Captain Collateral Damage's Against the Aeon Throne (Inactive)

Game Master Captain collateral damage


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Hi everybody! I got tired of waiting for someone to run this, so I'm doing it myself. If you are at all interested in playing as guerilla rebels against an evil empire in a sci-fi setting (i. e. Star Wars), this is the Adventure Path for you! There's a cool trailer here, if you don't mind minor spoilers.
Character Creation Rules:
All options from Paizo's books are permitted (including all dem aliens. Helpful link to the SRD
1000 credits, which may be spent on items of 3rd level or lower.
20 point buy ability scores, using the Pathfinder system, maximum of 18 after race and theme modifiers. I think not having the point costs increase with the score is weird.
Non-evil alignments only.
Your character must have some connection to an Cedona, an android scholar. The adventure includes theme-based connections if you'd like to use them, or you can invent your own.
The adventure also includes a new theme, colonist, which I've included below.

Connections:
Ace Pilot: A few years ago, you received an emergency commission from an android named Cedona. She needed quick transport into an asteroid-choked section of the Diaspora, no questions asked, and couldn’t find anyone else able to navigate the complicated route quickly. Cedona was impressed with your flawless piloting and contacted you a few times for other jobs, even when another pilot would have been more convenient for her to hire.
Bounty Hunter: You had a high-paying job that seemed to have gone bust, as your quarry had slipped away to another planet without leaving behind any clues. You were about to admit defeat when Cedona contacted you with some information—your quarry’s location. You collected your quarry and your pay without any difficulties. Cedona has provided you with unexpected but useful information from time to time ever since, and the two of you have become friends, although she hasn’t ever revealed her information sources.
Icon: Cedona happens to be a fan of your type of performance or field of study. The android is polite and friendly, and the two of you have bonded based on her appreciation of your work. She asked that you come visit her in Madelon’s Landing if you ever found yourself out in the Vast. You could tell that she didn’t really think you’d find the time in your busy schedule to get out that far, and you look forward to surprising her with your presence.
Mercenary: You took a job a few years ago clearing some invading forces out of a ruined factory, and one of the mercenaries working alongside you was an android named Cedona. It became clear to you that she was no ordinary mercenary but was seeking a particular individual you later learned was an escaped convict. Regardless, Cedona was cool under fire and very professional, and you appreciated that. She saw the same in you, and the two of you became friends. You have an ongoing, good-natured dispute about which of you could take the other in a fight, but you’ve never pushed it to the test—deep down, you might worry that you’ll lose.
Outlaw: Despite your back-alley dealings and efforts to avoid legal entanglements, you kept running into an android named Cedona. You might have thought she was a bounty hunter or a police officer, as she so frequently seemed to know where to find you, but she didn’t seem interested in capturing you. She was more interested in finding out why you were charged for your crimes, and whether you had done illegal things for the right reasons. Cedona seemed to actually like you, when so many others were willing to cast you aside or turn you in, and you struck up a friendship with her. She once showed up to provide you a transit pass and fake identification documents when forces of the law were closing in on your home, and you feel like you still owe her for that.
Priest: Cedona was a friend of a friend whom you tended through a difficult illness. Although Cedona doesn’t share your religious conviction, you learned over long hours at your mutual friend’s bedside that she is a good and caring person. When your friend passed away, you and Cedona both agreed to keep in touch, but you drifted apart nonetheless. You heard she retired to an AbadarCorp colony in the Vast, and you resolved to rekindle your friendship.
Scholar: You attended a short series of lectures a few years ago about the business of religion, but you found the presenter’s conclusions ill-founded and lacking in intellectual rigor. You met another attendee—an android named Cedona— and struck up a friendship while complaining about the lectures. Cedona was primarily interested in learning about AbadarCorp colonies; she hoped to join one of those colonies once she retired from her current job, although she didn’t mention what that job was. When she was approved to join AbadarCorp’s colony on Nakondis, Cedona asked you to come visit her when you could, to see “religion and business in the field.”
Spacefarer: You’re the reason Cedona came to Nakondis in the first place. You’ve been to the system before, although it seemed to have little to recommend it to anyone. Sure, Nakondis is lush with beautiful, healthy forests and thick with sparkling fog, but you aren’t the sort to consider settling down planetside. Your acquaintance Cedona agreed it seemed pleasant, and you weren’t surprised when you heard she retired to the AbadarCorp colony there. You would like to see her life on the planet you first introduced her to.
Xenoseeker: You chafed at the confines of civilization in the Pact Worlds, finding your center in remote gardens or little-traveled wildernesses. On these journeys, you occasionally encountered an android named Cedona. She never told you what she did for a living, but she talked often about how she was looking forward to retirement on a wilderness planet far off in the Vast. When she was approved to join the colony on Nakondis, she invited you to a going-away party to celebrate her good fortune, and she asked that you look her up some day.
Themeless (or Other Theme): You were Cedona’s neighbor for a few months, and she was the only person in the neighborhood you really considered a friend. She had a pet named Cubber—a vulpine creature known as a squox — that she occasionally asked you to feed while she was away for work. You never learned what Cedona did professionally, but she seemed glad to retire from it. She was happy when she told you she’d been accepted to join an AbadarCorp colony on Nakondis, although it meant she’d have to find a new home for Cubber. Whether you now own Cubber is up to you.

