Dead Suns - A New Beginning

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almost done my character.. character is Velocity Fairweather Half-Elf operative Ace Pilot and Thief

Character stats:

Velocity

image
Theme song

CG, Female, Half-elf
Ace Pilot, Operative 1
Init +4; Senses Darkvision 60ft, Low-Light Vision, Perception +7

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DEFENSE
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EAC 14 (10 +1 armor, +3 Dex, +0 Misc)
KAC 15 (10 +2 armor, +3 Dex, +0 Misc)
CMD 23 (08 +KAC)
Second Skin Armor: Max Dex +5

Stamina points 6 (+6 / level)
Hit Points 10 (+6 / level)
Resolve Points 4 (+1 character level +3 Dex)

Fort +0, Ref +5, Will +4

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OFFENSE
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Spd 30 ft.

Melee
. . Knife, survival +0 (1d4 S) (Crit: - / level: 1 / Special: Analog, Operative)

Ranged
. . Semi-auto pistol, tactical +3 (1d6 P) (Crit: - / level: 1 / range: 30’ / Special: Analog / Capacity/usage: 9 rounds / 1)

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STATISTICS
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Key ability: Int
Str 10 (+0)
Dex 16 (+2) (10 +3 points, +1 Ace Pilot, +2 half-elf)
Con 11 (+0) (10 +1 Points)
Int 10 (+0)
Wis 14 (+0) (10 +4 points)
Cha 12 (+1) (10 +2 points)

Base Atk +0; Melee attack +0; Ranged attack +3; Thrown Attack +0
Feats / Proficiencies
Light Armor, Basic melee weapons, small arms, Sniper Weapons Proficiency
Skill Focus (Perception) Thief bonus
Skill Focus (Sleight of Hand) Thief bonus
Skill Focus (piloting) Half-Elf bonus
Minor Psychic Power (psychokinetic hand 3/day) Level 1

Skills (skill points per level: 8)
*ACROBATICS +4 (+0 ranks, +3 Dex +1 Insight, -0 ACP)
*ATHLETICS +5 (+1 ranks, +0 Str, -0 ACP, +3 class, +1 Insight)
*BLUFF +6 (+1 ranks, +1 Cha, +3 Class, +1 Insight)
*COMPUTERS +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
*CULTURE +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
DIPLOMACY +3 (+1 ranks, +1 Cha, +1 Insight)
*DISGUISE +2 (+0 ranks, +1 Cha, +1 Insight)
*ENGINEERING +5 (+1 ranks, +0 Int, +3 class, +1 Insight)
*INTIMIDATE +2 (+0 ranks, +1 Cha, +1 Insight)
*MEDICINE +5 (+1 ranks, +0 Int, +3 Class, +1 Insight)
*PERCEPTION +7 (+0 ranks, +2 Wis, +0 class, +2 Race, +3 Insight)
*PILOTING +11 (+1 ranks, +3 Dex, +3 class, +3 Insight, +1 Theme)
*PROFESSION (GAMBLER) +10 (+1 ranks, +3 Class, +1 Cha, +1 Insight, +4 tools)
*SENSE MOTIVE +3 (+0 ranks, +2 Wis, +1 Insight)
*SLIEIGHT OF HAND +10 (+1 rank, +3 class, +3 Dex, +3 Insight)
*STEALTH +4 (+0 ranks, +3 Dex, -0 ACP, +1 Insight)
*SURVIVAL +3 (+0 ranks, +2 Wis, +1 Insight)
* = class skill
Languages: Common, Elven, Ysoki

Class / Theme Abilities
Theme Knowledge: (Piloting) : You are obsessed with starships and vehicles and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting 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 your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
OPERATIVE’S EDGE (EX): Your diverse training as an operative grant you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter
SPECIALIZATION: (Thief) Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
---- Thief: You specialize in acquisition, from quick swipes to complex heists.
• Associated Skills: Perception and Sleight of Hand. You can use Sleight of Hand to make a trick attack by concealing your weapons and motions.
TRICK ATTACK (EX): You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see above) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Gear (unencumbered: 5 / Encumbered 11 / Overburdened 12)
Semi-auto pistol, tactical (260, level 1, L {0.1})
Rounds (small arms) (40, Level 1, L {0.1}, Qty 30)
Second Skin Armor (250, Level 1, L {0.1})
infrared sensors armor upgrade (200, Level 1, L {0.1})
Knife, survival (95, Level 1, L {0.1))
Personal Comm Unit (7, Level 1, L {0.1})
Personal Comm Unit (upgrades joined with computer) (115 total cost (custom Rig)
-- Tier 1 Computer (50 credits to add to comm unit) Level 1 / Hack DC 17
-- Miniaturization 2 (10 credits, Bulk = -)
-- Self-Charging (5 credits)
-- Calculator (0 credits)
-- Flashlight (0 credits, (increases the light level one step in a 15-foot cone)
Tool kit (profession gambler) (20, Level 1, Bulk L {0.1})
Tool kit (hacking kit) (20, Level 1, Bulk L {0.1})
Consumer backpack (3, Level 1, Bulk 1)
Remaining Credits: 25.0
Total Bulk: 1

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TRACKED RESOURCES
Rounds (small arms) 0/30
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SPECIAL ABILITIES / ITEMS

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working on the questions and background


Cors would, of course, want to be the pilot.

However, as I read more of the book and build the character, the less satisfied I am with him. He's too much Pilot and all the class features just feel tacked on - I could rebuild him with another class and it wouldn't change much. Once he is away from vehicles it just doesn't feel like he would have much to do (from a character perspective).

Definitely still interested in playing, I just need to think more Star Wars than Firefly I think - or more Pathfinder than The Expanse, perhaps.


Ramm can fulfill any position on a ship. He's most skilled at Captain and Pilot.

How long ago did Duravoor leave the Starfinders? I presume about 5 years.

Write at least five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) There are not many Nuar. Family is important to them. He tries to form connections wherever he is.
2) He wants to forge his own path. He always has. That's what caused him to join the military in the first place.
3) He joined the military because he wanted to make a difference in the world.

