Hello, all. This campaign started as invite only (hence the established gameplay thread but new recruitment thread), but we've lost some folks to real life and would like to add 1 or 2 new players/characters.
General guidelines are in the first Discussion post, but to summarize:
Character creation will be:
* 2nd level (not a typo. Yes, the party is currently 1st level but will be leveling up very soon)
* 10-point buy
* 2000 credits (purchase of level 3 items is approved as long as you stay within your budget)
* Any core or legacy race (maaaaaybe First Contact, but lets discuss first)
* No evil alignments
* Please write up something for background. In terms of the amount of detail or format, go with whatever you like. I find the "10 minute background" concept helps me get a skeletal framework for a background then I write a narrative on that, but do what works for you. (If there's something you don't want other players to read, mark it off in a spoiler but, otherwise, I encourage players to read each others' backgrounds. I feel these help provide RP hooks. However, it's not required as I know some people like to discover things organically.)
** An initial conceit/requirement for all characters is that you are a recruit or initiate for the Starfinder Society. So, your character should have a reason to want to join the Starfinder Society. (More details to follow.)
* No 3PP at the start although I may be open to it later
I'm going to keep recruitment open for about one week, aiming to close on March 2 around 12 noon, give or take depending on volume of submissions and my bandwidth that day. In other words, try to get it in before then but you may also have a little time to get it late. Maybe. But don't count on it. :-)
Let me know if you have any questions.
|Isu Greelax Zyte|
Meet Isu Greelax Zyte of Clan Tarma, House Hadula, scion of Isuma the Missing. Or Isu for short, for those races that have not the patience.
Banishment. Failure of duty. Disgrace. These words ring around into Isu’s head as he makes his way toward Starfinder Society's Lorespire Complex. He had a noble job, to protect the Kasatha ambassador as he toured Absalom Station and met with dignitaries gathered from all of the Pact Worlds. But he and the others of his retinue were ambushed… ambushed as they were escorting the ambassador through the Station. They were beset by a group of mercenaries wearing armor with a red fist. Strong Absalom, they called themselves. The Ambassador was killed, and only a few guards survived. The Kasatha Council, of course, summoned the remaining guards back to the Idari, where they spoke strongly against the guards disgraceful failure of duty. The three survivors were banished forever from the Idari and no longer to be considered Kasatha, to set an example to all Kasatha about the importance of race and duty.
With nowhere else to go, Isu returned to Absalom Station, picking up odd jobs as a bodyguard and mercenary here or there. But the work was not fulfilling. A man at a tavern mentioned the Starfinder Society was looking for new recruits, and Isu decided apply. Perhaps a new life could erase the failure of the past.
Nefreet, absolutely. If you can just think of a character that isn't as likely to be driving decisions that could be effected by metagame knowledge, that'd be great. (E.g., "I'm just going to randomly decide to look for traps here" or, contra, "OOC I know there's a trap there and I'm the trap-finding guy, so I'm not going to look unless someone tells me to.") Make sense?
Critzible, absolutely. It's a relatively new system so we're all kind of learning and, even if not, I'm a big believer in making space at a "table" (virtual or real) for new folks.
Hi-C loathed the derogatory term "Centennial". Just because he happened to reach adulthood after the turn of the century didn't imply he was in any way like the other people of his generation. He was always the brunt of stereotypes: too lazy to work for a living, eyes on the skies, always glued to his comm unit, and a drunkard and druggy. So what if most of it was true? It shouldn't be assumed just because of his age!
Haath Chaar, as his parents called him, didn't learn any worthwhile tech skills growing up. His family was traditional (read: "boring"), and although he was loved and supported throughout his youth, all he ever mastered was skill at arms. Not much of a strength when lazers and bullets win most arguments.
Leaving the Idari (read: "Exiled") out of a longing for something more, Haath Chaar could only muster odd jobs throughout the Pact Worlds as a security guard, bouncer, and eventually barback and bartender. He finally scored a prime bartending job at a club on Absalom Station called "Fusion Queen". Even if he suspected it was just a front, the atmosphere was at least new and entertaining.
