The Green Faith

Pagan priest's page

Organized Play Member. 222 posts. No reviews. No lists. 1 wishlist. 14 Organized Play characters.



6 people marked this as a favorite.
TheTownsend wrote:
I would like to be a Contemplative Barbarian.

To better contemplate the mathematics of using a maul versus a great pick?


1 person marked this as a favorite.
Alex Speidel wrote:
Cover and map list updated.

By any chance has the map for this been made into a Flip-Mat in the years since this came out?


5 people marked this as a favorite.

May his memory be a blessing.


1 person marked this as a favorite.

Having just played through Mischief in the Maze (again), I am looking forward to this Quest.


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Flambe wrote:
It is now the time of Torrentmoot where we air grievances and perform feats of strength!

Who has the aluminum pole?


3 people marked this as a favorite.
Mika Hawkins wrote:
Announced for August 2024! Product image and description are NOT final and may be subject to change.

Thank you for including images.


3 people marked this as a favorite.

Could we please get to see previews for the flip maps?


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I just hope my favorite game store still has copies by the time I can get there on Sunday!


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Sanityfaerie wrote:
Zoken44 wrote:

So this might seem like a hairsplitting question but... do we know they won't be core?

I mean we know they won't be in the play test material, but all of that is PLAYTEST. It's all subject to change after the playtest runs it's course. Like, I don't know about anyone else, but I don't expect the 6 classes they're play testing to keep their Key ability scores as all six different attribute modifiers after play test. I wasn't around for the PF2e playtest, but did they release all the available options in there?

They're not going to add a class without playtesting it. They've learned that lesson.

As such, including a class in core without including that same class in playtest would mean pausing the release of Core while they ran another playtest just for that class. That would be really very expensive in a number of meaningful ways - not just raw money.

Essentially, it would be a significant mistake on their part, one way or the other, and Paizo has learned how to not make mistakes like that.

Not having those classes in the initial book would also be a huge mistake.


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Jonathan Morgantini wrote:
BotBrain wrote:
HolyFlamingo! wrote:

>Clarification that you cannot use lethal grenades and missiles non-lethally

I love this community.

Paizo's silence on this question has been the reason i've never been able to play starfinder. :P
I love that the fact that this rule exists means someone tried to do some straight-up shenanigans to make it work. I salute you, unnamed group!

But of course you can use a grenade for nonlethal damage, you just don't pull the pin before you throw it at someone's head.


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Terevalis Unctio of House Mysti wrote:
Mythic Starfinder would be interesting.

Just add Jedi...


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Ashanderai wrote:
So, anyone besides me thinking up a Mythic Starfinder campaign now that this book and Starfinder are coming out for the 2E engine? No…? Okay, then…

I like that idea.


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Aaron Shanks wrote:
Shamus Nicholson wrote:
Will there be new monsters?
Yes, there are over 20 pages in the Bestiary Chapter—all published under the ORC and in the remastered format.

What monsters are included in those 20+ pages? Kami? More oni? Kappa?


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AnimatedPaper wrote:

The tanker and haulers, correct?

So, have you seen a 40' fuel tanker truck or railcar?

That has an equal cargo capacity as one of the tankers starships. Heck, let's be generous and assume a tanker can haul double that, that one of these 40' tank cars is equal to a single cargo hold. But going off the capacity of cargo holds as described in the CRB, you aren't fitting much more than that.

It's a game, not a simulator, so this is definitely not something I would want them to prioritize over game mechanics, but like I said it takes me out of the game every time I think about it.

