Shakedown Cruise: Short-Term Starfinder Recruitment


Recruitment

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

This is a recruiting thread for a short-term Starfinder pbp game to take place after gen con. The recruitment will run through Aug 22nd, and gameplay will begin Aug 25th. 4-6 PCs will be accepted.

The PCs will be agents of the Azlanti Star Empire tasked with testing out a new prototype ship- using its experimental drive to enter Pact World space, engage in a series of battles with the Stewards, and kidnapping a member of each of the Pact World's major races (ie the Core Races) for study.

Character Creation:

Races: Azlanti Human (All Stats start at 12 instead of 10, medium size, bonus feat), Second-Class Race (we don't have these: you may use the ARG to create a 15 RP race), or Android Slave.

Classes: Starfinder Core only

Starting Level: 6th. Characters are unlikely to level during game.

WBL: 15,000, no more than 7000 on any one item.

Special: Aeon Stones may be imbedded rather than free floating.

Attributes: standard SF 10 point buy, no beginning Attribute above 18 @ first level, normal progression after that.

Alignment: LN, N, LE, NE

Background: keep it to 1-3 paragraphs

Personality/Appearance: Three physical characteristics, three mental characteristics, and two quirks minimum.

Ship Role: What role would your character be best at? What ones should she avoid unless the ship was going to blow up anyway?


Dot


I'll throw down a dot as well.

Tentatively going to say mystic, but I have to wait til the 17th to get my book.


I have the PDF.

Will have a look tonight

But the idea of a heavily armoured soldier with a heavy weapon sounds fun


So had a look at a few things:
Vesk Soldier Mercenary
Armor 6300 defiance elite
Weapon 6100 reaction cannon, tactical
Weapon mod 1500 wounding
Extra ammo 90


I realized that an Azlanti human is far superior to any of the other races. +2 to every stat and bonus feat? Other just get +2 over all and no bonus feat. That's 8 extra ability points more. Maybe adjust the others to get a bit more than just 10?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

You are not playing the SF core races in this game. You are playing Azlanti humans or a race you make up using ARG with 15 racial points(to represent one of the 17 second-class races making up the Empire.) And, yes, that means any other race you make will be inferior to your Azlanti superiors.

Kind of the point. However, the ability to pick out your own race features with the ARG should help swallow the bitter pill if you want to not be an Azlanti human. (You can get almost the same with the Advanced Ability Score racial quality for 4 RP at +4/+2/+2/+2/-2 and then an Advanced Attribute trait (+2 one attribute) for 4 more RP and flexible bonus feat for 4 RP; hey that's only 12 RP- one more Advanced Attribute trait would be a net 12 adjustment and 16 Racial Points- just above what I'm giving you to mess with.) Or, if you really want to suck, be an Android slave.


Hey Reckless, I'm just reading through the Starfinder PDF now and I'm seeing that the new Races add Hit Points (2, 4, or 6) but I'm not seeing any rules on how those numbers are decided. How should we best approximate for any custom races?


I missed that part. Thanks for clarification. I will put something together when I'm home =^^=

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
YoricksRequiem wrote:
Hey Reckless, I'm just reading through the Starfinder PDF now and I'm seeing that the new Races add Hit Points (2, 4, or 6) but I'm not seeing any rules on how those numbers are decided. How should we best approximate for any custom races?

Small races should have 2, most medium races 4, and beefier/stockier/warrior caste races should have 6. I'd say being "burly"/6HP should cost 1 RP. Azlanti humnans get 4.


Here is my racial build:
Monstrous Humanoid +3
Medium +0
Slow Speed -1
Advanced Ability Scores +4
Standard Language +0
Fearless +1
Armour +1
Claws +2
Flexible Feat +4
Burly +1

Total: 15


Dot.

I'm torn between an Operative, a Mechanic and a Technomancer. Will wait till the pdf comes out.

For now a couple of questions: How often there will be a chance for long distance combat for a sniper? Will there be a lot of opportunities for hacking?


Reckless wrote:
YoricksRequiem wrote:
Hey Reckless, I'm just reading through the Starfinder PDF now and I'm seeing that the new Races add Hit Points (2, 4, or 6) but I'm not seeing any rules on how those numbers are decided. How should we best approximate for any custom races?
Small races should have 2, most medium races 4, and beefier/stockier/warrior caste races should have 6. I'd say being "burly"/6HP should cost 1 RP. Azlanti humnans get 4.

Oh, right, that makes perfect sense.

I'll have something whipped up in the next few days. I'm inevitably going to push the Advanced Race Builder to its limits (since it isn't built for this), but feel free to reign me back in if I go too alien with it.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Madcaster wrote:

Dot.

I'm torn between an Operative, a Mechanic and a Technomancer. Will wait till the pdf comes out.

For now a couple of questions: How often there will be a chance for long distance combat for a sniper? Will there be a lot of opportunities for hacking?

There will be a few ship combats, several personal combats, and probably one vehicle chase at some point. The opportunities for sniping and hacking will be present, but will depend upon the group's tactics and how they decide to go about the kidnapping efforts.

