidious/Mace Experimental Sheets
Name: Mace Windu
Level: 80
Hit Points: (Level+Con) x2= 526
Armor Class: (Dex+Con+Str)/3 = 197
Mental AC= (Wisdom+Int+CHA) /2= 98
Weapons: Purple Saber, 1D14+152
Force to Hit=+155
Lightsaber To hit= +239
Initiative: +272

Character Attributes:
Strength: 370(+180)
Constitution: 376 (+183)
Dexterity: 334 (+162)
Wisdom: 319 (+155)
Charisma: 88 (+39)
Intelligence: 209 (+100)

Classes:

Jedi Guardian
Level 1: +2 To All Physical Stats. All Light Saber Styles Unlocked Aside from Juyo and Vaapad. Normal Weapons Unlocked (Lightsaber, Shoto, Dual Sabers)
Level 2: +2To All Physical Stats. Exotic Weapons Unlocked (Light -Whip, Tonfa Saber, Light-Flail, Light Shield and Saber, Double-Bladed Saber)
Level 3: +2 To All Physical Stats.
Level 4: +2 to All Physical Stats.
Level 5:+2 to All Physical Stats. Learn All Saber styles in one Less turn.
Level 6: +2 to All Physical Stats.
Level 7: +2 to All Physical Stats. Saber Throw Skill Tree Unlocked.
Level 8:+2 to All Physical Stats.
Level 9: +2 to All Physical Stats.
Level 10: +2 to All Physical Stats. Advanced Classes Unlocked!

Jedi Weapon Master: Requirement, Jedi Sentinel or Jedi Guardian
Level 1: +4 To All Physical Stats. Exotic Weapons Unlocked (Light -Whip, Tonfa Saber, Light-Flail, Light Shield and Saber, Double-Bladed Saber)
Level 2: +4To All Physical Stats.
Level 3: +4 To All Physical Stats. Exotic Saber Styles Unlocked: (Tripzest, Trakata, Dun Moch, Sokan)
Level 4: +4 to All Physical Stats.
Level 5:+4 to All Physical Stats. Learn Saber styles in one less turn.
Level 6: +4 to All Physical Stats.
Level 7: +4 to All Physical Stats. In Event of a tied saber Style advantage, you still receive your bonuses.
Level 8:+4 to All Physical Stats.
Level 9: +4 to All Physical Stats. Always receive Saber style bonuses even if opponent is higher level or tied.

Saber Styles
ShiiCho
Level 1: -6 to hit Penalty to Lightsaber Combat
Level 2: -4 to hit Penalty to Lightsaber Combat
Level 3: 0 to hit Penalty to Lightsaber Combat, Start first when fighting multiple opponents
Level 4: +2 Bonus to hit in LightSaber Combat
Level 5: +4 Bonus to hit in Lightsaber Combat, + 2 Turns during a round when fighting multiple opponents (First turn and Last turn)
Level 7:+8 Bonus to hit in Lightsaber Combat, Starts First when fighting 1 opponent.
Level 8: +10 Bonus to hit in Lightsaber Combat
Level 9: +12 Bonus to hit in Lightsaber Combat
Level 10: +14 Bonus to hit in Lightsaber Combat, + 2 turns during a round when fighting 1 opponent

Jar'Kai:
(Base penalty is -6)
Level 1: -4 to Hit Penalty for Dual Wielding
Level 2: -2 to hit Penalty for Dual Wielding
Level 3: +2 Dexterity, 0 to hit Penalty to dual Lightsaber Combat, 1/4 Damage to One other Opponent when hitting an opponent
Level 4: +4 Dexterity, +2 to hit Bonus to dual lightsaber combat
Level 5: +6 Dexterity, +4 to hit Bonus to Dual Lighstaber combat, 1/2 damage to One other Opponent when hitting an opponent

Makashi:
Level 1: +3 to Hit Against other swordsman
Level 2: +6 to Hit against other swordsman
Level 3: +2 intelligence, damage for first three rounds is a Critcal hit
Level 4: +4 Intelligence
Level 5: + 6 Intelligence, Damage for first five rounds is a critical hit
Level6: + 8 Intelligence,
Level 7:+ 10Intelligence, Damage for first seven rounds is a critical hit

Soresu:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Constitution, Immune to saber Damage (aside from crits) for first three rounds
Level 4: + 4 Constitution
Level 5: +6 Constitution, Immune to saber Damage (aside from Crits) for first five rounds
Level 6: +8 Constitution
Level 7:+10 Constitution, Immune to saber Damage (aside from Crits) for first 7 rounds

Ataru
Level 1: +2 to Atheltics
Level 2: +4 to Athletics
Level 3: + 2 dexterity, Use Dexterity in the place of strength if higher.
Level 4: +4 Dexterity
Level 5: +6Dexterity, Double your Dexterity modifier when in open spaces.(Does not apply to damage)
Level6: +8Dexterity,
Level 7: +10Dexterity, Double your Damage Dexterity Modifier when in open spaces.

