Rolled Stats, Newbie Needs Advice


Advice


Hi,

My first SF game is coming up this Friday. I'm excited, but also afraid I'm going to blow it even before the first adventure begins.

Anyhow, the GM allowed us to roll stats using the rules in the book. If we weren't happy with the roll, we'd go to point-buying.

So, in front of the GM and another player I rolled the following without modifiers:

17, 17, 13, 10, 10, 8

My concept is a technomancer with designs on eventually being the next big YouTube (equivalent) celebrity - an Icon.

I'm thinking either Goblin or Ysoki. They add some neat quirks to the concept. So if I'm reading the books correctly my Ysoki stats (after the modifiers) could look like:

18, 18, 14, 10, 8, 8
or
18, 18, 12, 10, 10, 8

With Intelligence and Dex as the high numbers, Cha as the third.

My Goblin (after the modifiers) could end up:

17, 17, 16, 10, 10, 8

Again, with Int and Dex as the high numbers and Cha as the third.

Not having played the game yet, I'm wondering if those two 18's are woth burning some of the racial bonus points.

I'm also wondering if having 3 high stats overpowers the value of the two 18's.

And heck, I'm wondering whether or not there is a stat spread or race I should be considering that I haven't? Help/advice?

CV


the 17s are basically useless..

on the second 18 spread, your final stats (without enhancements) will be something like:

22, 22, 18, 18, 12, 8 or 22, 22, 18, 18, 10, 10

The first spread would be:

22, 22, 20, 18, 8, 8 or 22, 22, 18, 18, 10, 10 or 22, 22, 18, 18, 12, 8

The goblin would end up:

20, 20, 20, 18, 16, 8 or 20, 20, 18, 18, 18, 10

Technomancers aren't extremely MAD; a solarian might benefit more from the last spread, but as a technomancer, having maxed intelligence and dexterity should outweigh the benefits of having a higher 4th and 5th ability score


I'd feel like a Ysoki is kind of a waste with starting Dex and Int at a 17.

The Goblin offers an opportunity at some creativity in my opinion. Here is how I'd probably build it...

Str 8 (they're small so it works thematically)
Dex 13 (modified up by race)
Con 10 (Maybe... See below for comments)
Int 17 (I feel this is a must)
Wis 10 (class save bonus is already decent)
Cha 17 (modified down by race)

Theme, whatever...

So final modifiers: Str 8, Dex 17, Con 10, Int 17, Wis 10, Cha 15 (+1 stat floating from theme).

Some may think CHA??? WHY, it sucks!!

I guess from a power-gamer perspective that's true. However, I've always envisioned player goblins as more "plucky" and lovable. Having a negative modifier makes them come across as more like obnoxious. At least what I present could roll a Diplomacy with a +2 after "accidentally" setting fire to someone's favor furniture on the ship or something else. We're not making a character competing with an Envoy for social skill monkey, but instead we're making one with personality. Big difference. Could dump Cha and go with Con to buff the Fortitude save. Though if you did that, may as well go with the Ysoki...

You could also use the Ysoki like so:

Str 8, Dex 18, Con 13, Int 18, Wis 10, Cha 8 with a +1 floating from theme. You excel in Dex, Int, and you get a bonus from Con for Fortitude checks. The -1 for Cha here isn't too horrible. Maybe the Ysoki is a jerk but it covers Reflex, Fortitude, Will saves and has high DC's on its spells. Your basic collection of game mechanics turned in as "a character".


Thanks, folks, I appreciate the input!

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