GM Cwethan |
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I'll run a lottery for recruitment late Wednesday night, so post here before then with the character you want to take their first steps into the Pact Worlds! Start Date will be 8-25
My expectations are in line with most of the games I've seen, but here they are:
I expect players who can typically post once per day.
I care a lot more about moving the game forward with those who are posting and interacting with the story and each other than waiting for everyone to have their say.
I will try to make at least one substantive post/day as well as reactive posts as appropriate.
If I cannot do this for some reason, I will post to let you know that if at all possible.
If you disappear during combat or other decision points and hold things up I will skip you (or bot you if sufficient botting instructions are in your profile) and move on. If you make a habit of this I may take further steps, and will certainly be less likely to pick you for future sessions.
Please no dice only posts. It sucks the fun out of this for me.
Have Fun & Roll 20s!
GM Cwethan |
Nope, that's my expectation at this point - I don't think anyone has a character ready yet!
(Kwannon's a PFS character, but Jason has reached out to clarify that he doesn't actually intend to transport her across games :p)
Though rebuilding Psylocke to Sci-filocke as a Solarian or something could be interesting...
GM Cwethan |
Okay, we've got our six! (Thanks for your generosity caps and caps' buddy)
Jason
Sethran
Hiyami
Cellion
Azih
Eric
The Commencement isn't pregen only (though iconics should in theory be available by the time we start). Barring some special access to the rules, you should be able to start creating your characters about a week in advance once you pick up a copy of the rules.
GM Cwethan |
I don't think all the subscribers have had their copies shipped out yet, so I think you're still safely outside the "OH NO" zone. But if you're concerned, it might be worth reaching out to customer service to double check.
Regardless - I'm not getting the book before I pick it up from my FLGS in about a week - so you won't be behind me :p
Kwannon |
Starfinder Society Roleplaying Guild characters buy their ability
scores as detailed on page 18 of the Starfinder Core Rulebook.
Starfinder Roleplaying Guild characters must use the Buying
Ability Scores rules and should never use the optional methods of
Ability Quick Picks or Rolling Ability Scores.
Azih |
Ok! Hope nobody minds if I go through the entire character creation process as described in the CRB here. Would be good if people can read over it and see if I've made any big mistakes! Also any alternate suggestions!
Step 1 create a character concept:
Rigid and Honour bound Katasha warrior who decided that the Starfinder Society was a honourable organization worth joining, which just happened to go to heck as soon as he did. He finds the First Seeker to be a worthy human trying to do a good thing in rebuilding the society. He will hold a longarm or heavy weapon in his two lower hands and a two handed melee weapon in his two higher ones! Let's see if I can do that!
Step 2
Race:
Chosen in concept. Katasha
So Katashas get:
+2 str
+2 wis
-2 int
4 hp
Medium size
Desert stride: desert, hill, and mountainous difficult terrain can be moved through at normal speed
Four-armed: Can hold four hands worth of weapons and equipment.
Historian: +2 racial bonus to Culture checks
Natural grace: +2 racial bonus to Acrobatics and Atheletics checks
Step 3: Choose a Theme.
Mercenary seems to suit this team player best.
1st level:
DC of Culture checks and Prof:Mercenary to recall knowledge about hierarchies, practices, personnel and so on in the military reduced by 5.
Athletics is a class skill. If already class skill from 1st level instead gain +1 bonus to athletics checks.
Step 4: Choose a Class
Looks like Solider it is! Most important ability score is STR in this case I think, not DEX.
Step 5:
Ability Scores!
Ok
Step 5-1:
Str 10
Dex 10
Con 10
Int 10
Wis 10
Cha 10
Step 5-2: Race adjustment
Str 12
Dex 10
Con 10
Int 8
Wis 12
Cha 10
Step 5-3: Theme
Str 13
Dex 10
Con 10
Int 8
Wis 12
Cha 10
Step 5-4: Buy 10 points
Str 17 (+4 points) mod +3
Dex 14 (+4 points) mod +2
Con 12 (+2 points) mod +1
Int 8 mod -1
Wis 12 mod +1
Cha 10
NOTE: Was really considering putting 5 points in Str to get to 18 here.
Step 6. Apply Class
Soldier
Stamina Points 7 + Con = 7+1=8
HP: 7 + race + Con = 7+4=11
Resolve: 1/2 Level + 3 (str) = 4
Skills 4 poins per level
Class Skills: Acrobatics, Athletics, Engineering, Intimidate, Medicine, Piloting, Prof, Survival
Weapon Proficiencies: Everything except special weapons I think.
1st Level solider gets
BAB +1
Fort +2
Ref +0
Will +2
A primary fighting style, primary style technique
Seems like Hit and Run will fit my guy best. The name that's coming to me for him is Makar.
So Primary Style Technique is: Gain Opening Volley as a Bonus Feat
Step 7: Assign Skill Ranks and Choose Feats
-1+4 = 3 skills :(
With entered Ranks:
Acrobatics +1+3+2+2=+8
Athletics +1+3+4+2=+10
Survival +1+3+1= +5
With no ranks:
Bluff 0
Diplomacy 0
Disguise 0
Intimidate 0
Perception +1
Piloting +2
Sense Motive +1
Stealth +2
Survival +1
Untrained so can't use:
Computers -1
Culture -1
Engineering -1
Life Science -1
Medicine -1
Mysticism 1
Physical Sciene -1
Profession +1
Sleight of Hand +2
Feats:
Toughness (1st)
Stamina goes to 9,
+4 to con checks to run, avoid damage from forced march, hold breath, void damage from starvation or thirst
+4 bonus to fort saving throws to void damage from hot or cold environments, thick and thin atmospheres, to avoid choking when breathing heavy smoke, avoid fatigue from sleep deprivations
Opening Volley (Combat Style Bonus)
Whenever deal damage to opponent with a ranged attack on first turn in a combat, gain +2 circumstance bonus on next melee attack roll against that opponent. Melee attack must occur before the end of next turn.
Step 8 Gear:
Armor:
Ceremonial Plate troop, +1 EAC, +3 KAC, +2 Max Dex bonus, -3 armor check penalty, -10 feet speed, 3 upgrade slots, 3 bulk, 110 credits
Wepons:
Ranged: Pulsecaster rifle, 1d6 E 50 feet range, 40 charges, usage 2, bulk 1, non lethal, 100 credits
Ranged: 1 x frag grenade, explode 1d6 P 15 feet, 20 feet range 35 credits
Melee: Pike, tactical, 1d8 P, bulk 2, analog, reach 475 credits
Other purchases
2 x batteries 120 credit
20 ft titanium cable line 10 credit
Personal comm 7 credit
1 flashlight 1 credit
Starstone compass 3 credit
Backpack, consumer 3 credit
clothing, professional 5 credit
field rations 4 credit
tent mass produced 2 credit
serum of healing mk 1 x 2 100 credit
25 credits left over.
Cybel |
Looks good! Nothing stands out as incorrect ^^.
One point though I noticed when reading through the character process, though it is of course up to you how you wish to build your character ^^.
It is on the Ability Score Upgrade at 5th level and above. When you gain the Upgrade you pick four Abilities to upgrade. If they are 16 or below, they go up by 2 and 17 or higher go up by 1. So it seems worth having a 16 rather than a 17.
Nice character though!