Colonist theme:
COLONIST +1 CON
You have an unquenchable trailblazer’s spirit, matched with the training and fortitude you’ll need to carve out a new life for yourself and others in the wilderness. Although you might be the sort to go it alone on the frontier, you’re more likely part of a small group of settlers. You might be preparing for your first voyage, or you might be a grizzled veteran who has already helped found several successful colonies.
THEME KNOWLEDGE (1ST) You have amassed a vast knowledge of past colonization efforts, including those that have failed due to ignorance or carelessness. You know that basic knowledge about a new, uncharted world is the most valuable resource any colonist can have. Reduce the DC to identify average creatures using Life Science by 5. Survival 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 Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
PROVIDING FOR OTHERS (6TH) You know that a colony’s survival means that each colonist look out for everyone else in times of hardship or privation. When you successfully use the Survival skill to endure severe weather or live off the land, increase the number of other creatures you can grant saving throw bonuses or sustenance to by an amount equal to half your level. You can give another creature any benefit that you would gain from a Survival check to endure severe weather or live off the land (such as a bonus to Fortitude saves or sustenance you would gain), but if you do, you don’t gain it for yourself.
PIONEER’S RESILIENCE (12TH) You are more resistant to effects that would overwhelm a less experienced settler. Once per day, you can reroll a Fortitude saving throw to resist the effects of a disease, poison, or severe weather.
AN EYE TO THE FUTURE (18TH) Up to twice per day when you successfully use the Survival skill to predict the weather, you can spend 10 minutes contemplating what the future holds to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. You must spend 1 minute observing the surrounding area and its weather patterns to use this ability, even if you have another ability that allows you to predict the weather in a shorter amount of time.


Oh I am so interested! Is it first come first serve or will you be picking after a recruitment period?


Definitely interested!

Will have to come up with concept soonish.... :)


Yep, this sounds awesome. Definitely interested.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I’ve been waiting for someone to run this so you’re a good person. Dotting for now and thinking of an Operative for this.


Apoc Golem wrote:
Oh I am so interested! Is it first come first serve or will you be picking after a recruitment period?

I'm planning on having recruitment open for a week or so, depending on how much interest I get.


Dot for interest. For sure!

Grand Lodge

Yes Please either Mystic or Soldier


Thinking of a strix mechanic! Will work on the character sheet tomorrow.


Pathfinder Starfinder Roleplaying Game Subscriber

Ooh, finally! You're a good person, Captain. Consider this my dot - I have a couple character concepts I've been toying with for this campaign - I'll pick one and get more details up tomorrow.

Grand Lodge

Gonna go for Dragonkin Soldier Outlaw, wanted for heists, assaults, and grand theft starship


I’ve been meaning to pick up HeroLab for Starfinder. Now I have a good reason! Any idea whether or not Eox plays as much a role in this AP as the last one?


