Ravingdork |
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CHARACTER UPDATES
Wan Shi - enigmatic and elusive astrazoan psychic transmuter
Switched out his eagle eyes augmentation for a redundancy belt (reduced falling damage and save bonuses) and telespectrum circlet (increased telepathy range and languages).
I've also switched out his Spell Focus and Spell Penetration feats for the Psychic Sense and Telepathic Spy feats from Dawn of Flame #1. This grants him blindsense (thought) out to 150 feet! :D
Oh, and he can now intercept psychic messages at that range too.
Combined with his shapechanging abilities, this just about makes him the perfect spy in a psychic community.
Ravingdork |
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NEW CHARACTER!
Zorak, Silent Cannibal of the Devourer - CE male shirren cultist operative 6 (spy)
"I am the Lone Locust of the Apocalypse, think of me when you look to the night sky."
The anarchic shirren, Zorak, was once a Maw of the Devourer (cult recruiter). He was instrumental in forming a sizeable cult cell that frequently terrorized the citizens of the planet Castrovel for several years. When a band of Pathfinders killed his mate, a fellow shirren cultist named Salask, along with much of that cell’s local membership, he went into hiding; moving on from Castrovel to instead serve the Devourer as a silent cannibal (cult spy) elsewhere.
As a silent cannibal, Zorak has spent years spying for cult cells, living lies as deep in targeted societies as he could manage. Though not all silent cannibals are actually cannibals—the term refers to their being members of the society they seek to destroy, thus metaphorically eating their own kind—but some (like Zorak) certainly take the label literally and are serial killers (Zorak himself recently devoured his own nephew). While committing murders even once every year or two puts Zorak at much greater risk of discovery, the dedication needed for a Devourer cultist to live a quiet life as a spy is more than he can manage without at least an occasional killing to assuage his need for destruction.
More often then not, Zorak hides out in the open, taking various public positions within society such as a holovid actor on late night shows or as a bandleader at popular nighttime venues. This level of personal exposure acts as a surprisingly good cover for his true activities. Since most people view cultists of the Devourer as being either a secretive bunch hiding in the shadows, or as a crazed hoard far away on the farthest fringes of known space, few suspect that such a public entertainer could actually be a psychopath hellbent on bringing about the end of all civilization.
Zorak is usually grumpy and sarcastic, bringing a sick sense of humor to his acts that has netted him some small renown. He relishes publicly insulting his fellow stars whenever possible, sometimes winding them up to the point of perpetrating acts of violence against him—many of which are mistakenly seen by the public as little more than scripted entertainment. When Zorak’s compatriots have had enough, he or they simply move on to other entertainment opportunities. Ironically, this has served to grow Zorak’s network of contacts, allowing him a constant stream of worthwhile information about activities within the Pact Worlds system since, for every being he alienates, he entertains hundreds more.
Tactics: When Zorak's urges for murder gain the better of him, he generally tries to lure an unsuspecting victim to an isolated location. He then uses his Fast Talk feat or stealth skill to initiate a surprise round, which he uses to boost his glamered matter intensifier. Zorak then relies on his high initiative to go first on the first round of combat, delivering a trick attack along with his bleeding shot exploit to deliver an attack dealing 1d10+3d8+2d4+3 damage plus 6 bleed, for an average of 33 damage in the opening round. If necessary, he continues his trick attacks to finish off his foe or, if there is nowhere for them to go, simply plays games with them before consuming any evidence.
Ravingdork |
NEW CHARACTER!
Grimm Shark, Helldiver - CG male orc colonist soldier 9 (hit-and-run)
"You do not follow me because I am the strongest. You do not follow me because I am the brightest. You follow me because I’m the only one who knows where they are going—and how to come back."
Helldivers are teams of highly trained soldiers and capable civilian contractors tasked with pacifying and stabilizing inhospitable locales in preparation for a new planetary colony. They are almost always the first to set feet on the ground of a new colony site; and as such, they are also the first to encounter any hazards and hostile native life the region has to offer. Grimm Shark is one such helldiver.
