We're getting pretty close to release date and Gameday 6. I wanted to mention that there's no big rush in moving through this game quickly. I assume we will spend at least a few days (if not more) actually building PCs for Starfinder and reading over all of the rules. Considering there's no Hero Lab data for SF yet, building a PC gets even more complex!
We'll take our time and use this first game as a learning experience.
oh kuey is part of this grand outing. cool. it Bishop here kuey.
Awesome! Looks like we'll have a good crew!
I'm leaning either soldier or solarian, though I'm pretty flexible on that if something really catches my eye. I'm also excited about what they've been saying about how Starfinder won't really stick to the "core 4" team build theory. Definitely puts less pressure on everyone to avoid doubling up on the same class as another player.
Partly that is because technology can cover for many things.
Cleric: You can heal all of your stamina with a 10 minute rest and a resolve point. You can heal hit points with a cure serum that is supposed to be sold pretty much everywhere and is cheap.
Fighter: Every class gets free weapon specialization at level 3. I do think there will be less "tank" style characters in SF. Hard to keep upgrading both your weapon and armor.
Rogue: There is no such thing as trapspotter in the core rules. Every class gets plenty of skill points and getting non class skills is easy.
Wizard: Swimming and Climbing can be done via affordable gear or just take a feat. Flight is affordable at mid levels. The Technomancer is a blaster but 2 classes can use grenades.
According to the devs they had a few specific design rules in mind for most Starfinder enemies.
1. Medium AC. Every class should be able to land hits but you'll start missing if you stack too many penalties. Note there are very few ways in SF to increase attack rolls and they are mostly +1 or +2.
2. High attack. Expect to get hit often unless you focus heavily on defenses.
3. Nearly all of them will face the same attack restriction as PCs. Move + attack or full attack for 2 attacks.
4. Medium damage. Probably higher then most PCs but not by much.
5. Lots of riders on attacks. Expect most attacks to require a save or for them to try a free maneuver.
I'm currently open to playing Mystic, Technomancer, or Soldier depending on what the arty needs. I may lock something specific in when I get my book.
Yeah, thanks for that, Bigguy. I know next to nothing about SF other than the few blog posts I've read and the monsters in First Contact. Our first combat encounter should be interesting :)
Variel has been keeping up with revealed info and sorting it in a massive document found here.
I don't have my book yet but a buddy of mine does and I've been keeping up with revealed info. So if any of you have questions I can probably answer them.
Odds are the SFS rules will stick to the starting wealth of 1,000 credits and only being able to buy item levels of character level +2.
In general enemies have a bit lower energy defenses then kinetic defenses which is why energy weapons tend to deal less damage.
You'll probably want to buy a weapon or two, some armor, basic gear such as rope, a backpack, clothes, flashlight, a com unit, and 1 or more tool kits depending on your skills. Maybe a healing serum. If you have any credits left over maybe buy a computer.
Computers and Hacking have a ton of details. Almost like a separate game in itself.
Ship combat is also very complex. It mostly involves 3 skills. Piloting, Engineering, and Computers.
Captains use social skills and Gunners can get by with just good BAB but if you are not charisma based and want to help during ship combats consider taking at least one of those 3 skills.
Then I suggest Envoy, Solorian, or Mystic with a good charisma score.
I'm contemplating Mystic, Technomancer, or Soldier depending on what the party needs.
Mystic can heal which is more useful at lower levels when we don't have big stamina pools to refill. They are also good at identifying magic threats. Offensively they have a lot of enchantment/charm type effects.
Technomancer gets blasts and utility spells. They are also pretty good with computers.
And Soldiers of course deal damage. Blasting things with a big gun appeals to me but I think the most effective build at low levels is the classic 2 handed weapon/cleave build. Luckily Soldiers get enough feats to do both easily.
So my Android Technomancer Mercenary is nearly done. I still need to pick a lvl 1 attack spell and a utility spell.
Damage spell choices are
Magic Missile is dependable, 1d4 +1 dmg per missile, Fire 2 as a standard action or 3 as a full action.
