New Player - Timid / Reluctant Child PC


Advice


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I'm new to table top RPGs. I apologize if my terminology and lack of experience is showing, but I really want to get into it and have a good time with friends and family. My cousin is relatively new, but has some Giant Slayer experience. He's purchased the SF core rule book and an adventure pack, not sure which one. He says that the adventure pack he got is designed around 4 PCs, and no specific balance is needed. So, all 4 PCs can build whatever they want to "probably" still enjoy the adventure/campaign. He will be the GM of the adventure.

I'm not really "into" the RP part of RPG, but I do really enjoy hanging with friends, hearing/enacting a good story, character progression, etc. Because of this, I want to build a timid/reluctant child PC who is quiet and reserved yet ferocious and uncontrollable when forced into combat. A character who doesn't talk much, if at all, and has to sort of be coaxed or convinced of their skills to participate. From combat perspective, my character will be very reluctant to join combat unless they feel either their companions or themselves will be severely harmed or die. I was hoping for someone who stays far out of battle, relies only on unarmed or improvised weapons, but can do extreme amounts of damage on initially charging into combat but kind of fizzles after a round or two.

By unarmed or improvised weapons I mean fists, pipe laying around, rock on the floor, etc. and eventually light weapons like small swords, daggers, enchanted glove, etc.

My intention on doing this is because I figure it will give me (a new player) a chance to "tag along" in the game without slowing the game progress down while I learn. Also, I figured an Android who looks like a child and has the mentality of a child would help make the character's personality more palatable while making the combat aspect of the character acceptable (yet a mystery to those who believe she is a human child).

So, finally, my questions are:
1. Is this character feasible based on the mechanics of how the game plays, how characters are built, skills, feats, etc.?
2. If a character like this is feasible, would it be an enjoyable character for those I'm playing with?
3. What kind of builds would be recommended to achieve this type of character?

I've done some of my own research and couldn't find much, and I've read through the SF CRB and have some thoughts of my own but really want some guidance.

Any help would be VERY appreciated.

Thank you,

Durstie


The design is a nice idea and would be a good NPC (None playable character).
But if you are going to be a timid/reluctant child I am not seeing how the "unarmed Jackie Chan fighter theme" would work.

Androids do not have stronger limbs. So the regular unarmed damage wouldn't scale well when you are fighting stronger enemies. Also pipes and rocks don't scale well against laser rifles and energy swords.

If you wanted to still go the "timid child" route I would instead go with a Mystic or Technomancer. The reasoning is that the child could have some hidden power. It tries to stay out of combat but when it is in danger maybe it loses control and uses it's magic powers. Kind of like Orochi Chris from King of Fighters. Technomancers would be good if you wanted a highly intelligent character that flings elemental magic and can hack computers. Maybe a little Ed from cowboy bebop.

Or the Mystic would be good if you wanted to make a mind breaking psychic.

The other classes are Soldier and Solarian and I can't see a child as those.

Of course this is just me.


" It tries to stay out of combat but when it is in danger maybe it loses control"

This comment nails exactly what I'm going for. The only reason I had the physical/melee combat on the brain was because I recently watched Logan the movie and Laura reminded me of the type of character I wanted to play.

I'm working now, but will more thoroughly read your recommendations shortly.

Thank you again,

Durstie


Laura isn't really a "normal" child though. She has super powers and adamantine weapons to use when she 'loses' it. This kind of character would be pretty easy (and effective) to build in Pathfinder/3.x, as there are classes/feats/PrCs that specifically work around this kind of concept. There's probably some combination of Psychic Warrior/Barbarian or something out there in that game that is exactly what you're looking for.

It's harder in SF because of the limited classes and feats available, as well as with the way item levels work in this game. Under the current limits, you could probably build something that works that way at 1st level, but if you aren't picking up a real weapon by 2nd or 3rd level it's not going to work very well or for very long.

I think the concept is cool, and I hope someone can correct me and give you exactly what you want, but with my reading of the rules, I don't think you can get exactly that in SF.

I think Farlanghn, has a good concept that gives you something similar in flavor but uses magic instead of improvised weapons. A technomancer, for example, has a 1st level spell called Supercharge Weapon that could add 4d6 damage to any stick you picked up. It's a slightly different way of handling it, since it's magic, but I think it can be played the way you want to, at least at low levels. It's only going to work a couple times a day that way, though.


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Even going the Mystic route would be good. Thinking of Tetsuo from Akira because of the Mind Thrust they get. Plus abilities like Share Pain and Explode Head for going Mindbreaker. Then you have spells like Hurl Forcedisk (that bounces dealing more damage) or Psychokinetic Strangulation (darth vader) which are pretty much crazy psychic kid material.


I'm really liking all of these ideas. Now I'm more confused than when I started because they all sound awesome. Lol

I'm not opposed to using weapons once I get beyond level 1 or 2, which would play into the growth of my character's mental maturity and growth.