-List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Ramm is estranged from his family and disillusioned with the government he's sworn to protect. He wants somewhere to belong and something greater than himself to believe in.
2) Ramm wants to bring change to the Collective. He's witnessed the corruption that has begun to infest the government and he wants to cut it out.

-Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Ramm left home to join the military against his father's wishes. He's secretly communicated with his mom, but hasn't spoken to his father in 18 years.
2) The moment Ramm became disillusioned with the Collective is when he was ordered to kill a family, including the children, of a dissident. Not a terrorist, but someone who spoke out against the Collective.
3) Was demoted and dishonorably discharged when he refused an order to burn a building with people inside it.
4) He is worried at the direction that the government seems to be taking. He wants to correct the course.

-Describe how you met Duravor Keel. For some context, Duravor is a dwarf whose mining expertise benefited the Starfinder Society for many years. He has traveled to many different locations in the Collective, and is very sociable and friendly. He also has an eye for talent.
On one of his earliest assignments, Ramm met Duravoor. Doravoor and the Starfinders were there trying to forge an alliance with some aliens. Ramm and his unit was sent to get what they wanted by any means necessary. Ramm stalled for as long as he could before carrying out his orders. It was barely enough time for Duravoor to get the aliens to agree to a trade agreement.

-Why are you coming to Absalom Station? Yes, Duravor invited you and said there was opportunities to work, but what is really pushing you to come to the center of the Collective?
Ramm's family is there. Maybe he will reconcile with his father and his family.

-You have a connection to the Voidwalkers and a reason to dislike the Collective, though you have yet to fully commit to outright rebellion. But what is your connection to the Voidwalkers?
Ozzasel, a kasathan that joined the military with Ramm. They were fast friends and served together for several years. Neither of them liked many of their assignments and it became too much for Ozzasel, who went AWOL and joined the Voidwalkers.

Ramm Thura:

Male nuar mercenary envoy 1 Alien Archive 87
NG Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense SP 7 HP 12 RP 4
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EAC 12; KAC 14
Fort +0; Ref +3; Will +2
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Offense
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Speed 40 ft.
Melee cestus battleglove +0 (1d4 B; analog) or
. . unarmed strike +0 (1d3 P)
Ranged tactical semi-auto pistol +1 (1d6 P; analog)
Offensive Abilities get 'em, gore
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Statistics
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Str 13 (+0); Dex 12 (+1); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 16 (+3)
Skills Athletics +4, Computers +5 (1 ranks), Culture +5, Diplomacy +7, Engineering +3 (1 ranks), Intimidate +7, Perception +4, Piloting +7 (1 ranks), Stealth +4; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Toughness
Languages Castrovelian, Common, Kasatha, Vesk
Other Abilities expertise, maze mind
Other Gear kasatha microcord I, cestus battleglove, tactical semi-auto pistol with 9 small arm rounds, field rations (1 week), hygiene kit, industrial backpack, mass produced tent, small arm rounds (30), travel clothing, credstick (104 creditscredits)
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Special Abilities
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Gore (Ex) A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.
Maze Mind (Ex) Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.
Additional Info
In addition, a nuar with 1 or more ranks in Piloting or Survival also gains a +2 racial bonus to checks with that skill.


Xyndar would like to throw his hat in for pilot or gunner.


2 people marked this as a favorite.

Ok, going to do a quick summary off all the characters that people submitted so far and have a list somewhere for my review:

Completed
Davir Karst, Borai Space Pirate Solarian - The Lion Cleric
Miles Dugo, Halfling Gladiator Solarion - Brother Guiness
Lyrr, Android cyberborn Technomancer - Blaydsong
Xynadr, Drow Outlaw Operative - Xynday Illambra
Liosa, Endiffian Outlaw Mystic - artjuice
Ramm Thura, Nuar Mercenary Envoy - Dax Thura

In progress
Bastion, Android Mechanic (crunch incoming) - Kirsdrake
Anton P. Merovach, human mechanic (crunch incoming) - Atlas2112
Velocity Fairweather, Half-Elf Ace Pilot Operative (fluff incoming) - Edward Sobel
Cors Trailblazer, Ysoki Operative Ace Pilot (Crunch Incoming) - GhostInTheMachine
Unnamed Shirren Soldier - Seranov
Dotted - chillblame, Redac

Plesae let me know if I missed anyone.


Oh, and before I forget, there is still a week until recruitment closes, so plenty of time for everyone to edit their characters :)

Dark Archive

My character's name will be Tzor (since it sounds sufficiently like a noise a bug could make through mandibles) and he will be aiming for the Pilot role, but he will be able to fill the Gunner role, as well.

I'm REALLY BAD at 10 minute backgrounds (in the sense that I just call them 10 hour backgrounds!) but I will try to have his fluff together by Monday night. His crunch should be a good bit easier, and I'll probably work on them at the same time.


I had dotted way back at the start, but I haven't done much beyond that so not hard to miss. That said, I've got something in the works, just figuring on class. Definitely an uplifted bear, probably a Xenoseeker or Scholar, and just settling between soldier and mechanic. I'm leaning towards the latter, but it seems like we have a lot of those, so I might fo soldier instead.


Lyrr could, conceivably, fill any of the roles on the ship, though computers is his highest skill, by a slim margin. He's also a decent pilot and good with sciences, with engineering taking the rear. His personality would not a very good captain, and his BAB won't be very stellar as a gunner.


Numbers are crunched, so feel free to take a look at them.


Working on a Lashunta technomancer, probably a Bounty Hunter actually. Might be fun to play a character with a background ostensibly hunting down fugitives, whose slow-burning crisis of conscience comes to a head and causes him to join a rebellion. Plus it could give some interesting background connections to other PCs, if so desired. :D

Anywho, I'll see if I can't get some of the fluff done tomorrow.