Edit: All that would take to make me happy is some descriptive text that bays get bigger as your ship does, so the capacity of a large bay is twice that of a small bay, or something like that. No real need to put rules text on it, but adding something to this chart would be a good place to do so:

Starship Scale

I decided that the starship system just did not work as written. It is fine for the small, adventurer sized ships but totally fails once you start getting into the bigger warships or freight haulers. I have not quantified it yet, but my solution was to look at the function of a ship, and it has the capacity needed to do that job. So a heavy freighter (size large) has a cargo hold able to hold the equivalent of 80 to 100 of the 40' shipping containers, and it also has 8 expansion bays so it can be customized. The carrier (size gargantuan) has a flight wing with 4 or 5 squadrons of size tiny craft, plus a pair of shuttles along with the crews necessary to maintain all of them and a flight deck crew to launch and recovery them, and then it has 10 bays for customization. And every ship size huge or larger has 1 or more small craft for moving people and cargo from planet surface to orbit.

But that's just me applying my real world experience to a fantasy game.


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Tectorman wrote:

And I'm not saying they wouldn't also be exercising those better options. But that would be in addition to those lesser options, not in place of. Remember, this is my attempt to provide a rationale for why the ships would be bigger while the crews would be smaller, by saying that the space is taken up by, for example, not the ship's water reclamator and atmospheric reconstitutor, but the fifty water reclamators and seventy atmospheric reconstitutors per person, with spare parts enough to make another few hundred of each (also, per person).

And remember, an SF ship is only 1d6 days away from Absalom Station IF they have a working Drift drive and IF they have working thrusters for once they get into Drift space and IF they don't get a random encounter along the way.

Except that for a ship of war, the first and foremost consideration is its ability to perform its mission. A battleship needs to be able to hammer away at other ships without taking too much damage in return. A destroyer needs to be able to prevent missiles or small craft from reaching the capital ships, or escort convoys, or suppress pirates, etc. And a carrier needs to be able to carry small craft. Life support for the crew, even the crew itself, exists to serve the mission. Extra capacity on the water and atmosphere recycling, sure, maybe enough to support 150% of the expected maximum. But not multiple redundancies. The crew will be in space suits during battle, so air is not an immediate concern. Perhaps a full day's expected usage of water, and enough air in compressed storage to replenish the ship once or twice.

Then too, none of these ships should be going into battle alone. A modern U.S. Navy carrier battle group includes the carrier itself, a supply ship, a cruiser, and a couple of destroyers. (Plus an attack sub, but no one is supposed to know that they are there.) If battle damage damages life support, the surviving crew can be evacuated to one of the other ships while repairs are made.

I think that to a large extend, we are talking at cross purposes. You are looking for a rational to justify RAW, while I am stating how I think the rules should be changed to better reflect the way things are in the real world, extrapolated into a science fantasy realm as if it could be done in a straight forward manner.

Tectorman wrote:
It's like Bruce Wayne's line about Superman in BvS; if there's even a 0.00000001% chance of those factors contributing to stranding them away from help, simple prudence demands that they treat it as a 100% certainty.

Ah, man! Spoiler warnings! I haven't seen that yet.


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AmbassadoroftheDominion wrote:

Let's start wondering about the description, shall we?

Quote:
Want to play an intelligent, multi-legged centipede? An emotionless, mask-wearing mollusk? and Uplifted Bear?

Not gonna lie, I want to take that "uplifted bear" and make a character called "Yogi" or run around yelling "only you can prevent forest fires". Can't wait to see them.

...

Winston, who lives under the name Mr. Saunders.


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I miss the versatility of the 2nd ed specialty priests. War priest, inquisitor and cleric cover part of it, but I would like to see the possibility for someone with less armor & combat capability and more skill & special power type abilities.


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ChaiGuy wrote:
Pagan priest wrote:
It is a flavor thing more than anything else. If I am creating a character around a Robin Hood type theme, using a composite bow is just not right. Then too, a primitive group might be able to harvest the right trees even if they can't manage the layering involved in a composite bow.
Thank you for the clarification. Since the flavor of these weapons seems very important to you I hope that bows both compound and self, can come with strength to damage as a core choice. For me, I've seen Pathfinder weapons as not really that closely tied to actual historical weapons. Consider the well known (on these boards at least) discussion about the longsword.