Then, on his day off, he received a text that the club went belly up. Some hotshot group of thugs calling themselves the Starfinders shot up the place and exposed his boss's illicit business dealings. Just when he'd finished paying off his debts, he was out of a job again.
Ya know what? Frag it. I'm gonna seek 'em out. They got strong arms? I got four.
If they can blow up a place like Fusion, they must have mad cash to spend.
Profile mostly complete. Just need Equipment, and my book's at home.
|Sobok "One Eye"|
Have a 1st level Envoy, who might be interesting, I'll level her up and let you see a bit more about her...
I'll let you have the backstory to her as well....
Name : Solari Jesari
Race : Dalaya Lashuntas
Theme : Xenoseeker
Class : Envoy
Health and Resolve
Stamina : 6 Current : 6
Hit Points : 10 Current : 10
Resolve : 4 Current : 4
Second Skin Level 1 Cred250 EAC Bonus+1 KAC Bonus+2 Max Dex Bonus +5 Armour Check Penalty — Speed Adjustment — Upgrade Slots 1 Bulk L
Energy Armour Class 13 10+ArmourBonus+1+DexMod2+MiscMod0
Kinetic Armour Class 14 10+ArmourBonus+2+DexMod2+MiscMod0
AC vs Combat Maneuvers 19 8+KAC
DR: - Resistances: -
Saves Base + Ability Mod + Misc Mod
Fort: 1d20 + 0 - 1 + 0 ⇒ (17) + 0 - 1 + 0 = 16 also see Toughness feat for misc mods
Reflex: 1d20 + 2 + 2 + 0 ⇒ (11) + 2 + 2 + 0 = 15
Will: 1d20 + 2 + 1 + 0 ⇒ (12) + 2 + 1 + 0 = 15
Melee: +0 Ranged: +2
Melee Weapon : 1d20+0 Damage
Ranged Weapon : 1d20+2 Damage
Thrown Weapon : 1d20-0 Damage
Melee Weapon Tactical Baton:: 1d20 + 0 ⇒ (6) + 0 = 6 Damage(B) : 1d4 + 0 ⇒ (3) + 0 = 3 Lvl 1/90Cred/Bulk L/Analog,operative
Ranged Weapon 30ft, Pulsecaster Pistol:: 1d20 + 2 ⇒ (1) + 2 = 3 Damage(E): 1d4 ⇒ 4 Lvl 1/250Cred/20 Charges/Usage 1/Bulk L/Non-Lethal
Magic At will: daze, psychokinetic hand
1/day: detect thoughts
Feats and Abilities
THEME KNOWLEDGE (1ST) You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
All lashuntas gain +2 Charisma at character creation.
Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation).
LASHUNTA MAGIC Lashuntas gain the following Spell-Like abilities:
At will: daze, psychokinetic hand 1/day: detect thoughts
See Spell-Like Abilities on page 262. The caster level for these effects is equal to the Lashunta’s level.
LIMITED TELEPATHY Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
STUDENT Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. (Bluff and Diplomacy)
ENVOY IMPROVISATION As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.
You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier.
Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these.
You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations.
