My next skill tree

By amuller93, in Star Wars: Edge of the Empire RPG

So i am in a campainge that has gone for 720XP and im playing as a trandosian drugg addict whos speciallitys are Big guns, martial arts and lying. Or in laymans terms i have hired gun: heavy, Martial artist and Gambler

His stat line is Brawn and agility 4, cunning 3 and the rest is 2. gonna get cunning 4 from my next dedication.

So my question is what tree should i get next?
Im tempted to get the sharpshooter tree to get 2 deadly accurate.... but you know thats kinda....Meh and not very sexy, but its good for figthing....

So please some tell what tree to get!!!!

Trailblazer (lots of uses for Cunning in combat and the wilderness), Scoundrel (great for using Cunning in different ways), Agitator to be really different, Big Game Hunter for more shooting stuff that’s different.

But personally I would get the Signature Ability Last One Standing.

Take a look at infiltrator (spy) it good for cunning and fisticuffs

Gunner. Expand the violence to include shredding vehicles. Bonus: it has two Jury-Rigged talents to upgrade your guns, and two Enduring to make you that much more impervious to harm. True Aim is a great talent for a shooter (there are two of those), and Heroic Fortitude would help if you ever take a Brawn or Agility crit.

I really like the sharpshooter... my only issue with it is no gunnery... however mercenary and maurader are in your own career and are quite nice too.

What is your character weak in and what they want to be stronger in? That would be my first question.

They are already good at ranged and engaged combat so do you want to be stronger in those areas or do you want to be capable of flying a starfighter or ride a beast?

Of course with gambler you don't need much skill to be good at pretty much anything, double or nothing sure is sweet.

Ok, lets start with the cheap ones:

Hired gun:

Bodyguard - it's a bit passive, but has a lot of stuff that stacks well with heavy; 3 ranks of barrage, 2 each of side step/defensive stance and 2 more Brace, as well as some stuff to make you tougher; 2x toughened, durable, grit (just the one rank though), and if you slog through two ranks of body guard, there's a rank enduring for even more soak. There's also Hard Headed, which is situational at best, but if you make all the way down to Improved Hard Headed, you can get back up when you're knocked out by strain with a Discipline check (which might be tough with Will 2), any number of times per encounter. While the Bodyguard talent doesn't help you, it works pretty much the same as Side step/Defensive stance, except you increase the difficulty of hitting someone else within engaged range, which is an excellent way to make friends.

Demolitionist - If you're going for blast weapons, this is really nice as there's a lot of stuff that makes them more deadly (and less deadly to allies, if you want to throw grenades into close combat), as well as the usual Hired Gun grab bag of toughening Talents, including a pretty damned cheap rank of Enduring and a whole 3 ranks of Grit to that Strain threshold up. Improvised Detonation is to go-to talent for actual demolition work, but since it uses Intellect and Mechanics, you might want to skip it (Mechanics, as well as Computers become career skills though). Apart from that, it also has 2 ranks of Steady nerves to remove setback dice from Cool and Skullduggery checks and a rank of Rapid Reaction, which is always nice for initiative.

Enforcer - It's a mostly social tree, with only minor durability and combat boosts. Second wind is of course nice, but hardly worth picking an entire spec for a single rank. Pass this one unless you want to go heavily into Coercion and Streetwise.

Marauder - Stacking this on top of Martial Artist is pretty **** nasty. Just the top row gives you a pretty damned serious close combat upgrade and it pretty much goes on from there. Add to that a total of 4 ranks of toughened and 2 of Enduring to really get ridiculous levels of Wound Threshold and Soak. If you're going for tearing people apart in close combat, this might be the best choice bar none.
What it doesn't give you, however, is any rank at all in Grit, nor any way to not get hit, bar a single, very expensive , rank of Defensive Stance. Luckily, Martial Artist should have you covered with Unarmed Parry and Coordination Dodge.

Mercenary Soldier - First of all, there's Command, Field Commander etc that can probably be ignored if you're not going get that Presence up there, but they don't block anything. It's not a very durable spec for Hired Gun, with only a single rank of Grit and and Toughened, but does have 2 cheap ranks of Second wind to get a little Strain back when you need it, and single rank of Side Step which, while not great in itself becomes a lot better stacked with the one from Heavy. 2 ranks of Point Blank are nice but unfortunately doesn't work with gunnery, and neither does Natural Marksman. Sniper Shot also works well with heavy if you really need to reach out to extreme range. Apart from that, its other combat talents (Lethal Blows, 2x True Aim, Deadly Accuracy) work very well with both shooting and kung fu teräs käsi fighting, but are quite expensive at the bottom level.

Then there's the universal specs. Not that many seem very suitable, unless you want to go the force sensitive route, with the possible exception of:

Force Adherent - first of, between Resolve, Grit and As the Force Wills It, it's very good with strain, both by recovering it and mitigating it's loss. Defensively it's also very good with 2 ranks of Dodge, and both Superior Reflexes and Sixth Sense for a cool +1 Defense, but offensively it really hasn't that much exciting going for it when you already have Martial Artist.

No time to go into with the other careers now though!

Pirate in Dawn of Rebellion would be another cool one. It's got Coercion, Deception, Knowledge (Underworld) and Skulduggery, and includes a bunch of new talents that aren't on any other tree. Know the Ropes allow a PC to gain boost dice to escape restraints, Fearsome Rep give automatic advantage to Coercion checks, Altered Deal allows a PC to make a Coercion check to just change a previous bargain or contract, and Prepare to be Boarded! allows a Coercion check to get another ship to surrender to your PC without a fight.

If you are an addict i would recommend o e of the scoundrel.

2 black market contacts to help find the your drugs.

Talents to remove setback dice from streetwise.

2 hidden storage so you can hide your drugs all over.

And for combat 2 step aside to help with range defense.