I'm also not opposed to magic either, that reminds me of kid Gohan before all the super sayan evolutions.

The Darts Vader psychic powers theme sounds cool. Like I could incapacitate the enemies while friends destroy them. So much to think about.


I agree that the Mystic would be good.

Think of 11 from Stranger Things.


Reminder: I'm new, sorry if this question seems "dumb"

Would it be appropriate to ask the GM and one other companion (my character's only friend) to keep my character's build a secret until the first couple encounters reveal my powers? You know, to add to the mystery of my character's nature.


I have done that before. Even made the character super overpowered for one battle to show what the character could look like at higher levels. That's story telling for you.

"The child's eyes start glowing as tears flow from it's eyes. It holds out it's hand and grabs the nearest enemy soldiers and flings it against the wall shattering the concrete around the impact area. The soldier falls to the ground is not getting up anytime soon."


To add to what he said, what's appropriate is what's appropriate for your group. As a DM, I wouldn't have any issues allowing a player to hide any or all of their abilities from the rest of the group. None of my players would either. Groups you play with may vary. But even if the group has a problem with it, if there were any harm in asking, then that probably is a group you shouldn't play with.

There are no off limits questions, or at least there shouldn't be, especially for a new player trying to learn what's kosher in a given game/group.


Well, this single thread answered more questions for me in under 24 hours than an entire week of researching did. Thanks all who replied. I still have a lot of research to do based on the suggestions in this thread, but I feel I'm pointed in a better direction now. I may have more questions in the future, but I'll hold off until I can do some more research.

Thanks,

Durstie


Oh, I just remembered. In the third AP (this isn't a spoiler for the AP, it's back matter) there are items for Players/GM's called necrografts. One of them is called a bone blade and it essentially gives the possessor the equivalent of wolverine's claws (but bone). The mk 1 standard one only costs 200 credits and is a Basic Melee (Operative) weapon that does 1d4 Slashing Damage and has the critical effect of Staggered.

If you're really looking to do X-23 as a child, that may be something right up your alley. I'd probably still go the Mystic Mindbreaker route, though, but that at least gives you a reason not to be carrying around a gun/sword, and fits your desired motif. I think. It can also be upgraded as you level. (But it does mean that your arms detect as undead and it causes you to be affected by spells that effect undead).

If you don't want the undead costs, now that I think about it, you might be able to make it an actual metal claw as a standard cybernetic implant for a slightly higher credit price, with GM approval.


My God, the ideas just keep coming. Lol
I still need to talk with my GM to see how much he can accommodate, remember he's still new too and might not be prepared to fit this in to the adventure.


To be honest I thought of the cybernetic route but that would be costly. Also would require homebrews to get what you want. Unless the kid is a government experiment and your DM is familiar with homebrewing than I would wait on that character concept.


To be honest, if my cousin is not sure enough, all of these ideas might turn into me choosing a pre-made build. :(

I can't wait to have some game time under our belts so we can be a little more free to try new things.


Bah! Try new things. Experiment. Make Mistakes. Learn. Grow. Have fun!

Some of my fondest gaming memories were from the early years when nobody knew what the hell we were doing and everything ended up borked. Pen and Paper RPGs are a big old sandbox. As long as noone is intentionally throwing sand in anyone's eye (and apologizes when they accidentally do), everyone can have fun even if they end up a little messy afterwards.

Below is my short attempt at an X-23/Psychic kid/human experiment on the run from authorities. Feel free to use or ignore any of this that you wish.

I'm not good enough at building characters for this game yet to really optimize and there's probably a lot of room for improvement, but I went for flavor using the suggestions in this thread. I know the character below is practically useless in starship combat, for example, but it fits your motif. I'm doing this mostly for fun but also for the practice making characters (I need it) and attempting to help. This doesn't require any house rules or homebrew, but does require the use of the CRB and AP3. There's just shy of 300 credits left over to spend on stuff.

CN Female Outlaw Human Mindbreaker Mystic 1 from Eox
Str - 14 Dex - 11 Con - 12 Int - 10 Wis - 16 Cha - 10
HP: 10 SP: 7 RP: 4
KAC: 12 EAC: 11 BAB: 0
Saves(F/R/W): 1/2/5
Init: +0
Attack: Heavy Bone Blade +2 (2d4+2(S))
Languages: Eoxian, Common
Feats: Advanced Melee Weapon Proficiency, Lightning Reflexes
Skills (7): Bluff +4, Disguise (0)+12, Intimidate +4, Mysticism +7, Perception +7, Sense Motive +7, Sleight of Hand +4, Survival +7
Spells Known(4/2): 0th-Daze, Fatigue, Telekinetic Projectile, Telepathic Message; 1st-Mind Thrust 1, Disguise Self, Fear;
Spells/Day(0th/1st): */3
Equipment(712/1000): Heavy Bone Blade Mk1 (200), Second Skin (250), Vocal Modulator (125), 2x Serum of Healing Mk 1 (50 ea), Industrial Backpack (25), Everyday Clothing (1), 10x R2E (1 ea), Flashlight (1)