Unfortunately, I learned the game before I learned about swords, so the nomenclature always seemed normal to me. But, back in the day, there were quite some arguments raging about banded mail and fighters with more hit points than a rhino.


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ChaiGuy wrote:
Pagan priest wrote:
I hope that this is the edition that fixes a problem that has existed since 3.0, and that is only composite bows being eligible for strength bonus to damage. Especially in a world with many magical materials, it ought to be just as easy to create a strength longbow as it is to create a strength composite longbow.

It's possible that I'm not understanding what you mean by "eligible for strength bonus to damage", but in Pathfinder 1, slings and thrown weapons where both methods of ranged attacks that got str to damage. The problem I suppose was that the attack roll was made with dex and then str was added to damage, but the same is true for composite bows.

Thrown weapons had problems with action economy, since reloading a bow was easier than drawing another throwing weapon. The cost of magic weapons prohibited throwing weapons too, there where magic items, feats, weapon enchantments (returning) that helped, but it was quite complicated and it's been a long time since I really looked at all of the PF1 throwing weapon options.

Slings probably had fewer obstacles, but they had lower damage dies, and reloading was still too slow compared to bows

It is possible to purchase a non-magic composite longbow that allows you to add your strength bonus to the damage. It is not possible to purchase a regular longbow that allows you to add your strength bonus to damage.

Composite bows, long or short, get their capability by layering various materials together, so that on the inside of the bow, you have materials that resist compression while the outside is made of materials that resist expansion. By selecting different materials and using different thickness of material for each layer, you can make the bow require a greater effort to pull, thus giving your strength bonus to damage.

Self bows, log or short, are made from a single material, usually wood. Their capabilities are based on the wood chosen and the thickness of the wood. English longbows were made from Yew trees, which will act as a natural form of composite bow due to the differences in characteristics of the sapwood and the heartwood. The longbows recovered from the Tudor ship were examined and found to have pulls of 95 to over 100 pounds.

Since this is a fantasy game, there would be many more choices of possible material to make self bows. Darkwood? Mithral alloy? What ever the material, it should be just as possible to make a self bow for strength as it is a composite bow.

It is a flavor thing more than anything else. If I am creating a character around a Robin Hood type theme, using a composite bow is just not right. Then too, a primitive group might be able to harvest the right trees even if they can't manage the layering involved in a composite bow.


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Earlier, people were mentioning the possibility of weapons of being better or worse against various types of armor. If you really think that this is a good idea, try and find a 1st edition Player's Handbook. It had tables giving weapons bonuses or penalties based on how likely they were to hurt someone wearing each type of armor in the game. Of course, the tables always had the problem of ambiguity: AC 9, is that a guy with no armor holding a shield, or is it a guy in leather armor with no shield? This problem persisted all the way through the table, right up to plate mail and shield, AC 2, since each number except AC 10 and AC 2 could be made by having a lesser armor and a shield, or just the next best armor.

It was the removal of tables like that that first convinced some of my friends to try the brand new 3rd edition.


3 people marked this as a favorite.

I hope that this is the edition that fixes a problem that has existed since 3.0, and that is only composite bows being eligible for strength bonus to damage. Especially in a world with many magical materials, it ought to be just as easy to create a strength longbow as it is to create a strength composite longbow.


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Well, there is a creature in the Bestiaries whose description starts out with "Come from distant stars to protect unprepared worlds from cosmic horrors..." Starfinder cannot possibly be complete without the Flumph.


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A +5 long sword, made by the Jester of the Gods. Anyone who used this blade had their clothes and armor take on the appearance of a clown suit.

Thee was a known powerful magic sword, named "Waycleaver" able to cut through stone and allowed the wielder to cast Passwall three times per day. Also in existence, but less well known, was the Halfling made "Wheycleaver". It gave the wielder a +2 on making cheese.


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EltonJ wrote:
David knott 242 wrote:

Or put it this way -- Your PCs are safe from having their starship boarded by hostile forces until around Christmas time. ;)

OR just make one up for your ship.