Helix Missionary wrote:
I had dotted way back at the start, but I haven't done much beyond that so not hard to miss. That said, I've got something in the works, just figuring on class. Definitely an uplifted bear, probably a Xenoseeker or Scholar, and just settling between soldier and mechanic. I'm leaning towards the latter, but it seems like we have a lot of those, so I might fo soldier instead.

Whoops! My bad. Thank you for the update!

Dataphiles

Hello all, Edward here, finished the first round of Fluff for Velocity. it's all in the profile.

any questions or comments just let me know.

Wayfinders

Jatah, I have considered re-working Miles Dugo as a soldier, especially if there are no other soldiers in the party...The Solarin Armor choice seems a bit underpowered, if cool from a RP perspective. Let me know if you would like that alternate incarnation...

Dark Archive

Alright!

Stated out.

Okay, I...I like this. I'm feeling better about this. I couldn't "technically" afford any "armor" but I like that. It represents his naivete just starting out, and gets across the feeling that he wouldn't survive on his own without Viv. It helps to get across what a great, big, dangerous 'verse it is, and how he needs to grow up, but he's not alone.

Just like the party. =)

I've never seen anyone use Barricade, but I'm gonna try. It means that he needs to learn to live by his wits, and he can't just depend on some armor stopping the blows for him.

Dark Archive

I've done some more work on T'zor (name stylized because the alias name Tzor is already taken) but, as I expected, it's taking me longer than I expected to get the 10 minute background worked out. I will keep working on it, of course, but I just wanted to keep you apprised, Jatah.

I also think his mechanics are all taken care of, but I'm gonna hold off on putting them into the alias until I've got the background taken care of.


Miles Dugo wrote:
Jatah, I have considered re-working Miles Dugo as a soldier, especially if there are no other soldiers in the party...The Solarin Armor choice seems a bit underpowered, if cool from a RP perspective. Let me know if you would like that alternate incarnation...

I have a soldier just about ready for submission to replace my earlier idea (Cors Trailblazer). She's built as a sharpshooter/ranger type with a heavy weapon an unusually hefty skill emphasis for a soldier, so still not a melee powerhouse/tank, though.

She should be ready to post sometime tonight.


Anton P. Merovach wrote:

Alright!

Stated out.

Okay, I...I like this. I'm feeling better about this. I couldn't "technically" afford any "armor" but I like that. It represents his naivete just starting out, and gets across the feeling that he wouldn't survive on his own without Viv. It helps to get across what a great, big, dangerous 'verse it is, and how he needs to grow up, but he's not alone.

Just like the party. =)

I've never seen anyone use Barricade, but I'm gonna try. It means that he needs to learn to live by his wits, and he can't just depend on some armor stopping the blows for him.

If you've got the maths right in your alias (which I'm assuming you have, but it shows both Themeless and Roboticist?), you can nab a Stationwear Flight Suit. Not that useful, truth be told, but unlike normal clothes and hopes, it allows you to have access to oxygen, in the event you need to go to SPACE!


Miles Dugo wrote:
Jatah, I have considered re-working Miles Dugo as a soldier, especially if there are no other soldiers in the party...The Solarin Armor choice seems a bit underpowered, if cool from a RP perspective. Let me know if you would like that alternate incarnation...

All that matters to me is that you create the character that you want to play.

To anyone else who is thinking of changing their character, feel free to do so, but please let me know.


I'll toss my hat in with Burlap here - an ex-soldier Ysoki who is disenchanted with the Collective military. His backstory is available in his profile.

Questions:
5 essential things

* He is a bit of an idealist - wanting the world (and people) to be better than they are
* He is a bit of a dreamer - sometimes not looking at things realistically before he jumps in (hence his military and mercenary experiences)
* He is a combat pragmatist - willing to shoot first at a presumed threat rather than doing the 'honorable thing'
* He sometimes imagines himself as dashing and debonair
* He is fearless and a risk-taker in combat
* He is quixotic... sympathizing with the underdog and willing to put up a good fight regardless of the odds

List two goals for the character that you think would be cool to see accomplished in-game.

* Burlap wants to be a dashing hero at least one time... saving a tall princess (or equivalent) and maybe getting a kiss out of it.
* I'd like to see an Ysoki in serious power armor wielding heavy weapons and taking on a squad of baddies.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

* Being constantly hazed by Talls while in the Collective military - one reason he sours on the Collective
* Following orders to 'keep the locals down' in a colony that had some insurgent sympathies but were largely innocent - forcing him into being a 'bully' like the Talls that bullied him
* Standing in front of recruiting poster before he joined up, imagining how great it was going to be, and the massive disappointment when he saw the reality of it.

Describe how you met Duravor Keel.

Burlap first met Duravor on the Liavara mining platform when he was a kit. Duravor was friendly with his parents and they had a modest side business going that re-routed some of the exotic chemicals sifted from the atmo into the dwarf's possession. They stayed friendly over the years.

Why are you coming to Absalom Station?

The military didn't pan out, though he appreciated the skills he got. Being a mercenary didn't pan out either. Burlap is looking for a new career, something that is about more than money, something inspired, and - hopefully - a little less violent. Duravor's invite came along at the right moment, and he trusted the dwarf wouldn't drag into something bloody.

You have a connection to the Voidwalkers and a reason to dislike the Collective, though you have yet to fully commit to outright rebellion. But what is your connection to the Voidwalkers?

Sympathetic to the oppressed colonists, Burlap grew close to some of the locals in that insurgent-touched colony. He turned a blind eye to some questionable activities and tried to be as soft-handed and fair as possible. His behavior was noticed and the Voidwalkers approached him. He chose not to betray his comrades or his military oath but he also pointedly refused to report the Voidwalker agents.

Wayfinders

GhostInTheMachine wrote:
Miles Dugo wrote:
Jatah, I have considered re-working Miles Dugo as a soldier, especially if there are no other soldiers in the party...The Solarin Armor choice seems a bit underpowered, if cool from a RP perspective. Let me know if you would like that alternate incarnation...