Shien/Djem-So:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Strength, ALl Critical Hits is Reflected back towards opponents at half damage
Level 4: +4 Strength
Level 5: + 6 Strength, All Critical Hits are reflected back towards opponents at Full damage
Level6: + 8 Strength,
Level 7:+ 10 Strength, All Critical Hits are reflected back towards opponents at Double damage
Level 8:+ 12 Strength
Level 9:+ 14 Strength

Niman
Level 1: +1 to All stats
Level 2: +2 to All Stats
Level 3: +3 to All Stats, No negative force modifiers for first three rounds even if hit..
Level 4: +4 to All Stats
Level 5: +5 to All stats, Gain level 2 in All forms aide from Vaapad/Juyo
Level6: +6 to All Stats
Level 7:+7 to All Stats; Immune to Negative force Modifiers


Juyo (Must be Neutral or Dark Alignment or Possess Center of Force Perk):
Level 1: +1 to All Physical Attributes
Level 2: +2 To All Physical Attributes
Level 3: +3 To all Physical Attributes, Highest Leveled Opponent's AC is Nullified upon Round seven of the Fight
Level 4: +4 to All Phyiscal Attributes
Level 5: +5 To All Physical Attributes, High leveled Opponent's AC is nullified upon Round 5 of the Fight
Level6: +6 To All Physical Attributes,
Level 7:+7 To All Physical Attributes, High leveled Opponent's AC is nullified upon Round 3 of the Fight


Vaapad (Must be Neutral or Dark Alignment or Possess Center of Force Perk):
Level 1: +1 to All Physical Attributes
Level 2: +2 To All Physical Attributes
Level 3: +3 To all Physical Attributes, Reflect all Force Powers back at Opponents at Half Damage
Level 4: +4 to All Phyiscal Attributes
Level 5: +5 To All Physical Attributes, Reflect all Force Powers back at Opponents at Full Damage
Level6: +6 to All Phyiscal Attributes,
Level 7:+7 to All Phyiscal Attributes, Reflect all Force Powers back at Opponents at Double Damage
Level 8:+8 to All Phyiscal Attributes
Level 9:+9 to All Phyiscal Attributes
Level 10:+10 to All Phyiscal Attributes, Reflect all Force Powers back at Opponents at triple Damage

Force Abilities
Tutaminis:
Tutaminis (Neutral Power):
Level 1: +2Constitution
Level 2: +2 Constitution
Level 3: +2 Constitution; Decrease energy damage by 1/4.
Level 4:+2 Constitution
Level 5: +2 Constitution; Decrease Force Damage by 1/4, Cruitorn Unlocked.
Level 6: +4 Constitution
Level 7:+4 Constitution; Decrease Energy/Force energy Damage by 1/2.
Level 8:+4 Constitution
Level 9:+4 Constitution
Level 10: +4 Constitution; Immune to Energy/ Force Energy Damage

Force Stealth
Level 1: +2Wisdom, +2 Stealth
Level 2: +2 Wisdom, +4 Stealth
Level 3: +2 Wisdom, +6 Stealth, Non-force users cannot see you if you do not wish to be seen. Combat breaks this.
Level 4: +2 Wisdom, +8 Stealth.
Level 5: +2 Wisdom, +10 Stealth, May Cloak your force signature from force users.

Force Speed
Level 1: 2 Dexterity, +2 to Initiative Rolls
Level 2: 2 Dexterity, +4 to Initiative Rolls
Level 3: 2 Dexterity, +6 to Initiative Rolls; First Three Turns To Hit is increased by 1.25x.
Level 4: 2 Dexterity, +8 to Initiative Rolls
Level 5: 2 Dexterity, +10 to Initiative Rolls; First Five Turns To hit is Increased by 1.25x
Level 6: 4 Dexterity, +12 to Initiative Rolls
Level 7: 4 Dexterity, +14 to Initiative Rolls; First Five Turns To Hit is increased by 1.5x
Level 8: 4Dexterity, +16 to Initiative Rolls
Level 9: 4Dexterity, +18 to Initiative Rolls
Level 10: 4 Dexterity, +20 to Initiative Rolls First Five Turns To Hit is increased by 2x.

Healing
Level 1: 2 Constitution, +2 Wisdom
Level 2: 2 Constitution, +2 Wisdom
Level 3:2 Constitution, +2 Wisdom, Upon beginning of third round, heal for 1/4 of your total HP.
Level 4: 2 Constitution, +2 Wisdom
Level 5: 2 Constitution, +2 Wisdom, Upon beginning of third round, heal for 1/2 of your total HP. Force Resurrection tree unlocked.

