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Hello everyone!
After a long break, I'm back to the drawing board for my next campaign.
I'm looking for ideas on which kinds of settings could work for a dungeon crawling campaign.

So far we have tried the following settings:
- Classic dungeon: one main entrance, filled with traps and monsters, and a large treasure hidden deep inside.
- Large cave network: no exits, natural dangers and monsters, mapping it was their motive to explore, and allowed for some social encounters with other races who had built tribes and encampments in that same cave network.
- [Starfinder] Damaged space station: they spawned outside of it, found a breach and got inside to find themselves in what was an orbiting prison. Automated defences and escaped prisoners were the main enemy, and finding a way to get out of there alive (by restoring the escape pods and landing on the nearby planet) was their main objective.

All of those worked just fine, and they had a blast playing it (even tho they all died in the cave one due to some poor choices).
They thrive in confined environment, where exploration is a big part of the game and resources are somewhat limited (can't just go back to town and buy more).
So here I am, looking for ideas on which other settings could work for this kind of campaign.

At first I thought at some kind of maze, but that would be frustrating after a while. Another thing I considered is the inside of a humongous creature, most likely a dead one; it would be fun to adapt monsters and dangers based on which part of the body they are in...

What do you think? Any cool ideas?


Hellooooooooooo! :)
I will soon take part to a campaign set in an old west setting. I'm looking for ideas and suggestions on interesting characters and builds.
We can use any class, as long as we give it a 'cowboy'-flavour. Also we are all required to be able to use advanced firearms. I don't want a full gunslinger build.
I'm not very familiar with the Wild West, other than Indians and cowboys. What other kind of characters would make sense as adventures?


Hello!
As a master I'm always looking for new complex NPCs to introduce in my campaign. While I like making them up myself, it takes a lot of time to properly make a character that feels real (not just the random merchant with no name).

While game like Pathfinder offer a lot of pre-generated complex NPCs, Starfinder doesn't have that yet. You have some tools to help you build them, but you can't just grab one at the ready.

So this is what I thought: wouldn't it be nice if we made a thread where everyone contributes by making some NPCs?

Anything works, even home-brew abilities or races (as long as you write it's HB).

If you guys are interested, let me know and we'll start making them up! Or be the first to post one :)


I have an idea and I need your help to develop it further.

I want to build a campaign where my players are the heroes who fight FOR the undead scourge, instead of against it. They will begin in a part of the world where undead are common, and fight against people and creatures that want to get rid of it.

So far nothing new, right? Here's the twist.
My undead will not be the monsters that kill anything in sight and have no feelings. I want them to be real people, blessed by the scourge that is giving them a second chance at life.

Imagine a family that lost their kid. Now imagine that kid being brought back through necromancy. He'll look a little different, but he's still their kid. They will still love him, and he will still love them.
To these people, undead are family members, neighbours, friends.

In other words, I want to make Undead feel more human, while still being controversial.

To make things more interesting, and give their enemies a stronger reason to fight them, undead will have a downside: they are brought into the world through negative energy, and that energy slowly fades from them, affecting what's around them.
Plants will slowly wither, animals might develop diseases, and people's mood and health will be affected. To keep the undead "alive", they will need to replenish this energy inside them through religious rituals, which brings more negative energy in the world.

That is the real reason some people are fighting it. It's not about them being "unnatural", it's about the negative energy being poured into the world to keep them.

Assuming bringing someone back is not something everyone can afford, and since I don't want only rich undead, I'm thinking it could work sort of like a lottery. People prey at the temple and leave offers to the gods, in exchange sometimes one of their wishes is granted and a loved one is brought back as an undead.

A few issues I'm having are the following:
- How to deal with unintelligent undead. How are they considered by the population? They still used to be their families...
- How common should being raised as undead be? What percentage of the population should be undead?
- What would make a good enemy? A secret cult kept alive in abandoned churches or cellars, that fights them guerrilla-style? An entire different nation that sends crusades against them? An alliance between life-oriented creatures? Or what else?
- Is necromancy good for bringing them back to their loved ones, or is it evil for bringing in more negative energy that will (in time) cause more harm to the world than good?