EDIT: I'm calling it "Shakedown Cruise" as much because it's a shakedown trial of the rules as any in-game shakedown of the starship.


Still working on this, expect there will be more submissions once the PDF is out for everyone on Thursday.


Okay, so I got my PDF earlier this evening (about a little less than an hour ago), and having read through the classes, I'm going with a Azlanti star shaman mystic.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Will be @ GebCon this weekend, and out of communication for most of it, but I haven't forgotten about this thread. Talk to y'all Monday/Tuesday.


Got the pdf. Will read and start making character.


Here is my submission for Ship's Pilot:

Uriel
TN Azlanti Mystic 6
Theme: Ace Pilot

STR 12
DEX 20
CON 16
INT 15
WIS 20
CHA 12

SP(HP) 60 (12)
EAC 22 KAC 23
BAB 4
Init 5

Fort +5
Ref +7
Will +10

Speed 30'

Pistol: +9 to hit; 2d6P damage

Skills: Culture r6 +11, Diplomacy r6 +10, Life Science r6 +11, Mysticism r6 +13, Perception r6 +14, Piloting r6 +17, Sense Motive r6 +14, Survival r6 +14

Feats: Toughness, Mystic Strike, Skill Focus (Piloting), Sky Jockey

Theme Features: Theme Knowledge, Lone Wolf

Class Features: Connection (Star Shaman), Healing Touch, Mindlink, Channel Skill +2, Weapon Specialization, Connection Spell (Magic Missile, Darkvision), Connection Power (Walk the Void, Starlight Form, Stargazer)

Spells:
6/4/4
0: TK Projectile, Detect Magic, Stabilize, Telempathic Message, Token Spell, Deteck Affliction

1: Magic Missile, Lesser Remove Condition, Share Language, Life Bubble, Whisp Ally

2: Darkvision, Lesser Restoration, See Invisibility, Mystic Cure, Remove Condition

Equipment: Advanced Semi-Auto Pistol (-5500), Estrex Suit III (-5500), Synergizing Symbiote (Dex +2, Cha +2)

Backstory:

Uriel was recruited for his expertise as a pilot and navigator. He is a highly decorated fighter pilot to volunteered for the space service after divorcing from his wife and wanting a fresh start somewhere else, or as he would put it "Damned woman can have the planet! I'm going someplace else!"

Uriel has transferred his skills remarkably well to test flights of the ship, and his eagerness to be anywhere else has motivated him to train harder than many of the other pilots. As a result, he knows most of the ships systems really well and can fill in anywhere he is needed fairly well.


Here's my submission. Let me know if there's any mistakes.

Pao Revhi, Operative:
Pao Revhi
Race: Azlanti Human
Alignment: NE
Class: Operative 6
Theme: Spacefarer
Init +10 =+4 dex +2 insight, +4 improved initiative
Senses: Perception +12, low-light, darkvision (60 ft.)

Defense
EAC: 22 =10 +8 armor, +4 dex
КAC: 21 =10 +7 armor, +4 dex

HP: 46 =7*6+4
Stamina: 54 =(7+2)*6
Resolve: 7 =1/2 class + Int

Fort: +4 =+2(class) +2(Con)
Ref: +9 =+5(class) +4(Dex)
Will: +6 =+5(class) +1(Wis)

Offense
Speed: 60 ft. =30 base +10 class, +10 feat, +10 implant

BAB: +4
Melee: +8 Knife, survival (1d4+4 S)

Ranged:
2 Zero pistols, frostbite-class (60 ft., Critical: Staggered, Capacity 20/20 charges, Usage 1)
Standard: +9, 1d6+3 P
Full: +6/+6, 1d6+3 P / 1d6+3 P

Other:
Trick Attack +3d8 - Full action. Use operative weapon or small arm. Move your speed. Attempt Bluff, Intimidate, or Stealth (Stealth at +4) check DC 20+CR. Deal additional damage. Can't use unwieldy weapon. Can't use weapon that requires full action to attack.
-If your hit with Trick Attack, the target is flat-footed or off-target until the beginning of your next turn.

Cloaking Field (10 rounds) - move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.

Statistics
Str 12
Dex 18 (12 +6)
Con 14 (12 +1 theme +1 lvl)
Int 16 (12 +4)
Wis 12
Cha 12

Feats:
1[character]: Weapon Focus (Small Arms)
1[az.human]: Improved Initiative
3[character]: Multi-Weapon Fighting
3[operative]: Weapon Specialization (Basic melee weapon, small arms, sniper weapons)
5[character]: Fleet