Or, if you have been around long enough, break out some ship deck plans from Traveller, Space Opera, GURPS, D20 Future, Serenity, Fading Suns...


1 person marked this as a favorite.

I am going to try to visit the office today. I am also going to talk to the Post Office. However, I was never too impressed with the quality of the neighbors I had while living there, and I doubt that it has gotten better.

Still, one can hope.


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Dale McCoy Jr wrote:
Argendauss wrote:
I think a short companion piece to this adding some traits, feats, spells, archetypes, etc. for these some of these races to work with the new classes from Ultimate Intrigue and Occult Adventures would be neat and a good buy. Maybe you could even hold off until Ultimate Wilderness drops and have some tie-ins to the Shifter class in that, riding the wave of interest that will generate!
Interesting idea. I can call it Book of Heroic Races: Occult Intrigue in the Wilderness.

I would be very interested in such a tome.


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Where possible, miniature scale maps:

Deck plans for starships, everything from the tramp freighters and fast courier ships on up to the naval warships and space stations, and for the local, small stuff like the port tenders, shuttles, customs boats...

Maps: port facilities, bars (both low class dives and high class establishments), office buildings, reactor facilities, chemical processing plants, casinos, and all the other places that make adventuring live interesting.

Planets and star systems. A little bit of information on everything from the primary star out to the farthest planet, with plenty of detail on the main world.

Every world with an ecosystem needs at least a few unique lifeforms.


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I am really hoping to see more information for the 5 element system.


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Hayato Ken wrote:

Good point Raven Black. It´s a player companion though and that could at least be 50% in a campaign setting.

To avoid misunderstandings, this is not a call for Inner Sea High Courts!

Next Inner Sea book should be: "Inner Sea Immigrants" featuring immigrants from Tian Xia, Arcadia, Casmaron and elsewhere. Eox and the black dominion if need be.

Okay, then I'll call for an Inner Sea High Courts book. Although, I do have to admit that an "Immigrants" book sounds interesting, too.


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Little Red Goblin Games wrote:
Pagan priest wrote:
How well does this mesh with the swashbuckler class from ACG?

Bruuuuuu did an excellent review of this product and can show you what to expect from it. He covers a lot of what I could tell you about the class.

This came out in June 2014, a little before the ACG so there isn't any direct interplay. The author (Scott) of the Fencer in this book is a historical rapier fencer and used a lot of his personal experience to craft it.

Rapier fencing, good to know. I did a little of that with the SCA, as well as foil in high school. Oh well, looks like one more thing that I have to buy...


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Helic wrote:
I ran the math for a 1st level Expert Blacksmith (1 Rank, INT12, Skill Focus = Take 10 to get 18, 20 once he buys masterwork tools). In a little over a year (Average upkeep of 10gp/month, Earning 10gp/week), he can afford to earn the capital to buy a Smithy in a little over a year (less if he doesn't save most of his money). Then he jumps to a weekly income of 17gp/week. It will take him longer if he wants a house attached to his Smithy. Assuming a bit of discretionary spending and the want for a house + smithy, he probably works for 3-4 years as a journeyman blacksmith before setting up his own business.

For what it is worth, in my campaing, I go with the assumption that the NPCs manage to gain experience points just for surviving life's little surprises. Most folk are about 3rd or 4th level by the time they are ready to get married, and might make it up to 8th or even as high as 9th(!) by the time they retire and/or die of old age. Of course, they are still only commoners or maybe experts (much less common...) but at least they have those few levels.


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A yeoman farmer, a peasant just wealthy enough to own enough land to feed himself, his wife and a couple of kids, will need about 25 acres of farmland. One acre of farmland is about 43,560 square feet or 1742 squares of 5' x 5'.