Force Valour
Level 1: 2 Constitution, +2 Wisdom
Level 2: 2 Constitution, +2 Wisdom
Level 3:2 Constitution, +2 Wisdom, Boost AC/To Hit by 10 For First Three Rounds
Level 4: 2 Constitution, +2 Wisdom
Level 5: 2 Constitution, +2 Wisdom, Boost AC/To Hit by 10 For First Five Rounds

Life Detection:
Level 1: Can sense life within 1/4 Mile.
Level 2: Can Sense Life within 1/2 Yards.
Level 3: Can Sense Life within 1 mile. Force Sight tree Unlocked.
Level 4: Can sense life within 10 Miles.
Level 5: Can Sense life within 100 miles. Battle Meditation Unlocked tree if not already purchased.


Sense Force:
Level 1: Can sense status of the force within 1/4 Mile. Force Empathy tree Unlocked
Level 2: Can Sense status of the force within 1/2 Yards.
Level 3: Can Sense status of the force within 1 mile. Battle Precognition tree Unlocked
Level 4: Can sense status of the force within 10 Miles.
Level 5: Can Sense status of the force within 100 miles. Shatterpoint tree Unlocked if not already purchased.

Force Sight:
Level 1: Gain Ability to Seen for miles.
Level 2: +1 Wisdom,
Level 3: Gain Ability to See for events on a different Planet, Force Projection Unlocked
Level 4: +1 Wisdom

Force Empathy:
Level 1: Gain Ability to Sense Others Emotions. Dialogue.
Level 2: +1 Wisdom,
Level 3: Gain Ability to Influence others emotions. Dialogue
Level 4: +1 Wisdom
Level 5: AutoSuccess on Manipulating Non FOrce User's emotions. Dialogue

Telepathy:
Level 1: +1 Wisdom, Comprehend Speech. Dialogue Options.
Level 2: +1 Wisdom,
Level 3: +1 Wisdom, , Jedi Mind Trick Unlocked. Dialogue Options.
Level 4: +1 Wisdom, , Comprehend Speech. Dialogue Options.
Level 5: ++1 Wisdom, Illusions Tree Unlocked

Battle Precognition:
Level 1: +2 Dexterity, +1 AC.
Level 2: +2 Dexterity, +1 AC.
Level 3: +2 Dexterity, +1 AC.
Level 4: +2 Dexterity, +1 AC.
Level 5: +2 Dexterity, +1AC.
Level 6:+2 Dexterity, +1 AC.
Level 7: +2 Dexterity, +1 AC.
Level 8: +2 Dexterity, +1 AC.
Level 9: +2 Dexterity, +1 AC.
Level 10: +2 Dexterity, +1 AC.

Force Jump:
LeveL 1: +2 Strength, May Jump One Story Buildings
Level 2: + 2 Strength, May Jump Three Story Buildings
Level 3: + 2 Strength , May Jump Five Story Buildings
Level 4: ++ 2 Strength, May Jump Seven Story Buildings
Level 5: + 2 Strength, May Jump Nine Story Buildings
Level 6: +4 Strength
Level 7: +4 Strength

Telekinesis
Level 1: +2 Wisdom, can lift R2D2 level objects Unlock Force Push/Force Choke
Level 2: +2 Wisdom, Can lift small speeder objects
Level 3: +2 Wisdom, Can lift large Speeders; Upon third round, May attack Opponent with 6D4 debris.
Level 4: +2 Wisdom, Can lift AT-AT Level craft
Level5: +2 Wisdom, Can Lift Starship Level Craft, Unlock Telekinetic Saber Style
Level 6: +4 Wisdom
Level 7: +4 Wisdom
Level 8: +4 Wisdom

Force Push
Level 1: +2 Wisdom, May do 1D4+Wisdom Damage to opponent upon first round.
Level 2: +2 Wisdom,
Level 3: +2 Wisdom, May do 1D6+ Wisdom damage upon third round
Level 4: +2 Wisdom,
Level5: +2 Wisdom, May do 1d8+Wisdom Damage upon Fifth round
Level 6: +4 Wisdom
Level 7: +4 Wisdom; May do 1d10+Wisdom Damage to two Opponents upon Seventh round

Force Stun:
Level 1: + 2 Wisdom, 1 Opponent may be stunned at beginning of the fight
Level 2: +4 Wisdom,
Level 3: +6 Wisdom, 1Opponent may be stunned at round 3 of the fight
Level 4: +8 Wisdom,
Level 5: +10 Wisdom, 1 Opponent may be stunned at round 5 of the fight.
Level 6: +4 Wisdom
Level 7: +4 Wisdom 1 Opponent may be stunned at round 7 of the figh

Force Choke:
Level 1: + 2 Wisdom, 1 Opponent may be stunned at beginning of the fight and loses 1D4 Damage
Level 2: +4 Wisdom,
Level 3: +6 Wisdom, 1Opponent may be stunned at round 3 of the fight and loses 1D8 Damage
Level 4: +8 Wisdom,
Level 5: +10 Wisdom, 2 Opponent may be stunned at round 5 of the fight and loses 1D10 Damage
Level 6: +4 Wisdom
Level 7: +4 Wisdom; 4 Opponent may be stunned at round 7 of the fight and loses 1D12 Damage