Any suggestion?


Hello! Here's a little game to do together.
Our goal will be creating a massive dungeon, with each user's reply being the description of a single room and what's inside it.
I'll begin describing the first room. The user after me will describe one of the rooms connected to it, and so on.

To make things easier, I ask everyone to follow this simple template:

Room # - Name:
- Room Size (grid squares [top to bottom] x [left to right], or more specific if not rectangular shaped)
- Room description (doors, secret passages, columns, obstacles/forniture etc...)
- Hazards (monsters, traps, dangerous effects)
- Treasures (generic or specific, up to you)
- Other info (anything you'd like to add)

Every door is named as Door_Room#Letter to distinguish them. This way it's easier to understand the next user which door crossed and described. Same goes with traps or other items that can be affect other rooms.

At the end write what's left to describe for the next users. I'd suggest taking the spot with a short message saying which door you plan to do, and then edit the message with the full description to avoid multiple people describing the same room.

I'll start:
The adventures find themselves in front of the dungeon. In front of them, a huge round door has been blast open from the outside, allowing them to easily get through.

Room 1 - Entrance:
- 8x6
- The room is lit by a beam of sunlight coming through the broken door. No other light source is visible inside. At the center of the room, a Large (2x2) bronze statue representing a hand holding a globe grabs the attention of whoever comes inside. At a closer look, the globe shows geographical landmarks drawn on it, as a planet would. Two closed metal doors (Door_1A and Door_1B) are visible on the east wall, each sized for a Medium creature. On the opposite side of the room, on the west wall, a larger door (Door_1C) has been welded shut.
- The room is safe. A silent alarm (Trap_1A), made with an optical sensor hidden in the ruined door, is triggered when they first step into the dungeon.
- The room holds no loot, other than scrap metal from the door.
- If the players check the floor by the entrance, they notices what's left of whatever used to be written on the floor: "WEL E T EN FAC TY". The writing must have been ruined either by time or by the door's explosion.

Room Map:

XXXXXX
DXXXXX
XXXXXX
XXSSXD
XXSSXD
XXXXXX
DXXXXX
XXEEXX

D = Door
E = Entrance
S = Statue
Undescribed rooms: Door_1A, Door_1B, Door_1C
Unused tools: Trap_1A


1 person marked this as a favorite.

Hello!
I'd like to know if any of you did something similar, having the players as the monsters.

I'm thinking about starting a new campaign, with a little twist: I'd like my heroes to be a group of undead awakened from their hibernating status.

The idea behind it is something of the sort: a group of adventures (NPCs) goes into some ruins and while exploring it awakens an ancient evil being (lich, demon, or whatever). With him, his loyal generals get awakened too (my players), who will instantly have to fight the adventurers.

Once the fight is resolved, they find themselves in a place they don't recognise. They will eventually figure out their corpses were moved from their original fortress, and are now in a long abandoned dungeon.

Given the long "stasis", their boss (the demon or whatevs) doesn't have all its power yet, so it's up to them to help him regain his power and try to keep his return a secret as long as they can (to avoid an army to march there immediately to wipe them out again. They could also try to improve their current lair if they wish.

So while their boss will take the role of "main quest giver", I'm having some issues finding actual quests that would make sense.

A few ideas for quests I had are:
- Finding a way to gain allies within other monster races. Could be done by diplomacy (maybe with a side quest), or by brute force.
- Clearing an area of their lair from mindless monsters (e.g. oozes), or from unintelligent monsters (that could maybe be tamed if they try)
- Stealing supplies (weapons, tools, building materials) from nearby villages, without getting caught. Even better if they plant evidence to point to someone else.