All below is included above
Racial Abilities: +2 to any stat, +1 Skill/level, 4 HP, Bonus Feat-Advanced Melee Weapon Proficiency
Theme Abilities (1st): +1 Dex, Sleight of Hand as a class skill, Theme Knowledge
Class Abilities: 6 HP, 6+Con SP, 6+Int Skills, Light Armor Prof, Basic Melee Prof, Small Arms Prof, Connection-Mindbreaker, Connection Power-Share Pain, Connection Spell-Mind Thrust, Healing Touch (5hp), Mystic Spellcasting


I think the most important part of playing a reluctant PC is to give them a reason to act. Have your character make strong emotional attachments to the other PCs, let them hate one of the villains so much that their anger overrules their caution, or come up with some other motivation that overrides their usual nature.

I’ve heard a lot of horror stories over the internet about people who play characters that refuse to join the rest of the party by saying “That’s not what my character would do.” Don’t be the buzzkill.


Tweaking what you did slightly just to build how I read the comments and how I think it would fit in the world.

pithica42 wrote:

CN Female Themeless Human Mindbreaker Mystic 1 from Eox I would go themeless because I don't see a kid knowing much about the criminal underground.

Str - 10 Dex - 16 Con - 11 Int - 10 Wis - 16 Cha - 10 Being a melee fighter with no dex is basically a death wish in my opinion. Plus witht he baton you can use your dex to hit. OP said Pipe in the comments.
HP: 10 SP: 6 RP: 4
KAC: 15 EAC: 14 with Mobility +4 while moving. BAB: 0
Saves(F/R/W): 0/3/5
Init: +3
Attack: Baton, tactical (1d4+0(B)) Again, You get to use your dex mod with this weapon and OP mentioned using improvised weapons.
Languages: Eoxian, Common
Feats: Extra Resolve (+2 RP) or Fleet ( +10ft move speed) or Mystic Strike (Just in case)
Skills (7): Bluff +4, Disguise (0)+12, Intimidate +4, Mysticism +7, Perception +7, Sense Motive +7, Sleight of Hand +4, Survival +7
Spells Known(4/2): 0th-Daze, Fatigue, Telekinetic Projectile, Telepathic Message; 1st-Mind Thrust 1, Disguise Self, Fear;
Spells/Day(0th/1st): */3
Equipment(#/1000): Baton, tactical (#), Second Skin (250), Vocal Modulator (125), 2x Serum of Healing Mk 1 (50 ea), Industrial Backpack (25), Everyday Clothing (1), 10x R2E (1 ea), Flashlight (1)

All below is included above
Racial Abilities: +2 to any stat, +1 Skill/level, 4 HP, Bonus Feat-Mobility
Theme Abilities (1st): Themeless: I put the plus in Con, +1 class skill, Theme Knowledge
Class Abilities: 6 HP, 6+Con SP, 6+Int Skills, Light Armor Prof, Basic Melee Prof, Small Arms Prof, Connection-Mindbreaker, Connection Power-Share Pain, Connection Spell-Mind Thrust, Healing Touch (5hp), Mystic Spellcasting

Play how you want but spreading your character too thin makes you only kind of good at a bunch of things. You could be an okay character or deadly character. A couple levels in you'll want to redo your character because you're either dead or hardly hitting anything.


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If those bone weapons are operative why not go Thief Operative? Could be closer to Laura.

Backstory in an orphanage, kicked out because of weird spike claws coming out (Accidentally killing someone?). She is averse to using the spikes because of her past trauma with them, turns reclusive, asocial street urchin and steals to get by (Thief specialty).

Also works well with the spikes: "You can use Sleight of Hand to make a trick attack by concealing your weapons and motions."

The operatives trick attack could help keep the bone weapons relevant throughout character progression, but as she grows up she could diversify her weapon options.

She tries to steal from the party or something and one of the PCs catchers her and for some reason takes her in without knowing of her weird claw mutations.

That's how I'd play it!


Operative bone blades would range from 1d4 to 5d10. Though the price would range from $200-$775,000.


Would her size be small or still medium? I'm imagining a 13 or 14 year old female human.


I would say Medium. Teenagers aren't that much different than adults. My teenage sister is taller than my wife for reference sake. Really up to you. The size doesn't really make a difference nowadays since Paizo changed it.


Good point, my 8 year old daughter is as tall as my wife almost.

I'm starting to formulate a good story to my character, I'll share my build one I figure out what I'm doing.


How are you coming up with disguise (0) +12?
I rolled a 9 on Char. So, 1 from rank, 3 from class skill, -1 from ability mod (0 in your case) puts me at 3 for disguise. Am I missing something?