Improvisation at 1st Level - CLEVER FEINT As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
EXPERTISE You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
SKILL EXPERTISE At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
1st Level - Bluff
TOUGHNESS @ 1st
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)
Skills Skills per level 9 = 8 + 1
Ranks + Class Bonus + Ability Mod + Misc Mod
+6 Acrobatics:: 1d20 + 1 + 3 + 2 + 0 ⇒ (3) + 1 + 3 + 2 + 0 = 9
+0 Athletics:: 1d20 + 0 + 0 + 0 + 0 ⇒ (13) + 0 + 0 + 0 + 0 = 13
+9 Bluff:: 1d20 + 1 + 3 + 3 + 2 + 1d6 ⇒ (10) + 1 + 3 + 3 + 2 + (3) = 22
+5 Computer:: 1d20 + 1 + 3 + 1 + 0 ⇒ (19) + 1 + 3 + 1 + 0 = 24
+5 Culture:: 1d20 + 1 + 3 + 1 + 0 ⇒ (4) + 1 + 3 + 1 + 0 = 9
+9 Diplomacy:: 1d20 + 1 + 3 + 3 + 2 ⇒ (4) + 1 + 3 + 3 + 2 = 13
+3 Disguise:: 1d20 + 0 + 0 + 3 + 0 ⇒ (6) + 0 + 0 + 3 + 0 = 9
+1 Engineering:: 1d20 + 0 + 0 + 1 + 0 ⇒ (20) + 0 + 0 + 1 + 0 = 21 - not skilled
+3 Intimidate:: 1d20 + 0 + 0 + 3 + 0 ⇒ (3) + 0 + 0 + 3 + 0 = 6
+5 Life Science:: 1d20 + 1 + 3 + 1 + 0 ⇒ (16) + 1 + 3 + 1 + 0 = 21
+1 Medicine:: 1d20 + 0 + 0 + 1 + 0 ⇒ (18) + 0 + 0 + 1 + 0 = 19 not skilled
+1 Mysticism:: 1d20 + 0 + 0 + 1 + 0 ⇒ (13) + 0 + 0 + 1 + 0 = 14 not skilled
+5 Perception:: 1d20 + 1 + 3 + 1 + 0 ⇒ (4) + 1 + 3 + 1 + 0 = 9
+1 Physical Science:: 1d20 + 0 + 0 + 1 + 0 ⇒ (18) + 0 + 0 + 1 + 0 = 19 not skilled
+2 Piloting:: 1d20 + 0 + 0 + 2 + 0 ⇒ (6) + 0 + 0 + 2 + 0 = 8
Profession(?????):: 1d20 + 0 + 0 + 1 + 0 ⇒ (1) + 0 + 0 + 1 + 0 = 2
+5 Sense Motive:: 1d20 + 1 + 3 + 1 + 0 + 1d6 ⇒ (18) + 1 + 3 + 1 + 0 + (5) = 28
+6 Sleight of Hand:: 1d20 + 1 + 3 + 2 + 0 ⇒ (15) + 1 + 3 + 2 + 0 = 21 - not skilled
+2 Stealth:: 1d20 + 0 + 0 + 2 + 0 ⇒ (18) + 0 + 0 + 2 + 0 = 20
+1 Survival:: 1d20 + 0 + 0 + 1 + 0 ⇒ (4) + 0 + 0 + 1 + 0 = 5
Combat (including armour)
Tactical Baton (90), Pulsecaster Pistol (250), Second Skin (250), Smoke Grenade(40)
Other Medipatch x2 (100), Restraint(Binders) x2 (10: DC22 Acrobatics to escape), Toolkit-Hacking Kit(20), Comms Unit-Personal (7), Fire Extinguisher (15), Starstone Compass (3), Backpack=consumer (3), Travel Clothes (10), Serum of Healing x2 (100), Hygine Kit (3), Lantern (10), Field Rations x14 (14)
Spent 915 Credits
Pocket 85 Credits,
Starfinder is essentially Pathfinder 2.0
It takes place in the Pathfinder Universe, using most of the same races, gods, planets and such, but X number of millennia in the future.
Starfinder's rules system is a much cleaned up version of Pathfinder, and not a copy/paste of another system.
The overarching plot is that, 318 years ago, the Universe awoke from a collective amnesia called the "Gap". Nobody knows how long the Gap lasted, or what year it began. Married couples woke up knowing they were married, but had forgotten when or why they got married. Parents know their children, but don't know their birthdates. That sort of amnesia.
Now, over three centuries later, worlds have largely moved on. There is a menacing universal threat known as the "Swarm" that forced an alliance of planets to bound together or be destroyed, and the solar system of Pathfinder is now known as the "Pact Worlds".
Oh, and Golarion is missing.
It's pretty cool so far!
Ghoogler, yes. We're recruiting for one or two additional PCs, and accepting submissions until this Friday. I won't be able to accept everyone, obviously, but you have that much time to submit something.
Rorek, yup, looks like the lion's share of the rules have been posted here:
The website url is confusing but, I assume, related to IP and the OGL. Rest assured, it is Starfinder. If anyone has a link to a better or alternative SRD, feel free to share it!