Shatterpoint:
Level 1: +2 Intelligence, +2 Wisdom, Begin to see shatter points in the physical world around you. Decisions Unlocked.
Level 2: +4 Intelligence, +4 WIsdom, Begin to see shatterpoints in people's personalities.Decisions Unlocked.
Level 3: +4 Intelligence, +4 WIsdom, Instinctively see Shatterpoints in combat. Insta-crit on all damage given.
Level 4: +6 Intelligence, +6 WIsdom, Begin to see shatterpoints in battlefields. Decisions Unlocked.
Level 5: +6 Intelligence, +6 WIsdom, Begin to see shatterpoints in time. Decisions Unlocked. See the results of a decision before vote occurs.

Name: Darth Sidious
Level: 90
Hit Points: (Level+Con) x2= 526
Armor Class: (Dex+Con+Dex (due to Ataru)/3 = 216 (330 in open spaces)
Mental AC= (Wisdom+Int+CHA) /2= 158
Weapons: Red Saber. 1d14 Plus 204dex(408 in open spaces)
Force to Hit= +208
Lightsaber To hit= +233 dex (+466 in Open spaces),
Initiative: +204

Character Attributes:
Strength: 290 (+145)
Constitution: 346 (+173)
Dexterity: 407 (+204)
Wisdom: 415 (+208)
Charisma: 201 (+101)
Intelligence: 326 (+163)

Classes:
Sith Inquisitor

Level 1: +2 To All Mental Stats. Niman, Makashi, Soresu Unlocked Simple weapons Unlocked (Single Saber).
Level 2: +2 To All Mental Stats.
Level 3: +2 To All Mental Stats.
Level 4: +2 To All Mental Stats.
Level 5:+2 To All Mental Stats. Learn All Force Abilities in one Less turn.
Level 6: +2 To All Mental Stats.
Level 7: +2 To All Mental Stats. Force Whirlwind Tree Unlocked.
Level 8:+2 To All Mental Stats.
Level 9: +2 To All Mental Stats.
Level 10: +2 To All Mental Stats. Advanced Classes Unlocked!

Sith Sage
Level 1: +4 To All Mental Stats. Grants Center of the Force Perk for Free.
Level 2: +4 To All Mental Stats.
Level 3: +4 To All Mental Stats. Unlock Midi-Chlorian Manipulation.
Level 4: +4 To All Mental Stats.
Level 5:++4 To All Mental Stats. Niman Learned in one less turns.
Level 6: +4 To All Mental Stats.
Level 7: +4 To All Mental Stats. Grants You are One Perk for Free.
Level 8:+4 To All Mental Stats.
Level 9: +4 To All Mental Stats. Grants You are the Force Perk for Free.

Styles
Shii-Cho:

(Base Penalty is -8)
Level 1: -6 to hit Penalty to Lightsaber Combat
Level 2: -4 to hit Penalty to Lightsaber Combat
Level 3: 0 to hit Penalty to Lightsaber Combat, Start first when fighting multiple opponents
Level 4: +2 Bonus to hit in LightSaber Combat
Level 5: +4 Bonus to hit in Lightsaber Combat, + 2 Turns during a round when fighting multiple opponents (First turn and Last turn)
Level6: +6 Bonus to hit in Lightsaber Combat
Level 7:+8 Bonus to hit in Lightsaber Combat, Starts First when fighting 1 opponent.


Jar'Kai:
(Base penalty is -6)
Level 1: -4 to Hit Penalty for Dual Wielding
Level 2: -2 to hit Penalty for Dual Wielding
Level 3: +2 Dexterity, 0 to hit Penalty to dual Lightsaber Combat, 1/4 Damage to One other Opponent when hitting an opponent
Level 4: +4 Dexterity, +2 to hit Bonus to dual lightsaber combat
Level 5: +6 Dexterity, +4 to hit Bonus to Dual Lighstaber combat, 1/2 damage to One other Opponent when hitting an opponent
Level6: +8 Dexterity, +6 to hit bonus to dual saber combat
Level 7: +10 Dexterity, +8 to hit Bonus to Dual Lighstaber combat, Full damage to One other opponent when hitting an opponent

Makashi:
Level 1: +3 to Hit Against other swordsman
Level 2: +6 to Hit against other swordsman
Level 3: +2 intelligence, damage for first three rounds is a Critcal hit
Level 4: +4 Intelligence
Level 5: + 6 Intelligence, Damage for first five rounds is a critical hit
Level6: + 8 Intelligence,
Level 7:+ 10Intelligence, Damage for first seven rounds is a critical hit


