Mental Fortress/Heroic Fortitude for willpower/presence? & Jedi Build

By EliasWindrider, in Star Wars: Force and Destiny RPG

Hi All,

Mental Fortress allows you to spend a destiny point to ignore critical injury reductions to intellect and cunning

Heroic Fortress allows you to spend a destiny point to ignore critical injury reductions to brawn and agility

Is there an equivalent for willpower and presence? And if so what spec's have it?

BTW can anyone tell me there is any spec besides force sensitive emergent that has "force of will" as a talent?

looking at a Sentinel:Sentry/Niman Disciple build that starts with 3,3,2,3,3,2 attributes and puts both dedications into willpower

discipline keys of a will power, and with 2 dedications and force rating 3 from just 2 specs (and reflect improved, 5 reflect, 3 parry) it's a pretty good lightsaber/force-wizard. I imagine using draw closer, making a lightsaber attack, with 5 yellow, and if it misses using force assault with maxed out move (which uses discipline/willpower) as a maneuver potentially throwing the target you missed with a lightsaber into another opponent.

Yeah it's flashy, and that's problematic in the empire era, but it'd be an awesome build for any era where jedi aren't in hiding such as prequel, KotoR, or NJO if you're doing legends.

For force powers I'm looking at move, enhance, and sense. For armor I'm looking at reinforced clothing (+1 soak, +1 ranged/melee defense, some extra hard points, and if I could get 2 triumph a free superior) because it looks like clothing not armor.

As an eventual third I'm looking at Force Sensitive Emergent, Shi-Cho Knight, and Gadgeteer (those are my top 3 pics in random order), but also thinking about Warden and Artisan, and I'd like the community's input on this.

BTW with any of these options I'd eventually take the top row of Makashi duelist for resist disarm (only tree with this talent that I know of), 2 grit, and 1 parry.

Force Sensitive Emergent:

Pros: another force rating (bringing it to 4) another dedication (bringing willpower to 6), Force of will (use willpower with any skill once per session, e.g. to build a lightsaber and the reinforced clothing, so probably 2 yellow and 4 green for craft checks), two more ranks of sleight of mind (had 2 from sentry), 2 more ranks of uncanny reaction (had 2 from sentry, so that is 4 boost dice on vigilance checks, and you can always use vigilance on initiative, thanks to the constant vigilance talent from sentry, you could be rolling 5 yellow, 1 green, 4 blue for vigilance, so you're probably always going to be rolling the top initiative slot), 2 ranks of indistinguishable to help people not recognize you after the flashy force use. 2 grit, 2 toughened, and since it's a universal spec you don't have to spend 10 extra xp.

Cons: no ranks of parry and with only 3 ranks of parry from niman disciple (and a 4th from the top row of makashi duelist) you're a bit short on it.

Shi Cho Knight:

pros: 4 parry (bringing the build to 7 parry and 5 reflect: 3 from Niman and 2 from Sentry), improved parry, 1 defensive training (plus the 2 from niman disciple brings it to 3 black dice from holding a lightsaber), quick draw, 1 toughened, 1 grit, 2 second wind, a second rank of center of being, 2 durable, natural blade master, sarlacc sweep, multiple opponents, a dedication (bringing willpower to 6), and all of those awesome lightsaber abilities do NOT require you to use a specific attribute (they work fine with niman-technique/willpower), so you've got a most bad ass lightsaber duelist vs ranged or melee opponents mixed in with force wizard (move) combat. melee is also a decent skill to have when you don't want to be flashy with a lightsaber or force powers.

Con: no force rating talent (but hey you're still at force rating 3 which isn't too shabby), it's an out of career spec so you had to spend 10 extra xp.

Gadgeteer:

Pros: gaining: brawl, ranged light, mechanics, coercion as career skills is awesome, deadly accuracy (+ 5 damage with a lightsaber is awesome), 2 toughened, armor master/improved armor master (more black dice on incoming attacks, the soak almost doesn't matter, unless you get cortosis for your armor but that is too much munchkin cheese for my tastes), tinkerer lets you add an extra hard point to the lightsaber, jury rigged, Dedication (willpower to 6), spare clip is always nice,

Cons: no force rating (obviously), and it's an out of career spec so you have to spend 10 extra xp.