Ravingdork |
NEW CHARACTER!
Cyclone - CN male draelik gladiator solarian 5 (solar weapon)
“My people have a saying: ‘Ultimately, we are all dead men.’ Frag that! I’m going be the last one standing!”
Cyclone is a tech enthusiast and small-time gladiator known for surviving at least one season within Eox’s Halls of the Living, and for brutally headbutting a fellow contestant to death.
Unlike many other draeliks, Cyclone eschews his people’s entropic beliefs and the philosophy of Ataxxea. He left the Kurzach Nebula to seek his fortune in the wider galaxy but was soon captured as a pirate in Eoxian space. He was then forced to enter the Halls of the Living, a subterranean city designed specifically for living inhabitants, where cruel reality shows and competitions are arranged as entertainment and broadcast through the Pact Worlds.
Though he genuinely seems to enjoy the chaos and violence of Eoxian hospitality, Cyclone is ever on the lookout for a means to escape his current predicament. The thought of being little more than an entertaining pet for the bone sages of Eox until he discovers the meaning of entropy really sticks in his craw.
Garretmander |
I was maybe going to try a battle royal style one shot. Do you happen any bulk sets of characters that are the same level floating around?
I feel like if you're going to do a one shot battle royal, its better to make a bunch of NPCs with class grafts.
You can bang out each statblock in a couple minutes, they have less fiddly bits, and other than selecting appropriate weapons/a couple grenades you don't have to worry about buying gear.
Ravingdork |
1 person marked this as a favorite. |
I was maybe going to try a battle royal style one shot. Do you happen any bulk sets of characters that are the same level floating around?
We've got all levels from 1-20 covered here. Below is a complete list of all of the characters currently in the gallery, by level, for your convenience:
01 - Kargan Yautja
02 - 11-17
03 - Hadif
03 - Kass Ehdar
04 - Bartholomew
05 - Cyclone
05 - Duke Heart
05 - Nyanta Felinoid
05 - Penelope Adams
05 - Slayn
06 - Darrow
06 - Marah Tiferi
06 - Zorak
07 - Buckaroo
07 - Nossk
07 - Zero
08 - Char
09 - Grimm Shark
09 - Setsuna Blaine
09 - Wan Shi Tong
10 - Kross So
10 - Mad Snack
10 - R.U.I.N.
10 - Sonic
11 - Galena
11 - LK-4D4
11 - Skai Lorian
12 - Bolin
12 - The Headless Corpsman
12 - Jynx
12 - Sheeva
13 - Polyras Gharlaan
14 - Dr. Zachary Smith
15 - Madame Karina
16 - The Heart Collector
17 - Rowan Mouri
18 - Chistori Hammertail
19 - Cid
20 - Powell Jones
Hope that helps! :D
If you end up enjoying my gallery of misfits, please hit the "favorite" button in the first post and let me know how your arena combat goes! :D
Ravingdork |
NEW CHARACTER!
Peter Van Buskirk - LG male nuar spacefarer soldier 13 (arcane assailant, blitz)
“If I make it out of this, I swear I’ll never drink again!”
Peter Van Buskirk is a retired military colonel of Verces who, despite being retired, always seems to find himself amidst one adventure or another.
Between his power of legend, stalwart grit, and stalwart tenacity class abilities; high damage reduction and energy resistances; and high stamina; PB is more than capable of tanking with the best of 'em. Whenever possible, he charges into the fray (ignoring charge penalties and difficult terrain as he does so), swinging his prized magma axe with heady abandon.
When unable to close the distance, he lets lose with his alto singing disk, or whatever ranged weapon is at hand (the bigger the better!).
Once in melee, he presses the advantage with full attacks, making deadly swings of his axe and powerful headbutts and kicks, being sure to keep enemies from maneuvering away from his continued onslaught and getting to his allies.
