how would you make a space lawman......?


Advice


I dont wana play a bounty hunter or an operative and a steward officer has the wrong flavor and the starfinder archetypes don't fit either.

I am looking to create a character that has the backing of an organization to be able to tell the local cops to piss of or assist in doing a job because they are there. I am kinda getting tired of my gms latest tacticsof throwing us into situations where we are being roadblocked and painted as pirates when we are just doing our best to help people. All because we are freelancers and do not have backing.

We are about to start the next part of the campaign with the other set of NPCs and I would rather have some way of not being plastered as the bad guys.

This is because we don't have any backing I want to have some backing or back up for my next character. Starfinder society feel off for thier achtypes and the Stewart stay in one place protecting Absalon station.

Just need a little help with finding pieces or truthfully putting this guy together.


Corporate Agent is the closest you can get - specify that they work for a company that provides police services, maybe?

They've got a Charisma bonus anyways, so I'd suggest go Solarian, Solar Weapon, Electron Crystal (so you always have a Stun weapon).

And then be extremely, directly clear with your GM about what your concept is, and that you're trying to make a character that local law enforcement et al would work with.

Also worth taking a look at the Star Knight - especially if you don't have a deep need for Stellar Revelations. Hellknights are explicitly part of law enforcement per Pact Worlds.


There really isn't a class feature that lets you call in help. Steward officer has that kind of backing thematically but not mechanically.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Maybe I read the entries for the stewards wrong, but they don't stay in one place. They just have their headquarters on Absalom Station. The Stewards police space lines outside the territories of planetary governments, act as advisors and mediators in disputes, and end budding military conflicts with overwhelming force when necessary. If you are often on planets this means you would be working with local enforcement anyway as they pride themselves on adhering to their mandate.

You could look at the Knights of Golarion, writing your character as Knight on errant duty. They share the Star Knight archetype with the Hellknights.

There is also the Skyfire Legion, who focus on protection services outside the Pact Worlds. The Skyfire Centurion archetype is not really something that fits your description though.

Liberty's Edge

I wish I had some good input but initially I read this thread as "how would you make a space lawnman....?"

Personally, I'd make sure to go Kasatha Operative with 4 plasma bladed weapons and just plow through the space-grass one full attack at a time.


I think I may have read it wrongly the first time through. But i only had the books then and I just checked one of the sites that keeps up with the new book books and there is a third steward archetype.

I could make another soldier mystic that focuses on mind magic instead of backflips and explosions.

I am kinda stuck with having to keep the party alive by being the default cleric. Now I might also be stuck with getting the law on our side. I guess it might just have to be another space paladin. justicar.... nope not what I thought it meant unless it does.... any good thoughts on what to call space paladin?

hellknights are so corrupt in our game that they could just evil Space Marines who hire themselves out to purge worlds of unwanted inhabitants so the world can be colonized by thier employers. The valerian knight have presented them selves as useless rebel/terrorist scum with a-hole attitudes. So far I wouldn't touch either corrupt organization with a ten-foot pole.
I guess I will have a long term goal of making a true space peacekeepers force.


I think you are needing more of a role-playing mechanic rather than an actual character build mechanic.

If the intent is for your characters to be on the good side of the law, and have the documentation to back up that claim, then what you need is an organization that you can be part of.

You don't need to have a particular theme, class, race, class features, feats, or skill ranks in order to be part of an organization in general. There might be organizations that do require something, but it isn't a general requirement.

So my recommendation is to brainstorm with the GM and the other players to come up with an organization to keep you on good terms with the law and the population in general while you are going about killing things and plundering stuff.


I been trying to try get into one. But it has been really hard. So I thought I would just get it done and over with at the start.


ghostunderasheet wrote:
I been trying to try get into one. But it has been really hard. So I thought I would just get it done and over with at the start.

Keep in mind that nothing at character creation is a complete solution. You're going to have to actually talk to your GM about this.


Yea I know. I have been saying stuff to that extent at the table. Problem maybe that there is not enough downtime between missions to go through "bootcamp" or what ever is needed. But I would like to have a PC or NPC on hand just encase. Our second group is currently lost in space and has no healer to keep the party from dying. And jumping lvl 7 back to lvl one or two might get one of us dead and by us I mean me because the other people are whiners who dislike being deadified. I don't mind taking a hit for the team.