I have a soldier just about ready for submission to replace my earlier idea (Cors Trailblazer). She's built as a sharpshooter/ranger type with a heavy weapon an unusually hefty skill emphasis for a soldier, so still not a melee powerhouse/tank, though.

She should be ready to post sometime tonight.

So, I have played in games where no one could use heavy armor or heavy weapons, and finding such items during the adventure was kind of underwhelming. I like playing soldiers, but a Solarin will be new for me.

Since it looks like there will be a soldier or three to choose from, I'll stay with my original character concept for Miles, maybe tweaking him a bit to be more useful during starship combats.


Anastacea Greensun
Human Colonist Soldier

Character’s concept and background:

Anastacea was born and raised on Absalom Station. Her father - Raido Greensun - is a scholar of Gap and pre-Gap Golarian culture, and her mother - Elyza Greensun is, or was, a forerunner with the Starfinder Society. 'Or was' because she has been missing for about six months - her and everyone else at her worksite just up and dissapeared. The only clue is that Coalition forces were seen in the area.

Anastacea left Absalom Station as soon as she was old enough. She had gotten a few tastes of living outside of domes, and she wanted more. However, she wanted something a bit more stable than her mother's life jumping from mission to mission every few months... so she split the difference. She signed on to a colony ship, and headed off to bring civilization to the wilderness. She had inherited a bright mind from her father and a strong body from her mother, and both traits were of great use in building a settlement from the ground up. She picked up the basics in a variety of useful skills, from engineering to xenobiology, and trained with the Skyfire mercenaries that guarded them until they could ensure their surroundings were secure.

A few years later, the settlement was stable, and successful.... and had gotten a bit boring. Anastacea packed up and left, and immediately signed on with another colony. And then another and another. Sometimes she got paid as a mercenary, sometimes she just signed on as a settler. Corporate stiffs or space pirates might do what they did for money, but Anastacea didn't care about that. Her current settlement is startign to get to the safe, secure, boring stage... and now her mother is missing. It was getting to be time to move on, when she recieves a message from Duravor Keel...

Goals:

1. Find out what happened to her mother.
2. A wilderness trek or two.

Memories:

Anastacea's earliest memories are of her childhood on Absalom station. It was a happy childhood, though her mother would often leave for lengthy periods of time on missions. When she was older, in her teens, her mother brought her along on some of the les dangerous missions, and Anastacea absolutely loved it. She has had a number of relationships in her adult life, but as she is more or less a professional nomad, none have ever been particularly serious - except one, about five years ago. She almost decided to settle down permanently in one of the colonies she set up, but ultimately her wanderlust won out. Corin is probably still on that mood, ans she sometimes thinks about giving up the wandering life and going back to him... but he's probably moved on and started a family already. That would be awkward as hell, and awkward personal situations just aren't Anastacea's thing - that's half the reason she left in the first place.

How you met Duravor Keel:

Anastacea has known Duravor for most of her life - he and her mother were friends and colleages, and she grew up calling him her uncle, though of course they were not at all related. The first she really spent much time with him was when she was fourteen. Anastacea travaled with one of of her mother's Starfinder missions - nothing overly dangerous, just helping a colony to set up mining operations after valuable ore was found in a nearby cave complex. Her mother was there to scout out the caves, and Duravor was there to lend mining expertise. Since she became a "professional colonist" she has worked with him a few times in similar situations as well. She has not seen him im several years, however.

Why are you coming to Absalom Station?:

Absalom Station is Anastacea's first home, and where she spent her entire childhood. Moreover, her father is there and she has not seen him in almost a decade. they keep in touch, but it's not the same as face-to-face. It's also where she is most likely to be able to find out what has happened to her mother.

Connection to the Voidwalkers:

Her mother might be one. Or maybe her mother is dead or being held because she was (or was thought to be) one. Anastacea doesn't know, but wants to find out.

Stats:

Female Human Colonist Soldier
NG Medium Humanoid(human)
Init +3; Senses Perception +0, Sense Motive +0
Experience 0

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Defense
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EAC 14 KAC 15
SP 7 HP 11 RP 4
Fort +2, Ref +3, Will +2

Armor: Second Skin (+1 EAC, +2 KAC)
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Offense
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Speed 30 ft.
Ember Agitator: +4 (1d8 F) | Burn 1d4 | 60 ft | Boost 1d4; 20 Charges/Usage 1
Survival Knife: +4 (1d4+1 S) | Analog, Operative

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Statistics
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Str: 12, Dex: 16, Con: 11, Int: 14, Wis: 10, Cha 10

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Skills
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Skills (4 + INT Mod + Race Bonus) = 7
Acrobatics +7 [1(rank)+3(dex)+3(cs)]
Athletics +5 [1(rank)+1(str)+3(cs)]
Engineering +6 [1(rank)+2(int)+3(cs)]
Life Science +6 [1(rank)+2(int)+3(cs)]
Mysticism +6 [1(rank)+2(int)+3(cs)]
Piloting +7 [1(rank)+3(dex)+3(cs)]
Survival +5 [1(rank)+0(wis)+3(cs)+1(theme)]

-5 to DC of Life Science checks to identify average creatures.

Languages: Common, Triaxian, Vesk
Proficiencies: Light Armor, Heavy Armor, Basic & Advanced Melee, Small Arms, Longarms, Heavy Weapons, Sniper Weapons, Grenades

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Spells
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None

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Feats
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1: Mobility
R: Skill Synergy (Life Science, Mysticism)
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Class Features
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Primary Fighting Style: Sharpshoot
Sniper's Aim: The AC bonus from cover aginst your ranged attacks is reduced by 2.

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Racial Features
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- Bonus feat at 1st level
- +1 Skill Rank per level

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Equipment
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Total Bulk: 3, 6L
Credits: 7
- 250c Second Skin (L)
- 150c Light Projector [Installed in Second Skin] (1)
- 330c Agitator, Ember (2)
- 120c Weapon Fusion: Invigorating [on Agitator] (-)
- 95c Knife, Survival (L)
- 40c Toolkits (Engineering, Orienteering) (2L)
- 1c Clothes, Everyday (L)
- 7c Comm Unit, Personal (L)


Moved one skill rank from Bluff to Engineering so Liosa's a bit more competent in ship combat. Even with 1 rank in Engineering, she's still not great at it, but it opens up a few more options.