Warden:

Pros: 2 grit, 2 toughened, Precision strike (so you never have to kill someone you don't want to), overbalance (awesome, better because of sense advantage, and not bad because you already have 2 ranks of defensive training from niman disciple, really this is a primary motivation, the idea of being able to narratively mix in punches and kicks to "knock someone over"/stagger them in lightsaber combat really appeals to me, but getting a formidable oponent to roll enough threat to do that semi frequently is unlikely), grapple (is nice), Dedication, Force Rating, and a pretty easy path to get that stuff by going down the left side of the tree + brawl as a career skill.

Cons: no ranks of parry, it's an out of career spec so you had to spend 10 extra xp.

Artisan

pros: an in career spec so it's cheaper, get mechanics as a career skill (but you've only got an int of 2, so the dice pool is probable worse than if you took emergent with force of will), but you never need a toolkit and you can really trick out your lightsaber thanks to the 2 extra hard points, easy access to a force rating along the left side of the tree.

Cons: no parry, dedication is hard to get at (hidden by a bunch of talents I'm not that interested in)

so artisan is probably out as a 3rd spec.

My top 3 (in random order): are Emergent, Shi-cho knight, and Gadgeteer

BTW I'd eventually take the top row of Makashi duelist for resist disarm (only tree with this talent that I know of), 2 grit, and 1 parry, with any of these builds. And the force powers I'm looking at are move, enhance, and sense. For armor I'm looking at reinforced clothing (+1 soak, +1 ranged/melee defense, some extra hard points, and if I could get 2 triumph

The talent you're looking for is Steely Nerves. Spend a Destiny Point to ignore the effects of Critical Injuries on Willpower and Presence checks for the encounter.

And unfortunately, Force of Will is unique to the Force-Sensitive Emergent. No other spec (so far) has it.

The talent you're looking for is Steely Nerves. Spend a Destiny Point to ignore the effects of Critical Injuries on Willpower and Presence checks for the encounter.

And unfortunately, Force of Will is unique to the Force-Sensitive Emergent. No other spec (so far) has it.

Thanks absol

THERE IS ALSO MARAULDER, SO YOU CAN PUNCH THINGS SO HARD, THEY SQUISH LIKE MASHED POTATOS! YEAAAAAAAAAAAAAHHHHHHHH (EXTREME POWER METAL MUSIC AND CAPTIAL LETTERS MAKES THIS COMMENT SO RAWAAAAWWWWWWWWWWWWWWWWWWWWW) WHY? BECAUSE THERE ARE SO MANY RANKS OF TOUGHENED AND FERAL BLOWS THAT EVERYTHING TURNS INTO A STAKE KNIFE IN YOUR HANDS, WANT MURDER SOMEONE SO BAD THEY EXPLODE? TAKE ALL THE LETHAL BLOWS AND WATCH AS YOUR NEMESIS BECOMES PEANUT BUTTER TO YOUR JELLY, YEAHHHHHHHHHHHHHHHHHHHHHHHHH

In all seriousness though, it kinda depends whether you are happy with your force rating, a force rating of 3 is probably enough to accomplish nearly anything you set your characters mind to, aside from extreme feats of power. Warden is an amazing tree for control though, you can basically stagger your foe with every crit you unleash with precision strike and the baneful gaze is incredible.

The other question to consider is whether you want to contiue down this heavily combat orientated route or whether you wish to expand out

Well the primary reason for choosing force sensitive emergent would be the force of will talent which let's the character be awesome at anything once per session, primarily for building a light saber and the reinforced clothing (crafting is why emergent, artisan, and gadgeteer were on the list). Force rating 4 also let's the character leave on die perpetually committed to sense defense upgrade and then have the three to do whatever else they need to.