The idea is to spend the first part of the campaign to reinforce their base and raise an army, in order to then unleash chaos on the land once they are strong enough to fight the kingdom's guards. Realistically, if a weakened demon would attack a few villages, the king would send an army of paladins to death with him before he gets too powerful.

So what would you have them do? Given their status, they will probably start around lvl 5 or higher.


Me and my party are in a quite sweet position where we can make a list of "demands" to the king of the city.
Putting it simply, we are the best chance they have to save the city, and probably the kingdom, from annihilation. Before the mission begins, we are writing down a list of things we want in exchange for our help.

So far we have:
- A new national holiday named after us, to celebrate our future achievements.
- A large manor, just outside the capital, to call home.
- Unrestricted access to all knowledge places, such as arcane academies or libraries.
- A monthly payment (nothing gamebreakinig) to sustain our basic expenses.
- Becoming nobles, with a title high enough to be more important than most other nobles (except for the crown's family).
- A bunch of gold to spend immediately, and access to special shops and discounts.

PS. We already tried to get the crown for ourselves, but that's not going to happen.

I was thinking of adding some kind of exotic pet / mount, but I have no clue what would be good to ask for (dragons are too much of a cliche)

What would you ask for?


Hello.
I'm having a hard time understanding the rules about death. This is what happened.
My character was hit when down to 1 HP and 0 SP. The hit was for a total of 19 damage.

I have "Enhanced Resistance Kinetic" feat, meaning I have a DR equal to my BAB which is currently 5. That brings the damage down to 14 points, which leaves me with a negative score of -13.

I know they removed the "equal to negative CON" thing to know if you instantly die. But I can't find how it works now. All I find tells me when I reach 0 HP, not what happens if I have plenty of negative points. My RP score is 7.

So, am I dead? Do I subtract those 7 RP from the damage I took? Can you still die instantly from a hit strong enough?

If I'm not dead, what happens now? If I got it right, I spend half my RP to stabilise, and then 1 more RP to "wake up" (with 1 HP).

Thanks for the help


Hi. I'm looking for SciFi tokens to use on our Roll20 campaign, especially for Starfinder creatures such as those we find in the Alien Codex. Does anyone know where to find some good ones? What do you use on your games?

To be more specific, I'm looking for Nuar, Skittermander, Vesk, and Kasatha. But at this point any token would help, since the DM will for sure need some as enemies and NPCs.

Free tokens would be better, but at this point we are considering buying some if we see something interesting enough.

I wish we were talented enough to draw our own tokens, but we are not...

PS. With "Tokens" I'm not talking about the circular ones with the portraits inside. Those are easy to make. I'm looking for top-view ones, such as Devin's (for example).


Hi,
I noticed something interesting while reading into powered armor:

Quote:
... The cockpit of powered armor is too small to fit a person wearing heavy armor. If you're wearing light armor while in powered armor, you gain the higher of the EAC bonuses and the higher of the KAC bonuses between the two suits of armor, and you take the worse maximum Dexterity bonus and armor check penalty. ...

It doesn't say anything about upgrades. So let's make an example.

I get a "Battle Harness" powered armor (1 slot) with the "Exit Pod" upgrade. While in that armor, I'm also wearing a Estex Suit I (2 slots) with "Infrared Sensors" and "Electrostatic Field mk 1".

Do I get all three bonuses? Do I only get "Exit Pod"? Or do I get both "Exit Pod" and "Infrared Sensors", while only getting the resistance bonus from "Electrostatic Field mk1" (not getting the 1d6 Electricity damage if someone touches or attacks me with melee weapons, since they don't technically get in contact with it)?

I think it's safe to assume that some upgrades wouldn't work on the light armor if I'm also using the powered one, such as Jetpack or Jump Jets for example.


Hello.
I'm trying to build a Skittermander Envoy (Idol) for a new campaign, and I need your help. I have only 1 short experience in Starfinder so far, so I can use all the tips you got.

