Durstie's page
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Sorry for not keeping up on this. Holiday, gifts, sleeping, etc. kind of got in the way. ;)
Ok, so I made some modifications. I gave up sleight of hand for piloting, thinking that if <companion> has been caring for her since her "re-birth", she wouldn't have needed to beg and steal to survive. Also, during her past life as a pirate she took everything by force, not by trickery. Piloting was actually an easy choice as a replacement as one of her awakening abilities as she is rediscovering herself. I just need to work with the GM and whoever <companion> is to establish that I am <companion>'s pilot and I am effective at it.
I kept themeless, I still couldn't get myself to believe that Nu would have any real theme to her character. Outlaw is a close second to me, and if the character becomes less useful I may ask the GM if I can rebuild with Outlaw and justify it as memories are returning to Nu as experiences begin to trigger flashbacks.
I chose Besmara as the deity, but didn't see it fit that Nu would outright follow a deity. So, Nu is basically Agnostic but her inner beliefs and tendencies closely match those who follow Besmara. In her pirate life, she did follow and pay tribute to Besmara.
Lastly, I switches Multi-weapon Fighting for the Weapon Focus (Melee) feat. I don't plan on small arms fighting, so it was a pretty easy choice.
============== Behold the new version of Nu ==================
Nu the chaotic neutral human mystic. Themeless, agnostic who shares beliefs similar to Besmara followers.
Female. Appears to be between ages 8 and 10. Long un-kept hair. Slender malnourished figure.
Eyes filled with innocence and despair.
Blends in well with her surrounds and makes no apparent effort to stand out.
Very quiet. Seems to only communicate effectively with <companion>
Ability Scores:
- STR: 10
- DEX: 14
- CON: 11
- INT: 12
- WIS: 16
- CHA: 10
Health and Resolve:
- Stamina: 6
- HitPoints: 10
- Resolve Points: 4
Armor Class (Base + Armor Bonus + Dex Mod + Misc Mod):
- EAC: 13 = 10 + 1 + 2 + 0
- KAC: 14 = 10 + 2 + 2 + 0
- AC Vs. Combat Maneuvers (8 + KAC): 22 = 8 + 14
Saving Throws (Base + Abiilty Mod + Misc Mod):
- Fortitude: 0 = 0 + 0 + 0
- Reflex: 2 = 0 + 2 + 0
- Will: 5 = 2 + 3 + 0
Attack Bonuses (BAB = 0, BAB + Ability Mod + Misc Mod):
Abilities:
From Race:
- Human: +2 Any Ability Score (WIS)
- Human: +1 Skill Rank Per Level
- Human: +1 Feat at Level 1 (Weapons Focus (Melee) )
From Theme:
- Themeless: +1 Class Skill (Piloting)
- Themeless: +1 Any Ability Score (WIS)
From Equipment:
- Vocal Modulator: +2 Disguise
- Industrial Backpack: +2 STR for Carry Capacity Calculations
- Infrared Sensors: Darkvision - 60 Feet
From Connection:
- Connection - Mindbreaker
- Power - Share Pain
- Spell - Mind Thrust 1
- Mind Thrust Does Not Count Towards Known Spell Limit
From Class:
From Spells:
- Disguise self: +10 Disguise
Feats and Proficiencies:
Proficiencies:[list]
- Light Armor
- Basic Melee Weapon
- Small Arms
Feats:
- Mobility
- Weapons Focus (Melee) +1 (or +2 if LVL - BAB >=3) to attack roll
Spells:
0 Level (Known: 4):[list]
- Daze
- Detect Magic
- Psychokinetic Hand
- Telekinetic Projectile
1st (Known: 2, Spells Per Day: 3):
- Disguise Self
- Reflecting Armor
- Mind Thrust
2nd (Known: 0, Spells Per Day: 1):
Equipment:
- 2x Baton, Operative
- Second Skin
- Vocal Modulator
- 2x Serum of Healing MK1
- Industrial Backpack
- Everyday Clothing
- 10x R2E
- Infrared Sensors
High level Backstory (Still To Be Tweaked and Ironed Out):
- Abducted at birth by Shirren/Kasatha Underground Research Group
- Raised/Brainwashed to be one-woman-army combat and recon slave
- Reached maximum mystic potential by age 9 and stopped aging
- Sold to pirates
- Kept in cage, neglected, malnourished
- Forced to plunder and demolish enemy pirate factions for over a decade
- Human sense of humility and conscience begin to override brainwashing
- Brainwashing nearly ends, an epic battle of Nu's betrayal happens during big heist
- Battle ends with Nu using all of her mystic power and knowledge in a single burst of telekinetic energy, killing nearly all of the crew on a ship in the pirate fleet
- Barely survive the battle, escape on stole starship, blackout on an unknown planet
- Days later, <Insert Companion's Name> finds Nu severely dehydrated, malnourished, and nearly dead
- In a single breath, Nu mutters "Hide me", and blacks out again
