So my observation is that 2.5 specs, a signature ability, and some force powers seems to be the life expectancy of a character/campaign. The question is what build would you do with that.
I'm playing 2 characters that I've planned out that far.
From my live play game I've got Kelitah Windrider (kotor era ancestor of Elias Windrider)
I've been playing him for about 18 months he's in the neighborhood of 700 xp. Statline is 3 3 2 3 5 2, he's a warrior:steel hand adept/niman disciple that the GM let me respec from a consular:niman-disciple/martial artist (in case you're about to say that knights of fate wasn't out 18 months ago). I've got most of niman disciple missing the 20 xp reflect and the force assault talent. As for steel hand adept, what I still want out of it is the 2 dodge and the improved dodge, the 25 xp dodge is so I can get unmatched ferocity (everything but the brawl skill upgrade) . For force powers I have the sense full defense upgrade, the seek basic power, move with a strength, range, hurl, and maybe pull. I want ebb/flow basic and strain upgrade, enhance force leap down to maneuver and maybe change skill brawl which means I have to buy through another change skill, and then foresee with the initiative upgrade and influence with a magnitude and skills upgrade, the last class is to be ascetic, that'll get me to fr 4, empty soul, iron soul, and the 3rd dedication which I'll probably use to bring agility up to 4.
So you maybe wondering why ascetic and ebb/flow? Well because of the combination of unmatched ferocity with the decrease strain upgrades and take strain instead of conflict, plus draw closer to make hitting more likely so I can chain a lot of hits, and ebb/flow so he doesn't pass out. Here's the ruling I got from sam stewart a few days ago
Rules
Question:
Suppose
a niman disciple with draw closer has ebb/flow Can they be used on the same roll? I know you wouldn't get to add the force dice twice (because it's far to abusable) but could they share dice between the power and
talent, for example if they have a white pip that they don't need to hit the target can they use it to get a strain
(or 2 depending on upgrades) back?
Hello Keith,
You may, but you would not add the Force dice twice (as you noted).
Hope this helps!
Sam Gregor-Stewart
RPG Manager
Fantasy Flight Ga mes
Because ebb/flow is a force power and draw closer is a talent, the free white pip from empty soul can only be spent to get 2 strain back, but that's guaranteed on every attack made as part of unmatched ferocity, and at the end of the encounter he gets all his strain back.
For the play by post game I'm in I've got Aris Renn an starting female pantoran sentinel: racer, with a 2 4 2 3 2 3 stat line, basically she's a force sensitive but otherwise stereotypical smuggler hot chick face ace pilot gunslinger gambler. She wears entertainers clothing. Going to get armor inserts, fully modded so 2 soak 2 defense and 3 purple to notice that she's wearing armor. The 4 agility means she's a naturally good shot with a pistol even though she doesn't have any ranks but that's something that I still want to fix, so gadgeteer second column straight down with jury rigged to increase ranged defense by one and improved armor master to have a total of 4 ranged defense and 3 melee defense, armor master means 3 soak from armor, tinkerer adds a hp so she can add the superior armor customization attachment to get the soak from armor that is entertainers apparel, adding 2 soak from brawn brings her to 6 soak, which is the max soak that passes my cheese stink test. Deadly accuracy goes to ranged light, extra reload, and point blank help make her a better gunslinger, natural enforcer helps with streetwise to be a better smuggler. First dedication goes to agility 5, second goes to presence 4. Those 2 attributes help her be a better pilot, gunslinger, face, and gambler. Cool helps with gambling and gunslinging (initiative). 3rd spec is sage, which will bring her to fr 4, also helps with facing, the natural negotiator talent is "pretty cool" (pun intended) for this build because it lets her reroll cool, which helps with gambling and gunslinging. Sage also doesn't require you to spend a lot of xp.
Force power are enhance with the left column to get to add force dice to piloting checks, sense full defense upgrade, influence with magnitude and skills upgrade, and foresee with initiative upgrade.
The benefits of starting sentinel: racer for this build are obvious.
Overall this is a pretty cheap 3 spec build for the ultimate stereotypical smuggler without taking any smuggler specs.