The character is going to be level 5, with 12.000 credits to spend on Tier 6 (or lower) items.

My stats have been rolled, and I've added all racial, theme and adjustment bonuses, ending up with the following:

STR 8
DEX 17
CON 12
INT 18
WIS 10
CHA 19

That gives me great social skills (and play of others) and allows me to be good at ranged combat too.

I'm thinking Dispiriting Taunt, Inspiring Boost and Quick Dispiriting Taunt as Envoy Improvisations. Skill Expertise will be on Bluff and a skill TBD. As for the Expertise Talent, I'm thinking Convincing Liar.

What I really need your help with is feats and equipment.

My first thought was to get quick draw, but I'm not sure if it works with all 6 arms at once. And even if it did, here comes my big question: is there a way to shoot with more than 2 weapons at once (at my lvl)? It would be super cool to shoot 6 guns at once, even with the penalties associated with the usual TWF (-4) or even more. It wouldn't be a ever-round-action, just a cool thing to do every once in a while. All I could find is Fusillade, which is great but expensive as hell (1 entire mag * 6 = a lot of money every time I use it)

Even if I took those two, which I'm not sure about, it leaves me another feat.

As for equip, I'm really undecided. What kind of weapon (small arms) is more effective in your opinion? Should I go with all equal weapons (easy to deal with and to find ammos), or should all weapons deal a different kind of damage?
Other than armor and weapons, which items you found the most useful?

Thanks for the help


Hello!
I'm trying to build a working character out of the concept of an actor, one of those travelling with other entertainers from town to town. As any great performer, he will look for trouble and will always pick a risky great gesture over a safer but boring approach.

But first things first: the "rules".
I want to make an 8th level character, and study its build up to level 16 (or even 20, but I doubt I'll get that far). He will begin with a 20 point buy, and fewer golds than the standard amount (around 20k). Paizo only.

A few important things he will have to do:
- Be great at fooling people (lie, disguise, forge documents and such)
- Be able to charm people, either with words or spells
- Be able to attack without being too obvious, possibly during a performance (thinking throwing poisoned darts or something similar; also thinking sword cane would be great). An alternative would be taking some weapon with the perform special ability, which would also be great.

The role of this character in combat will be marginal; he will have healing spells and wands, some buffs and some ways to control or incapacitate enemies. He will be at the center of attention not thanks to huge damage with his sword or enormous fireballs raining all over, but because of the role-play behind each of his actions.

Races:
I know the Human is always a great option, due to his free feat. But they are also boring as hell.
Here's a few classes I'm thinking could work:

- Tiefling varian Rakshasa-Spawn (Beastbrood): stats are great (+2 DEX +2 CHA, -2 WIS), disguise and sense motive bonuses come in handy, and detect thoughts as a spell like ability is not bad. Also, I could get prehensile tail, which is awesome.

- Drow: again great stats (+2 DEX, +2 CHA, -2 CON), poison use can really help (I'm thinking throwing poisonous darts while performing, or stabbing someone while dancing), and some other nice things.

- Aasimar variant Peri-Blooded (Emberkin): perfect stats (+2 CHA +2 INT), could get Truespeaker which is a nice alternate trait and pyrotechnics is not bad for performing. Not really sure about it.

Based on which class I take, the Point Buy would change. My objective is to have high CHA and INT. STR will be my main dump stat.
Assuming I'll take Drow or Tiefling, I'll have a +2 DEX +2 CHA, and putting a 12 on either CON or WIS to counter the -2, I'll end up with this: STR: 7 DEX: 14 CON: 10 INT: 16 WIS: 10 CHA: 18. At this point I can either add 2 points (from lvl 4 and 8) to CHA, going to a full 20, or to INT, for a nice 18 (since skills will be my most important contribution to the party). What do you think?