A veritable giant, PB enjoys throwing his weight around, and is usually the first one to breach an entryway, leap from a tall building to board a passing enemy aircraft, or take some other reckless action that, more often than not, results in a trail of fiery destruction.
Xenocrat |
A couple of ideas that occurred to me:
1. Indestructible augmented man - biotechnician theme, Verthani race, Geneturge Mystic with Augmented archetype. Allows one doubled augmentation system of any sort (from archetype at level 3), one doubled system with a cyber component (from Verthani race at level 1), and two sytems that can have two biotech upgrades each (one from theme at level 12, one from Mystic connection at level 6).
There are a lot of augmentations that enhance survivability, which combos with the Verthani +2 to Con and the Augmented archetype abilities at 6th (reduced resolve costs for the death avoiding options at 0 HP and bleed/burning negation) and 9th (stamina regen if you have a Con score boosting personal upgrade).
There are A LOT of augmentations that boost survivability through save boosting, healing, DR/energy resistance, SR, extra resolve to avoid death, and mental condition avoidance and that can be doubled up via the above abilities. And the mystic spell list gives other defensive/recuperative options as well.
2. Undetectable stealth man - Shadow connection Mystic (gives double connection bonus to stealth if in dim light/darkness) for a +2-14 insight bonus to stealth, +2 racial bonus from Lashunta or one of the races that gives a stealth bonus or +10 racial bonus from Verthani if you stay still for one round, Skin of the Chameleon biotech augmentation for +3 circumstance bonus.
At 20th level a max Dex build of this would have a +51 stealth bonus (w/non-Verthani racial bonus); a CR20 Kyokor only has +34 perception (and at 12th level our Mystic becomes immune to his blindsense while in shadow). 85% of the time you're completley undetectable, and the other 15% of the time the Kyokor has to roll an 18 or better to spot you. I make that a 1.5% compound probability of being detected every round. The CR 19 Endbringer Devil has perception +32, so he only gets a 1/400 chance to detect you, although ask your DM if See in Darkness is defeated by your Shadow Shroud ability the same was Darkvision is.
I assume this scales well, if not quite as well, at lower levels against same CR foes. When it doesn't, you have an invisibility option from 6th level to make this a "LOL, no" check. (Unlike Pathfinder, very few Starfinder monsters have true sight or see in invisibility natively, and you can avoid the more common blindsight/sense at 12th level.)
Ravingdork |
A couple of ideas that occurred to me...
Wow. Those are pretty cool ideas.
#1: Do you have any specific augmentation combo suggestions?
#2: Do the kyokor and endbringer devil possess the highest Perception modifiers of any creature in the game, or did you just pick them out because they are CR 20?
UllarWarlord Contributor |
I have a character sheet I made some time ago that I've been periodically updating - a stellifera mechanic that uses his drone like a mech. It requires only two mods on the drone to work in any sense (making its earliest viability level 3), as well as a specific armor upgrade; it's not exactly 'effective', but ti's still a funny concept I'd love to play some day. Is it alright if I post it here?
Carla the Profane |
Xenocrat wrote:A couple of ideas that occurred to me...#1: Do you have any specific augmentation combo suggestions?
You can have x-ray eyes that shoot lasers, or legs with bionic knees and force soles, or a skin that protects agains both kinetic damage as well as energy damage (which you can then change on the fly using the geneturge / augmented combo)
Ravingdork |
1 person marked this as a favorite. |
Is it alright if I post it here?
Well, let me see...
*Starts scrolling through menus and running search queries on a transparent, super-thin datapad*
Ah yes, here it is. Post 1, paragraph 8, line 1, of the Emporium states thus:
Please also feel free to post your own characters and ideas here, in full or in part, if you wish!
*With a look of snobbish triumph, absentmindedly snaps datapad shut like a book before wincing at the cracking sound it makes*
Xenocrat |
#1: Do you have any specific augmentation combo suggestions?