Soresu:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Constitution, Immune to saber Damage (aside from crits) for first three rounds
Level 4: + 4 Constitution
Level 5: +6 Constitution, Immune to saber Damage (aside from Crits) for first five rounds
Level6: +8 Constitution
Level 7:+10 Constitution, Immune to saber Damage (aside from Crits) for first 7 rounds

Ataru
Level 1: +2 to Atheltics
Level 2: +4 to Athletics
Level 3: + 2 dexterity, Use Dexterity in the place of strength if higher.
Level 4: +4 Dexterity
Level 5: +6Dexterity, Double your Dexterity modifier when in open spaces.(Does not apply to damage)
Level6: +8Dexterity,
Level 7: +10Dexterity, Double your Damage Dexterity Modifier when in open spaces.
Level 8: +12Dexterity,
Level 9: +14 Dexterity,
Level 10: +16Dexterity, Autowin Closed vs. Open Rolls.


Shien/Djem-So:
Level 1: +2 to AC
Level 2: +4 to AC
Level 3: +2 Strength, ALl Critical Hits is Reflected back towards opponents at half damage
Level 4: +4 Strength
Level 5: + 6 Strength, All Critical Hits are reflected back towards opponents at Full damage
Level6: + 8 Strength,
Level 7:+ 10 Strength, All Critical Hits are reflected back towards opponents at Double damage

Niman
Level 1: +1 to All stats
Level 2: +2 to All Stats
Level 3: +3 to All Stats, No negative force modifiers for first three rounds even if hit..
Level 4: +4 to All Stats
Level 5: +5 to All stats, Gain level 2 in All forms aide from Vaapad/Juyo
Level6: +6 to All Stats
Level 7:+7 to All Stats; Immune to Negative force Modifiers
Level 8:+8 to All Stats
Level 9: +9 to All Stats
Level 10:+10 to All Stats, Gain Level four in all Saber Forms asided from Vaapad /Juyo

Juyo (Must be Neutral or Dark Alignment or Possess Center of Force Perk):
Level 1: +1 to All Physical Attributes
Level 2: +2 To All Physical Attributes
Level 3: +3 To all Physical Attributes, Highest Leveled Opponent's AC is Nullified upon Round seven of the Fight
Level 4: +4 to All Phyiscal Attributes
Level 5: +5 To All Physical Attributes, High leveled Opponent's AC is nullified upon Round 5 of the Fight
Level6: +6 To All Physical Attributes,
Level 7:+7 To All Physical Attributes, High leveled Opponent's AC is nullified upon Round 3 of the Fight
Level 8:+8 To All Physical Attributes,
Level 9:+9 To All Physical Attributes,
Level 10:+10 To All Physical Attributes, High leveled Opponent's AC is nullified upon Round 1 of the Fight

Force Powers
Tutaminis:
Tutaminis (Neutral Power):
Level 1: +2Constitution
Level 2: +2 Constitution
Level 3: +2 Constitution; Decrease energy damage by 1/4.
Level 4:+2 Constitution
Level 5: +2 Constitution; Decrease Force Damage by 1/4,
Level 6: +4 Constitution
Level 7:+4 Constitution; Decrease Energy/Force energy Damage by 1/2.
Level 8:+4 Constitution
Level 9:+4 Constitution


Force Stealth
Level 1: +2Wisdom, +2 Stealth
Level 2: +2 Wisdom, +4 Stealth
Level 3: +2 Wisdom, +6 Stealth, Non-force users cannot see you if you do not wish to be seen. Combat breaks this.
Level 4: +2 Wisdom, +8 Stealth.
Level 5: +2 Wisdom, +10 Stealth, May Cloak your force signature from force users.
Level 6: +4 Wisdom, +12 Stealth.
Level 7:+4 Wisdom, +14 Stealth. First Three Turns of Combat are from Stealth. (Double damage)
Level 8:+4 Wisdom, +16 Stealth.
Level 9:+4 Wisdom, +18 Stealth.
Level 10: +4 Wisdom, +20 Stealth. First Five Turns of Comabt are from Stealth. (Double damage.

Force Speed
Level 1: 2 Dexterity, +2 to Initiative Rolls
Level 2: 2 Dexterity, +4 to Initiative Rolls
Level 3: 2 Dexterity, +6 to Initiative Rolls; First Three Turns To Hit is increased by 1.25x.
Level 4: 2 Dexterity, +8 to Initiative Rolls
Level 5: 2 Dexterity, +10 to Initiative Rolls; First Five Turns To hit is Increased by 1.25x
Level 6: 4 Dexterity, +12 to Initiative Rolls
Level 7: 4 Dexterity, +14 to Initiative Rolls; First Five Turns To Hit is increased by 1.5x
Level 8: 4Dexterity, +16 to Initiative Rolls
Level 9: 4Dexterity, +18 to Initiative Rolls
Level 10: 4 Dexterity, +20 to Initiative Rolls First Five Turns To Hit is increased by 2x.