The control was why warden was on the list. The original rcr d20 build plan included the defensive throw talent which let you knock anyone down who missed you with a melee attack. Overbalance is the closest ffg equivalent. But I was worried about getting a formidable opponent to roll a despair or 3 threat often enough to make it worthwhile. You could put 2 black dice in the mix with the defensive training from consular but if they're rolling 4 yellow against 2 purple and 2 black, getting 3 threat is going to be uncommon... at the time I choosing I didn't think about leaving the sense die perpetually committed which would mean the pool was 2 red and 2 black, so a one in six chance due to despair increased a bit due to the chance of a 3 threat trigger. That could conceivably put warden back in consideration, if the pool was 2 red and 3 black, pr even 3 red and 3 black, it would be a lot more tempting, but the character still needs force of will as a talent and emergent is the only way to get it.

THERE IS ALSO MARAULDER, SO YOU CAN PUNCH THINGS SO HARD, THEY SQUISH LIKE MASHED POTATOS! YEAAAAAAAAAAAAAHHHHHHHH (EXTREME POWER METAL MUSIC AND CAPTIAL LETTERS MAKES THIS COMMENT SO RAWAAAAWWWWWWWWWWWWWWWWWWWWW) WHY? BECAUSE THERE ARE SO MANY RANKS OF TOUGHENED AND FERAL BLOWS THAT EVERYTHING TURNS INTO A STAKE KNIFE IN YOUR HANDS, WANT MURDER SOMEONE SO BAD THEY EXPLODE? TAKE ALL THE LETHAL BLOWS AND WATCH AS YOUR NEMESIS BECOMES PEANUT BUTTER TO YOUR JELLY, YEAHHHHHHHHHHHHHHHHHHHHHHHHH

In all seriousness though, it kinda depends whether you are happy with your force rating, a force rating of 3 is probably enough to accomplish nearly anything you set your characters mind to, aside from extreme feats of power. Warden is an amazing tree for control though, you can basically stagger your foe with every crit you unleash with precision strike and the baneful gaze is incredible.

The other question to consider is whether you want to contiue down this heavily combat orientated route or whether you wish to expand out

how's this

http://www.mediafire.com/file/6jxbcvy0swz4zck/EliasWindrider20161115.pdf

you reallize thhat it will take like you forever bevor you gain all those things...

As a Human to start with 3,3,2,3,3,2 you'll need to spend all 110 Start Exp + the 10 Extra Exp you can choose.

So you'll Start with ONE Specialization during Creation Sentinel - Sentry - (I guess you start at Knight level 150 Exp. and putting one point in Lightsaber during creation)

So the next 30 points will went into the Niman tree.

To gain the two dedications you'll need (at least)

Within SENTRY - 120 - (conditioned - uncanny reactions - impossible fall - sleight of mind - constant vigilance - dodge - 1. Dedication)

This would cover all creation and Knight level points. let's go on:

Within NIMAN DISCIPLE - 85 Points (Nobodys Fool - niman technique - Def Training - Parry - Sum Djem - 2. Dedication)

Lightsaber 5 - costs 10+15+20+25 = 70 Points.

So just to reach your first Target (5 yellow dice on Lightsaber attaks) you'll need 155 Exp.

depnding on your GM this will take 6-15 Sessions.

The next Step draw Closer - Force Assault combi + Move (with at least Force rating 2.

Sticking to the NIMAN Tree.

To gain Draw closer you'll just need 40 points for Reflect and Draw Closer (starting at Sum Djem)

Next Stop FR+1 for cheap 70 points - Center of being - Improve center of being - Force rating +1

Next Move (you'll need to learn befor Force assault) to do damage and/or throw people around 35 (Base - 1x Strength -1x Range - controll (attack))

Force Assault 25 (from dedication)

170 Exp. for your second target - so between 6 - 17 further Sessions

Right now you are at a totall of 475 Points (after Creation)

As long as your GM plays longer games, you may go on:

To get the Sentry FR+1 youl need 50 point (improved reflect and FR+1)

Now you may max out "Move" 115 points

if you want to add more Specializations they won't come cheap.

Even so the other force powers.

If you are playing a very long term game, you may one day achieve your goal, if it is just a short term (5-600 Exp) game think about focusing