Skills:
11 per level =8(class) +3(Int)
66 total

+15 Acrobatics* 6 +4(dex) +3(class) +2(insight)
+10 Athletics* 4 +1(str) +3(class) +2(insight)
+9 Bluff 3 +1(cha) +3(class) +2(insight)
+11 Computers 3 +3(int) +3(class) +2(insight)
+13 Culture 5 +3(int) +3(class) +2(insight)
+7 Diplomacy 0 +1(cha) +4(insight) +2(theme)
+7 Disguise 0 +1(cha) +4(insight) +2(theme)
+11 Engineering 3 +3(int) +3(class) +2(insight)
+9 Intimidate 3 +1(cha) +3(class) +2(insight)
+9 Life Science 0 +3(int) +4(insight) +2(theme)
+11 Medicine 3 +3(int) +3(class) +2(insight)
+7 Mysticism 0 +1(wis) +4(insight) +2(theme)
+12 Perception 6 +1(wis) +3(class) +2(insight)
+9 Physical Science 0 +3(int) +4(insight) +2(theme)
+15 Piloting 6 +4(dex) +3(class) +2(insight)
+10 Profession (bounty hunter) 4 +1(wis) +3(class) +2(insight)
+12 Sense Motive 6 +1(wis) +3(class) +2(insight)
+12 Sleight of Hand* 3 +4(dex) +3(class) +2(insight)
+15 Stealth* 6 +4(dex) +3(class) +2(insight)
+11 Survival 5 +1(wis) +3(class) +2(insight)

*ACP -1

Languages: Common, +3

Racial features:
Starting ability scores 12
Bonus feat

Class Features:
1[operative]: Operative's edge +1, specialization, trick attack +1d4
2[operative]: Evasion, operative exploit
3[operative]: Operative's Edge +1, quick movement (+10 ft.), trick attack +1d8, weapon specialization
4[operative]: Debilitating trick, operative exploit
5[operative]: Specialization exploit, trick attack +3d8
6[operative]: Operative exploit

Operative Specialization:
Ghost
Associated skills: Acrobatics, Stealth. When using Stealth to make trick attack, gain +4 binus on the check.
Specialization exploit: Cloaking field

Operative exploits:
Jack of All Trades - You can use all skills untrained, and you double your operative's edge bonus when using a skill in which you have no ranks.
Nightvision - You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.
Cloaking Field (10 rounds) - activate as move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Spacefarer theme:
Theme knowledge - Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is class skill, or +1 bonus if already a class skill. Gain +1 Con.
Eager Dabbler - Gain +2 to skill checks if you don't have any ranks in them.

Gear/Possessions 15000 14236
Knife, survival (1d4 S, Bulk: L)

2 Zero pistol, frostbite-class (1d6 C, 60 ft., Critical: Staggered, Capacity 20 charges, Usage 1, Bulk L)

Estex Suit III (EAC+8, KAC+7, MDB+5, ACP-1, Upgrade slots: 4, Bulk: L)

Speed Suspension, minimal (speed +10 ft.)

Professional clothing (Bulk: L) 5
Comm, personal (Hands: 1, Capacity: 80, Usage: 1/hour, Bulk: L)
6 Battery (Charges: 20, Bulk: -)

Computer, tier 2 (DC 23, Miniaturization 4, Security II, Self-charging, Hardened, Alarm, Bulk L)

Backpack, consumer:
Hygiene kit (Bulk 1)
Tent, mass produced (Bulk: L)
Medkit, basic (Hands: 2, Bulk 1)

Carrying Capacity: Light <6 Bulk Encumbered 7-12 Bulk Overburdened 12< Bulk
Current Bulk 4

Money: 270 Credits

Background
Pao Revhi has been in business long enough to understand some ground rules - don't trust your employees, don't ask too much questions and don't ever cheat them. He learned the last one the hard way in his earlier days. He and his buddy Markus decided to pocket one of the items their client asked them to procure. Since he wasn't specific ("Take everything in the safe") they thought they could grab a few small but pricey ones. Well, wasn't hte case. He managed to run away and the customer seems to let it go after he got all the items, but buddy's dead and Pao got a scar on his cheek as a reminder.

Now he's just a mercenary, with some experience in infiltration, scouting, combat, useful sciences - well, a little bit of everything to be honest. Even some knowledge about magic, even though he can't use it. Why he decided to learn a bit about is acutally a funny story... but for another time.

Personality/Appearance
Pao is a tall, black haired Azlanti with blue eyes. He has a scar on his cheek, a raven tattoo on a side of his neck and a simple silver ring on his index finger he never seems to take off.

Pao is a careful man, always keeping an eye on his surroundings. He is practical and ruthless.

He prefers to keep every person in the room in his line of sight, staying close to the walls. Before making a decision he always turns a ring on his finger.

He is a good pilot and a decent engineer, but you better keep him away from commanding others. Pao just gets the job done, he's not really good at controlling other people's actions or inspiring and things like that.


Okay so I got a little carried away with making a thing. Hopefully it's a thing you like, because I think it would be fun to play. It's pretty out there.


I've missed the change to ability score increases, so here's the fixed version. I think there's no more mistakes.

Pao Revhi, Operative:
Pao Revhi
Race: Azlanti Human
Alignment: NE
Class: Operative 6
Theme: Spacefarer
Init +10 =+4 dex +2 insight, +4 improved initiative
Senses: Perception +13, low-light, darkvision (60 ft.)