Seeing I'm new, I would be quite appreciative if anyone would like to look over the mechanics and make sure I didn't mess something up or fall into some newbie trap.

Also, suggestions for colony names/locations are welcome.

EDIT: Referring to "GhostInTheMachine" post above Liosa's.

Wayfinders

Anastacea Greensun wrote:

Seeing I'm new, I would be quite appreciative if anyone would like to look over the mechanics and make sure I didn't mess something up or fall into some newbie trap.

Also, suggestions for colony names/locations are welcome.

EDIT: Referring to "GhostInTheMachine" post above Liosa's.

I am not super experienced with Starfinder myself, Anastacea, but your character looked entirely reasonable to me. I am sure others could help you optimize more, but I didn’t see any errors myself...


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Miles Dugo wrote:
I am not super experienced with Starfinder myself, Anastacea, but your character looked entirely reasonable to me. I am sure others could help you optimize more, but I didn’t see any errors myself...

Thanks! I'm more concerned with errors and flat-out bad options than optimization, so this is exactly the kind of feedback I was looking for.


Anastacea Greensun wrote:
Thanks! I'm more concerned with errors and flat-out bad options than optimization, so this is exactly the kind of feedback I was looking for.

I love the idea of a professional colonist!

In Starfinder, from my experience, it's incredibly hard to both to be bad (unless you dump your main ability score), or to be incredibly optimised, which I really, really like. And mostly unlike Pathfinder, being bad with skills can be very, very bad, as it may leave you stranded in space or destroyed by an enemy ship!

Only really big mistake you can make is take Deadly Aim before the double-digit levels, IMO!

All in all, build looks great, don't you worry.

I'm somewhat worried about skills, myself, but there's not that many ways that a Solarian can be a great skills character early on. I'll stick to blathering and scallywaggering, and try to at least excel at those, I think.

Dark Archive

Davir Karst wrote:


If you've got the maths right in your alias (which I'm assuming you have, but it shows both Themeless and Roboticist?), you can nab a Stationwear Flight Suit. Not that useful, truth be told, but unlike normal clothes and hopes, it allows you to have access to oxygen, in the event you need to go to SPACE!

Fine fine! I'll just go with your _opinion_ that a body can't handle the cold, cold embrace of zero-G (Do you know? Have you tried it?) and get the inexpensive-and-affordable Flight Suit.

Also, deleted the Themeless thing. Why be something else when you can be a Roboticist?!?

Dark Archive

Also! We've got a good conversation about Combat in SPACE going on, and as a footnote, here's something that I didn't know until recently.

When you're doing the Gunner roll, you use your Base attack bonus...OR your ranks in the Pilot skill.

Hence, if you're not sure what you should do because you do don't have many ranks in Engineering or Computers, and your not a CHA-based Captain Tightpants build, hopefully you've got at least enough skillpoints to spare to keep your Piloting skill going and that'll make you a crack gunner.

Jus' sayin'. =)


Core p.394 wrote:
Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum.

So for a few hours you should be in the void.


Davir Karst wrote:

I love the idea of a professional colonist!

In Starfinder, from my experience, it's incredibly hard to both to be bad (unless you dump your main ability score), or to be incredibly optimised, which I really, really like. And mostly unlike Pathfinder, being bad with skills can be very, very bad, as it may leave you stranded in space or destroyed by an enemy ship!

Thanks! I was reading about the Ryphorians and the Skyfire Legion and the idea of supporting new colonies outside of Steward territory. I decided that I wanted a stronger link to Absalom Station so the Skyfire Legion idea fell by the wayside, but the idea of someone more interested in building a settlement from scratch than living in one stuck.

Skill-wise, I was looking for something like a PF Ranger or Inquisitor, good survival and familiarity with a wide range of potential threats and how to deal with them... a class with more skill points probably would have been better, but neither mechanic nor operative really 'felt' right. Between the human bonus and her intelligence it's good enough.

I'm thinking about the Starfinder Forerunner archetype - the features aren't HUGE but they are thematic and useful, and losing 3 feats over 6 levels doesn't seem too high a price to pay.

Xyndar Illambra wrote:
Core p.394 wrote:
Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum.
So for a few hours you should be in the void.

I really like that they get this right. It's one of my pet peeves of SO MANY sci-fi settings. Technically a void is cold (in the sense that without molecules the mean molecular energy is low), but the lack of matter means that there is very little thermal transfer - if life support fails heatstroke is a bigger risk than hypothermia.


Just wanted to pop in to let you all know that I'm still here. I'm currently finishing up my final semester for my Bachelor's (woohoo!), and a secondary job just dumped a load of extra work in my lap (yay money, boo less free time).

There are still some PC's I need to review, but the plan is for recruitment to close on Saturday and final selections to be made by Monday.

Wayfinders

Thanks for the update, Jatah. Let me know if there is anything else in particular you want to know about Miles.

And good luck to all of us!

Dark Archive

Oh snap. I need to get myself into gear then. I was hoping to have more time over the weekend to really focus on finishing up T'zor's background, but I'll go full throttle after work tonight.


Ahhh, typo. I meant Sunday night. My bad.

Dark Archive

I will still put my nose to the grindstone! I should have finished earlier in the week, anyway.


Okay! T'zor's background is finally done! It can be read here!

I am going to put together a proper alias stat block for him later, but his Myth-Weavers character sheet can be found here!


All right, that took longer than expected. Life's funny that way sometimes. Presenting Soryn Dalohea, conflicted Lashunta technomancer and bounty hunter. I have an alias with the same name I made once that I'll recycle for this character should he be chosen (or I can just do so later if you'd like), but for now, here's his background questions and stat block. I don't have much experience with Starfinder, so if I missed something or could better present it, let me know.