CRB is also available as a $10 PDF here:
|Sobok "One Eye"|
As he grew older he grew taller and stronger, his siblings still picked on him and he didn't mind, he wasn't much for fighting. His siblings began to go into the fields they had been groomed to a brother in the military, a brother went into the family business, a sister to the military science academy and his other sister to the military pilot program. Sobok wasn't sure where to go so he joined his brother in the military.
The military wasn't kind to Sobok, his training unit which consisted of his brother continued to harasses him something fierce. What made it worse was Sobok was one of the better students in the group. His tactics were sound, his marksmen ship okay,his true strength was his aptitude with the Doshok his melee skills shown through, besting even the instructor after three days.
This lead to one "privileged" vesk to challenge Sobok. Sobok gladly took the challenge. What he didn't know was the challenge was a set up his whole class would challenge him to combat one right after the other. It was brutal, Sobok suffered severe injuries which lead to him having to miss out on later lessons.
This, in turn, resulted in him getting sent to a world with 95% water. He was modified with gills and sent to subdue the local telepathic fish. In his first and only encounter, his unit was overwhelmed by mental attacks, a few began to kill each other, while Sobok managed to break free and fight. The result was he killed his unit, but not after losing his eye and severe scarring all over his body.
He left the military that day, getting out of the medical bay and sneaking aboard a ship out of Vesk space. He had no stomach for constant war, all he wanted was to go and be accepted. From there he took jobs as muscle for hire, Which he rarely had to do much save show a bit of force or punch someone.
This work led him to the Starfinders, who recently gave him an offer. The Giant one-eyed Vesk took it, and was told he would be on call until otherwise noted. Until then he would do his job as an Intimidator.
Ok, so I hope the background is ok for a human in this setting, I'll likely add tidbits here and there. Also, I think I did everything correctly on my character sheet, I didn't see anything stating HP increased each level, so I assumed it doesn't. Also, any advice as far as feats/builds go would be appreciated.
Starfinder Human Solider
Resolve Points: 5
EAC: 16, KAC: 17
Saves: Fort: +4, Ref: +4, Will: +4
Azimuth Laser rifle: +7
Damage: 1d8 F
Tactical Shirren-eye rifle: +7
Damage: 1d10 P
1- Toughness, Weapon focus (Longarms)
Skills: 4/level +1 for skilled
Acrobatics: 1 (+8)
Athletics: 1 (+6)
Engineering: 2 (+5)
Intimidate: 1 (+5)
Piloting: 1 (+8)
Survival: 1 (+4)
Profession (Military): 2 (+5)
Medicine: 1 (+4)
Fighting Style: Sharpshooter
1st Level: When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover.
Laser rifle, azimuth Price: 425 1d8 F Range: 120 ft. Critical: Burn 1d6 20 charges 1/shot Bulk: 1
Shirren-eye rifle, Tactical 2 Price: 755 1d10 P Range:70 ft. round: 1 Bulk: 1Analog, S/Q: sniper (250 ft.), unwieldy
Club 0 — 1d6 B — L Analog, archaic
Freebooter armor I 2 750 +2 +3 +4 0 upgrade slots
Misc Gear: spare battery pack, Industrial Backpack, Professional clothing, Space suit, club, 25 sniper rounds
Ryuu never liked making promises.