Ranked by system:
Brain:
1. Biotech - Cerebral Countermeasures (+2 to will save as reaction)
2. Biotech - Backup Lobe (spend resolve to ignore conditions for one round)
This combo is easy, nothing else competes on the defensive front and it uses up one of your compulsory and relatively cheap double biotech systems.
Endocrine:
1. Cyber/Biotech - Adrenal Booster (spend one less resolve to stabilize, once per day you can stabilize and stay in the fight as part of the same action)
99. Necrograft - Undead Adrenal Gland (once per day as a move action gain immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for 1+ minutes)
I think you can skip the Undead Adrenal Gland, bad action economy and you have to see the threat coming, you don't want to waste a double system on endocrine. The Adrenal Booster alone is an AMAZING survival tool, especially for spellcasters who can heal/hide/flee from danger if they're taken down unexpectedly. It doesn't stack with your Augmented archetype ability to reduce resolve to stabilize, but at high levels/resolve that ability quits working anyway - take this for the stabilize/stay in the fight combo.
Heart:
1. Cyber/Biotech - Threshold Buffer (provides 1-3 resolve that can only be spent on stabilizing/staying in the fight, excellent combo with Adrenal Booster)
2. Necrograft - Black Heart (so many save boosters and long endurance environmental protection always on)
3. Cyber/Biotech - Detoxifier (big boost to radiation/disease/poison saves and either reroll or straight immunity to poison saves at higher levels, but a high level Black Heart provides most of the same plus a much broader spectrum of protection; this is a defensible alternative, however, especially if you put a low grade Black Heart in the lung system instead)
4. Magitech - Fluttering Heart (full action makes you the least threatening person on the battlefield as long as you take no hostile action; enemies MUST attack other threats if they exist, no save; not PFS legal)
5. Magitech - Heart of Darkness (10 minutes of Death Ward per day, plus an offensive spell, it's complicated)
98. Magitech - Synchronous Heart (lets nearby allies spend your resolve to stabilize; for a party saving build rather than self preservation)
99. Biotech - Regenerative Blood (regain HP when regaining stamina; you have cheaper ways of regaining health, and this doesn't save you during combat)
The Threshold Buffer is a must, and available as a cyber or biotech option, so you can use up your Verthani bonus slot or go double biotech here if you don't want to burn your Augmented anything goes double slot on some magitech or necrograft doubling here.
Honestly you could just go solo on the Threshold Buffer and put a Black Heart in the lungs system solo if you're building for survival without using up double systems here.
Lungs:
Note: I ignore all the "don't have to breath" options because a cheap spell, armor, a cheap aeon stone, or a Black Heart has that covered. You don't need to double a slot here for such a small benefit.
1. Necrograft - Black Heart (see heart above; it's probably better here)
99. Biotech - Cleansing Breath (you and nearby creatures roll twice on all disease saves)
This slot is probably best for a solo Black Heart, as the Cleansing Breath is super expensive and not that great at that level when you can cure disease pretty easily and your allies might have their environmental protections up and not benefit anyway.
Skin:
1. Magitech - Antimagic Skin (SR for one minute as a move action or reaction, usual 10 minute rest or resolve point to recharge)
2. Cyber/biotech - Biosynthetic Nanites (spend a swift action and resolve to heal HP during combat, or spend a full action to start 1 minute Fast Healing 1/day, better than Regenerative Blood for my money)
3. Biotech - Resistant Hide (ER up to 12, you can pick sonic/acid, which armor mods can't match)
4. Cyber/biotech - Dermal Plating (DR up to 7; you can get DR 5 from an armor upgrade, or take a feat or cast a spell, too expensive considering the alternatives)
I'm not sure you need to double up here, either. Reistances are available through other methods, and you might not want to spend resolve on in combat healing, although with a Threshold Buffer and Adrenal Booster your stabilizing needs are covered even if you spend a lot of resolve trying and failing to stay up.
Note that for all of these systems it could make sense to only pick one defensive option and use your double on an offensive or utility augmentation.