Best to handle this through a conversation outside the game; there might be a mismatch between what you're looking for in the game and what the GM's looking for.


Yeah. A murderhobo game is easy. That is why the game style is so prevalent. A law abiding murderhobo game is a lot harder.

For my family game, I am using a job posting system (similar to FF XII). So taking a job gives you the paperwork and such needed to go do what needs done. Whether that is to apprehend a fugitive, explore a ruin, rescue a diplomat, stop a war, etc.


It comes down to monkeysphere. It's hard to wrap your head around the experiences of more than a few people. So the few hundred thousand people that would "Realistically" be handling the problem gets dumped on a plucky band of misfits you can relate to (or in this case be)

So SOMETHING has to happen to widdle down the numbers: You're in the boonies and you're the only one available, it's a stealth mission, your group is cut off from the army, you're on the wrong side of the law, you're functionally superheroes WITH POWERS BEYOND THOSE OF MORTAL MEN/WOMEN/HOSTS, you're in a haunted ship that won't let you call for help etc...

So if you want a better relationship with the police you can talk to your dm about how to go about that. But keep in mind the relationship is rarely if ever going to be good enough to solve the problem with calling in the Calvary.


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BigNorseWolf wrote:
So if you want a better relationship with the police you can talk to your dm about how to go about that. But keep in mind the relationship is rarely if ever going to be good enough to solve the problem with calling in the Calvary.

Or, perhaps more to the point, you are the Calvary.


Nerdy Canuck wrote:
BigNorseWolf wrote:
So if you want a better relationship with the police you can talk to your dm about how to go about that. But keep in mind the relationship is rarely if ever going to be good enough to solve the problem with calling in the Calvary.
Or, perhaps more to the point, you are the Calvary.

The calvary is kind of like, 100 people minimum. If you're the calvary one of the other conditions needs to crop up (also they're hosed...:) )


There’s a pretty big difference between Calvary and the cavalry.


Saint Augustine wrote:
There’s a pretty big difference between Calvary and the cavalry.

Oh, shush.

BigNorseWolf wrote:
Nerdy Canuck wrote:
BigNorseWolf wrote:
So if you want a better relationship with the police you can talk to your dm about how to go about that. But keep in mind the relationship is rarely if ever going to be good enough to solve the problem with calling in the Calvary.
Or, perhaps more to the point, you are the Calvary.
The calvary is kind of like, 100 people minimum. If you're the calvary one of the other conditions needs to crop up (also they're hosed...:) )

That's called "realism", and it doesn't really have a place in this sort of game.


Nerdy Canuck wrote:


That's called "realism", and it doesn't really have a place in this sort of game.

It gets nods here and there, often in the form of story conventions like the one the OP is complaining about. In order to get a different result you have to understand why it's there and work with it.


Eh, assuming we are not talking beginning level characters, there are plenty of problems that a party of skilled PCs could solve that a small army of low level cops couldn't. Imagine you have a CR 8 boojum whose holed up inside a building after taking a bunch of hostages. A hundred CR 1 cops have no hope of saving the hostages, or of taking down the boojum by any means other than drowning it in their blood. A party of five CR 5 heroes, OTOH, have good chances of achieving both.


I honestly like the Steward archetypes a lot... the Steward Infiltrator has some nice fake identity stuff going for it. You could be pretending to be a murderhobo, but when the law zeroes in on you, you just pass a note to the GM identifying yourself to them as a deep cover agent and the 5-Oh just drives on by.


I want to a good guy but the more I play the current storyline the more it seems we are about to take the fall. I don't want my next PC to end up on the wrong side of the law again.


ghostunderasheet wrote:
I want to a good guy but the more I play the current storyline the more it seems we are about to take the fall. I don't want my next PC to end up on the wrong side of the law again.

Which is not something you can determine mechanically - that's a matter of story, so you'll have to have a conversation with your GM no matter what.


Just remember, an answer that's not only always appropriate, always correct, and a perennial favorite: Good. Bad. I'm the guy with the gun.

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