The purchase of just ONE unit of "farmland" from UCm requires either 600gp or 15 Goods, 15 Labor, and 300gp. The problem is that one unit of farmland only covers an area of up to 100 squares. It takes 17.42 units of farmland to buy one acre, which means that even if that yeoman does enough work around his community to cover the 262 Goods and 262 Labor required, he will still need to come up with 5240 gold pieces to get that ONE acre of farmland. Actually getting the entire 25 acres for that small farm would require 6532.5 Goods, 6532.5 Labor, and a whopping 130650 gold pieces! (Or just pay 261300 gold pieces...) And that assumes that he and his family live in a corner of one of the fields, it does not include the cost of a house or barn, or even a shack. However, for a mere 8,920 more (a measly 6.8% extra) that peasant could live in a Noble's Villa. Building just the farmland segments sequentially would require 8710 days, or almost 24 years.

Historical notes:
It takes about 11 bushels of wheat to make the grain for a person to have their daily bread for a year. Wheat returns about 4 bushels of grain per acre, after you pull out next year's seed grain. Assuming 2 adults and several kids that eating like 2 more adults means that the family needs about 11 acres of wheat. Using the price given in the Core Rulebook, wheat costs 240cp per acre, or 26 gold and 4 silver for the family's initial seed grain.

Not a complaint, just an observation...


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David knott 242 wrote:
Azure_Zero wrote:

Young Characters starting Ages

Dwarf: 20
Elf: 55
Gnome: 20
Halfling: 10
Half-Elf: 10
Half-Orc: 7
Human: 8

Formula is basicially: (Start Age/2) and round up

This is going to throw folks trying to rationalize the childhoods of the longer lived humanoid races for a loop. If a 55 year old elf is truly equivalent mentally and physically to an 8 year old human, that is a painfully slow childhood by non-elven standards. That raises the question of whether the proportionality should be maintained all the way down (in which case elves would spend their first decade or more in diapers, unable to walk or talk) or whether their is a major slowdown after an initial spurt (in which case elves would spend most of their first 55 years as the equivalent of 7 year old humsns).

Or worse: imagine spending a couple of decades with a teenager...

Out of sympathy for all of the fictional parents in my world, I generally assume that even the longest lived of races still matures almost as fast as humans. The rest of the time is spend as young adult, until they finally start the aging decay process.


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Will there be anything about building a castle of one's own?


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James Jacobs wrote:
Dragon78 wrote:
Does this mean we might get a Tian Xia Beastiary, or Distant Worlds Bestairy?

Perhaps...

We'll see.

I would love to have a Tian Xia Beastiary...


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Jeff Erwin wrote:
Kirth Gersen wrote:
Pagan priest wrote:
The pole is supposed to represent the area that is to be blessed by the fertility workings of the qedeshah.

Dude, if we're talking fertility, it's pretty clear what a pole represents.

"Sometimes a cigar is just a cigar."
Actually, Kirth, it's an Asherah pole. Asherah is a goddess, the consort of Yahweh, and hence the pole is perhaps not what you think; otherwise, why would it be personified as Asherah herself? It seems to symbolise a tree.

Well... I am not quite sure that a "tree" is what gets erected on the site of the Asherah pole...

And as an aside, I would like to point out that there are some people that would get offended by claiming that the God of the Bible had a consort or wife. (Even if the Bible is full of references to Asherah poles going up all over the place on a fairly regular basis.)

Race

Shirren

Classes/Levels

[Guard] Soldier 1 | Init▸ +2 | EAC▸ 15 KAC▸ 18 CMAC▸ 26 | SP▸ 8/8 HP▸ 13/13 Resolve▸ 3/3 | Saves Fort▸ +3 Ref▸ +2 Will▸ +3 | Movement▸ 20ft | Perc▸ +5; Blindsense 30ft.