As far as I can tell, Eox plays no role in this AP.


Okay, here is my submission: Alorea, the strix mechanic! Let me know if anything looks odd. I will create an alias if she is selected for the game.

Statistics:
Alorea
Female strix cyberborn mechanic 1
N Medium humanoid (strix)
Init +4; Senses Perception +7 (+9 in dim light or darkness); darkvision 60 ft.

DEFENSE
EAC 15, KAC 16, AC vs. Combat Maneuvers 24
Hp 12; SP 7; RP 5
Fort +2, Ref +6, Will +2; +2 vs. illusions

OFFENSE
Speed 20 ft., fly 30 ft. (average)
Melee survival knife (1d4)
Ranged azimuth laser rifle +4 (1d8, 120 ft., burn 1d6, 20 charges)

STATISTICS
Str 10, Dex 18, Con 12, Int 18, Wis 11, Cha 8
Base Atk +0
Feats Iron Will, Skill Focus (Perception)*
Skills Acrobatics +5, Computers +9, Engineering +9, Life Science +5, Medicine +8, Perception +7 (+9 in dim light or darkness), Piloting +8, Stealth +5 (+7 in dim light or darkness)
Languages
SQ artificial intelligence (exocortex), bypass +1, custom rig (eyes), theme knowledge (-5 DC of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about augmentation techniques, corporations, and research facilities), tinkerer

Exocortex Abilities: combat tracking, memory module

Gear: azimuth laser rifle, survival knife, second skin, tier I computer (minitaurized, range I, self-charging), trapsmith's tools, fire extinguisher, 40 credits

Brief Backstory:
Alorea grew up in the mysterious tower of Qidel on Verces. As a young child, a congenital defect robbed Alorea of her sight. Fortunately, the cybernetics experts of Verces were able to craft a set of artificial eyes to replace her damaged ones. The astounding technology awoke a growing obsession in the strix, who began to seek out all the knowledge she could about augmentations and biotechnology. One of the greatest sources of information was the visiting android scholar Cedona, who helped Alorea with her first practical applications of her studies.

Though still a teenager, Alorea's natural skill for tinkering has already propelled her ahead of several of her older colleagues. Her greatest triumphs to date are her exocortex and custom rig. She hopes to put her burgeoning skills as a mechanic to good use as she leaves Verces behind to seek adventure in the wider galaxy!


Definitely interested. I’ll try to have something up today or tomorrow. Thanks for running this. The forums need GMs willing to run tables.

How detailed of a backstory would you like?


How easy is it to pick up on Starfinder's rules when you're a PF/RPG vet? I'm very interested in joining a sci-fi game, but I don't want to slow down the game because I haven't played any SF (as of yet!).


@ Solicitor, in my experience, it can be deceptively easy. I say "deceptive" because the rules are very, very similar, but can get tricky in certain circumstances when you're trying to remember, "Wait, was this one of the things that changed?"

For example, Attacks of Opportunity are very streamlined now. Only three things trigger AoOs, and standing up from prone isn't one of them. On the whole, though, things have been simplified and the nice thing about PbP is you'll have time to research the rules questions and should, generally, find the resolution is relatively straightforward. Now, of course, we're gamers so we will always find ambiguity in the clearest of statements, but... ;-)

The "Starjammer" SRD is pretty complete, though, and I think AoN has also put one up, so finding the rules isn't too hard.

Liberty's Edge

I would be very interested in this. I am currently thinking of working up an Envoy, but might end up going with Solarion instead.


I’m considering a Dwarf Mystic.....


@Collateral: As desperately as I would love to be a part of this AP, I'm not going to apply. I'm already applying for one long-term AP, and I promised myself I'd only play in one, to avoid posting fatigue (I'm also in like 3 scenarios for GD session 2). And since I'm only going to play one, it seems rude to apply to multiple and then just pick the one I want to play in the most.

I hope everyone has a blast! Good luck all.


Here's Jimbles' submission! Gyn (pronounced like the second syllable of 'bargain') has been waiting for an AtAT campaign since it came out, which is why I already have an alias. I think I got all the adjustments from the custom point buy, but let me know if anything looks fishy.