Ryuu was born into the military, his father, his grandfather, and his two older brothers were all members. So it was expected that he too would join the ranks of the military. While Ryuu was quite fit, and extremely agile he had never truly wanted to join the military. Of course, he couldn't tell his family that. During his younger years, he learned how to clean, repair, and properly shoot several types of firearms from his father and brothers. And while it is true he enjoyed shooting rifles, and was rather a natural at it, he was a kinder soul, and rather ill disciplined. When it came time for him to sign on, he did as expected. However he was always getting in trouble for slacking off, or arguing with senior officers. Finally After several months of this and even failing to graduate from the advanced training Ryuu's father came and spoke with him. It was then that Ryuu finally told his father he had never really wanted to be a military man. That it was, in his opinion, too confining. While his father wasn't exactly pleased, he showed compassion, and offered a deal. If Ryuu managed to graduate top of his class this time around, something neither of his brothers had quite managed to do. He would concede and allow Ryuu to follow his own wishes. Ryuu rarely promised anything, as it normally meant a hassle later on, however on this rare occasion he promised that he would let his father see him graduate. With the best scores to date. However, Halfway through the training year an incident occurred, and while responding to it His father's ship was lost. In one fell swoop, Ryuu had lost both his father, and his two older brothers. A wave a depression hit Ryuu, causing his scores to slack for a bit before an even greater wave of determination took its place. He graduated best in his class, with scores higher than his fathers had been in every category. It seemed that once again he had failed to keep a promise, as his father would never see him here, or even know. He stayed with the military for another year, before requesting a leave. He didn't know why, he hated it, maybe it was to honor his lost family members, maybe because he didn't know what to do next. Either way, after leaving he forwarded all his minuscule pay to his mother and sister. After a bit, Ryuu started working as a mercenary, making use of the skills he had learned his whole life and honed his few years in the military. It seemed odd, but he rather enjoyed it. He chose his own assignments, he chose his pay, he chose most everything and to his surprise, he actually enjoyed it immensely. Perhaps that was it, the freedom to choose. The freedom of self decision. Either way, while hardened, he still has a soft heart, and only ever takes assignments where he feels the result would do some good in the world. Lately, he has taken to working in the system where his father's ships was lost. Perhaps, a small bit of hope he would find them alive. Or just find them at all, as no trace of them had been recovered. Perhaps they were alive somewhere.
Ryuu returns home every so often to see his mother, and to check up on his little sister. The youngest, sibling, and likely the one most affected by the sudden loss of the other family members. He makes sure to bring her some exotic treat or item from his travels as well. He cares for her deeply, and they share a strong bond. Every time he leaves, she playfully asks him to promise he'll come back again. And every time Ryuu merely smiles and waves to her, Silently make a note of the one promise he would always keep. No matter what. heh, Ryuu never did like making promises.
Hit Points do increase every level, but I admit it's a hard rule to find in the Core Rulebook.
For 1st level you have HP equal to your Race+Class. Everytime you level, you add HP for your Class.
Instead of Starjammersrd I would recommend using Archivesofnethys, or just wait until Paizo's online reference gets updated.
|1 person marked this as a favorite.|
I haven’t bought any items yet because I don’t know what I want, lol. I also haven’t solidified my Trick Attack choice. I'm open to suggestions
”Whadda think yur doin’?” She turns to see a stout man wearing blue jumpsuit approach. She plasters on a smile and throws a thumb over her shoulder: ”Is this your ship?”
The man with the country twang in his voice critically eyes her brightly colored hair and boots. ”Yers. And I would ‘preciate if yur kind don’t get too close to ol’ Ah - ki - ton Ran - ger.” He pronounces each syllable in “Akiton Ranger” as if they were each their own word. The man talks with the side of his mouth, his teeth the same shade as the dull mustard stain on his jumpsuit collar.
The young woman moves to stuff her hands in her jacket pockets, but remembers she left it laying over a crate. With nowhere to stick her hands, she crosses her arms over her chest: ”Hey man, I was just looking. I don’t know what you’re thinking but I’m not that kind of person.” She brushes past the older man and picks up her black pleather jacket, shrugging the coat on. Red letters, peeling from age, curve in an arch over the shoulder blades of the jacket, spelling “RELENTLESS.”
As she’s walking away, a look of realization crosses the man’s face: ”I kno’ you! You was in that pod race a while back.” He thinks for a moment. ”Sydney Jordan,” he calls after her. Sid stops and turns back to grin at him, hands in her jacket pockets: ”yeah, that’s me.”
Interests/Hobbies: Going to concerts, dying her hair crazy colors, reading starship magazines, pod racing
Favorite food: Anything spicy
Family: None (orphan) Also a character flaw.
Life Goals: Explore space and pilot the biggest, most bada$$ ship there is.