I did stats via the point pick, not rolled. I prefer not rolling stats, especially when making characters for the boards, but if your DM is having you roll, it could affect your options.

With the build I did, the character has 0 ranks in disguise, but the total bonus is (up to) +12. +10 from Disguise Self and +2 from the vocal modulator.

I was really trying to go with the character being on the run from whomever did experiments on her, hence the Outlaw Theme and that spell/item choice.

I think JetSetRadio is absolutely right about the dex being a better option for the character, mechanically, especially if you go with an operative weapon. I haven't actually played this game yet, but I suspect that her AC/low dex would be a death sentence long term w/out heavy armor proficiency.

But I saw her as someone using her "psychic powers" first and using melee as a backup, not a melee front liner. I just wanted her to hit hard when she hit (hence the strength and the heavy weapon). After JSR's comment, I'd probably switch what I wrote to their stat spread and change the heavy bone blade for the light one (which is Operative, but only does 1d4(S)) and change out Advanced Melee for either Mystic Strike or Mobility, but it would really depend on what kind of game my DM was running.


Why from Eox? The inhabitants of Eox are undead Lych. Is there a listing of home worlds? I'm having trouble finding home worlds in the PDF on my phone.


There is a listing of the various worlds and some details about them in the back of the book. I think it's chapter 12. It's the one titled 'setting' or something, right before the chapter on pathfinder legacy characters. I'd give you a page number, but I'm AFB. I'm guessing it's around 360, but now that I think about it, that's probably too low, maybe 400.

I went with Eox in part because I wanted an "in character" excuse to use the bone blade (to fill part of the X-23 likeness of the character). It's more likely she'd have access to the equipment (to some DMs) if she's from where it comes from.

Eox is ruled by Necrovites (technomancer liches) and other intelligent undead, but there are lots (relatively) of living creatures on the planet, including some of the original race (Elebrians) from before the cataclysm. Also, in the Gazateer for Eox, in AP3...

Has nothing to do with the adventure, but just in case:
For example, there is an entire underground city where they have living off-worlders compete in a bunch of different blood sports for entertainment.

In order to avoid complications with Pact World law, only consenting adults are allowed to participate, or even live in the city where it happens. If children are born to residents, and they often are, they're taken to a completely different city where they're raised as wards of the state by the planetary 'government' of Eox.

That seemed like just the sort of system where, at least occasionally, a kid is 'adopted' by someone and some times bad things happen to them. The idea of some undead corporate research hack, taking a kid to test some cutting edge necrotech on, seemed an easy 'in' for the "hunted by powerful people" angle of the character, as described.


I think I have my first version of my char done. Just need to polish background and home world. I'll post in the morning after I get some sleep.


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Ok, I strayed quite a bit from the original X-23 idea. I started with the idea of X-23's background and history, tweaked it a little bit to be more focus around mystic instead of mutant, and altered some details to make it fit into a space themed scenario. I didn't directly copy/paste the ideas above, but I did use them as guidance.

I did rely heavily on the "Equipment" sections of the above posts since I wan't really sure how useful some of the items actually would be.

Don't shred me too bad, it's my first real go at this. ;)

Please provide some feedback on what I could tweak to make this build more enjoyable for me and the others I'm playing with. Of the five people I'm playing with, I've not discussed with any of them yet about one them being my "protector" and only trusted friend; but I've cleared the idea with the GM and he thinks it's good side-plot idea.

Nu the chaotic neutral human mystic. Themeless, agnostic believer of <philosophy>.

Female. Appears to be between ages 8 and 10. Long un-kept hair. Slender malnourished figure.
Eyes filled with innocence and despair.
Blends in well with her surrounds and makes no apparent effort to stand out.
Very quiet. Seems to only communicate effectively with <companion>

Ability Scores:

  • STR: 10
  • DEX: 14
  • CON: 11
  • INT: 12
  • WIS: 16
  • CHA: 10

Skills (Rank + Class Bonus + Ability Mod + MISC):
Skill Rank Per Level: 8

  • Bluff: 4 = 1 + 3 + 0 + 0
  • Disguise: 16 = 1 + 3 + 0 + 12
  • Intimidate: 4 = 1 + 3 + 0 + 0
  • Mysticism: 7 = 1 + 3 + 3 + 0
  • Perception: 7 = 1 + 3 + 3 + 0
  • Sense Motive: 7 = 1 + 3 + 3 + 0
  • Sleight Of Hand: 6 = 1 + 3 + 2 + 0
  • Survival: 7 = 1 + 3 + 3 + 0

Abilities:
From Race:

  • Human: +2 Any Ability Score (WIS)
  • Human: +1 Skill Rank Per Level
  • Human: +1 Feat at Level 1 (Multi-Weapon Fighting)

From Theme:

  • Themeless: +1 Class Skill (Sleight Of Hand)
  • Themeless: +1 Any Ability Score (WIS)