Background, connection, and stat block are all in the alias profile.


I can supplement the background with additional detail depending on your answer to the above, but I want to go ahead and submit an Astrazoan Operative. To confirm, I used a scaling 20-point buy with the Pathfinder system.

Stat Block:

Anders
Male astrazoan mercenary operative 1 Pact Worlds 209
N Medium aberration (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +5
--------------------
Defense SP 5 HP 10 RP 4
--------------------
EAC 14; KAC 15
Fort -1; Ref +5; Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee survival knife +3 (1d4+1 S; analog, operative)
Ranged anchoring tactical semi-auto pistol +3 (1d6 P; critical immobilization; analog)
Offensive Abilities trick attack +1d4
--------------------
Statistics
--------------------
Str 12 (+1); Dex 17 (+3); Con 8 (-1); Int 12 (+1); Wis 10 (+0); Cha 14 (+2)
Skills Acrobatics +8, Athletics +7, Bluff +9 (spy specialization: +4 to Bluff checks to make trick attacks), Diplomacy +3, Disguise +9 (+19 to appear as creature of the type and subtype of the chosen form), Intimidate +7, Perception +5, Piloting +8 (1 ranks), Profession (smuggler) +5, Sense Motive +5, Sleight Of Hand +8, Stealth +8, Survival +1 (+3 when astrogating throughout the Pact Worlds system); (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Improved Initiative, Skill Focus (Bluff), Skill Focus (Disguise)
Languages Castrovelian, Common, Vesk
Other Abilities change form, compression, many forms, rapid revival, spy specialization
Combat Gear mk I serums of healing (2); Other Gear second skin, anchoring tactical semi-auto pistol with 9 small arm rounds, survival knife, binderss (2), consumer backpack, hygiene kit, small arm rounds (50), starstone compass, travel clothing, credstick (84 credits)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

High Level Concept:
More detail to be added depending on GM instructions

He's gone by many names over the years but lately has been preferring "Anders". It seemed to fit well with his human-form. Simple. Unassuming. It could be a first or last name and usually people didn't ask for more.

He's been making his living as something between a mercenary and a spy, using his shape-shifting abilities to infiltrate behind enemy lines on contracts for hire. He wound up in the "business" during the latter years of the Silent War with the Veskarium as an agent for the Pact Worlds but posing, at times, as a Vesk himself.

His morals are as fluid as his shape and he has discovered a bit of a hedonist streak in his personality as he explores the different sensations each body can bring him, but he has found a peculiar affinity for bonds with other people, regardless of alignment. Strong personalities fascinate him while weak, easily-manipulated personalities engender his contempt.

A few years ago, he took a job a few years ago clearing some invading forces out of a ruined factory, and one of the mercenaries working alongside him was an android named Cedona. It became clear that she was no ordinary mercenary but was seeking a particular individual he later learned was an escaped convict. Regardless, Cedona was cool under fire and very professional, and Anders appreciated that. She saw the same in him, and the two became friends. They've had an ongoing, good-natured dispute about which of them could take the other in a fight, but they've never tested it.


Thanks for the feedback, Snow. I hope all is well with you! It's funny how you always bump into people you know on these forums, even when the circle of people I know is rather limited :3

I'm digging into the rules right now, but I doubt I'll be able to post a coherent character today. Am on sick leave, so I should have plenty of time to do so tomorrow.

Liberty's Edge

I am thinking about making a Kalo. However, the issue is that they have the aquatic subtype without the amphibious trait. Would you allow me to get a biotech augment that is equivalent to a gill sheathe, but works in the opposite direction, allowing them to breathe air?

Edit: Actually, looking through the races, I have decided to go with a Floatborn Woioko. Since they can breathe air, my previous question is no longer needed.


This is HatersInHeaven's submission for this! Decided to go a Ryphorian Mystic instead and I'll be focusing on healing/support.

Still need to buy a few items and do backstory, but the stats should be done.


