Really fun build, I would recommend picking up some pearls of power for 1st level for extra shocking grasps. Cid joins as an incredibly powerful character and it's fitting Crits with shocking grasp can really pack a huge punch, has a judgement blade feel! He does have the "crush" abilities that destroy gear, so possibly playing around with the sunder feats if you have extra room for them could fit?
Not sure if this was suggested, but the wizard will buff himself and the enemy party, so taking dispel magic would be a great idea, he will likely be your biggest threat, as he will try and control a fight that will already be hard for you and make it nearly impossible. I would assume the rogue might have invisibility access, probably from the wizard, so glitterdust could pose an effective debuff and counter to that. Another thing is spell selection, a lot of the save or win type spells bank on your opponent failing saves, and these enemies have very high saves, so if I were in the situation I would focus on buffing my own party, I can't stress how important haste is to this type of encounter. Of course, when things get to difficult, a strategic withdraw is always an option, living to fight another day after some levels is always a safe option.
if you do end up taking some monk levels, it might be interesting to try master of many styles and perhaps the crane or snake styles? They are more defensive/ counter attack focused, might mesh well with the whole mission impossible martial arts expert theme. I remember crane wing and snake fang having fun synergy.
I think it's great, it has a lot of different avenues for RP, they have a chance to negotiate with the hobgoblins, the old tower may even have traps that could pose an interesting threat, and the bonds the NPCs have as former adventuring partners can really play up later on (maybe the wizard in the tower is one of their former allies?) and make for some more quests. Honestly, with sandbox games, you really can't start to big in my mind, letting the PCs see that they have a plethora of options for quests and goals makes the world all the more engaging! Great start and a great hook! Sounds like an awesome setting!
My girlfriend and I have been playing pathfinder together for quite some time (the couple that adventures together stays together), but we've never really done more than roleplay characters with a joint back story, we often miss the combat synergy I feel two characters who are close would likely have, so next game, we are planning on doing it! My idea is I will play an Order of the flame sword saint, carrying multiple blades issuing challenges in a chain to stack the bonuses to damage and all that, kind of like a powerful but wanton samurai who frequently gets in way over his head. My girlfriend would be playing a reach weapon wielding yojimbo, with all the aid another and bodyguard feats to compensate for the drop in AC from flame, any ideas on ways to make us both super viable in combat? Also, any ideas on backstory would be greatly appreciated!
Excellent ideas everyone! I do like the idea of running multiple tables, I won't be able to get another GM, so I'll have to run it myself, but I can just run for group A one night and group B the other, and so on. I'll keep you all posted on how it goes, I'm hoping for a great turn out and hopefully we can have some fun and exciting stories!
ah, ok, I figured that would be the case, thank you for the help! I'll split the groups up as need be!
I have a problem that's the opposite of a problem. I volunteer at my church with the kids, and I suggested playing Starfinder, which has actually gotten a surprising amount of buzz! Here in lies the problem: since I would be the only one running, and I don't want to turn anyone away, how many people is to many for this AP? At least to the point where I would need to make a second group and hold two separate games? This wouldn't be to much of an issue, we should be able to play every week, or every other week at minimum. I would like to have everyone playing together if possible, just unsure of how many I could swing. Any way that I could run the AP and make it possible for a large number of people to play at once? We plan to use Starfinder as a group building type activity, so the more people I can get playing at once as a team the better, but I still want to preserve the spirit and enjoyment of the game. Any ideas?
Ok, here goes:
Tarik Blackhands wrote:
I never thought of skinning those as a fanning the hammer! That's brilliant! I really like that! It does seem like Operative would be the best bet. Thank you!
Hello everyone, I'm pretty new to Starfinder, and sadly, not very adept at the nuances of making a character to fit the idea in my head. As the name suggests, I want a space cowboy type character. Westerns are a favorite genre of mine, and making a sci-fi old west bounty hunter is something that sounds amazing for me as a player, the problem lies in how can I make it both flavorful, and mechanically effective? I want to feel similar to McCree from Overwatch in using a pistol and relying on quick reflexes and the like, or any character from a Clint Eastwood movie, I know I want to take the bounty hunter theme mostly for RP but the class I'm not really sure on. Any tips would be greatly appreciated, Ysoki is my favorite race so I'm leaning towards that, or the catch-all human. Thank you!
I was gifted the Starfinder limited edition Core Rulebook a while back and have only recently been able to crack it open, and it seems that I too am having the same issue with the book binding as other customers. Just wondering if there is any way to obtain a replacement? Or perhaps a method I could use to attempt to fix it myself? I have pictures of the book in question and I'm more than happy to send them to the appropriate channels to see about a fix or replacement, thank you!