Gender

4669-705 | Host

About Tel'kk

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“Soldiers are issued armour for their flesh and bones, but they must fashion their own for their souls. Piece by piece.” ― Steven Erikson

The heart of the Warrior is a protective heart. The Warrior shields, defends, stands between, and guards…” ― Stu Weber, Tender Warrior: God's Intention for a Man

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HOST SHIRREN SOLDIER 1

Lawful Good Medium Humanoid [Shirren]

PACT WORLD PROFILE ▽:

SFS #▸ 4669-705
FULL NAME▸ Tel'kk
KNOWN ALIASES
RACE▸ Shirren
GENDER▸ Host
REGISTERED PROFESSION▸ Starfinder
HOMEWORLD▸ Absalom Station
ALIGNMENT▸ Lawful Good
FAITH▸ Follower of
STATUS▸ Pact World citizen with zero rated criminal record. Registered member of Starfinder Society.
AFFILIATIONS▸ Exo-Guardians Faction of SFS.
STARSHIP▸ Currently affiliated to none.
AGE▸ 57 YEARS
HEIGHT▸ 5'9"
WEIGHT▸ 133 LBS.
SKIN COLOURATION▸ Green
EYE COLOURATION▸ Amber Compound
DISTINGUISHING FEATURES/MARKS
SALIENT RECORDS

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SFS ID NUMBER▸ # 4669-705

FACTIONExo-Guardians

CHRONICLES ▽:

SFS 1-32 Acts of Association▸ XP: +1, Fame: +2, Credits: +720

TOTAL EARNED▸ XP: 1, Fame: 2, Credits: 720

FACTION REPUTATION ▽:

Reputation with Acquisitives▸ -
Reputation with Dataphiles▸ -
Reputation with Exo-Guardians▸ 2
Reputation with Second Seekers (Luwazi Elsebo)▸ -
Reputation with Wayfinders▸ -

AVAILABLE BOONS ▽:

Exo-Guardians Champion [FACTION]You’ve declared your allegiance to the Eco-Guardians and dedicate your missions to furthering the goals of that faction.
Benefit▸ This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
Normal▸ A character gains no Reputation unless he has a Faction boon slotted.

Distinguished Ambassador [SOCIAL, LIMITED USE □ □ □]You aided Chiskisk, a prominent member of the Starfinder Forum, in concluding negotiations with a foreign power by touring the visiting diplomat around Absalom Station. The visiting dignitary remembers your actions and can be called upon for support.
Benefit▸ You can slot this boon at the beginning of an adventure, when you do so, you can call upon your dignitary to secure you a single item with an item level equal to your current character level. Once you complete your adventure, the dignitary has finished using their contacts to secure you the desired item, which you can purchase at a 10% discount. When you do so, cross off a box on this boon. Once all boxes have been checked off this boon, you’ve expended your political clout with your dignitary and this boon can no longer be used.

SLOTTED BOONS ▽:

Ally
Faction▸ Exo-Guardians Champion
Personal
Promotional
Social
Starship
Slotless

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DEFENCE ▽:

EAC15 [10; +3 Iridishell, Basic Armour; +2 DEX Mod]
KAC18 [10; +6 Iridishell, Basic Armour; +2 DEX Mod]
AC [vs Combat Manoeuvres]▸ 26 [8+KAC]

*+1 Racial bonus to AC when wearing armour

HP▸ 13 [7 Class +6 Race]
SP▸ 8 [7 Class + 1 CON]
SAVES▸ Fort +3 Ref +2 Will +3
CMD▸ 15 [10+1BAB+2StrMod+2DexMod+0SizeMod+0MiscMods]

MOVEMENT & SENSES ▽:

SPEED▸ 20ft. (30ft. -5ft. Armour Penalty)
SENSES▸ Perception +5; Blindsense 30ft.

OFFENSE ▽:

Initiative▸ +2
Base Attack Bonus [BAB]▸ +1

Melee Attack+3 = [+1 BAB+2 STR Mod+Misc Mod]
Ranged Attack+3 = [+1 BAB+2 DEX Mod+Misc Mod]
Thrown Attack+3 = [+1 BAB+2 STR Mod+Misc Mod]

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WEAPONS

NUMBING BEAM, TACTICAL | Level▸ 1 | Attack Bonus▸ +3 | Damage▸ 1d6 C | Critical▸ Staggered | Range▸ 50ft. | Type▸ Longarm | Ammo/Usage▸ 20 Charges/Usage 1 | Special▸ Nonlethal.