Force Rage:
Level 1: 2 Constitution, +2 Strength
Level 2: 2 Constitution, +2 Strength
Level 3:2 Constitution, +2 Strength, Boost AC/To Hit by 10 For First Three Rounds
Level 4: 2 Constitution, +2 Strength
Level 5: 2 Constitution, +2 Strength, Boost AC/To Hit by 10 For First Five Rounds
Level 6: +2 Constitution, +2 Strength
Level 7: 2 Constitution, +2 Strength; Boost AC/To Hit by 20 For First Three Rounds
Level 8: 2 Constitution, ++2 Strength
Level 9: 2 Constitution, +2 Strength
Level 10: 2 Constitution, +2 Strength; Boost AC/To Hit by 10 For First Five Rounds

Force Sacrifice
Level 1: 6 Constitution
Level 2:6 Constitution
Level 3:6 Constitution, Upon beginning of third round, lose 10HP. Damage is multiplied by 1.5 for round.
Level 4: 6 Constitution
Level 5: 6 Constitution, Upon beginning of Fifth round, lose 5HP. Damage is multiplied by 2 for round.
Level 6: 6 Constitution
Level 7: 6 Constitution Upon Beginning of Third Round, Ally damage is multiplied by 1.5 for round.
Level 8: 6 Constitution
Level 9: 6 Constitution
Level 10: 6 Constitution; Upon beginning of the Fifth round, Ally Damage is Multiplied by 2 for round.

Life Detection:
Level 1: Can sense life within 1/4 Mile.
Level 2: Can Sense Life within 1/2 Yards.
Level 3: Can Sense Life within 1 mile. Force Sight tree Unlocked.
Level 4: Can sense life within 10 Miles.
Level 5: Can Sense life within 100 miles. Battle Meditation Unlocked tree if not already purchased.
Level 6: +1 Charisma
Level 7: +1 Charisma
Level 8: +1 Charisma
Level 9: +1 Charisma
Level 10: +1 Charisma

Sense Force:
Level 1: Can sense status of the force within 1/4 Mile. Force Empathy tree Unlocked
Level 2: Can Sense status of the force within 1/2 Yards.
Level 3: Can Sense status of the force within 1 mile. Battle Precognition tree Unlocked
Level 4: Can sense status of the force within 10 Miles.
Level 5: Can Sense status of the force within 100 miles.
Level 6: +1 Intelligence
Level 7: +1 Intelligence
Level 8: +1 Intelligence
Level 9: +1 Intelligence
Level 10: +1 Intelligence

Force Sight:
Level 1: Gain Ability to Seen for miles.
Level 2: +1 Wisdom,
Level 3: Gain Ability to See for events on a different Planet, Force Projection Unlocked
Level 4: +1 Wisdom
Level 5: Gain Ability to See for events in the past, Flow Walk Unlocked
Level 6: +1 Wisdom
Level 7: +1 Wisdom
Level 8: +1 Wisdom
Level 9: +1 Wisdom
Level 10: +1 Wisdom

Force Empathy:
Level 1: Gain Ability to Sense Others Emotions. Dialogue.
Level 2: +1 Wisdom,
Level 3: Gain Ability to Influence others emotions. Dialogue
Level 4: +1 Wisdom
Level 5: AutoSuccess on Manipulating Non FOrce User's emotions. Dialogue
Level 6: +1 Wisdom
Level 7: +1 Wisdom
Level 8: +1 Wisdom
Level 9: +1 Wisdom
Level 10: +1 Wisdom

Telepathy:
Level 1: +1 Wisdom, Comprehend Speech. Dialogue Options.
Level 2: +1 Wisdom,
Level 3: +1 Wisdom, , Jedi Mind Trick Unlocked. Dialogue Options.
Level 4: +1 Wisdom, , Comprehend Speech. Dialogue Options.
Level 5: ++1 Wisdom, Illusions Tree Unlocked
Level 6: +1 Charisma
Level 7: +1 Charisma
Level 8: +1 Charisma
Level 9: +1 Charisma
Level 10: +1 Charisma

Battle Precognition:
Level 1: +2 Dexterity, +1 AC.
Level 2: +2 Dexterity, +1 AC.
Level 3: +2 Dexterity, +1 AC.
Level 4: +2 Dexterity, +1 AC.
Level 5: +2 Dexterity, +1AC.
Level 6:+2 Dexterity, +1 AC.
Level 7: +2 Dexterity, +1 AC.
Level 8: +2 Dexterity, +1 AC.
Level 9: +2 Dexterity, +1 AC.
Level 10: +2 Dexterity, +1 AC.

Force Jump:
LeveL 1: +2 Strength, May Jump One Story Buildings
Level 2: + 2 Strength, May Jump Three Story Buildings
Level 3: + 2 Strength , May Jump Five Story Buildings
Level 4: ++ 2 Strength, May Jump Seven Story Buildings
Level 5: + 2 Strength, May Jump Nine Story Buildings
Level 6: +4 Strength
Level 7: +4 Strength
Level 8: +4 Strength
Level 9: +4 Strength
Level 10: +4 Strength, Flight.