From Equipment:

  • Vocal Modulator: +2 Disguise
  • Industrial Backpack: +2 STR for Carry Capacity Calculations
  • Infrared Sensors: Darvision - 60 Feet

From Connection:

  • Connection - Mindbreaker
  • Power - Share Pain
  • Spell - Mind Thrust 1
  • Mind Thrust Does Not Count Towards Known Spell Limit

From Class:

  • Healing Touch 5HP

From Spells:

  • Disguise self: +10 Disguise

Feats and Proficiencies:
Proficiencies:

  • Light Armor
  • Basic Melee Weapon
  • Small Arms

Feats:

  • Mobility
  • Multi-Weapon Fighting

Spells:
0 Level (Known: 4):

  • Daze
  • Detect Magic
  • Psychokinetic Hand
  • Telekenetic Projectile

1st (Known: 2, Spells Per Day: 3):

  • Disguise Self
  • Reflecting Armor
  • Mind Thrust

2nd (Known: 0, Spells Per Day: 1):

Equipment:

  • 2x Baton, Operative
  • Second Skin
  • Vocal Modulator
  • 2x Serum of Healing MK1
  • Industrial Backpack
  • Everyday Clothing
  • 10x R2E
  • Infrared Sensors

Highlevel Backstory (Still To Be Tweaked and Ironed Out):

  • Abducted at birth by Shirren/Kasatha Underground Research Group
  • Raised/Brainwashed to be one-woman-army combat and recon slave
  • Reached maximum mystic potential by age 9 and stopped aging
  • Sold to pirates
  • Kept in cage, neglected, malnourished
  • Forced to plunder and demolish enemy pirate factions for over a decade
  • Human sense of humility and conscience begin to override brainwashing
  • Brainwshing nearly ends, an epic battle of Nu's betrayal happens durring big heist
  • Battle ends with Nu using all of her mystic power and knowledge in a single burst of telekenetic energy, killing nearly all of the crew on a ship in the pirate fleet
  • Barely survive the battle, escape on stole starship, blackout on an unknown planet
  • Days later, <Insert Companion's Name> finds Nu severely dehydrated, malnourished, and nearly dead
  • In a single breath, Nu mutters "Hide me", and blacks out again
  • Due to Nu's disguising abilities, nearly no one has ever seen her true appearance
  • <Insert Companion's Name> nurtures Nu back to health
  • Nu awakes with no memory of who she is, what she's done, or what powers lie inside her. She has a tattoo of "Nu" on the nape of her neck
  • Feelings of confusion, fear, despair, mistrust, and resentment of others' contentment stir inside Nu
  • <Insert Companion's Name>'s presence and protectiveness of Nu is the only thing that provides comfort to Nu
  • Nu follows and is protected by <insert companion's name> as she begins to secretly rediscover the mystic abilities within her
  • *Begin Campaign*


I like it! It's definitely a good side plot. I would be saying, "what is this kid doing here?"

I will bring up one thing that has been brought up and multiple threads. Weapon Focus and Multiple Weapon Fighting kind of do the same thing and kind of don't. If you plan on fighting with two basic melee weapons I would go with weapon focus. It gives you a +1 even if you don't full attack. If you plan on doing a small arms/basic melee then keep the multiweapon feat. If you read both texts you'll see what I mean.

More people need to make threads like these!


After reading the feats again, I think Weapons Focus (Melee) would be better in either situation for me wouldn't it (I have no intentions yet of messing with small arms since I have spells)?

It gives +1 as a base (does it stack to +2 if doing a full attack? I'm still figuring out combat) and does +2 instead if your BAB is 3 less than your character level.

For a Mystic, the +2 would kick in at level 10. By level 10 the additional +1 probably wouldn't make as much of a difference, but.. you know.... min/max and all that stuff.

I'll research this a bit more after work, but I think I may change to Weapon Focus (Melee) since I get the benefit every melee attack even if I don't full attack.


Overall, a very good job. Fits what you want, and I think it would be fun to play.

Full disclosure: I have (at this point) decades of RPG experience and character optimization experience, but not for this game. I've only read the rules and tooled around on the boards for Starfinder. I haven't even played this game yet, and I'm probably going to start by running. I think the information below is informed, but I'm no expert, so take it with a grain of salt (or two).

2 (minor) critiques.

1-I really dislike using the Themeless theme for this character. I really dislike Themeless in general, but especially because I think Outlaw is a better fit for your background. Plus, since you picked Sleight of Hand as your skill and Wis as your bonus, it doesn't even change any of the above. Except that you also get a DC reduction on certain checks and get better abilities at 6 and 12. But that's just my opinion about the abilities. But, see my note about starship combat below before you decide to change it.