Argh. The statblock I pasted was prior when I fixed it to use the specified Pathfinder 20-point buy, and it's too late for me to edit. Sorry. Revised/Correct statblock is below. FWIW, this definitely inures to the players' benefit. Not that I'm complaining, but I definitely had more to spend with this system than the SF 10-point buy.

Corrected Statblock:

Anders
Male astrazoan mercenary operative 1 Pact Worlds 209
N Medium aberration (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +5
--------------------
Defense SP 6 HP 10 RP 4
--------------------
EAC 14; KAC 15
Fort +0; Ref +5; Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee survival knife +3 (1d4+1 S; analog, operative)
Ranged anchoring tactical semi-auto pistol +3 (1d6 P; critical immobilization; analog)
Offensive Abilities trick attack +1d4
--------------------
Statistics
--------------------
Str 12 (+1); Dex 17 (+3); Con 10 (+0); Int 14 (+2); Wis 10 (+0); Cha 16 (+3)
Skills Acrobatics +8, Athletics +7, Bluff +10 (spy specialization: +4 to Bluff checks to make trick attacks), Culture +7, Diplomacy +4, Disguise +10 (+20 to appear as creature of the type and subtype of the chosen form), Intimidate +8, Perception +5, Piloting +8 (1 ranks), Profession (smuggler) +5, Sense Motive +5, Sleight Of Hand +8, Stealth +8, Survival +1 (+3 when astrogating throughout the Pact Worlds system); (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Improved Initiative, Skill Focus (Bluff), Skill Focus (Disguise)
Languages Akitonian, Castrovelian, Common, Shirren, Vesk
Other Abilities change form, compression, many forms, rapid revival, spy specialization
Combat Gear mk I serums of healing (2); Other Gear second skin, anchoring tactical semi-auto pistol with 9 small arm rounds, survival knife, binderss (2), consumer backpack, hygiene kit, small arm rounds (50), starstone compass, travel clothing, credstick (84 credits)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


This AP looks fun, I am very interested, Thinking of a longarms focused Soldier. Maybe a Drow, Arcane Assailant


Hello all

Definitely interested in a SF PbP game.
Researching.....

Thank you for running.

Looks like the makings of a Stealthy infiltration unit forming....


Researching a

Race:
Kish
Source Starfinder #4: The Ruined Clouds pg. 58
Kish are the descendants of the kishalee, an advanced civilization that ruled the stars millennia ago, though they have lost any firm grasp of kishalee mystical and technological innovations. In the floating metropolis of Istamak (see page 38), kish live among the ruins of their ancestors’ civilization.

Kish are tall humanoids with three eyes and long, powerful limbs. They have sharp-toothed mandibles and smooth, hairless heads. Kish skin color ranges from gray to sky blue, with gradations in hue across their bodies. There is little variation between kish genders, though kish can easily tell males from females by subtle differences in the shape of the central eye.

Kish tend to congregate into tribes that are led by either the strongest or the wisest of their number. Some kish tribes pass leadership peacefully among themselves, while others put potential leaders to a test of might or wits—or both.

Ability Modifiers +2 Str, +2 Wis, -2 Int
Hit Points 5
Size and Type
Kish are Medium humanoids with the kish subtype.
Bonus Feat
Kish select one extra feat at 1st level.
Darkvision
Kish have darkvision with a range of 60 feet.
Survivalist
Kish have a +2 racial bonus to Survival checks and can take 20 on Survival checks to endure severe weather and predict weather.

Mystic Xenodruid.


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Snowheart: You don't need a whole lot, just a paragraph or so, and some connection to Cedona.
Solicitor: What Snowheart said. I'm not pedantic about the rules, so you're fine.
Going to look over characters in a bit, but nothing looks glaringly wrong at first glance.


This is the character for Art Burd. They should be mostly done, but I may have a few final purchases, and I will need to work on the background some. I will finish up the background tonight, and post it sometime early tomorrow morning.

As for their connection to Cedona, I went with the final one, where my character was neighbors with her for a while. As long as nobody else minds, I would appreciate owning Cubbers.