Telekinesis
Level 1: +2 Wisdom, can lift R2D2 level objects Unlock Force Push/Force Choke
Level 2: +2 Wisdom, Can lift small speeder objects
Level 3: +2 Wisdom, Can lift large Speeders; Upon third round, May attack Opponent with 6D4 debris.
Level 4: +2 Wisdom, Can lift AT-AT Level craft
Level5: +2 Wisdom, Can Lift Starship Level Craft, Unlock Telekinetic Saber Style
Level 6: +4 Wisdom
Level 7: +4 Wisdom
Level 8: +4 Wisdom
Level 9: +4 Wisdom
Level 10: +4 Wisdom

Force Push
Level 1: +2 Wisdom, May do 1D4+Wisdom Damage to opponent upon first round.
Level 2: +2 Wisdom,
Level 3: +2 Wisdom, May do 1D6+ Wisdom damage upon third round
Level 4: +2 Wisdom,
Level5: +2 Wisdom, May do 1d8+Wisdom Damage upon Fifth round
Level 6: +4 Wisdom
Level 7: +4 Wisdom; May do 1d10+Wisdom Damage to two Opponents upon Seventh round
Level 8: +4 Wisdom;
Level 9: +4 Wisdom
Level 10: +4 WisdomMay do 1d12+Wisdom Damage to all Opponents upon Seventh round

Force Choke:
Level 1: + 2 Wisdom, 1 Opponent may be stunned at beginning of the fight and loses 1D4 Damage
Level 2: +4 Wisdom,
Level 3: +6 Wisdom, 1Opponent may be stunned at round 3 of the fight and loses 1D8 Damage
Level 4: +8 Wisdom,
Level 5: +10 Wisdom, 2 Opponent may be stunned at round 5 of the fight and loses 1D10 Damage
Level 6: +4 Wisdom
Level 7: +4 Wisdom; 4 Opponent may be stunned at round 7 of the fight and loses 1D12 Damage
Level 8: +4 Wisdom
Level 9: +4 Wisdom
Level 10: +4 Wisdom; Abilities of force Choke apply to all opponents and lose 2D12 Damage

Force Lightning:
Level 1: + 2 Wisdom, 1 opponent may takes 1d10 Damage at beginning of the fight
Level 2: +4 Wisdom,
Level 3: +6 Wisdom, 1 Opponent may takes 1d12 Damage at round 3 of the fight
Level 4: +8 Wisdom,
Level 5: +10 Wisdom, 1 Opponents may takes 2d12 damage at round 5 of the fight.
Level 6: +4 Wisdom
Level 7: +4 Wisdom 1 Opponent may take 3D12 at round 7 of the fight
Level 8: +4 Wisdom
Level 9: +4 Wisdom
Level 10: +4 Wisdom; Abilities of Force lightning apply to all opponents

Illusions
Level 1: +5 intelligence. Mirror image. Saber Damage for first round inflicted on your illusory self.
Level 2: +6 intelligence. Mirror image. Saber Damage for second round inflicted on your illusory self.
Level 3: +7 intelligence. Mirror image. Saber Damage for third round inflicted on your illusory self.
Level 4: +8 intelligence. Mirror image. Saber Damage for fourth round inflicted on your illusory self.
Level 5: +9 intelligence. Mirror image. Saber Damage for fifth round inflicted on your illusory self.


Gonna run a fight with them. Numbers, abilities prolly gonna be tweaked some.
 
Mace Windu: 526 HP AC: 197
Sidious: 526 HP AC: 216(330 in open spaces)

Styles/ Abilities of Note:
Mace WeaponMaster Nullifies Sidous Bonuses from Shii-Cho, Makashi, Soresu, Shien,
Shii-Cho: Mace Goes first and gains two turns per round.
Soresu: Mace Immune to Saber Damage aside from Crits for Seven Rounds
Ataru: Open space due to Sidious Autowin
Shien: All critical Hits are reflected back at Sidious at Double Damage
Niman: Both Mace and Sidious are immune to negative force mods
Juyo: Mace's AC is nullifed. Sidious AC is nullified upon round 3.
Vaapad: All force powers against mace are reflected back at triple damage
Force Speeed: Mace and Sidious First five turns to hit is doubled.
FOrce Heal: Mace heals for 1/2 of ttotal HP on third round
Force Valour: AC/To hit for mace is increased by 10 for five rounds

Round One:
Open

Mace Force Push: D20+165=173. Miss!
Mace Force Stun: D20+165=179. Miss
Mace Force Choke: D20+165=177. Miss
Mace Saber Attack: D20+239=252. Miss.

Sidious Force Push: Hit due to Juyo. 1D4+208= 209. Force Attacks reflected back at triple strength due to Vaapad.624 Damage to Sidious.