Defense
EAC: 22 =10 +8 armor, +4 dex
КAC: 21 =10 +7 armor, +4 dex

HP: 46 =7*6+4
Stamina: 54 =(7+2)*6
Resolve: 7 =1/2 class + Int

Fort: +4 =+2(class) +2(Con)
Ref: +9 =+5(class) +4(Dex)
Will: +7 =+5(class) +2(Wis)

Offense
Speed: 60 ft. =30 base +10 class, +10 feat, +10 implant

BAB: +4
Melee: +8 Knife, survival (1d4+4 S)

Ranged:
2 Zero pistols, frostbite-class (60 ft., Critical: Staggered, Capacity 20/20 charges, Usage 1)
Standard: +9, 1d6+3 P
Full: +6/+6, 1d6+3 P / 1d6+3 P

Other:
Trick Attack +3d8 - Full action. Use operative weapon or small arm. Move your speed. Attempt Bluff, Intimidate, or Stealth (Stealth at +4) check DC 20+CR. Deal additional damage. Can't use unwieldy weapon. Can't use weapon that requires full action to attack.
-If your hit with Trick Attack, the target is flat-footed or off-target until the beginning of your next turn.

Cloaking Field (10 rounds) - move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.

Statistics
Str 12
Dex 19 (12 +6 +1 lvl)
Con 15 (12 +1 theme +2 lvl)
Int 18 (12 +4 +2 lvl)
Wis 14 (12 +2 lvl)
Cha 12

Feats:
1[character]: Weapon Focus (Small Arms)
1[az.human]: Improved Initiative
3[character]: Multi-Weapon Fighting
3[operative]: Weapon Specialization (Basic melee weapon, small arms, sniper weapons)
5[character]: Fleet

Skills:
12 per level =8(class) +4(Int)
72 total

+15 Acrobatics* 6 +4(dex) +3(class) +2(insight)
+11 Athletics* 5 +1(str) +3(class) +2(insight)
+9 Bluff 3 +1(cha) +3(class) +2(insight)
+13 Computers 5 +3(int) +3(class) +2(insight)
+13 Culture 5 +3(int) +3(class) +2(insight)
+7 Diplomacy 0 +1(cha) +4(insight) +2(theme)
+7 Disguise 0 +1(cha) +4(insight) +2(theme)
+11 Engineering 4 +3(int) +3(class) +2(insight)
+9 Intimidate 3 +1(cha) +3(class) +2(insight)
+9 Life Science 0 +3(int) +4(insight) +2(theme)
+11 Medicine 4 +3(int) +3(class) +2(insight)
+8 Mysticism 0 +2(wis) +4(insight) +2(theme)
+13 Perception 6 +2(wis) +3(class) +2(insight)
+9 Physical Science 0 +3(int) +4(insight) +2(theme)
+15 Piloting 6 +4(dex) +3(class) +2(insight)
+12 Profession (mercenary) 5 +2(wis) +3(class) +2(insight)
+13 Sense Motive 6 +2(wis) +3(class) +2(insight)
+12 Sleight of Hand* 3 +4(dex) +3(class) +2(insight)
+15 Stealth* 6 +4(dex) +3(class) +2(insight)
+12 Survival 5 +2(wis) +3(class) +2(insight)

*ACP -1

Languages: Common, Azlanti (racial), +3 from starting Int

Racial features:
Starting ability scores 12
Bonus feat

Class Features:
1[operative]: Operative's edge +1, specialization, trick attack +1d4
2[operative]: Evasion, operative exploit
3[operative]: Operative's Edge +1, quick movement (+10 ft.), trick attack +1d8, weapon specialization
4[operative]: Debilitating trick, operative exploit
5[operative]: Specialization exploit, trick attack +3d8
6[operative]: Operative exploit

Operative Specialization:
Ghost
Associated skills: Acrobatics, Stealth. When using Stealth to make trick attack, gain +4 binus on the check.
Specialization exploit: Cloaking field

Operative exploits:
Jack of All Trades - You can use all skills untrained, and you double your operative's edge bonus when using a skill in which you have no ranks.
Nightvision - You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.
Cloaking Field (10 rounds) - activate as move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Spacefarer theme:
Theme knowledge - Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is class skill, or +1 bonus if already a class skill. Gain +1 Con.
Eager Dabbler - Gain +2 to skill checks if you don't have any ranks in them.

Gear/Possessions 15000 14236
Knife, survival (1d4 S, Bulk: L)

2 Zero pistol, frostbite-class (1d6 C, 60 ft., Critical: Staggered, Capacity 20 charges, Usage 1, Bulk L)

Estex Suit III (EAC+8, KAC+7, MDB+5, ACP-1, Upgrade slots: 4, Bulk: L)

Speed Suspension, minimal (speed +10 ft.)