Supercharge Weapon: If the weapon attack hits it deals 4d6 extra damage or 2d6 in the case of an area attack. It works real well with grenades since they are just tossed on the ground. For action economy reasons I'd be supercharging an ally's weapon.
Utility choices are
Identify: Same as in Pathfinder but works on tech items also.
There doesn't seem to be wands anymore and one shot spell items are no longer super cheap. So I'm leaning towards Comprehend Languages.
Cantrips are Detect Affliction, Detect Magic, Energy Ray, and Transfer Charge.
I am in the same boat. I got most of the basics picked out, but with out the books I can not make the character yet..
I had actually avoided Operative because I assumed we would already have 1 or 2. But if no one else wants to play one I will. I was going to play one irl but can build something else for my local game store.
Another character option I was considering building is a Vesk melee Soldier. Depending on what kind of Soldier Karmic Knight builds I still might. Consistent damage + tank and little or no dependence on ammo. Would be useful in many groups. Start with a tactical pike and buy an extra set of arms later on.
Hehe, I can see the temptation to try one of everything is pretty high right now. I'll probably put together a PC when I get the CRB as well, seeing as I will be joining other games once more GMs start GMing SFS on the boards. I'm leaning towards mechanic for my first PC. Having a hacker, techie type of PC sounds fun.
I got a glance at the SFS rules.
Same 10 point buy system as in the CRB: confirmed.
Day job = Double your profession roll in credits.
There are boons that anyone can get based on your overall influence and each faction has boons you can buy depending on your influence with them.
And they are all in the guide.
Since it is fully built (Except for faction, I won't pick that until I can fully read the guide.) I'll play my Operative.
Player name: Edward McGee
Character name: Colthan Becknar
Organized play #: # 145373-702
Credits: 214 left (But I might buy a computer once I grok that section.)
Day job: Profession Corporate Professional: 1d20 + 9 ⇒ (4) + 9 = 13 26 credits. I'll be buying a physical copy of the character folio at my local store. If it grants a reroll and I don't use it in the adventure I'll reroll the day job.
Colthan is an Android Ghost Operative with high Dex and medium Int.
He is a scholar focusing in Xenobiology.
He is wearing Second Skin armor and is armed with a semi-automatic pistol and a survival knife.
And the guide. http://paizo.com/products/btpy9vlp?Starfinder-Society-Roleplaying-Guild
My main interest is in party balance and I like making characters. So while I'm currently set on Operative I have no problems switching if someone else wants to play one. Not that more then one is a bad thing.
Reading through the guild guide, the idea of Infamy is an intruging one. PFS is catered towards dogooders, but it looks like we'll actually be able to bend ethically with SFS. No need to second guess robbing or killing someone ... If that's what your PC wants to do, they can. There are penalties for infractions, but at least the option is there.
Do kasathas all have four arms? Does that mean they can wield four melee weapons? ;)
They all have 4 arms baring accident/vorpal weapons etc... You can hold whatever you want in each hand but it doesn't grant them more attacks. Not directly anyway, If you are using a ranged weapon but have a melee weapon in 1 or 2 hands you can take an opportunity attack.
Cool. Still liking the mechanic a lot, especially the pregen's AI drone, and that he can literally stuff "1 bulk" worth of items into his cheeks. I assume that's a racial ability. Who needs a handy haversack...
To Karmic Knight's point, I'm considering leading this group right into 1-02 for the second session of GD6 if you guys like the first game enough to continue.
Yeah, I can imagine his teammates picking the item up after that, with it all dripping ... :p
It seems that 1-02 would not be evergreen? 'cos I've signed up for that scenario for the 2nd session already. But if this group is continuing, I am more than game to. Would just withdraw from the other one.
I'm also signed up for 1-02 at my local store.
And yes it's a racial ability. Since there is a pregen for each race it should be okay to share racial abilities. At least in general.
Ysoki get the cheek pouch thing. Note the 1 bulk counts against your encumbrance. Darkvision, They adapt well to zero-gee, are good at tumbling, and get bonuses to Engineering, Stealth, and Survival.
The fact that they are small has no mechanical effects in Starfinder. Speed 30, no size bonuses, and no change to weapon damage.