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It's been implied that my current Jedi character in SWSE might die/be handed in by the party, whilst the GM plays him as an NPC. In that eventuality I'd like to bring out another Jedi but focus on dual-wielding. However looking at the dual-wielding feats, this approach looks horribly ineffective. My character will be level 5 when I bring them in, restricting them to just the first DW feat, with a massive -5 penalty. The second in the feat tree requires BAB=6, and thus is off-limits for level 5 .

Is using feats the only way to approach this build, or is there another avenue I can take?

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Short version (not from experience, not really answer) community.wizards.com/go/thread/view/75862/19423134/… and basically indicate that rapid strike can make it look like you're attacking until you get Dual weapon handling up high enough. –  Brian Ballsun-Stanton Mar 23 '12 at 3:38

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up vote 3 down vote accepted

A Human with a shoto:

another possibility (this is what one of my players did) is to get a standard lightsaber and a shoto then get the Shoto Focus talent (from jedi academy). So long as you wield both and just attack with the shoto you get +2 attack. Then you can build towards having the dual-weapon fighting feats to get more attacks. Feats-wise you can't go wrong with weapon focus (lightsabers). If you're going two-weapons then Dual-weapon fighting 1 is a good choice to build towards future feats, alternatively Force Training could be useful, especially with Battle Strike and a lightsaber form (I'd recommend twin strike if you're going with two weapons).

At low level, you'll mainly just be holding two light sabers. But with the build, you'll be attacking with shoto focus or a twin-striking lightsaber form.

Looking here:

You'll probably want to start multiclassed for skill versatility.

Like everything, your build and powers depends on what you want to do. But in general, SWSE rewards multi-classing. Starting with Scout, Scoundrel, or Noble will give you much better starting skills and feats then a Jedi. Multiclassing gives you more Talents. And multiclassing lets you cherry pick the best Talents.

A standard untouchable Jedi build goes something like Scout 1/Jedi 1-3/Scout 2-5/Scoundrel 1/Jedi Knight X/Jedi Master Y. This gives you Evasion, Uncanny Dodge, Fringe Savant (all Scout), Block, Deflect (Jedi), Fool's Luck (Scoundrel), Skill Focus Use the Force (feat), Soresu, Shii-Cho, (Lightsaber Forms, and yes, you can use more then one at a time) + Serenity (Jedi Master).

Evasion + Uncanny Dodge + Block + Defense + lightsaber forms gives you untouchably strong defenses.

While the untouchable build is outside your nominal requirements, it does seem like an excellent thing to build towards at the early-game to allow you to survive to get the mid-game dual wielding feats.

Also, ewoks apparently make excellent dual wielders. Your chances of party-kill go up to 110% but... sacrifices must be made?

It looks like most of the options that you want are located in the Jedi Academy Training Manual. (Handy list of lightsaber forms)

Critically:

Form VI: Niman You use a very general form that covers all the bases. This is the "jack-of-all-trades" style of lightsaber combat. Prerequisites: Wisdom 13. Form I: Shii-Cho. Weapon Proficiency(Lightsaber) Benefits: You gain a +1 bonus to Reflex, Will, and Fortitude Defense. You also gain an insight bonus to attack rolls equal to your Wisdom modifier.

This should allow you to overcome the penalties of dual-weapon fighting (to a playable degree at 1st) without an overly-onerous feat investment, especially with the Shoto (or ewok dual shotoing) design.

Of course... it seems that the above class is a houseruled class, so YMMV.

Looking here we again see reference to the shoto and specialized crystals.

It looks like the answer to your question is:

At early levels, use a shoto for mainly defense and blocking, and improve your agressive stance with it by going into the jedi knight PrC as well as the dual wielding feat line.

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That looks well put together and feeds of other internet resources. I'll wait a while before accepting though. –  Pureferret Apr 5 '12 at 8:50

I'm going to assume that Saga Edition's dual wielding is similar to my non-Saga Edition's one and say: "Dual wielding is going to stink for a few levels". You'll need to get Ambidexterity, Two-Weapon Fighting, and Improved Two-Weapon Fighting to get the penalties down to -4 each and allow you to get a second attack with your offhand. Naturally you'll need to increase your BAB (so choose a high BAB class) and you'll need to get high weapon attributes and Weapon Finesse (lightsabers), if you're a Jedi the high dexterity will also give you additional AC while wearing lighter armors so your force abilities can all be used.

Ultimately, though, dual-wielding gives a -20% adjustment to hit rates (against an AC10 target with no other to hit modifiers, though this can be scaled around), in exchange for additional attacks. The question is "Do I hit often enough to hit 20% less [objectively, not scaled] with my attacks but gain two additional attacks?"

So basically if you're going to dual-wield go for a high BAB high Dex build, and take measures to increase To-Hit modifiers and Dexterity as often as possible (i.e. force powers and the like).

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I don't know that this necessarily applies. Saga Edition was a pretty big overhaul: Ambidexterity is gone, feats are more plentiful, dual wielding provides one additional attack (but characters don't get multiple attacks without it), and the dual wield feats eventually eliminates all penalties from dual wielding (at 11th level for a single-class Jedi). –  AceCalhoon Mar 22 '12 at 19:50
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Ah, yeah, that changes everything. –  Kyle Willey Mar 22 '12 at 20:29

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