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![]() More of a concept really but I was thinking about having a Technomancer who's profession was a crew member inside a main battle tank. There are, more or less, five roles inside of a tank
So the idea is how would one build a character that could fit into any one of those roles. Technomancer is not specifically required I just haven't played that class before. ![]()
![]() I mean the question says it all. I just ran into what I can only call a difference of opinion, and it got me thinking, What does Pathfinder really mean to the players? Many of us have poured long hours into the system, crafted personalities and characters we could never be in the real world, some have even made whole worlds on their own and put their heart and soul to make a living, breathing realm in which to tell stories and do glorious battle. For some we've just told stories from paths created for us, and had fun adding our mark to the world of Galorian. And some have taken it farther and made their own way in that same world. So the final question really stands as. What does Pathfinder mean to us? For me Pathfinder means freedom, freedom to tell the stories I want with the characters I create. It means that my choices will matter, and that the world around will also have choices. People in Pathfinder are unique individuals, all of them have trod different roads to get to where they are now, and will take diffrent roads in the future, the freedom of the game, the choices I make, those are what made Pathfinder for me. And for me, any system they claim to have that title, must first, and foremost, support player choice and freedom to tell stories. ![]()
![]() Greetings everyone! I just ran my first official AP with Doomsday Dawn Chapter One.
Our party consisted of
Overall we found character creation to be a bit scattered, which we attributed to the playtest nature of the document rather than the overall rules. We did notice that some Ancesteries felt decidedly stronger than others, Humans being able to take an extra class feat at level one was a bit more powerful than expected, we had the Cleric healing for a lot more than we would have had otherwise. I was talking with my veteran player after the session and we agreed that Ancestries could use a bit of love. When we got into the game however, it felt comfortable, the best we could compare it to was that feeling of coming home after a hard day's work. The game felt like the Pathfinder we know and love, sure the underlying system and math were different, but we enjoyed it the same way we enjoyed our other Pathfinder games. Chapter one stuff:
My players also found a secret door and Ambushed the intended ambush from the boss, we found out that magic weapon and Scythes are quite potent, also summoning actually worked and my player used a dog on the goblins, it was actually fun. Overall we enjoyed ourselves, and they want more time with the primary characters, which means I get to cook up an adventure or two. The biggest takeaway I have is that the primary goal of they system it seems has been achieved, they made changes for the better, while still feeling like Pathfinder, there's some polish that's needed for sure, but it's in a very good state as it is. ![]()
![]() Greetings everyone. Let's see if we can model a complete Player Character in an Object Oriented format for PF2 and Compare it to PF1.
PF1 Assumptions Player is a Class that contains two objects. Object PlayerClass (Fighter in this case) and Object PlayerRace(Human in this case)
Thus the basic structure looks like this Class Player {
Array ClassSkills
Class Human {
} Basically I assume PF1 bases everything off the player as the central object, rather than a class based Players must have both Race and Class, and Store their own stats. Anyway, how would we model a PF2 Player Character in relation to this? Given what we know now, can we say for sure what interacts differently or has different attributes? This is more of a food for thought exercise than anything serious PF2 Assumptions,
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![]() Greetings fellow spacefaring adventurers! I'm putting together my first Starfinder Society character. The concept is an Android Combat medic who served during the closing days of the Silent War, Mer-c was active at the time The Swarm invaded the Pact Worlds and her unit was decimated during the conflict. Her intense survivors guilt, and shame at not being able to do more, eventually led to her retiring from active duty and, at the encouragement of a superior officer, she elected to join the Starfinder Society in order to redeem herself for her perceived failures. I would prefer to avoid going full caster, this is a first time for organized play and I'd like to keep it simple if I can. And with that I release this to the collective infosphere that is this forum. Hit me with your worst! (Or best :) ) ![]()
Greetings, For a campaign I'm starting up I need to create an NPC that will grow with the players and actually be a full member of the party. The Context of this need is that the campaign will feature heavily in the party trying to recover the lost shards of this NPC's memory/soul. To start the NPC is an Android who the Players find, along with Shard 1, on a mysterious Asteroid bound station. The NPC then get's revived by the players and initially serves to point the way to the second shard and draw the party into the grand conflict. What I've been struggling with is what class to make them and what theme. The concept is that the NPC is the preserved soul and memories of a Paladin of Shelyn, in their past they were a Holy Gun who sought redemption through Shelyn's love but now post gap, where no one remembers much of anything, and Shelyn features only in the background I'm struggling to capture the idea of a lost soul brought back in the future for one last chance. I want to explicitly avoid Solarian because while it feels right to go full holy avenger I have a hard time trying to fit that into the mindset of the NPC. Currently I have a Mechanic build that uses the enhanced abilities of the exocortex to rain laser fire down on the enemy, but I also have a soldier idea that revolves around being able to open up the fight from range but then closing in to bring divine justice down on the foe. Any other ideas come to mind for this build or am I on the right track with what I've already posted? ![]()
Well hello there ladies and gentlemen.
Currently I have no armor selected for it and I have a Light Repeating Crossbow.
The stats I rolled for this character are STR: 12
The feats I have selected are
The character's current level is 5th(Starting Level for my group)
Aside from that i have a short sword for when things get a little too close for comfort. I have a starting gold budget of
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