SINGING DISK, SOPRANINO | Level▸ 1 | Attack Bonus▸ +3 | Damage▸ 1d4+2So | Critical▸ Confuse | Range▸ 20ft | Type▸ Advanced Melee | Ammo/Usage▸ - | Special▸ Analog & Thrown (20ft).

BATON, TACTICAL | Level▸ - | Attack Bonus▸ +3 | Damage▸ 1d4+2B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Analog & Operative.

UNARMED ATTACK | Level▸ - | Attack Bonus▸ +3 | Damage▸ 1d3+2B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Nonlethal.

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ABILITY SCORES ▽:

STR▸ 14 [+2] DEX▸ 14 [+2] CON▸ 12 [+1] INT▸ 12 [+1] WIS▸ 12 [+1] CHA▸ 09 [-1]

ABILITY POINTS BUY

[RACE]▸ +2 CON, +2 WIS & -2 CHA
[THEME]▸ +1 DEX
[POINTS]▸ +4 STR [4 Points, 4/10]; +3 DEX [3 Points, 7/10]; +2 INT [2 Points, 9/10] & +1 CHA [1 Points, 10/10]

RACE: SHIRREN ▽:

Once part of a ravenous hive of locust-like predators, the insectile shirrens only recently broke with their hive mind to become a race of telepaths physically addicted to their own individualism, yet dedicated to the idea of community and harmony with other races.

ABILITY ADJUSTMENTS▸ +2 CON; +2 WIS; -2 CHA
HIT POINTS▸ 6 HP
SIZE AND TYPE▸ Shirrens are Medium humanoids with the shirren subtype.
BLIND SENSE▸ Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.
COMMUNALISM▸ Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
CULTURAL FASCINATION▸ Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
LIMITED TELEPATHY▸ Shirrens can communicate telepathically 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 speak.

THEME: GUARD ▽:

You are a guard, lookout, or forward scout, and it’s your job to keep a constant eye out. You might be an independent contractor whose clients change regularly, a lookout for a criminal organization, an elite military agent assigned to visiting political leaders or rich celebrities, or a permanent employee protecting a secure facility, a VIP, or even a friend. Regardless, you’re trained to identify threats and keep your client and their property safe.

ABILITY BONUS▸ +1 STR or +1 DEX

THEME KNOWLEDGE [1ST]You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap. In addition, Perception becomes 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 Perception checks. In addition, you gain an ability adjustment of either +1 to Strength or +1 to Dexterity (your choice) at character creation.

CLASS: SOLDIER ▽:

Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing tactical barrages, you’re a consummate warrior, never hesitating to put yourself in the line of fire to protect your friends.

STAMINA POINTS▸ 7 + CON Modifier
HIT POINTS▸ 7 HP
KEY ABILITY SCORE [STR/DEX]▸Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed.
ARMOUR PROFICIENCIES▸ Light Armour and Heavy Armour.
WEAPON PROFICIENCIES▸ Basic and Advanced Melee Weapons, Small Arms, Longarms, Heavy Weapons, Sniper Weapons, and Grenades.
PRIMARY FIGHTING STYLE [1ST]You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed.
PRIMARY FIGHTING TECHNIQUE [1ST]▸ At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

FIGHTING STYLE: GUARD ▽:

The guard fighting style focuses on defense. You become adept at wearing armour, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defences.

ARMOUR TRAINING (EX) [1ST]▸ You reduce the armor check penalty of armour you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armour by 1.

FEATS ▽:

BODYGUARD (Combat)You can attempt to ward off attacks that target nearby allies.
Benefit▸ As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.

SKILLS ▽:

SOLDIER▸ 5 Skill Ranks per level [4 Class; +1 INT]

Soldier Class Skills List▸ Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis). Perception (Wis) gained through Theme.