Classes:

- Bard is a must, of course. I've been looking at archetypes, but i'm not truly satisfied by what I could find. The Busker is the only one that got my attention, because stunts would let me go one step further in my performances, and fit the idea of the dare chaser. Street performer is not really worth it mechanically, and daredevil sounds nice but I would lose my inspire courage, which is something I'd prefer to keep as a backup.

- Investigator is interesting, being able to take both the Infiltrator and Sleuth archetypes. I would lose alchemy (not interested), poison stuff (which is a shame, but I can still use poisons), and I would gain great advantages on disguise and a luck pool for some cool dares. I'm not really interested in the studied strikes and such, so I could do with just 2 levels in investigator; i could get a third just to get a talent (Underworld inspiration would help, just like some rogue talents)

- Swashbuckler: I believe he really fits the concept, but I'm not sure it's a great idea mechanically. First, it would add to the luck pool, which is nice. As for archetypes, the Inspired Blade would give me a ton of Panache, but that's pretty much it... I'm not sure about it, and it would probably only fit one level to gain the first deeds (3 levels would be better, but I would be too much behind on bard).

Feats:
At the beginning, assuming I'm not taking human, I have 4 feats. I am considering taking an exotic weapon proficiency, but I'm not sure if it's worth it. I COULD get heirloom weapon as a trait, to go around the proficiency, but it's really risky; i've lost my heirloom weapon in the past, and it SUCKS.

Skill focus is always an option, and I would have plenty of skill to choose from. Extra performance can be an option.

I'm not an expert on "strange" feats, so I ask for your help finding feats that let me do stuff that I can't do now, not just empower what I already have.

Traits:
I have no clue yet. There are plenty good ones, and I guess I'll probably use them to fix some small issues after the rest of the build is done.

Magic Items and Equipment
Sleeves of many garments are cheap and awesome. Hat of disguise is another kinda cheap item I can easily get my hands on.
After that, I'm lost. Which way should I go? Spending money on magic weapons seems silly, but if I take an exotic weapon then I doubt I'll ever find one to replace it with. Magic armour? maybe, but I'd rather spend the money to get a +2 on a stat...
Bag of holdings is something I will truly need; i'll have to keep items to change my appearance, and with my great 7 in STR, I can't live without one.
Other good items?

I'd like to have your input, and hear what you think would be good to get and what I should definitely forget about. I can't promise I will, but I'd like to hear your opinion.

I will try to make a more in depth build (up to level 16), only after I have a solid base at level 8.

Thanks in advance for the tips!


Hello! I need your advice on the following topic.
A friend of mine is building a Paladin (Oathbound, charity); as usual, he's going Lawful Good, but we would like to find a way to make it less "annoying" for the party.

In other words, we are looking for ideas on how to justify actions (both made by him or the party members in his presence) that usually fall under the Neutral or even Chaotic spectrum (No evil acts).

Since the Lawful aspect of an alignment is quite open to interpretation (a lot more than Good), it's not impossible to "cheat" your way out of it, without actually changing alignment.

So which ways would you use to "transform" non-lawful acts (such as non-violent crimes) into lawful (good) ones?
Would you write a "code of conduct" yourself, instead of simply abiding the law of the land (or a specific order's code), and if so which points would you add to it?
How would you convince the paladin that what you did doesn't go against his code?

Any tip is appreciated!


Hello!
I was looking into race creation, and noticed you can build a character with up to 4 arms. That's better than the alchemist discovery, because you can actually use it to gain multiple attacks from my understanding.

So I began wondering, which classes and builds would benefit the most by having multiple arms?


I'm back and I need some serious help!

With a friend of mine we would like to build a character (technically two characters) that resembles Cho'Gall from the Warcraft universe. (We thought about it while playing HotS).

The character will be played by both of us at the same time, meaning it's technically two character that share one body.
For future reference, I'll call the melee build "FIST" and the caster build "MIND".