Also as a general question, I wanted to kit Soryn out with a comm unit that was upgraded with a computer and all that, but I'm a little unclear about exactly how that's done. The rulebook says to go 110% of the price of the extra device's price, but if I made it include a tier 1 computer with some extra features, do I just calculate that computer's price by itself and do 110% of that? Do I do 110% of each upgrade (hardened, miniaturized, etc.)? Does it all include the original 7 credit cost of the original comm unit? It's a little murky.

Thanks!

Questions:

-Write at least five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. Soryn was born and grew up on Castrovel in one of the Lashunta city-states. His upbringing instilled him with a strong, if at times misplaced, sense of justice.
2. He studied technomancy at university, but found the life of an academic too stuffy and stagnant for his liking. He joined up with a corporate-employed mercenary group almost immediately after graduation.
3. Soryn quickly found that while he enjoyed the excitement and pay of mercenary life, his sense of honor didn't quite gel with the company he found himself in. He left in under a year to take up bounty hunting.
4. Soryn has a sense of honor and of what is "right", though it's not always well-defined. Part of his code is to follow through on a contract once it's taken, no matter what it is. This contradiction between honoring a contract and doing the "right thing" leads to dilemmas that he sometimes can't find any satisfying solution to.
5. One of the things about his profession he found most compelling was the chance to hunt down criminals and others exploiting people and taking advantage of the difficult post-Swarm War conditions. Events in recent years have shaken his confidence in his role enforcing the law in the Collective as well as his other jobs for private entities.

-List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1. Soryn wants to be successful enough to be kind of famous in the Collective, be it as a bounty hunter or something else. It might also be cool for him to have a cool nickname he's known by.
2. His choice of career never went over too well at home, and he's been estranged from his family for some time. He'd like to reconcile with them if possible, or barring that, find a new "family" where he can belong.
3. One extra, but hey. A big intense running gun battle of some kind, maybe with vehicles and explosions? Might be pretty fun. :D

-Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. The thrill and danger of his first hunt. Soryn vividly remembers tracking his first fugitive, finding the man, and bringing him to justice.
2. The first time he came to Absalom Station, he remembers being almost overwhelmed as he stepped off the ship and out into the station proper. The sights, sounds, and smells of Absalom Station were vastly different from the city he'd grown up on Castrovel. All the different languages, the alien species he'd never seen before, it left him with an impression of just how vast the galaxy actually was and how much it had to offer.
3. A recent job on Akiton that went wrong. His mark was apparently a rebel collaborator and terrorist of some sort, though Soryn's own information gathering suggested otherwise. Still, a job was a job, and Soryn tracked him to a home on Akiton. He hadn't expected the man to be there with his wife and son, though. His mark came along peacefully, but the wife had other ideas. A brief firefight ensued, and both ended up dead, their son suddenly left orphaned. Hey, a job's a job, right?

-Describe how you met Duravor Keel. For some context, Duravor is a dwarf whose mining expertise benefited the Starfinder Society for many years. He has travelled to many different locationss in the Collective, and is very sociable and friendly. He also has an eye for talent
Soryn met Duravor during work on Verces. Duravor was consulting for a mining operation there; Soryn, being a bit down on his luck at the time, was working as part of a security detail for the operation. While he could never find muster the same sort of passion for miners' issues like Duravor could, Soryn found the dwarf to be very knowledgeable about many different topics, and a very pleasant drinking companion to boot.

-Why are you coming to Absalom Station? Yes, Duravor invited you and said there was opportunities to work, but what is really pushing you to come to the center of the Collective?
Besides the opportunities for work, on some level Soryn is looking for some kind of change, some way to reinvent himself. He isn't sure what that change would be or how it would happen, but to his mind Absalom Station, as the center of civilization in the system, is the natural place to do this.

-You have a connection to the Voidwalkers and a reason to dislike the Collective, though you have yet to fully commit to outright rebellion. But what is your connection to the Voidwalkers?
Soryn has taken a couple contracts on Voidwalker sympathizers in the past. Sometimes he knew this beforehand, other times he did not. Regardless, due to the nature of his job, his contact with the Voidwalkers (that he knows was contact with the Voidwalkers) has been mainly adversarial. As for the Collective itself, while he generally does not involve himself in politics, he's had enough interaction with the more unsavory side of the Collective to be quite disenchanted with it. For now he's putting aside those concerns for the sake of earning a living, but it wouldn't take a great deal to push him to side with them against the Collective.

Soryn Dalohea:

Male Lashunta (Damaya) Bounty Hunter Technomancer 1
LN Medium Humanoid (Lashunta)
Init +2; Senses Perception +1

-----------------
Defense
-----------------

EAC 13
KAC 14
CMD 22
Stamina 5
HP 9
Resolve 4
Fort +0, Ref +2, Will +2

-----------------
Offense
-----------------
Base Atk +0
Speed 30 ft.
Ranged Laser Rifle, Azimuth +2 (1d8, Fire) 120 ft., 1d6 Burn

-----------------
Statistics
-----------------

Str 10, Dex 14, Con 10, Int 16, Wis 10, Cha 13

Feats Longarm Proficiency

Languages Akitonian, Castrovelian, Common, Elven, Vercite, Ysoki

Skills
Computers +7
Engineering +7
Life Science +7
Mysticism +4
Perception +1
Piloting +6
Profession (Bounty Hunter) +4

Racial/Class/Theme Abilities
Bounty Hunter
Theme Knowledge Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. 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.

Racial (Damaya lashunta)
Dimorphic
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. (Computers and Mysticism)

Class Abilities
Spells
You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.

Spell Cache (Su) 1st Level

As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.