Professional clothing (Bulk: L) 5
Comm, personal (Hands: 1, Capacity: 80, Usage: 1/hour, Bulk: L)
6 Battery (Charges: 20, Bulk: -)

Computer, tier 2 (DC 23, Miniaturization 4, Security II, Self-charging, Hardened, Alarm, Bulk L)

Backpack, consumer:
Hygiene kit (Bulk 1)
Tent, mass produced (Bulk: L)
Medkit, basic (Hands: 2, Bulk 1)

Carrying Capacity: Light <6 Bulk Encumbered 7-12 Bulk Overburdened 12< Bulk
Current Bulk 4

Money: 270 Credits

Background
Pao Revhi has been in business long enough to understand some ground rules - don't trust your employees, don't ask too much questions and don't ever cheat them. He learned the last one the hard way in his earlier days. He and his buddy Markus decided to pocket one of the items their client asked them to procure. Since he wasn't specific ("Take everything in the safe") they thought they could grab a few small but pricey ones. Well, wasn't hte case. He managed to run away and the customer seems to let it go after he got all the items, but buddy's dead and Pao got a scar on his cheek as a reminder.

Now he's just a mercenary, with some experience in infiltration, scouting, combat, useful sciences - well, a little bit of everything to be honest. Even some knowledge about magic, even though he can't use it. Why he decided to learn a bit about is acutally a funny story... but for another time.

Personality/Appearance
Pao is a tall, black haired Azlanti with blue eyes. He has a scar on his cheek, a raven tattoo on a side of his neck and a simple silver ring on his index finger he never seems to take off.

Pao is a careful man, always keeping an eye on his surroundings. He is practical and ruthless.

He prefers to keep every person in the room in his line of sight, staying close to the walls. Before making a decision he always turns a ring on his finger.

He is a good pilot and a decent engineer, but you better keep him away from commanding others. Pao just gets the job done, he's not really good at controlling other people's actions or inspiring and things like that.


Madcaster, I'll point out something you might have missed that someone pointed out to me: You get a free rank in each of your skills from your specialization, so effectively you should have 84 skill points (8 base, 4 from Int, and 2 maxed skills from specialization x6 levels).


Oh. Specialization grants a free rank for its skills and a Skill Focus in them. I missed that.

I'm going to sleep now, so I'll fix it tomorrow. Thanks for pointing that out.


All right, here's the fixed Pao. I've changed his Theme to Outlaw, since the Spacefarer didn't really fit, Jack of All Trades trick to Combat Trick, chose a Cha increase instead of Dex and got him a Skill Synergy to gain Life Science and Physical Science as class skills.

Hope I didn't miss anything.

Pao Revhi, Operative:
Pao Revhi
Race: Azlanti Human
Alignment: NE
Class: Operative 6
Theme: Outlaw
Init +10 =+4 dex +2 insight, +4 improved initiative
Senses: Perception +13, low-light, darkvision (60 ft.)

Defense
EAC: 22 =10 +8 armor, +4 dex
КAC: 21 =10 +7 armor, +4 dex

HP: 46 =7*6+4
Stamina: 54 =(7+2)*6
Resolve: 7 =1/2 class + Int

Fort: +4 =+2(class) +2(Con)
Ref: +9 =+5(class) +4(Dex)
Will: +7 =+5(class) +2(Wis)

Offense
Speed: 60 ft. =30 base +10 class, +10 feat, +10 implant

BAB: +4
Melee: +8 Knife, survival (1d4+4 S)

Ranged:
2 Zero pistols, frostbite-class (60 ft., Critical: Staggered, Capacity 20/20 charges, Usage 1)
Standard: +9, 1d6+3 P
Full: +6/+6, 1d6+3 P / 1d6+3 P

Other:
Trick Attack +3d8 - Full action. Use operative weapon or small arm. Move your speed. Attempt Bluff, Intimidate, or Stealth (Stealth at +4) check DC 20+CR. Deal additional damage. Can't use unwieldy weapon. Can't use weapon that requires full action to attack.
-If your hit with Trick Attack, the target is flat-footed or off-target until the beginning of your next turn.

Cloaking Field (10 rounds) - move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.

Statistics
Str 13 (12 +1)
Dex 18 (12 +5 +1 theme)
Con 14 (12 +2 lvl)
Int 18 (12 +4 +2 lvl)
Wis 14 (12 +2 lvl)
Cha 14 (12 +2 lvl)

Feats:
1[character]: Weapon Focus (Small Arms)
1[az.human]: Improved Initiative
1[operative]: Skill Focus (Acrobatics), Skill Focus (Stealth)
2[operative trick]: Fleet
3[character]: Multi-Weapon Fighting
3[operative]: Weapon Specialization (Basic melee weapon, small arms, sniper weapons)
5[character]: Skill Synergy (Life Science, Physical Science)