About Cubbers…:
If nobody else wishes to own Cubbers, could Ainsemseo have a special carrying case to bring them in? Something along the lines of a regular backpack merged with a spacesuit, made just for carrying the squox around?


This is Dorian's work in progress...


Here is the basics of MrStr4ng3's Stat blovk, I'll get a history posted tomorrow.


I would like to present a very rough view of Arkaitz, an Shirren who specializing in burning backhands and Buddha like wisdom. He's out to explore the world so he better understand himself and the reality he lives in. Not to mention, childhood stories have sold him the idea of a ragtag adventurers, something he would give a limb to properly be a part of.

I know I'm technically not a scholar, but could I possibly use the background? I can see Arkaitz spending a great deal of time simply listening to others speak.

I'll get the crunch up tomorrow, I've only played pathfinder so I'm trying to sort out starfinder's tricks.


Here is a quick background, I need to spend some credits, then hope to make the cut.

Background:

Most of Brigurn life had been easy he and his small family had the Zeizerer Munitions contract for a portion of the stack on Absolom station, that all changed after their biggest customers, the Downside Kings ran afoul of some Starfinders. With the drop in business the clan lost face and their territory was “absorbed”. On the plus side unlike the old days the takeover was handled by lawyers not assassins, on the downside his limited work experience didn’t leave him many options for finding a new gig.

The clan head reached out to her other customers looking for work for everyone, and Brig was given the number of an android scholar named Cedona. After exchanging messages he remembered her she was leaving the station and had a large enough order that Brig and some cousins helped move it and some other things to a ship, somehow she remembered brig as well, and she knew everyone. Life as a freelancer was taking some getting use to but the freedom was growing on him.

Grand Lodge

Xosserian'Thissar "Flametongue" Dragonkin Soldier(Outlaw)1st
N Large Dragon
Init:+4 Perception:+1 Senses:60ft Darkvision,Low Light Vision
Defense:SP:9 HP:15 RP:5
EAC:12 KAC:15
F:+4 R:+0 W:+2
Immune to sleep, +2 v.Paralysis
Offense:
Speed:30ft(40ft),Flight:30ft.Average
Melee:Tactical Doskho +7 1d12+6P
Ranged:Azimuth Laser Rifle +1 1d8F 120ft Crit:Burn1d6 (20 charges)
1 battery
Stats:
Str:18 Dex:11 Con:14 Int:14 Wis:11 Cha:12
Skills; Acrobatics:+4,Athletics:+8,Medicine:+6,Piloting:+4,Intimidation:+5, Perception:+1
Feats:Quick Draw
Languages:Draconic,Common,Vesk,Triaxian
Other Abilities:Breath Weapon:Standard Action 30ft cone, 1d6 fire damage, Reflex DC:15;Partner Bond;Raid Response
Gear:Golemforged PlatingType 1, Tactical Doskho, Azimuth Lazer Rifle with 1 battery(20 charges), 1 Battery,Consumer Backpack,Everday Clothing, Hygenie Kit, 2 weeks rations, Credits(19)


Okay, from what I see so far (pile on the beatings if I missed anyone) there are submissions for:

Alorea, Strix mechanic
Gyn, Ysoki operative
Anders, Astrazoan operative
Malera, Summerborn Ryphorian Mystic
Ainsemseo, Woioko Envoy
Brigurn, Drow soldier
Arkaitz, Shirren ?
Flametongue, Dragonkin soldier

I am going to submit for my first Starfinder char (though I have been playing PF for years now) as:

Greist, a Korasha Lashunta Solarian spacefarer

I will have stats and such up soon.

Thanks for running, and good luck to all.


Ainsemseo-Yep, that sounds good.
Arkaitz- Yeah, you can use any of the background connections, or make up your own.
Oniwaban- Thanks for the list! :)

Grand Lodge

I am gonna go a background when I get home.


This is Dorian's work in progress.


Here is the background for Ainsemseo.