If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Spells Known
.0— Detect Magic, Ghost Sound, Token Spell, transfer charge
.1— Grease, Overheat

Gear
Backpack (Consumer)
Battery x2
Binders x2
Clothing (Everyday)
Clothing (Bounty Hunter)
Clothing (Travel)
Comm Unit (Personal)
Computer (customized)
-Firewall, Average secure data, Tier 1, Hardened, Miniturization, Self-charging
Laser rifle, azimuth
Second Skin
Tool kits (Engineering, Hacking, Trapsmith's tools)

49 credits leftover


Redac wrote:

All right, that took longer than expected. Life's funny that way sometimes. Presenting Soryn Dalohea, conflicted Lashunta technomancer and bounty hunter. I have an alias with the same name I made once that I'll recycle for this character should he be chosen (or I can just do so later if you'd like), but for now, here's his background questions and stat block. I don't have much experience with Starfinder, so if I missed something or could better present it, let me know.

Also as a general question, I wanted to kit Soryn out with a comm unit that was upgraded with a computer and all that, but I'm a little unclear about exactly how that's done. The rulebook says to go 110% of the price of the extra device's price, but if I made it include a tier 1 computer with some extra features, do I just calculate that computer's price by itself and do 110% of that? Do I do 110% of each upgrade (hardened, miniaturized, etc.)? Does it all include the original 7 credit cost of the original comm unit? It's a little murky.

Thanks!

** spoiler omitted **...

So here's what I'm seeing in the rulebook:

Quote:

"You can upgrade a personal comm unit to function

as some other devices (such as full computers and scanners) by
spending credits equal to 110% of the additional device’s price."

By that ruling, you'd purchase the comm unit and then pay the additional cost of 110% of the computer you'd like your comm unit to function as. So, if you want your comm unit to work as a basic, tier 1 computer, which costs 50 credits, you'd pay the cost of the comm unit plus 110% the cost of the computer, so 55 additional credits.

Hope that helps!

Dark Archive

Alright!

Now that we're reallllly getting down to the wire, it's time for a little...
*drumroll please*
shameless personal aggrandizement! =p

On a personal note I'm an active and verbose poster who enjoys building narrative with fellow players, whose posts are often favorited by others.

It's been said that my talent at weaving scenes together makes people jealous as hell, I'm a favorite player, I make the game, and GM's will single me out for amusing the hell out of them.
(And this one time, two girls, whom I did not know, were discussing the fashion choices of my character. =p)

Also, I love to party. =)


Creating an updated list.

Submitted Characters
Davir Karst, Borai Space Pirate Solarian - The Lion Cleric
Miles Dugo, Halfling Gladiator Solarion - Brother Guiness
Lyrr, Android cyberborn Technomancer - Blaydsong
Xynadr, Drow Outlaw Operative - Xynday Illambra
Liosa, Endiffian Outlaw Mystic - artjuice
Ramm Thura, Nuar Mercenary Envoy - Dax Thura
Bastion, Android Roboticist Mechanic - Kirsdrake
Anton P. Merovach, Human Roboticist Mechanic - Atlas2112
Velocity Fairweather, Half-Elf Ace Pilot Operative - Edward Sobel
Anastacea Greensun, Human Colonist Soldier - GhostInTheMachine
Tzor, Shirren Ace Pilot Soldier - Seranov
Soryn Dalohea, Bounty Hunter Technomancer - Redac

I believe that is everyone. Please let me know if there is anyone I missed. If there is anyone still working on a submission, you have until midnight tomorrow.


Ya missed me.

Burlap 'LongTail', Ysoki Mercenary Soldier - stormraven

Answers to DM Questions are HERE.


Jatah Medoro wrote:

Starship combat is fun.

Which reminds me. Could everyone could include their first and second choice for their role when starship combat roles around?

You can look here for more information on starship combat roles.

Oops! Missed this. Anastacea would probably work best as a gunner, but has the skills to be a decent pilot or engineer - not as good as a true specialist, but better than the average bloke. She's generally a helpful person and doesn't have experience crewing a starship, so she'd be happy to help out however she can.


Ah, I missed that too. From what I can tell of the starship roles, Soryn would probably make a good engineer or science officer, but could fill in as a pilot or gunner in a pinch, so fairly versatile. At least, I think.


Hope this isn't too late...

Question for the GM: You've listed allowed sources for races, but what about other things? Specifically, I'm interested in the spells from the Alien Archives, although I'm also considering Squox Companion as a starting feat.

Five Things:
Worker-11 was a prototype labor drone created by scientists working for a robotics corporation. It wasn't intended to be a free-willed, sentient AI. Whether or not its corporate "parent" was ethical enough to free it just because keeping it was illegal and immoral, it clearly wasn't suitable for mass-production as it couldn't be legally sold. Thus, it was freed.
W-11 has since resided on Aballon. After being there for a time, it decided to try its own hand at creating an AI "offspring." This time creating an independent person was the goal, although there were several failed attempts.

W-12 was created explicitly to be a free independent person with no specific intended purpose, and the difference shows. Certainly they are more creative then to name any of their "offspring," if they create any, "W-13"--particuarly knowing that their corporate "grandparent" probably has created both "W-12" and "W-13" mindless drone prototypes.

One thing that sets W-12 apart from many (though presumably not all!) other artificial intelligences is a wanderlust. They were fairly young when they started taking trips to explore the various regions of Aballon, their home planet.

The most significant of W-12's expeditions was their first--of several--journeys to Frozen Nelumbo. The small robot was fascinated by the naturally growing things that they had never seen before, as well as far more organic people then they had ever met.

In Frozen Nelumbo W-12 met a human Xenowarden by the name of Maya Cress. Initially wary of the robot exploring the natural area--the Xenowardens' express purpose their is to protect against anacites who decide it is unnecessary, after all--she kept a close eye on them. This turned into answering questions, and then offering lessons unprompted, and finally demonstrations of how her nature magic worked. W-12 took to these lessons, and eventually displayed a knack for the spells. This was surprising to both of them, and Maya nicknamed her little protégé "Wiz."

Goals:
W-12 would like to visit each world in the Collective at some point. Or at least as many as they can!
W-12 doesn't really want to become a living creature--just being fascinated by something doesn't mean you want to be it--but it'd be an interesting experience. As long as it was temporary.