A defensive augmented character with no doubling available at all would probably look like:
Brain: Backup Lobe
Endocrine: Adrenal Booster
Heart: Threshold Buffer
Lung: Black Heart
Skin: Antimagic Skin
If you're a high level spellcaster with the Combat Casting and Focused Spellcaster feats you're basically unkillable - you can spend resolve to ignore most conditions that prevent you from casting (pretty much all if you're a Technomancer with Reboot Mind), you can spend free resolve to stabilize and stay in the fight simultaneously if you're taken down, and you can spend resolve to laugh off a hit if you take an AOO casting your escape spell. The Antimagic Skin and Black Heart make it harder to effect you with magic and/or will/fort effects.
#2: Do the kyokor and endbringer devil possess the highest Perception modifiers of any creature in the game, or did you just pick them out because they are CR 20?
The Endbringer is CR19, and has the same perception modifier as the other CR19 in AA1. The CR20 and CR19 in AA2 have the same modifiers, so it seems like at the high level, at least, designers are just pulling the perception straight off the CR monster chart.
Xenocrat |
After additional thought, SROs are probably superior to Verthani for a die hard build. The Robotic racial trait (also available through Polymorph as the most OP option) makes the Black Heart, Detoxifier, and Cleansing Breath pointless (freeing up other options), and they get both a free datajack and a half level cyber option that cost no money and take up no slots. The only benefit for the Verthani is that his free cyber slot can be anything he can buy (no level cap), but he has to buy it.
Xenocrat |
2. Undetectable stealth man - Shadow connection Mystic (gives double connection bonus to stealth if in dim light/darkness) for a +2-14 insight bonus to stealth, +2 racial bonus from Lashunta or one of the races that gives a stealth bonus or +10 racial bonus from Verthani if you stay still for one round, Skin of the Chameleon biotech augmentation for +3 circumstance bonus.
If you add a Polymorph spell to this you can add the Draelik +4 untyped bonus to stealth in dim light, a +1 to +3 bonus for reducing your size below medium, and pick up the Fiendish Gloom ability from Tiefling racial trait to make a big 20' radius of reduced light without having to spend resolve (or stack with your Shadow Shroud to ensure darkness and total concealment in your square even if you're otherwise in bright light). So that takes a dimunitive polymorphed level 20 super stealth character up to a +58 stealth bonus, which gets pretty close to auto success on sniping checks if you use a silencer and suppressor on a projectile weapon.
Ravingdork |
So that takes a dimunitive polymorphed level 20 super stealth character up to a +58 stealth bonus, which gets pretty close to auto success on sniping checks if you use a silencer and suppressor on a projectile weapon.
XD
Ravingdork |
NEW STARSHIP!
The Narwhal, armored personnel carrier and refugee transport ship - small shuttle (tier 7)
“There’s not much out there that can scratch the Narwhal.”
Simply dubbed the “Narwhal” due to its sleek hull and the elongated light particle beam emitters jutting from its bow, this small shuttle was designed specifically to serve as an armored personnel carrier, typically seeing use by good Samaritans to smuggle dozens of refugees past formidable blockades and out of hostile areas of space. Though small, the ship is incredibly sturdy, fielding top-of-the-line shield emitters and incredibly dense, multi-layered hull plating, allowing it to easily weather most conventional forms of assault.
Ravingdork |
NEW CHARACTER!
(Courtesy of a friend of mine)
Rhonas the Old Blood, gladiator and hellknight - LN male formian gladiator soldier 7 (arcane assailant, star knight)
“I once fought for honor, valor and wealth. Now I fight only for order.”
A merchant turned gladiator turned Hellknight of the Order of the Furnace.
Ravingdork |
NEW CHARACTERS!
Tonight we have a double feature!
Hern, xenophobic biotechnician - N male trox biotechnician solarian 8 (augmented, solar weapon)
“Together, San and I will make a new, perfect trox.”