At first we thought that FIST should control the body, while MIND being kinda like a passenger, able only to control his own head.
That would mean:
- 1 HP pool, from FIST
- FIST's Fortitude and Reflex saves
- Will saves would be different for each head. Touch spells would hit FIST for sure, but plenty other spells would hit either both, or one of them at random (coin toss)
- AC from FIST
- MIND would be unable to move any part of the body, other than his own head, meaning spells with Somatic or Material components would be unusable (or would require help from FIST at least; even in that case, Somatic would be an issue due to the high spell failure from FIST armor)
- We have no idea how to manage ability scores. If we keep them separated, FIST would need all 3 physical plus WIS at least for his will saves. While MIND could heavily dump STR, CON and even DEX if he doesn't care too much about Init (being unable to do any other DEX-related activity), which would allow him to get score too high with a point buy system.

Another option would be to have:
- Shared HP pool, FIST+MIND (which would mean having high HP)
- Fortitude for FIST only, Reflex and Will for each (think about Gall's "Nudge" from HotS, allowing him to slightly move Cho to avoid something)
- One shared ability score pool, with a little bump on their points (eg. if the other players have 20 point buy, giving them maybe 30 points could be fair; in the end, they would have to boost both physical and mental stats)

We also thought about actually building two separate character that stick on the same square (like a swarm or something), but it would make MIND way too vulnerable to go in melee with his own body (imagine a wizard or another caster go in melee all the time)

Those are just some ideas, I would like to hear from you how you would fix it.

Another major problem is concentration: if they have one body, MIND would cause AoO every time he casts a spell, or he would have to constantly cast defensively. An alternative would be to never cause AoO while casting, since technically FIST is controlling 90% of the body... but that would be OP too...

One more thing: skill points. If we keep them as two different character, MIND could completely avoid any movement-related skill, including stuff that only requires the use of your hands.
If we add ranks from both to a single dice roll, it would be good sometimes and bad others:
- Rolling 1d20+5 for each head to Perception is (IMHO) better than a single 1d20+10, since a single success is enough to spot/hear the danger.
- Rolling 1d20+5 for each head to Climb is worse than a single 1d20+10, since you would need both of them to succeed to climb.

Also, as for the Climb example, it would make NO SENSE to have MIND roll it...

I think I wrote enough already, I want to hear your opinions and how you would house rule to make it balanced, so that it isn't too OP compared to a single party member, but neither much worse than having two separate character.

Remember, it's supposed to be played by TWO PEOPLE. Any advice is welcome!


I want to play a character focused on building constructs. From what I've seen, the Wizard is pretty much the only class that really works with it.

I will have to play a dwarf, which is not ideal, so I can't get access to bonus feat and skills granted by human race.

1. Given that I have to spend my 3rd level feat for "Craft Wondrous items", my 5th level feat for "Craft Magical Arms and Armors" and my wizard bonus feat at fifth level for "Craft Construct", all I can pick is my first level feat. Any suggestion?

2. I'm thinking about the Arcane Bomber archetype. I'm a bit worried tho for two reasons:
- the familiar can help with crafting, which is great
- I have to pick 4 opposition schools, which sucks since I'll need spells from different schools to craft.
Is it worth it? Also it's unclear to me if the bomb gets stronger with levels or not.

3. There are plenty of great constructs, but not many affordable ones at lower levels (5-7). Which ones do you prefer?

any other tip is appreciated


Hello. Since my last build idea has been completely destroyed by the DM, I've decided to got with the Artificer. I already cleared it out with him, it's ok for me to play that class even if it's not perfectly balanced, and he will do some changes to prevent me from abusing some of its powers.

Said so, this is what I have so far, and I'd like your input on how to improve it.