Background:
Born in the corporate state arcology of Mantara Industries, Ainsemseo grew up among the sapphire waters and floating cities of the Floatborn Woioko. She has long been fascinated with the ruins of ancient civilizations. However, she was unable to access any at all on her own planet. This is due to most of them being either deep under water, and thus being currently lived in by the Deepborn, or else on the few islands the planet has to offer, which are considered sacred parks. Eventually, though, she was able to pay for a one-way ticket off planet, with a final destination being Verces. She had little choice in this destination, as Heicoron IV has little traffic moving through its spaceport at the best of times. She simply paid for transport on the first ship that was heading to the Pact Worlds. As it was, there were a couple of places she could explore on the planet.

Eventually, she managed to strike up a friendship with one of her neighbors, and Android named Cedona. She was really the only individual in Ainsemseo’s neighborhood that she considered as such. Occasionally, Cedona would ask her to feed her pet squox, Cubbers. Ainsemseo was glad to do so, and took to enjoying spending time with the vulpine creature almost as much as she did exploring and ancient ruin. When Cedona told her about heading off to join an AbadarCorp colony on Nakondis, and that as such she would need to find a new home for Cubbers, Ainsemseo volunteered to adopt the adorable little creature.

Additionally, I bought that pet carrier for 30 credits, slightly more than the combined cost of the backpack and space suit. I am also thinking of getting my character a basic, non-weapon cane. What would you think would be an appropriate price for this?


Haven't made an alias yet, but got most of the crunch and fluff down. Do speak up if you see any mistakes and or glaring holes, because this is the first time I made a Starfinder character :3

Crunch:

NAME Yamah Syn’ket
RACE Half-Elf
CLASS Technomancer
THEME Roboticist

HP 10 (5 class, 4 race, 1 con)
STAMINA 10
BAB +0
SAVES F+1 / R+2 / W+3

Ranged: Pulsecaster Pistol +3 | 1D4 electric | 30ft range
Melee: Survival Knife +2 | 1D4 slash | analog, operative

STR 12
DEX 14
CON 12
INT 18
WIS 12
CHA 12

Feats
1 Skill Synergy (Medicine, Perception)
HE Skill Focus Computers

Skills
1 Computers +12
2 Mysticism +8
3 Profession Professor +8
4 Engineering +8
i Life Sciences +8
i Physical Science +8
i Medicine +8
i Perception +7
various bonusses: +4 to computer (skill focus, roboticist), +2 to perception (half-elf)

Special
-Spell Cache: spellbook, once a day cast a spell you know without using a spell slot.
-Theme Knowledge: reduce the DC of Engineering checks to identify creatures and technology by 5. Gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
-Adaptability: gain Skill Focus as a bonus feat.
-Elven Blood: immune to magic sleep effects, +2 racial bonus to enchantment spells and effects.
-Keen Senses: +2 to Perception
-Low-Light Vision: can see in dim light as if it were normal light.

Spellcasting
Spells known:
0 Mending / Token Spell / Detect Magic / Daze
1 Magic Missile / Comprehend Languages
Spells per day:
1 (x3)

Items (130 credits)(6 bulk, 7 with backpack)(1.9 bulk used)
x Spellcache: A low-frequency electronic oscillator encased in a shimmering neon-hued globe with a palm grip.
L Pulsecaster Pistol
L Survival Knife
L Second skin armor (+1 eac / +2 kac / 1 upgrade slot / +5 max dex)
L Medpatch
L Toolkit Engineering
L Toolkit Computers
L Toolkit Musician
x Industrial Backpack (+2 str to carrying capacity, doesn’t use 1 bulk when worn)
L Everyday Clothing
1 Mobile Hotelier
L Integrated Datapad (Tier 1 Computer w/ Miniaturization, Self-Charging, Hardened)

Fluff:
Background
Yamah Syn’ket has been dabbling with electronics for as long as he can remember. The son of a half-elf offworld engineer and a human graphic designer, Yamah had no troubles finding his way through school and, thanks to his endless curiousity and natural inclination for soaking up huge amounts of information, university. A constant throughout these rather quiet years is the half-elf’s fascination with technology’s ability to produce sound. In fact, Yamah is obsessed with creating new sounds, an obsession that pushed him further and further down the technomancer’s path.