2-I think Multi-Weapon Fighting is a bad choice at 1st level. I might consider it later for an Operative, but at 1st, as a Mystic, I don't expect you'll actually be pulling off many full attacks. If you're looking for Offense, I'd go with Mystic Strike instead. If you're looking for Defense I'd go with Great Fortitude. I expect that the +0 Fort Save you're rocking is going to suck some time in the first or second game. Other options include Fleet (faster Movement), Combat Casting (better AC against AOO when casting), or Toughness (extra stamina).

This isn't a critique (my character above had the same problem), but I do want to reiterate that this character will be practically useless in starship combat. She can really only take like two of the Captain actions or be a meh gunner. I personally think that's totally fine and mostly fits your backstory, if that's what you want to play.

However, you may not like it, especially if your GM ends up doing a lot of it. As a suggestion for this, if you decide to stick with Themeless you may want to consider switching the sleight of hand skill to piloting, as that gives you more options for that part of the game. You could alternatively switch from themeless to Ace Pilot and have it work even better (and only have to change the skill). You can even fit learning piloting as part of her time in the pirate fleet.

I hope this all helps. Feel free to ignore me if it doesn't. I really hope you have fun. Dive in with both feet and enjoy the game.


pithica42 wrote:

1-I really dislike using the Themeless theme for this character. I really dislike Themeless in general, but especially because I think Outlaw is a better fit for your background. Plus, since you picked Sleight of Hand as your skill and Wis as your bonus, it doesn't even change any of the above. Except that you also get a DC reduction on certain checks and get better abilities at 6 and 12. But that's just my opinion about the abilities. /QUOTE]

I see you are really sticking to this but themeless is fine. Not every character is going to fit in the categories that they gave and that's why they made themeless. Looking at everything outlaw gives I am not seeing it.
1st- Reduce DC for knowledge checks about the criminal underworld. She's a kid.
6th - Your underworld contacts... She's a kid.
12th - black market connections... She's a kid.
etc... She's a kid.
Outlaw is for someone like Starlord or Han Solo. Her powers are secret so what underworld dealer is going to want to work with a "normal" 8-10 year old girl? Or the reverse someone recognizes her and says, "Isn't that the little girl who killed those pirates!?"

pithica42 wrote:
...Combat Casting (better AC against AOO when casting).

Combat casting requires 2nd lvl casting which you get at lvl4.

To answer the starship combat question I found this on the boards.

OtrovaGomas wrote:
Call the shields magic and let them do a mystic check (equivalent to the engineering) to "restore" them. If this is a home game just reflavor stuff, so they feel usefull. Exo ships are a combination of magic and technology. So much so that to get information from a computer in into the unknown you can use a mystic or computer check to get it

Seems like a good fix to me. No DM wants a player being board in the game. I could totally see character floating/meditating while redirecting the shields.


Farlanghn wrote:
She's a kid.

Um... She's not a kid. She's at least 20 by the description in the list. She stopped physically aging at the age of 9. So she's in a kid's body but, according to the background list, she spent "Over a decade" being the slave of/working with pirates. Now she's on the run from the surviving pirates, the scientists that made her, and presumably any law officials that associated her with that pirate fleet. She has PTSD and probably a host of psychological issues, and may have regressed emotionally, but she's an adult with a complicated history of exposure to a large swath of the criminal underworld.

Thematically, outlaw definitely fits and gives her the exact same thing as Themeless + Extra at first level.

Unless she somehow spent a decade+ in a pirate ship and never once learned anything about anyone around her, I can't see her NOT getting the DC reduction on 'information about the criminal underworld' at 1st level.

I get that Themeless is 'fine'. That's exactly what it's supposed to be, 'fine'. It's an okay pick for any character, and there are certainly a lot of characters that don't have a better option. But this one does.

EDIT: I think that reads a lot snarkier than I intended for it to sound in my head. I am trying to defend the rationale of my position, but I'm not trying to turn this into an argument, online no less. If that's how any of this was taken, please just ignore me.

Quote:
Combat casting requires 2nd lvl casting which you get at lvl4.

Thank you for the correction. You're absolutely right.

Quote:
Seems like a good fix to me. No DM wants a player being board in the game. I could totally see character floating/meditating while redirecting the shields.

Their DM's new to this. I was mostly trying to help in case it was something that they hadn't thought of as a problem yet. I agree that is an excellent suggestion for their DM if that becomes a problem. But if their DM doesn't want to make a houserule, I still contend it may be a good idea to adjust the character if starship combat is going to be a thing in their game. Though, honestly, living with not being good at some part of the game is part of the game, some times. If it's something that only comes up once in a blue moon, it probably doesn't matter.


I actually wrestled with my myself about choosing a theme vs. being themeless and sleight of hand vs piloting.

My main thought for themeless was, she does not know who she is and believes that she is a child. She does not realize that she is actually in her mid to late 20s, and lacks that life experience required to fall into a theme. She would not really have any direction or purpose in life, as she has no background or inherited ideologies. This to me seemed to require too much suspension of disbelief in order to rationalize the desire for the bonuses to make the character more effective.