ATHLETICS +06▸ 1 Rank; +2 STR; +3 Class; -X Armour
DIPLOMACY +01▸ 0 Ranks; -1 CHA; +2 Race
ENGINEERING +05▸ 1 Rank; +1 INT; +3 Class
INTIMIDATE +03▸ 1 Rank; -1 CHA; +3 Class
MEDICINE +05▸ 1 Rank; +1 INT; +3 Class
PERCEPTION +05▸ 1 Rank; +1 WIS; +3 Class

* THEME BENEFIT▸ Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap.

LANGUAGES ▽:

COMMON, SHIRREN & YSOKI

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EQUIPMENT & CARRYING CAPACITY ▽:

Numbing Beam, Tactical▸ [Level 1] [1 Bulk]
Heavy Armour, Ceremonial Plate, Troop▸ [Level 1] [3 Bulk]
Singing Disk, Sopranino▸ [Level 1] [L Bulk]
Baton, Tactical▸ [Level 1] [L Bulk]
Backpack, Industrial▸ [Level 1] [1 Bulk]
Clothing, Uniform (Starfinder Society)▸ [Level 1] [L Bulk]
Battery, Standard▸ [Level 1] [- Bulk] (20/20 Charges)
Battery, Standard▸ [Level 1] [- Bulk] (20/20 Charges)
Comm Unit, Personal▸ [Level 1] [L Bulk]
Flashlight▸ [Level 1] [L Bulk]
Medkit, Basic▸ [Level 1] [1 Bulk]
Antennae Hygiene Kit▸ [Level 1] [L Bulk]
Mess Kit▸ [Level 1] [L Bulk]
Gear Maintenance Kit▸ [Level 1] [L Bulk]
Serum of Healing Mk 1▸ [Level 1] [L Bulk]
Credstick▸ [Level -] [- Bulk]

TOTAL BULK CARRIED▸ 7.0

CARRYING CAPACITY [Unencumbered]≤9
CARRYING CAPACITY [Encumbered]>9-18 *
CARRYING CAPACITY [Overburdened]>18 **

* [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
** [If you have the overburdened condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks.]

CREDITS + VALUABLES ▽:

TOTAL CREDITS▸ 30

Starting Credits▸ 1000

INITIAL SPENDING▸ 886/1000▸ 54CR Remaining

110 CEREMONIAL PLATE, TROOP HEAVY ARMOUR
370 NUMBING BEAM, TACTICAL
115 SINGING DISK, SOPRANINO
090 BATON, TACTICAL
060 BATTERY, STANDARD (x2)
025 INDUSTRIAL BACKPACK
005 CLOTHING, UNIFORM (STARFINDER SOCIETY)
003 ANTENNAE HYGIENE KIT
007 COMM UNIT, PERSONAL
100 MEDKIT, BASIC
001 FLASHLIGHT

EARNED SPENDING▸ 720/720▸ 0CR Remaining
755 IRIDISHELL, BASIC, HEAVY ARMOUR

SALE OF EQUIPMENT▸ 11CR Added
11 CEREMONIAL PLATE, TROOP, HEAVY ARMOUR

IN-ADVENTURE EXPENSES▸ 0CR

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TEL'KK BOT ▽:

▸ In combat Tel'kk will always default to non-lethal damage and weaponry. Only when there is no option or the lives of others depend on it will they resort to lethal force.
▸Tel'kk will typically avoid melee and front line as much as possible. They recognise that their abilities and most of their non-lethal attacks are ranged. Tel'kk will however remain close to allies who are vulnerable or wounded, or any non-combatants.
▸ Tel'kk will attack with best ranged weapon available.
▸ In an adjacent ally or friendly non-combatant is targeted by an attack, Tel'kk will use their Bodyguard feat to bolster that individuals defences.
▸ When faced with no other option Tel'kk will engage in melee combat.