- Due to Nu's disguising abilities, nearly no one has ever seen her true appearance
- <Insert Companion's Name> nurtures Nu back to health
- Nu awakes with no memory of who she is, what she's done, or what powers lie inside her. She has a tattoo of "Nu" on the nape of her neck
- Feelings of confusion, fear, despair, mistrust, and resentment of others' contentment stir inside Nu
- <Insert Companion's Name>'s presence and protectiveness of Nu is the only thing that provides comfort to Nu
- Remnents of beliefs and abilities from her past life as a pirate lie dormant inside her, waiting to be awoken
- Nu follows and is protected by <insert companion's name> as she begins to secretly rediscover the mystic abilities within her
- *Begin Campaign*
Not a waste of space at all. I just need to decide if I want to change the back story to match the outlaw theme, which I think would require the DM or another companion to somehow force her to pilot since she probably wouldn't have the self confidence.
Man, I've spent over a week trying to build this character. LOL I keep thinking, just call it "good enough" and lock it in already. Then I read the posts on this thread and just have to continue tweaking to get maximum enjoyment. hahahaha
Thanks again,
Durstie

I actually wrestled with my myself about choosing a theme vs. being themeless and sleight of hand vs piloting.
My main thought for themeless was, she does not know who she is and believes that she is a child. She does not realize that she is actually in her mid to late 20s, and lacks that life experience required to fall into a theme. She would not really have any direction or purpose in life, as she has no background or inherited ideologies. This to me seemed to require too much suspension of disbelief in order to rationalize the desire for the bonuses to make the character more effective.
I really didn't want to take themeless because I thought the benefits were lackluster compared to themes, but I really couldn't convince myself that she would actually have a theme that she would base her life around.
As for sleight of hand vs piloting:
I was thinking sleight of hand because it matches up with her survival instincts as someone who is discovering themselves in a world that they do not understand and are afraid of, plus her Chaotic Neutral nature. I need to eat, <companion> isn't around, that fruit stand has thousands of Apples. One missing apple will not hurt.
I was thinking piloting to give myself a purpose in starship combat, and would play it off as a "muscle memory" type skill from her days as a pirate before her loss of self.
I think both points play well within her character. Perhaps I will switch to piloting to give my character purpose during starship battles plus strengthen the idea of her past experiences and knowledge unlocking itselfes as she levels up.
Thoughts?
After reading the feats again, I think Weapons Focus (Melee) would be better in either situation for me wouldn't it (I have no intentions yet of messing with small arms since I have spells)?
It gives +1 as a base (does it stack to +2 if doing a full attack? I'm still figuring out combat) and does +2 instead if your BAB is 3 less than your character level.
For a Mystic, the +2 would kick in at level 10. By level 10 the additional +1 probably wouldn't make as much of a difference, but.. you know.... min/max and all that stuff.
I'll research this a bit more after work, but I think I may change to Weapon Focus (Melee) since I get the benefit every melee attack even if I don't full attack.

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Ok, I strayed quite a bit from the original X-23 idea. I started with the idea of X-23's background and history, tweaked it a little bit to be more focus around mystic instead of mutant, and altered some details to make it fit into a space themed scenario. I didn't directly copy/paste the ideas above, but I did use them as guidance.
I did rely heavily on the "Equipment" sections of the above posts since I wan't really sure how useful some of the items actually would be.
Don't shred me too bad, it's my first real go at this. ;)
Please provide some feedback on what I could tweak to make this build more enjoyable for me and the others I'm playing with. Of the five people I'm playing with, I've not discussed with any of them yet about one them being my "protector" and only trusted friend; but I've cleared the idea with the GM and he thinks it's good side-plot idea.