I really didn't want to take themeless because I thought the benefits were lackluster compared to themes, but I really couldn't convince myself that she would actually have a theme that she would base her life around.

As for sleight of hand vs piloting:
I was thinking sleight of hand because it matches up with her survival instincts as someone who is discovering themselves in a world that they do not understand and are afraid of, plus her Chaotic Neutral nature. I need to eat, <companion> isn't around, that fruit stand has thousands of Apples. One missing apple will not hurt.

I was thinking piloting to give myself a purpose in starship combat, and would play it off as a "muscle memory" type skill from her days as a pirate before her loss of self.

I think both points play well within her character. Perhaps I will switch to piloting to give my character purpose during starship battles plus strengthen the idea of her past experiences and knowledge unlocking itselfes as she levels up.

Thoughts?


pithica42 wrote:
Farlanghn wrote:
She's a kid.
Um... She's not a kid. She's at least 20 by the description in the list. She stopped physically aging at the age of 9. So she's in a kid's body but, according to the background list, she spent "Over a decade" being the slave of/working with pirates.

I saw that to be it doesn't matter. What matters is how old she looks. Example: So four people walk onto a ship and this 9 year jumps into the pilot seat and says "Buckle up!" I would be the first PC to say, "Get out of that seat!" "Nah man, I know how to fly." "I don't care what you think you can do, get out!"

pithica42 wrote:
EDIT: I think that reads a lot snarkier than I intended for it to sound in my head.

Snarkiness Forgiven. All good. We are all putting in our points in text.


I totally withdraw my contention about outlaw, I totally missed the part about her losing all of her memories. Sorry for wasting space.


Not a waste of space at all. I just need to decide if I want to change the back story to match the outlaw theme, which I think would require the DM or another companion to somehow force her to pilot since she probably wouldn't have the self confidence.

Man, I've spent over a week trying to build this character. LOL I keep thinking, just call it "good enough" and lock it in already. Then I read the posts on this thread and just have to continue tweaking to get maximum enjoyment. hahahaha

Thanks again,

Durstie


I don't think it would require you changing the back story if you wanted to switch to outlaw.

A lot of people that get amnesia or other memory problems still have things that they remember, they just don't know how they remember them. That's especially true of the memory disorders that are primarily psychological. The memories are still there, they're just suppressed. The DC reduction for the recall knowledge could be any part of that. You know that guy is bad news or that other guy can get you a fake id, you just don't remember how you know that.

If it were my character, I'd take Outlaw and just play it that way. But I absolutely love the idea of playing the character that way. That's how I see her. It isn't mine, though, it's your's and there isn't a wrong way to play your character. If you prefer playing her as the completely lost person that has absolutely no idea what's going on, themeless is honestly more appropriate. I think you can certainly have fun either way, pick what you prefer.

Oh, and I'll spend months tweaking characters, trying to squeeze in every detail of minutia, even after I've been playing them for years. That's how they come alive for me. You're in good company.

At least, my mommy says that I'm good company...so I have that going for me, I guess.


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Sorry for not keeping up on this. Holiday, gifts, sleeping, etc. kind of got in the way. ;)

Ok, so I made some modifications. I gave up sleight of hand for piloting, thinking that if <companion> has been caring for her since her "re-birth", she wouldn't have needed to beg and steal to survive. Also, during her past life as a pirate she took everything by force, not by trickery. Piloting was actually an easy choice as a replacement as one of her awakening abilities as she is rediscovering herself. I just need to work with the GM and whoever <companion> is to establish that I am <companion>'s pilot and I am effective at it.

I kept themeless, I still couldn't get myself to believe that Nu would have any real theme to her character. Outlaw is a close second to me, and if the character becomes less useful I may ask the GM if I can rebuild with Outlaw and justify it as memories are returning to Nu as experiences begin to trigger flashbacks.

I chose Besmara as the deity, but didn't see it fit that Nu would outright follow a deity. So, Nu is basically Agnostic but her inner beliefs and tendencies closely match those who follow Besmara. In her pirate life, she did follow and pay tribute to Besmara.

Lastly, I switches Multi-weapon Fighting for the Weapon Focus (Melee) feat. I don't plan on small arms fighting, so it was a pretty easy choice.

============== Behold the new version of Nu ==================

Nu the chaotic neutral human mystic. Themeless, agnostic who shares beliefs similar to Besmara followers.