Sidious dead.

I may need to buff Sidious....or something.
 
Sidious has plenty of darkness. Vaapad uses the enemy's darkness against them. Well...
 
Not included at the moment. MidiChlorian manipulate is a WIP.

This is just my opinion, but the reflect abilities might be too overpowered. A Makashi master dueling a Shien master could kill themselves without the Shien master ever attacking because all critical hits would reflect back with triple damage.

Maybe it should just be that they take no damage or that they have a chance to reflect?
 
Oh that is just fucking hilarious. Nice to see Windu kicking ass, even in a test, compared to some other portrails of him.

*Nix Remembers How Windu Almost Triggered The Second Great Mandalorian Crusade under Mandalore Jango Fett With A Single Sentence.*

Man can kick ass but for the love of god never let him open his mouth.
 
Mace Windu: 526 HP AC: 197
Sidious: 526 HP AC: 216(330 in open spaces)

Styles/ Abilities of Note:
Mace WeaponMaster Nullifies Sidous Bonuses from Shii-Cho, Makashi, Soresu, Shien,
Shii-Cho: Mace Goes first and gains two turns per round.
Soresu: Mace Immune to Saber Damage aside from Crits for Seven Rounds
Ataru: Open space due to Sidious Autowin
Shien: All critical Hits are reflected back at Sidious at Double Damage
Niman: Both Mace and Sidious are immune to negative force mods
Juyo: Mace's AC is nullifed. Sidious AC is nullified upon round 3.
Vaapad: All force powers against mace are reflected back at triple damage
Force Speeed: Mace and Sidious First five turns to hit is doubled.
FOrce Heal: Mace heals for 1/2 of ttotal HP on third round
Force Valour: AC/To hit for mace is increased by 10 for five rounds

Round One:
Open

Mace Force Push: D20+165=173. Miss!
Mace Force Stun: D20+165=179. Miss
Mace Force Choke: D20+165=177. Miss
Mace Saber Attack: D20+239=252. Miss.

Sidious Force Push: Hit due to Juyo. 1D4+208= 209. Force Attacks reflected back at triple strength due to Vaapad.624 Damage to Sidious.

Sidious dead.

I may need to buff Sidious....or something.

Would Sidious really attempt a Force Push against Mace if he knows Vaapad reflects attacks though? It's possible he only tried Force Lightning on Windu in canon either because he was backed into a corner or because he was drawing out the battle to get Anakin to turn.
 
I may need to buff Sidious....or something.

Absolute conditions (always nullify AC, always reflect attacks) are absolutely powerful.

Also powerful? 1d14+152 damage vs 526 HP. "Well gosh I hope I roll high." That's a four hit combat regardless of how the damage rolls go.

There's a concept in game design / balance known as being "On the RNG"--which is to say, for a character at a given level, their attack bonuses and their opponent's defense bonuses end up cancelling to where dice and circumstantial bonuses are enough to nudge an outcome in a desired direction. Advantageous terrain? That's a bonus. Having a morale advantage, fighting clear-headed, that's a different circumstance providing a different bonus, that's another bonus.

As it stands? Rushing to "nullify opponent AC" and "reflect attacks" seems like the best build strategy. Multiple turns is nice, but they have to mean something. No other combat abilities come close. (Granted, there's plenty of other non-combat abilities that are cool, or abilities that have uses aside from combat, but those two are king and queen and practically nothing else in the combat tree matters for combat.)
 
Mace Windu: 526 HP AC: 197
Sidious: 526 HP AC: 216(330 in open spaces)

Styles/ Abilities of Note:
Mace WeaponMaster Nullifies Sidous Bonuses from Shii-Cho, Makashi, Soresu, Shien,
Shii-Cho: Mace Goes first and gains two turns per round.
Soresu: Mace Immune to Saber Damage aside from Crits for Seven Rounds
Ataru: Open space due to Sidious Autowin
Shien: All critical Hits are reflected back at Sidious at Double Damage
Niman: Both Mace and Sidious are immune to negative force mods
Juyo: Mace's AC is nullifed. Sidious AC is nullified upon round 3.
Vaapad: All force powers against mace are reflected back at triple damage
Force Speeed: Mace and Sidious First five turns to hit is doubled.
FOrce Heal: Mace heals for 1/2 of ttotal HP on third round
Force Valour: AC/To hit for mace is increased by 10 for five rounds

Round One:
Open

Mace Force Push: D20+165=173. Miss!
Mace Force Stun: D20+165=179. Miss
Mace Force Choke: D20+165=177. Miss
Mace Saber Attack: D20+239=252. Miss.

Sidious Force Push: Hit due to Juyo. 1D4+208= 209. Force Attacks reflected back at triple strength due to Vaapad.624 Damage to Sidious.

Sidious dead.

I may need to buff Sidious....or something.

Looks fine to me
 
Back
Top