Skills:
12 per level =8(class) +4(Int)
72 total

+16 Acrobatics* 6 +4(dex) +3(class) +3(insight) - Specialization
+10 Athletics* 4 +1(str) +3(class) +2(insight)
+11 Bluff 4 +2(cha) +3(class) +2(insight)
+15 Computers 6 +4(int) +3(class) +2(insight)
+15 Culture 6 +4(int) +3(class) +2(insight)
+8 Diplomacy 1 +2(cha) +3(class) +2(insight)
+8 Disguise 1 +2(cha) +3(class) +2(insight)
+13 Engineering 4 +4(int) +3(class) +2(insight)
+10 Intimidate 4 +1(cha) +3(class) +2(insight)
+10 Life Science 1 +4(int) +3(class) +2(insight)
+13 Medicine 4 +4(int) +3(class) +2(insight)
+13 Perception 6 +2(wis) +3(class) +2(insight)
+10 Physical Science 1 +4(int) +3(class) +2(insight)
+15 Piloting 6 +4(dex) +3(class) +2(insight)
+13 Profession (mercenary) 6 +2(wis) +3(class) +2(insight)
+13 Sense Motive 6 +2(wis) +3(class) +2(insight)
+16 Sleight of Hand* 6 +4(dex) +3(class) +2(insight) +1(theme)
+16 Stealth* 6 +4(dex) +3(class) +3(insight) - Specialization
+13 Survival 6 +2(wis) +3(class) +2(insight)

*ACP -1

Languages: Common, Azlanti (racial), +3 from starting Int

Racial features:
Starting ability scores 12
Bonus feat

Class Features:
1[operative]: Operative's edge +1, specialization, trick attack +1d4
2[operative]: Evasion, operative exploit
3[operative]: Operative's Edge +1, quick movement (+10 ft.), trick attack +1d8, weapon specialization
4[operative]: Debilitating trick, operative exploit
5[operative]: Specialization exploit, trick attack +3d8
6[operative]: Operative exploit

Operative Specialization:
Ghost
Associated skills: Acrobatics, Stealth. When using Stealth to make trick attack, gain +4 binus on the check.
Specialization exploit: Cloaking field

Operative exploits:
Combat Trick - Gain a bonus combat feat.
Nightvision - You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.
Cloaking Field (10 rounds) - activate as move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Outlaw theme:
Theme knowledge - Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is a class skill, or +1 bonus if already a class skill. Gain +1 Dex.
Legal Corruption - Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble - as long as you're willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits x your character level and 10,000 credits x your character level.

Gear/Possessions
Knife, survival (1d4 S, Bulk: L)

2 Zero pistol, frostbite-class (1d6 C, 60 ft., Critical: Staggered, Capacity 20 charges, Usage 1, Bulk L)

Estex Suit III (EAC+8, KAC+7, MDB+5, ACP-1, Upgrade slots: 4, Bulk: L)

Speed Suspension, minimal (speed +10 ft.)

Professional clothing (Bulk: L) 5
Comm, personal (Hands: 1, Capacity: 80, Usage: 1/hour, Bulk: L)
6 Battery (Charges: 20, Bulk: -)

Computer, tier 2 (DC 23, Miniaturization 4, Security II, Self-charging, Hardened, Alarm, Bulk L)

Backpack, consumer:
Hygiene kit (Bulk 1)
Tent, mass produced (Bulk: L)
Medkit, basic (Hands: 2, Bulk 1)

Carrying Capacity: Light <6 Bulk Encumbered 7-13 Bulk Overburdened 13< Bulk
Current Bulk 4

Money: 270 Credits

Background
Pao Revhi has been in business long enough to understand some ground rules - don't trust your employees, don't ask too much questions and don't ever cheat them. He learned the last one the hard way in his earlier days. He and his buddy Markus decided to pocket one of the items their client asked them to procure. Since he wasn't specific ("Take everything in the safe") they thought they could grab a few small but pricey ones. Well, wasn't hte case. He managed to run away and the customer seems to let it go after he got all the items, but buddy's dead and Pao got a scar on his cheek as a reminder.

Now he's just a mercenary, with some experience in infiltration, scouting, combat, useful sciences - well, a little bit of everything to be honest. Even some knowledge about magic, even though he can't use it. Why he decided to learn a bit about is acutally a funny story... but for another time.

Personality/Appearance
Pao is a tall, black haired Azlanti with blue eyes. He has a scar on his cheek, a raven tattoo on a side of his neck and a simple silver ring on his index finger he never seems to take off.

Pao is a careful man, always keeping an eye on his surroundings. He is practical and ruthless.

He prefers to keep every person in the room in his line of sight, staying close to the walls. Before making a decision he always turns a ring on his finger.

He is a good pilot and a decent engineer, but you better keep him away from commanding others. Pao just gets the job done, he's not really good at controlling other people's actions or inspiring and things like that.


Hey, Loup Blanc here, I'd be interested in giving this a go to try out the system. Here's my build of a soldier to help round out the team with a beatstick up front. Let me know if there are any obvious errors or problems! (I haven't spent credits on basic mundane equipment because I'm not sure what we'd need to buy; some of that may end up going to fusions or serums or something.)


...And now, just to let you know, I'm looking through the book more and considering building a Solarian instead. Consider Janitor my submission for now, at least, but I may be putting forward something else.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Ok, all, have my internet back to some kind of shape. Consider this a bump and also, I will be ending the recruitment one week from today (9/2), with chosen players announced 9/3ish.

Plenty of time for people to work up submissions.

Thanks.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Bump


I might rebuild Pao again, and change some of his equipment. If I do, I'll post the updated submission today or tomorrow.