But a man has to pay the bills. And music, well, in an age of limitless sharing, music alone doesn’t pay the bills. An ability to apply science - both theory and practical - under high-stress situations, that lets one earn credits. And Yamah needs credits to kickstart his researchs dreams.

Personality keywords: poised, careful, self-conscious
Goals: further his own research, make a name for himself as a technomancer
Fears: going deaf, losing his drive, pink rooms and overly large pink objects
Loves: music & synths, anything robots, pulp oldschool sci-fi movies

Connection - Scholar


Solicitor, your Con score doesn't affect your HP, only your SP. You should have 9 HP total. And your attack bonus with your pistol should be +2, not +3.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

dotting, I will submit Kerchakoro the vesk soldier by Friday.


Greist, a Korasha Lashunta Solarian spacefarer

Crunch:

Alignment - Chaotic Good

STR 16
DEX 14
CON 14
INT 11
WIS 10
CHA 16

Skills - Athletics +7, Culture +6, Diplomacy +9, Perception +6, Physical Science +5, Stealth +6

Attacks
Semi-Auto +3, 20 ft., 1d6p, Usage 1, 9 rds.
Solar Sword +4, -, 1d6+4, crit 1d4 burn,

SP 9
HP 11

BAB +1
F +4
R +2
W +2

EAC 13
KAC 14
CM Defense: 22

Feat
Close Combat +2 AC against ranged attacks while in melee

Gear
Semi-Auto, tactical
W-Boson Shard
1x Rounds, Small-Arms
Second Skin (+1 EAC, +2 KAC)
Personal Comm Unit
2x Travel clothing
Backpack
Mess kit
Hygiene Kit
Bedroll and sleeping bag
Canteen

Abilities

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.

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.

Skill Adept - As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills (chose Culture and Survival)

[spoiler=Solar Weapon]
You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage.

Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.

Stellar Mode:
(Su) - 1st Level
The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.

When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).

At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.

At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.

When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy (see page 242). If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.

Graviton Mode
When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.

Photon Mode
When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

Unattuned
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

Stellar Revelations:

BLACK HOLE (SU) [GRAVITON MODE]
When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this Revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this Revelation, you immediately become unattuned. Black hole functions as a zenith Revelation for the purposes of abilities that reference them.

SUPERNOVA (SU) [PHOTON MODE]
When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you immediately become unattuned. Supernova functions as a zenith Revelation for the purposes of abilities that reference them.

Theme Knowledge:
(1st Level)
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Background:

Greist was a difficult child. He had an intense curiosity and drive to know things, even when he should not. This led him to learn to hide, to sneak, to be observant... all in the name of learning and satisfaction. It didn't matter what he was learning. All that mattered was that something had caught his ear or eye, and he wanted to know.

This trend continued all throughout his youth and schooling. Upon graduation, he joined the military, mostly out of boredom, in hopes of finding adventure. After a battery of aptitude tests, he was chosen to be part of a pathfinding unit, where he was trained in reconnaissance, survival, diplomacy, alien cultures, and combat. He excelled at this, since it amounted to someone paying him to gather information and pass it along.

After a time, he volunteered for an 'experimental training program' and was sent to a base, where the cover of 'preparing for a special mission' was used while exposing the soldiers to varying amounts of solar radiation over time. For some, nothing happened as a result. But a handful, including Greist, developed the ability to manipulate and call upon solar energy as a result.

He was reassigned to a special recon unit, where he served out the remainder of his commitment. It was during this time that he encountered After his discharge, he took to wandering through space, seeking new things to learn and new ways to satisfy his curiosity and taking on odd jobs from time to time to keep himself fed. This is when he met Cedona, and after some time, has returned to see how she's getting on.


Right. Changed it in my text document, thank you! I blame my cold-riddled brain.


I’m planning on putting together an android mechanic, but I need to get on the stick.


@ Captain Collateral Damage

What party size were you interested in running this for?


Aimsemseo- a normal cane probably has a neglegible cost.
I’ll likely be taking 5 players.


Ok, thanks. My character is mostly done, except for a few minor things. I will have them finished by sometime tomorrow.

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