THE CONCEPT:
Eyjafjallajökull (yes, that's his name) is an older Dwarf who spent his entire life in the Dwarven Empire, where he used to craft anything from common tools to constructs in his shop.
When one of his relatives (yet to decide exactly if it's a brother or what) left the empire to go adventuring, he decided to join him to look after him.
He knows a lot about weapons and such, but he has never actually been in combat, so he relies mostly on his crafting abilities to make up for his lack of combat expertise. That means mostly two things: first, creating constructs that will help and defend them; second, creating weird weapons able to do extraordinary things (the weird science inventions).

Spending all that time alone in his shop, playing with AI and magic, made him quite insane. He completely lacks social skills, and his moral compass is broken. He doesn't think much about consequences or ethics, he just thinks how cool it would be to make this and that.

THE STATS:
He's a Dwarf, meaning he has a +2 on CON and WIS, and a -2 on CHA. I had 20 points to work with, so this is what I came up with:

STR: 14 DEX: 16 CON: 12 INT: 17 WIS: 9 CHA: 5

First things first:
INT 17: with the level 4 boost I get to 18. Perfect for my crafting skills.
DEX 16: my low reflex save is not a problem anymore, INIT is always lovely and it makes sense for a tinkerer to be dextrous with his hands. Also I will most likely use ranged weapons.
CON 12: More than enough to get a few more HP, and it's always nice to boost a TS, even if FORT was already pretty nice. It makes sense having a higher FORT, since an inventor probably had plenty of stuff exploding in his face or zapping him with electricity.
WIS and CHA: I know they are low, but it's mostly a RP thing. Wanting to play a "crazy scientist" it makes perfect sense to have negative WIS, and I already have high WILL saves anyway. I don't need CHA, and again is great for RP since the anti-social thingy. For those worried about Use magic devices, I have it covered: "Pragmatic Activator" is a trait that lets me use int instead of cha for that.
STR 14: I know, there is no reason for this. But the alternative was to boost CON more, which I don't need, or to get higher CHA or WIS, which I don't want. A 12 in STR would make sense anyway, I'm kind of a blacksmith after all, making weapons, armours and constructs... A 14 isn't really needed, but it allowed me to carry a lot of stuff, and if I ever get in a fight I have a better chance to hit anyway.

FEATS:
1st lvl: -no clue-
3rd lvl: -no clue-
5th lvl: Craft Construct

TRAITS:
1st: Pragmatic Activator: use INT instead of CHA for Use Magic Device [MAGIC]
2nd: -no clue-
3rd: -no clue-

DRAWBACKS:
1st: Paranoid. I fear there is always someone trying to steal my research!

I still have to think about equip and magic items. Any suggestion, especially on the feats and traits?


Hey y'all! I really need your help, because I have no clue what to do.

1. I have a 5th level character to build, with 20 points.
2. I'm going to be a Dwarf, and that's not up to discussion.
3. I'm open to suggestion about the class, but 3PP is not allowed.
4. It has to rely on technology instead of magic.
5. I have 3 traits
6. I have the standard 10,500 gp starting wealth
7. No modern firearms

Those are the "rules" for the build. I'm looking into cyber tech, but I'm not sure if they are allowed. I'll ask the DM tomorrow.

Let's hear both possibilities:
A. What would you build if cyber tech was allowed? Which ones do you think work best? (I think there is a fighter archetype that revolves around it)
B. What if cybertech were not allowed? I was thinking something with a robot-companion, but I'm not sure such thing exists.

Also, which generic items do you think would work well on a character that knows technology?
All I could come up with were fireworks and eventually bombs, maybe some alchemical thingy (but I don't want to play an alchemist)

Please please please guide me!


Sup guys! I really need some help with building my character. I'm new to the game, only played a couple of short games before. Now I have to create a new character for the campaign we are going to start in a few days. A friend suggested me to seek help here ^^
I think I want a druid; I want to use the animal form and have a fluffy bear or something as a companion.
We are starting at 5th level, with 20 points for ability scores, and I think 10.000 gold pieces for shopping <3<3<3
So how do I make my druid effective when I'm an animal? I don't want to be the party healer, i want to maul those goblins! >:)