All right, that's the final version. I think. Not many changes - dumped Multi-Weapon Fighting, took Uncanny Mobility instead of Combat Trick, changed weapons from 2 cryo pistols to 1 tactic pistol and a basic sniper rifle.

Pao Revhi, Operative:
Pao Revhi
Race: Azlanti Human
Alignment: NE
Class: Operative 6
Theme: Outlaw
Init +10 =+4 dex +2 insight, +4 improved initiative
Senses: Perception +13, low-light, darkvision (60 ft.)

Defense
EAC: 22 =10 +8 armor, +4 dex
КAC: 21 =10 +7 armor, +4 dex

HP: 46 =7*6+4
Stamina: 54 =(7+2)*6
Resolve: 7 =1/2 class + Int

Fort: +4 =+2(class) +2(Con)
Ref: +9 =+5(class) +4(Dex)
Will: +7 =+5(class) +2(Wis)

Offense
Speed: 60 ft. =30 base +10 class, +10 feat, +10 implant

BAB: +4
Melee: +8 Knife, survival (1d4+4 S)

Ranged:
+9 Semi-auto pistol, advanced (2d6 P, 60 ft., Capacity 12/12 rounds, Usage 1, Analog, rounds 60/60) or
+8 Shirren-eye rifle, tactical (1d10 P, 70 ft., Capacity 1/1 rounds, Usage 1, Analog, sniper (250 ft.), unwieldy, rounds 25/25)

Other:
Trick Attack +3d8 - Full action. Use operative weapon or small arm. Move your speed. Attempt Bluff, Intimidate, or Stealth (Stealth at +4) check DC 20+CR. Deal additional damage. Can't use unwieldy weapon. Can't use weapon that requires full action to attack.
-If your hit with Trick Attack, the target is flat-footed or off-target until the beginning of your next turn.

Cloaking Field (10 rounds) - move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.

Uncanny Mobility - choose a target before using Trick Attack, dont't provoke AoO from that target when moving. When moving as a standard action choose a target, don't provoke AoO from that target when moving.

Statistics
Str 13 (12 +1)
Dex 18 (12 +5 +1 theme)
Con 14 (12 +2 lvl)
Int 18 (12 +4 +2 lvl)
Wis 14 (12 +2 lvl)
Cha 14 (12 +2 lvl)

Feats:
1[character]: Weapon Focus (Small Arms)
1[az.human]: Improved Initiative
1[operative]: Skill Focus (Acrobatics, Stealth)
3[character]: Fleet
3[operative]: Weapon Specialization (Basic melee weapon, small arms, sniper weapons)
5[character]: Skill Synergy (Life Science, Physical Science)

Skills:
12 per level =8(class) +4(Int)
72 total

+16 Acrobatics* 6 +4(dex) +3(class) +3(insight) - Specialization
+10 Athletics* 4 +1(str) +3(class) +2(insight)
+11 Bluff 4 +2(cha) +3(class) +2(insight)
+15 Computers 6 +4(int) +3(class) +2(insight)
+15 Culture 6 +4(int) +3(class) +2(insight)
+8 Diplomacy 1 +2(cha) +3(class) +2(insight)
+8 Disguise 1 +2(cha) +3(class) +2(insight)
+13 Engineering 4 +4(int) +3(class) +2(insight)
+10 Intimidate 4 +1(cha) +3(class) +2(insight)
+10 Life Science 1 +4(int) +3(class) +2(insight)
+13 Medicine 4 +4(int) +3(class) +2(insight)
+13 Perception 6 +2(wis) +3(class) +2(insight)
+10 Physical Science 1 +4(int) +3(class) +2(insight)
+15 Piloting 6 +4(dex) +3(class) +2(insight)
+13 Profession (mercenary) 6 +2(wis) +3(class) +2(insight)
+13 Sense Motive 6 +2(wis) +3(class) +2(insight)
+16 Sleight of Hand* 6 +4(dex) +3(class) +2(insight) +1(theme)
+16 Stealth* 6 +4(dex) +3(class) +3(insight) - Specialization
+13 Survival 6 +2(wis) +3(class) +2(insight)

*ACP -1

Languages: Common, Azlanti (racial), +3 from starting Int

Racial features:
Starting ability scores 12
Bonus feat

Class Features:
1[operative]: Operative's edge +1, specialization, trick attack +1d4
2[operative]: Evasion, operative exploit
3[operative]: Operative's Edge +1, quick movement (+10 ft.), trick attack +1d8, weapon specialization
4[operative]: Debilitating trick, operative exploit
5[operative]: Specialization exploit, trick attack +3d8
6[operative]: Operative exploit

Operative Specialization:
Ghost
Associated skills: Acrobatics, Stealth. When using Stealth to make trick attack, gain +4 binus on the check.
Specialization exploit: Cloaking field

Operative exploits:
Uncanny Mobility - When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement..
Nightvision - You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.
Sure Footed - move at full speed over difficult terrain and w/o penalty when using Acrobatics and Stealth at full speed.
Cloaking Field (10 rounds) - activate as move action. Use Stealth even when being directly observed. Gain +10 to Stealth after not moving for 1 round. Recharges 1 charge per minute when inactive.

