
LankyOgre |
I am going to be starting a Starfinder game soon and I would appreciate some advice. Our party will probably consist of three people, possibly with or without a DMPC/hireling. One player is pretty settled on an android ace pilot exocortex mechanic and the second player is undecided. I’ve had an idea since Starfinder was announced that I’d like to make work.
K’Thrax’ll was born on Vesk Prime. His mother was an respected member of the military police and his father worked in a weapons factory. His mother brought some amount of honor to their family and a decent living. K’Thrax’ll grew up hearing a great many stories of raids and military actions as well as watching too many crime dramas and reading the odd mystery novel. Throughout school, he performed admirably at all tasks, but never in a way that was expected or celebrated. In sports, he was quick and dexterous, instead of standing up to overwhelming punishment. In academics, he was as likely to figure out what the teachers didn’t say as what they did. While he was never exactly a disappointment, he was never a source of familial pride. As a young adult, he attempted to enroll in the Veskarium Police Academy to follow his mother’s footprints and earn her respect.
While in the Police Academy, he continued his pattern of avoiding rules and finding success every way except the Vesk way. In capture the flag, he was as likely to go through the ducts and through the field. During drills, he paid the bare minimum attention to “probable cause” or “reasonable search,” assuming that a good end justified questionable means. He never quite stepped far enough out of bounds to be discharged, but didn’t make anybody proud. The night before graduation, a sergeant came to him and informed K’Thrax’ll that, due to respect for his mother, he would be allowed to graduate, but if he didn’t want to find himself fragged very quickly, he may want to resign. Therefore as soon as K’Thrax’ll received his enlistment, he resigned.
He’s still not sure how he is going to tell his parents and figures he will think about it while having a drink. While drowning his sorrows, a flyer for the Starfinder Society catches his eye and seems as good an excuse as any to avoid his mother.
As far as personality, K’Thrax’ll follows the Vesk belief that his word is his bond and if he says he will do something, it is as good as done. He’s not as sold on the honor thing, and is more than willing to break some eggs to make an omelette. K’Thrax’ll’s opinion is that the mission can’t get finished if he’s dead.
K’Thrax’ll
Vesk Mercenary Operative - Specialization:Ghost
13/16/12/12/10/10
Skills
Acrobatics, Athletics, Bluff, Computers, Cultures, Engineering, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth
Feats
Improved Initiative (Maybe Fleet or Nimble Moves)
Equipment
Tactical baton
Tactical Semi-Auto Pistol
Second Skin
-Infrared Sensor
Overall, my thought is a general fixer and troubleshooter. I’m thinking something like Michael Westen (Burn Notice) or Reese (Person of Interest).
Does this seem to work? Is there anything I am missing? Would a soldier specialization be better? I know that Vesk isn't the best for Operative, but it seemed to fit the character idea.
I did post something about this last year, but that was before the book was out.

Castilliano |

First, note the errata to ghost operative. The Trick/Stealth bonus has been lowered, I believe to +1.
Second, you're nearly assured of having a skilled Technomancer or Mechanic w/ Int in the party so I'm not sure I'd bother with Engineering or Computers. Two is the fewest I've run with, even in random groups.
Third, starship combat, what do you do? Your tech skills are too mediocre and your shooting is average. Pick up Piloting (even if you don't plan on Piloting) so you can shoot well, maybe even Pilot.
Fourth, I'd let Int be 8 (if you drop the techie skills). You'll get 9 skills already, meaning you'll have the best ones covered and more. Diminishing returns and such. Rely on Sam & Finch for some things. :) Unless Int is doing double-duty, it's not worth the cost.
Fifth, 18 Dex. I'd put the other two stat points wherever suits the campaign. (Cha if primarily roleplay, Con if you prefer melee to get those flanks, Wis if lots of magic or insanity issues, Str if you expect to haul equipment through the wilderness, or want +1 damage) Con would be the default, as it helps your weak save too.
Sixth, don't listen to me in a bubble. Look at the other PCs and what they're bringing to the table. Will you be frontlining due to their choices? Then you definitely need that Dex for AC. Will they be low tech, so you actually need to boost your Int? Will your adventure end at 8th so 16 Dex will get you to your cap anyway?
Seventh, build a 5th level version of yourself, or even 10th, to see if everything you want is coming together. Those stat boosts can make dramatic differences. For example, if you feel you'll be boosting Int (after Dex, Wis, & Con), then maybe don't drop Int, but also maybe pick up those Int skills with the stat boost.
Lastly, I think Nimble Moves is way cooler, and Improved Initiative has only put our Operative in harm's way that much sooner! Note that battles are longer in SF and their will be jetpacks, so maybe neither works well. (And no on Fleet unless that's your shtick. You'll be plenty fast as an Op, as SF battles aren't so spread out as new players imagine.)
Good luck & Cheers