Nu the chaotic neutral human mystic. Themeless, agnostic believer of <philosophy>.
Female. Appears to be between ages 8 and 10. Long un-kept hair. Slender malnourished figure.
Eyes filled with innocence and despair.
Blends in well with her surrounds and makes no apparent effort to stand out.
Very quiet. Seems to only communicate effectively with <companion>
Ability Scores:
- STR: 10
- DEX: 14
- CON: 11
- INT: 12
- WIS: 16
- CHA: 10
Skills (Rank + Class Bonus + Ability Mod + MISC):
Skill Rank Per Level: 8
- Bluff: 4 = 1 + 3 + 0 + 0
- Disguise: 16 = 1 + 3 + 0 + 12
- Intimidate: 4 = 1 + 3 + 0 + 0
- Mysticism: 7 = 1 + 3 + 3 + 0
- Perception: 7 = 1 + 3 + 3 + 0
- Sense Motive: 7 = 1 + 3 + 3 + 0
- Sleight Of Hand: 6 = 1 + 3 + 2 + 0
- Survival: 7 = 1 + 3 + 3 + 0
Abilities:
From Race:
- Human: +2 Any Ability Score (WIS)
- Human: +1 Skill Rank Per Level
- Human: +1 Feat at Level 1 (Multi-Weapon Fighting)
From Theme:
- Themeless: +1 Class Skill (Sleight Of Hand)
- Themeless: +1 Any Ability Score (WIS)
From Equipment:
- Vocal Modulator: +2 Disguise
- Industrial Backpack: +2 STR for Carry Capacity Calculations
- Infrared Sensors: Darvision - 60 Feet
From Connection:
- Connection - Mindbreaker
- Power - Share Pain
- Spell - Mind Thrust 1
- Mind Thrust Does Not Count Towards Known Spell Limit
From Class:
From Spells:
- Disguise self: +10 Disguise
Feats and Proficiencies:
Proficiencies:
- Light Armor
- Basic Melee Weapon
- Small Arms
Feats:
- Mobility
- Multi-Weapon Fighting
Spells:
0 Level (Known: 4):
- Daze
- Detect Magic
- Psychokinetic Hand
- Telekenetic Projectile
1st (Known: 2, Spells Per Day: 3):
- Disguise Self
- Reflecting Armor
- Mind Thrust
2nd (Known: 0, Spells Per Day: 1):
Equipment:
- 2x Baton, Operative
- Second Skin
- Vocal Modulator
- 2x Serum of Healing MK1
- Industrial Backpack
- Everyday Clothing
- 10x R2E
- Infrared Sensors
Highlevel Backstory (Still To Be Tweaked and Ironed Out):
- Abducted at birth by Shirren/Kasatha Underground Research Group
- Raised/Brainwashed to be one-woman-army combat and recon slave
- Reached maximum mystic potential by age 9 and stopped aging
- Sold to pirates
- Kept in cage, neglected, malnourished
- Forced to plunder and demolish enemy pirate factions for over a decade
- Human sense of humility and conscience begin to override brainwashing
- Brainwshing nearly ends, an epic battle of Nu's betrayal happens durring big heist
- Battle ends with Nu using all of her mystic power and knowledge in a single burst of telekenetic energy, killing nearly all of the crew on a ship in the pirate fleet
- Barely survive the battle, escape on stole starship, blackout on an unknown planet
- Days later, <Insert Companion's Name> finds Nu severely dehydrated, malnourished, and nearly dead
- In a single breath, Nu mutters "Hide me", and blacks out again
- Due to Nu's disguising abilities, nearly no one has ever seen her true appearance
- <Insert Companion's Name> nurtures Nu back to health
- Nu awakes with no memory of who she is, what she's done, or what powers lie inside her. She has a tattoo of "Nu" on the nape of her neck
- Feelings of confusion, fear, despair, mistrust, and resentment of others' contentment stir inside Nu
- <Insert Companion's Name>'s presence and protectiveness of Nu is the only thing that provides comfort to Nu
- Nu follows and is protected by <insert companion's name> as she begins to secretly rediscover the mystic abilities within her
- *Begin Campaign*
I think I have my first version of my char done. Just need to polish background and home world. I'll post in the morning after I get some sleep.