Outlaw theme:
Theme knowledge - Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is a class skill, or +1 bonus if already a class skill. Gain +1 Dex.
Legal Corruption - Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble - as long as you're willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits x your character level and 10,000 credits x your character level.

Gear/Possessions
Knife, survival (1d4 S, Bulk: L)

Semi-auto pistol, advanced (2d6 P, 60 ft., Capacity 12 rounds, Usage 1, Analog, Bulk L)
Rounds, small arm (60) (Bulk: L each 30)

Shirren-eye rifle, tactical (1d10 P, 70 ft., Capacity 1 rounds, Usage 1, Analog, sniper (250 ft.), unwieldy, Bulk 1)
Rounds, sniper (25) (Bulk: L each 25)

Estex Suit III (EAC+8, KAC+7, MDB+5, ACP-1, Upgrade slots: 4, Bulk: L)

Speed Suspension, minimal (speed +10 ft.)

Professional clothing (Bulk: L)
Comm, personal (Hands: 1, Capacity: 80, Usage: 1/hour, Bulk: L)
2 Batteries (Charges: 20, Bulk: -)

Computer, tier 2 (DC 23, Miniaturization 4, Security II, Self-charging, Hardened, Alarm, Bulk L)

Backpack, consumer:
Hygiene kit (Bulk 1)
Tent, mass produced (Bulk: L)
Medkit, basic (Hands: 2, Bulk 1)

Carrying Capacity: Unencumbered <6 Bulk Encumbered 7-13 Bulk Overburdened 13< Bulk
Current Bulk 5

Money: 220 Credits

Background
Pao Revhi has been in business long enough to understand some ground rules - don't trust your employees, don't ask too much questions and don't ever cheat them. He learned the last one the hard way in his earlier days. He and his buddy Markus decided to pocket one of the items their client asked them to procure. Since he wasn't specific ("Take everything in the safe") they thought they could grab a few small but pricey ones. Well, wasn't hte case. He managed to run away and the customer seems to let it go after he got all the items, but buddy's dead and Pao got a scar on his cheek as a reminder.

Now he's just a mercenary, with some experience in infiltration, scouting, combat, useful sciences - well, a little bit of everything to be honest. Even some knowledge about magic, even though he can't use it. Why he decided to learn a bit about is acutally a funny story... but for another time.

Personality/Appearance
Pao is a tall, black haired Azlanti with blue eyes. He has a scar on his cheek, a raven tattoo on a side of his neck and a simple silver ring on his index finger he never seems to take off.

Pao is a careful man, always keeping an eye on his surroundings. He is practical and ruthless.

He prefers to keep every person in the room in his line of sight, staying close to the walls. Before making a decision he always turns a ring on his finger.

He is a good pilot and a decent engineer, but you better keep him away from commanding others. Pao just gets the job done, he's not really good at controlling other people's actions or inspiring and things like that.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Three days left to submit.


Submitting a built race for your approval.

OMICRON-TYPE

Monstrous Humanoid 3p
Omicron are a mixed breed between humanoids and big felines.
Medium Size 0p
Omicron are usually big and heavy, but not large enough to be considered Large.
Normal Speed 0p
Omicron are quite fast for a heavy build type.
Ability Scores (Advanced): 4p
-All Physical +2
Physical tasks are for what Omicron were created.
-Charisma -2
Even though beautiful and gracile, Omicron are usually harsh at best.
-Wisdom +4
Omicron are infused with a strong willpower.
Language (Standard) 0p
Omicron are trained in Azlanti and Common. They haven’t developed an own language.
Racial Traits:
-Natural Armor 2p
Tough skin protects Omicron from casual blows and injuries. Natural Armor should be considered KAC.
-Imp Natural Armor 1p
Stacks for a total of +2 KAC.
-Camouflage 1p
Omicron get to select a terrain at character creation, based on his feline species. He gets +4 Stealth when in that terrain.
-Stalker 1p
Omicron are natural hunters and thus they always consider Perception and Stealth as Class Skills.
-Fast 1p
Their feline nature boons Omicron with a +10ft bonus to their base speed.
-Bite 1p
Omicron retained some of their predatory weapons as a last resort utility.
-Low-Light Vision 1p
Most Omicron are in their element when hunting in the dark.

Total 15p


Nevermind. In case this is still going on, I've made this character, a Solarian, with a different custom race.


pokity poke poke


Okay, I'm going to withdraw my submission. Thanks all!

Dark Archive

Is this still a thing? =)

If so I have an Operative/Pilot ready to go. I'd just need to level her 6.

Let me know! =p


Yeah, I'm withdrawing too.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Sorry, no, this is not "still a thing". Initial interest was not strong enough, causing me to re-assess running it.

Thanks to those who applied, sorry it didn't go as planned.


Damn. Hopefully next time!

Community / Forums / Online Campaigns / Recruitment / Shakedown Cruise: Short-Term Starfinder Recruitment All Messageboards

Want to post a reply? Sign in.