San, xenophobic research scientist - N female trox biotechnician envoy 8 (augmented)
“Thrice have the trox evolved, growing closer to perfection each time. Hern and I cannot be stopped now. We are so close to finally obtaining it.”
Hern and his life mate, San, are xenophobic trox bioengineers who have dedicated their entire lives towards the creation of a perfect race of trox, with themselves set to be its progenitors. Ostracized and exiled from their home world, Nchak, for their illegal experiments with eugenics, they relocated to Bretheda in the hopes of continuing their work. There they sought out disreputable bioengineering firms and sponsors that were more interested in research results than they were in obeying the letter of the law, or the Trox couple’s personal xenophobic inclinations and goals.
Though they always believed the trox to be superior to most other races, their obsession with developing a perfect trox began with the simple desire to produce biological offspring. Discovering that San was sterile soon after becoming life mates, they both began studying the latest in bioengineering as a means of solving their problem. The more they learned about what was possible, however, the more they developed grandiose ideas of what they, and their future offspring, could one day become.
Once the Starfinder Operations Manual eventually releases, I will likely convert them into a vanguard and biohacker, respectively.
Ravingdork |
Ravingdork |
CHARACTER UPDATES!
The following characters have been updated with material from the recently released Character Operations Manual:
Chistori Hammertail
- Secondary Fighting Style has been changed from Blitz to Qi Adept.
This fits the character concept better and allows for a variety of powerful and thematic abilities, such as one-round flight or ranged energy-based unarmed attacks.
Kargan Yautja
- Primary Fighting Style has been changed from Hit-And-Run to Hunter.
This change better reflects the character's initial character concept better.
Madame Karina
- Gained Death Strike in place of Stalwart.
This allows the little old lady to kill people with her bare hands.
Mad Snack Rattigan
- Is now a survivor ysoki (which didn't really change his final ability scores).
- Replaced Plasma Immolation gear boost with Spinning Cleave, allowing him to use his Cleave and Great Cleave feats on opponents who are not adjacent to one another.
I just liked the idea of his dervishing his way into a room of enemies like a little mad-rodent, spraying blood everywhere.
Nossk
- Is now a Warblood Vesk (which didn't really change his final ability scores).
Sheeva
- Gained Death Strike in place of Pistol Whip.
- Gained Marked for Death in place of free skill ranks and bonus Skill Focus feats.
These changes make her far closer to the originally intended concept.
Skai Lorian
- Now has Advanced Operations Specialist instead of Armored Advantage.
- The above change made he Skill Focus feat useless due to overlapping bonuses, so Skill Focus has been replaced with Adaptive Upgrade.
This allows her to use one of three spontaneous armor upgrades she wouldn't otherwise have. This fits her tinker nature much better I think.
Sonic the Mobian
- Is now an anthropmorphic ysoki, which allowed me to increase his Constitution by 2.
- Dropped Heavy Armor Proficiency and Heavy Weapon Proficiency for Aesthetic Warrior, which grants him 1-1/2 x level to unarmed attacks and the Improved Unarmed Strike feat as a bonus feat.
- The above combines well with his new Death Strike exploit (dropping Uncanny Mobility) which allows him to add the operative trait to his unarmed attacks with a damage bonus equal to his level (rather than 1-1/2 his level as above).
- Replaced his tactical tactical knife (since his unarmed strikes are now superior) and static arc pistol with the much more exotic and alien sable shadow pistol.
- Now has the Soft Movement exploit, which allows him to double move across difficult terrain, water, lava, wight-based traps, too-thin tree branches, etc. This replaces his Versatile Movement exploit, which was illegal anyways since he doesn't have 10 levels of operative anymore.
Seemed weird to me that sonic was stabbing people rather than bopping them on the head. This fixes that and also grants him some new mobility options.
***
That's all for now, but don't worry. I'm not even half way through the Character Operations Manual yet, and it is just chock full of SO MUCH fun stuff! There will undoubtedly be more updates (and new characters!) in the near future. :D