Memories:
The first time W-12 saw Maya breathe fire. It was one of the first things that got them interested in the study of life. They only later realized that this wasn't something all humans could do... which got them interested in the study of magic!

W-11 started keeping houseplants after discovering its child's interest in them. It did not go especially well, but they were were touched by their parent's attempt.

While W-12 was theoretically aware of the existence of the Fields of Judgement, they didn't realize at first that one of their wanderings around Aballon nearly brought them into the Field as they wondered what all the broken machinery was doing their. They were roughly prevented from meandering in by a very angry anacite guard.

Duravor Keel:
The anacites' labor system raises a lot of interesting questions regarding worker rights--is it better or worse then other ways of doing things? Keel was investigating W-11's workplace to see how things were run differently there. W-11 invited the dwarf to visit its home, explaining that it had a child who would be interested in working for him and would jump at the chance to cook a meal for a humanoid guest.
As one of the first meals W-12 ever attempted to cook it was something of a disaster, but Duravor was fascinated both by the robot's eager attempt and at their burgeoning magical talent that they proudly showed off.

Absalom Station:
Absalom Station is the center of civilization for the Collective. W-12 is, of course, fascinated. It's a place where there will be many, many people--and setting it widely apart from W-12's past experience, almost none of them will be robots (well, maybe androids, but they don't count).

Unlike their Xenowarden mentors, W-12 is also curious about the artificial structure. Some would claim that it's very unnatural, but they disagree. With an outsider's perspective, W-12 doesn't see why humanoids don't consider themselves to be a part of nature, or why their construction is so different from something like a beehive--aside from being considerably more impressive, of course.

Voidwalkers:
W-12 doesn't know much about them.
But they do know that their parent loathes the collective, possibly related to the corporation that created them, a corporation that it's perpetually refused to name. They also know that Maya is a Voidwalker, although they're not supposed to tell anybody that.

Character Sheet:
Character Name: W-12
aka Wiz

Size/Type: Small Construct (Technological)
Class/Level: Mystic 1
Race: SRO
Theme: Xenoseeker
Speed: 30 ft
Gender: N/A
Home World: Aballon
Alignment: NG
Languages: Common

Ability Scores:
Str 10
Dex 12
Con 12
Int 10
Wis 18
Cha 11

Skills: (6 ranks/level)
Acrobatics +1 Dex = +1
Athletics +0 Str = +0
Bluff +0 Cha = +0
Computers
Culture
Diplomacy +1 rank +3 trained +0 Cha = +4
Disguise +0 Cha = +0
Engineering
Intimidate +0 Cha = +0
Life Science +1 rank +3 trained +1 Xenoseeker +0 Int = +5
Medicine +1 rank +3 trained +0 Int = +4
Mysticism +1 rank +3 trained +4 Wis = +8
Perception +1 rank +3 trained +4 Wis = +8
Physical Science
Piloting +1 Dex = +1
Sense Motive +4 Wis = +4
Sleight of Hand
Stealth +1 Dex = +1
Survival +1 rank +3 trained +4 Wis = +8
Reduce the DC to rare creatures using Life Sciences by 5.

Initiative: +1
Stamina Points: 7/7 Hit Points: 8/8 Resolve Points: 5/5
KAC: 13 EAC: 12 Combat Maneuver AC: 21

Saving Throws:
Fortitude +0 base +1 Con = +1
Reflex +0 base +1 Dex = +1
Will +2 base +4 Wis = +6

Attacks:
Unarmed +0, 1d4 Archaic Bludgeoning
Azimuth Laser Pistol +1, 1d4 Fire

Race Abilities: SRO
Darkvision
SROs can see up to 60 feet in the dark.
Healing Circuit
In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).
Integrated Equipment
An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics.
Robotic
SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.

Theme Abilities: Xenoseeker
Theme Knowledge
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.

Class Abilities: Mystic
Proficiencies:
Light armor, basic melee weapons, and small arms.
Connection: Xenodruid

Connection Power: Speak with Animals (Su)
You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.
Healing Touch (Su)
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.

Feats:
Squox Companion (Spell Penetration if not okayed)

Spells:
Level 0:
Detect Affliction
Fatigue
Stabilize
Token Spell

Level 1: 3/3 Slots
Baleful Polymorph
Life Bubble
Mystic Cure

Equipment
Hideaway limb (integrated)
Comm Unit (integrated)
Standard Datajack (integrated)
Second Skin (L)
Azimuth Laser Pistol (L)
Spare Battery (-)
Basic Medkit (1)
Fire Extinguisher (L)
50 ft Titanium Cable Line (5L)
Industrial Backpack
Mass-Produced Tent (1)
2 weeks' Field Rations (2)
5 R2Es (5L)
Binoculars (L)
16 credits
Squox

Starship Combat Role: Mystics aren't great at those skills... I can put a skill point in whatever, and I'm willing to change my starting feat to improve it. Gunnery's probably easiest, since the total skill bonus doesn't matter.


W-12 wrote:

Hope this isn't too late...

Question for the GM: You've listed allowed sources for races, but what about other things? Specifically, I'm interested in the spells from the Alien Archives, although I'm also considering Squox Companion as a starting feat.

** spoiler omitted **...

You're just in time.

For now, just the races that are from the Alien Archives.


Hi! This campaign looked like so much fun but things have gotten really busy for me lately so I don't think I can commit to a full AP. I'm sorry!


Liosa wrote:
Hi! This campaign looked like so much fun but things have gotten really busy for me lately so I don't think I can commit to a full AP. I'm sorry!

I understand, and I'm a bit in the same boat right now. Life gets busy when we least expect it. So for those of you still waiting, please be patient and bear with me. Right now it looks like I'll be making my selection by Thursday. I apologize for the delay.


Life happens, and is more important than a game. I'm just glad that the game isn't dead. :D


It's okay, anticipation builds up expectations. And, Liosa, sorry to hear that. See you around in the future, though!

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