LankyOgre |
First, note the errata to ghost operative. The Trick/Stealth bonus has been lowered, I believe to +1.
Noted. I still like the early access to cloaking field and the Phase Shift Escape.
Second, you're nearly assured of having a skilled Technomancer or Mechanic w/ Int in the party so I'm not sure I'd bother with Engineering or Computers. Two is the fewest I've run with, even in random groups.
The engineering/computers fits the character, and I'd hate to sneak in to a complex or ahead to scout and get stuck with a closed door. In addition, since the mechanic will be flying our ship, somebody needs to take over those roles.
Third, starship combat, what do you do? Your tech skills are too mediocre and your shooting is average. Pick up Piloting (even if you don't plan on Piloting) so you can shoot well, maybe even Pilot.
To continue from the previous response, since our mechanic wants to pilot, I don't want to take that role. Looking briefly through the starship combat, my engineering will likely mean that easy checks need a 5/6, medium checks a 10/11, and difficult checks 15/16. Computers start out even easier, though the checks add countermeasures. I have a high enough Dex that I'm not sure even a 3/4 BAB puts me that far behind. I haven't looked at starship combat enough to know what the expected bonus should be.
Fourth, I'd let Int be 8 (if you drop the techie skills). You'll get 9 skills already, meaning you'll have the best ones covered and more. Diminishing returns and such. Rely on Sam & Finch for some things. :) Unless Int is doing double-duty, it's not worth the cost.
Sam & Finch? I'd like to take the tech skills, so Int will be doing some duty.
Fifth, 18 Dex. I'd put the other two stat points wherever suits the campaign. (Cha if primarily roleplay, Con if you prefer melee to get those flanks, Wis if lots of magic or insanity issues, Str if you expect to haul equipment through the wilderness, or want +1 damage) Con would be the default, as it helps your weak save too.
I think the racial bonus to Strength and Con will be enough. I'm not sure I really need to max Dex. It seems like I will get it maxed quick enough with level upgrades.
Sixth, don't listen to me in a bubble. Look at the other PCs and what they're bringing to the table. Will you be frontlining due to their choices? Then you definitely need that Dex for AC. Will they be low tech, so you actually need to boost your Int? Will your adventure end at 8th so 16 Dex will get you to your cap anyway?
At this point, I think we have a pilot mechanic and a soldier. The soldier will most likely take gunner and the mechanic pilot. That leaves me with captain, engineer, or science officer in starship combat, which I can cover any of those. The mechanic will be ranged firepower and the soldier melee, so I can range in between the two as needed. Finally, the stealth skills will allow us to gather information, scout out, and generally give me options outside of combat.
Seventh, build a 5th level version of yourself, or even 10th, to see if everything you want is coming together. Those stat boosts can make dramatic differences. For example, if you feel you'll be boosting Int (after Dex, Wis, & Con), then maybe don't drop Int, but also maybe pick up those Int skills with the stat boost.
Thanks for this advice. I'll look at some advancements.
Lastly, I think Nimble Moves is way cooler, and Improved Initiative has only put our Operative in harm's way that much sooner! Note that battles are longer in SF and their will be jetpacks, so maybe neither works well. (And no on Fleet unless that's your shtick....
I'll keep Nimble Moves in mind. Maybe Mobility so that I can pick up Shot on the Run.
Consider been a hacker to bost your com and engineering this can come in handy for ship combat and back up for the mechanic
I don't know if I want to focus on hacker with a mechanic in the party. Taking the skills will let me play backup and support. Taking hacker might just mean we are stepping on eachother's toes.