Why from Eox? The inhabitants of Eox are undead Lych. Is there a listing of home worlds? I'm having trouble finding home worlds in the PDF on my phone.
How are you coming up with disguise (0) +12?
I rolled a 9 on Char. So, 1 from rank, 3 from class skill, -1 from ability mod (0 in your case) puts me at 3 for disguise. Am I missing something?
Good point, my 8 year old daughter is as tall as my wife almost.
I'm starting to formulate a good story to my character, I'll share my build one I figure out what I'm doing.
Would her size be small or still medium? I'm imagining a 13 or 14 year old female human.
To be honest, if my cousin is not sure enough, all of these ideas might turn into me choosing a pre-made build. :(
I can't wait to have some game time under our belts so we can be a little more free to try new things.
My God, the ideas just keep coming. Lol
I still need to talk with my GM to see how much he can accommodate, remember he's still new too and might not be prepared to fit this in to the adventure.
Well, this single thread answered more questions for me in under 24 hours than an entire week of researching did. Thanks all who replied. I still have a lot of research to do based on the suggestions in this thread, but I feel I'm pointed in a better direction now. I may have more questions in the future, but I'll hold off until I can do some more research.
Thanks,
Durstie
Reminder: I'm new, sorry if this question seems "dumb"
Would it be appropriate to ask the GM and one other companion (my character's only friend) to keep my character's build a secret until the first couple encounters reveal my powers? You know, to add to the mystery of my character's nature.
I'm really liking all of these ideas. Now I'm more confused than when I started because they all sound awesome. Lol
I'm not opposed to using weapons once I get beyond level 1 or 2, which would play into the growth of my character's mental maturity and growth.
I'm also not opposed to magic either, that reminds me of kid Gohan before all the super sayan evolutions.
The Darts Vader psychic powers theme sounds cool. Like I could incapacitate the enemies while friends destroy them. So much to think about.
" It tries to stay out of combat but when it is in danger maybe it loses control"
This comment nails exactly what I'm going for. The only reason I had the physical/melee combat on the brain was because I recently watched Logan the movie and Laura reminded me of the type of character I wanted to play.
I'm working now, but will more thoroughly read your recommendations shortly.
Thank you again,
Durstie

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I'm new to table top RPGs. I apologize if my terminology and lack of experience is showing, but I really want to get into it and have a good time with friends and family. My cousin is relatively new, but has some Giant Slayer experience. He's purchased the SF core rule book and an adventure pack, not sure which one. He says that the adventure pack he got is designed around 4 PCs, and no specific balance is needed. So, all 4 PCs can build whatever they want to "probably" still enjoy the adventure/campaign. He will be the GM of the adventure.
I'm not really "into" the RP part of RPG, but I do really enjoy hanging with friends, hearing/enacting a good story, character progression, etc. Because of this, I want to build a timid/reluctant child PC who is quiet and reserved yet ferocious and uncontrollable when forced into combat. A character who doesn't talk much, if at all, and has to sort of be coaxed or convinced of their skills to participate. From combat perspective, my character will be very reluctant to join combat unless they feel either their companions or themselves will be severely harmed or die. I was hoping for someone who stays far out of battle, relies only on unarmed or improvised weapons, but can do extreme amounts of damage on initially charging into combat but kind of fizzles after a round or two.
By unarmed or improvised weapons I mean fists, pipe laying around, rock on the floor, etc. and eventually light weapons like small swords, daggers, enchanted glove, etc.
My intention on doing this is because I figure it will give me (a new player) a chance to "tag along" in the game without slowing the game progress down while I learn. Also, I figured an Android who looks like a child and has the mentality of a child would help make the character's personality more palatable while making the combat aspect of the character acceptable (yet a mystery to those who believe she is a human child).
So, finally, my questions are:
1. Is this character feasible based on the mechanics of how the game plays, how characters are built, skills, feats, etc.?
2. If a character like this is feasible, would it be an enjoyable character for those I'm playing with?
3. What kind of builds would be recommended to achieve this type of character?
I've done some of my own research and couldn't find much, and I've read through the SF CRB and have some thoughts of my own but really want some guidance.
Any help would be VERY appreciated.
Thank you,
Durstie
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