Dex: 10 (+2 Human) (+5 Allocated) (+1 Ace Pilot) = 18
Int: 10 (+5 Allocated) = 15
HP: (+4 Human)(+6 Operative)(+6 Operative@level2)(+0 Con mod) = 16
Stamina Points: 6/level (+0 Con mod) = 12
Initiative: (+4 Dex) = +4
Energy Armor Class: 10 (+4 Dex mod) (+0 Armor) = 14
Kinetic Armor Class: 10 (+4 Dex mod) (+0 Armor) = 14
BAB: +1 (+4 Dex mod) = 5
Fort: +0 (+0 Con) = 0
Ref: +3 (+4 Dex) = 7
Will: +3 (+0 Wis) = 3
Tot | Mod | Rank | Misc
_6_ = _4_ + _2_ + ___ Acrobatics (Dex)
_2_ = _0_ + _2_ + ___ Athletics (Str)
_2_ = _0_ + _2_ + ___ Bluff (Cha)
_4_ = _2_ + _2_ + ___ Computers (Int)
_4_ = _2_ + _2_ + ___ Culture (Int)
_0_ = _0_ + ___ + ___ Disguise (Cha)
_4_ = _2_ + _2_ + ___ Engineering (Int)
_0_ = _0_ + ___ + ___ Intimidate(Cha)
_4_ = _2_ + _2_ + ___ Medicine (Int)
_4_ = _2_ + _2_ + ___ Perception (Wis)
_9_ = _4_ + _2_ + _3_ Piloting (Dex) Operative Specialization
_0_ = ___ + ___ + ___ Profession (Cha, Int, Wis) Unemployed
_0_ = _0_ + ___ + ___ Sense Motive (Wis)
_6_ = _4_ + _2_ + ___ Sleight of Hand (Dex)
_6_ = _4_ + _2_ + ___ Stealth (Dex)
_0_ = _0_ + ___ + ___ Survival (Wis)
(+8 Operative)(+2 Int Mod)(+1 Human) = 11/level*
*Operative Specialization on Piloting
Operative’s edge: +1 insight bonus to init checks and to skill checks. Increases by 1 at 3rd level and every 4 levels after
Specialization: Piloting. Grants you the Skill Focus feat and you gain a free skill rank in each of those skills at each operative level
*****Trick Attack: Ghost (Acrobatics and Stealth) When you use stealth to make a trick attack, you can a +4 bonus to the skill check. +1d4 I might go with Daredevil instead, idk
Evasion: if you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect (must be wearing light armor and not encumbered)
Operative Exploit: Alien Archive. Identifying new creatures is easier for you. Double your operative’s edge bonus to your skill checks when you identify a creature and it’s abilities. IF you successfully identify a creature, you gain a +2 enhancement bonus to you skill check when you make a trick attack against that creature
Mobility: You can easily move past dangerous foes
--> Prereq: Dex 13
--> You gain +4 bonus to your AC against attacks of opportunity that you provoke by leaving a threatened square
Shot on the Run: You can move, fire a ranged weapon, and move again before you foes can react
--> Prereq: Dex 15, Mobility, BAB +4
--> As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before)
Recruitment is now closed.
I'll try to review everything, reach out if I have any questions, touch base with the current players, and have a decision by tomorrow.
Because notifications for PMs are not appearing at the top of the page, please continue to monitor this thread for announcements.
|2 people marked this as a favorite.|
Alrighty... I have to say, I always have such mixed feelings with "recruitment" threads. I love reading all the submissions, then hate I can never accept everyone. That said, I think I'm going to accept three people here instead of the original 1 or 2. It may be a little chaotic during the first week, but I did it in my CotCT campaign and things settled down eventually. So, will the following please finalize their aliases and report in:
Mustachioed / Isu
Ventiine / Sid
Deevor / Solaria
You can also drop a post in the gameplay thread with your alias, but please delete it immediately afterwards. That way the campaign will appear under your tab but it won't clutter the gameplay thread.
Once your alias is finalized, I'll work you all into the campaign probably right after the current players finish their meeting with Nor.