Female. Appears to be between ages 8 and 10. Long un-kept hair. Slender malnourished figure.
Eyes filled with innocence and despair.
Blends in well with her surrounds and makes no apparent effort to stand out.
Very quiet. Seems to only communicate effectively with <companion>

Ability Scores:


  • STR: 10
  • DEX: 14
  • CON: 11
  • INT: 12
  • WIS: 16
  • CHA: 10

Health and Resolve:


  • Stamina: 6
  • HitPoints: 10
  • Resolve Points: 4

Armor Class (Base + Armor Bonus + Dex Mod + Misc Mod):


  • EAC: 13 = 10 + 1 + 2 + 0
  • KAC: 14 = 10 + 2 + 2 + 0
  • AC Vs. Combat Maneuvers (8 + KAC): 22 = 8 + 14

Saving Throws (Base + Abiilty Mod + Misc Mod):


  • Fortitude: 0 = 0 + 0 + 0
  • Reflex: 2 = 0 + 2 + 0
  • Will: 5 = 2 + 3 + 0

Attack Bonuses (BAB = 0, BAB + Ability Mod + Misc Mod):


  • Melee Attack (Ability Mod is Dex due to Operative weapon): 2 = 0 + 2 + 0
  • Ranged Attack: 2 = 0 + 2 + 0
  • Thrown Attack: 0 = 0 + 0 + 0

    Skills (Rank + Class Bonus + Ability Mod + MISC):[list]
    Skill Rank Per Level: 8

  • Bluff: 4 = 1 + 3 + 0 + 0
  • Disguise: 16 = 1 + 3 + 0 + 12
  • Intimidate: 4 = 1 + 3 + 0 + 0
  • Mysticism: 7 = 1 + 3 + 3 + 0
  • Perception: 7 = 1 + 3 + 3 + 0
  • Sense Motive: 7 = 1 + 3 + 3 + 0
  • Piloting: 6 = 1 + 3 + 2 + 0
  • Survival: 7 = 1 + 3 + 3 + 0

Abilities:
From Race:


  • Human: +2 Any Ability Score (WIS)
  • Human: +1 Skill Rank Per Level
  • Human: +1 Feat at Level 1 (Weapons Focus (Melee) )

From Theme:


  • Themeless: +1 Class Skill (Piloting)
  • Themeless: +1 Any Ability Score (WIS)

From Equipment:


  • Vocal Modulator: +2 Disguise
  • Industrial Backpack: +2 STR for Carry Capacity Calculations
  • Infrared Sensors: Darkvision - 60 Feet

From Connection:


  • Connection - Mindbreaker
  • Power - Share Pain
  • Spell - Mind Thrust 1
  • Mind Thrust Does Not Count Towards Known Spell Limit

From Class:


  • Healing Touch 5HP

From Spells:


  • Disguise self: +10 Disguise

Feats and Proficiencies:


    Proficiencies:[list]
  • Light Armor
  • Basic Melee Weapon
  • Small Arms

Feats:


  • Mobility
  • Weapons Focus (Melee) +1 (or +2 if LVL - BAB >=3) to attack roll

Spells:


    0 Level (Known: 4):[list]
  • Daze
  • Detect Magic
  • Psychokinetic Hand
  • Telekinetic Projectile

1st (Known: 2, Spells Per Day: 3):


  • Disguise Self
  • Reflecting Armor
  • Mind Thrust

2nd (Known: 0, Spells Per Day: 1):

Equipment:


  • 2x Baton, Operative
  • Second Skin
  • Vocal Modulator
  • 2x Serum of Healing MK1
  • Industrial Backpack
  • Everyday Clothing
  • 10x R2E
  • Infrared Sensors

High level Backstory (Still To Be Tweaked and Ironed Out):


  • Abducted at birth by Shirren/Kasatha Underground Research Group
  • Raised/Brainwashed to be one-woman-army combat and recon slave
  • Reached maximum mystic potential by age 9 and stopped aging
  • Sold to pirates
  • Kept in cage, neglected, malnourished
  • Forced to plunder and demolish enemy pirate factions for over a decade
  • Human sense of humility and conscience begin to override brainwashing
  • Brainwashing nearly ends, an epic battle of Nu's betrayal happens during big heist
  • Battle ends with Nu using all of her mystic power and knowledge in a single burst of telekinetic energy, killing nearly all of the crew on a ship in the pirate fleet
  • Barely survive the battle, escape on stole starship, blackout on an unknown planet
  • Days later, <Insert Companion's Name> finds Nu severely dehydrated, malnourished, and nearly dead
  • In a single breath, Nu mutters "Hide me", and blacks out again
  • Due to Nu's disguising abilities, nearly no one has ever seen her true appearance
  • <Insert Companion's Name> nurtures Nu back to health
  • Nu awakes with no memory of who she is, what she's done, or what powers lie inside her. She has a tattoo of "Nu" on the nape of her neck
  • Feelings of confusion, fear, despair, mistrust, and resentment of others' contentment stir inside Nu
  • <Insert Companion's Name>'s presence and protectiveness of Nu is the only thing that provides comfort to Nu
  • Remnents of beliefs and abilities from her past life as a pirate lie dormant inside her, waiting to be awoken
  • Nu follows and is protected by <insert companion's name> as she begins to secretly rediscover the mystic abilities within her
  • *Begin Campaign*

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