
Albions_Angel |
Hi all,
Back in december, I asked for help making a Vesk Vanguard for a friends game.
A bit of background about the game first. I joined for season 2. Season 1 ended with my friends at level 5, with their own small ship. They were:
A dragon(-kin, she got refluffed to look like a full dragon) soldier, melee focus.
A Skittermander Envoy (6 guns, barrage, the usual)
A Shireen Mystic blaster, with bionic legs, a flamethrower, a frostbite rifle, and a tendency to "swap" weapons by throwing his current one with telekenetic projectile.
A Ysoki implant mechanic - I think they went grenade focus but a few bad scatter rolls means they tend to just shoot now.
They did ok, but they are all new to a d20 system (can we call Starfinder a d20 system? The similarities are obvious), and a few of them dislike anything which gives them a minus, so there are defiantly plays not being made.
I didnt want to step on any toes, so a combat focused Vesk Vanguard sounded fun. Trading damage, saving allies, etc.
What the forum came up with was (with a strength mod) 19 Str, 16 Dex, 18 Con, 10 Int, 10 Wis, and 8 Cha. A set of Basic Hardplate takes my AC to a staggering 24/25, and with entropy, that raises to 25/26. I have the DR = BAB feat, and basically my only other possession is a taclash (level 1) that I only use for AoO. I went Reaction, and took Dampen and Intervene. We have since leveled up to 6, and I took Entropic Charge, as I charge A LOT. Because the game is different to how I expected, the DM is going to let me swap dampen for friendly fire (i thought I wound spend a lot of time around my allies getting shot, but actually I tend to charge forward to stop the largely melee enemies from getting to my team).
Just before I joined, the party blew all its money on upgrading their ship, after one space battle that they could have disengaged from (they were the aggressors), and so were a little undergeared compared to my character. Even then, the AC of my Vesk, combined with lots of experience with 3.5e and Pathfinder 1e, and the ludicrous attack and damage rolls (way better than the fighter, which worries me - she sometimes gets her sheets wrong, but the DM is sat next to her and I trust him) mean that even accounting for 5 people, the DM is struggling to balance encounters.
If he puts in enemies that can challenge me (even if they can hit me, I have TONS of HP and Stamina, and he needs things that do acid damage as melee, since we are fighting swarm, to deal any significant damage to me), then the rest of the party is in severe danger. On the other hand, if enemies are level appropriate for the rest of the party, I charge from enemy to enemy, ending the encounter. I am trying now to tangle up the big bands in any fight to ensure everyone contributes, but yeah, its an issue.
So, we are nearing the end of a big character arc (one that saw us from when I joined in January at level 5, and will see us half way to 8th very soon). And the DM has decided that the party needs upgrading. The Dragon Soldier already has. She was given upgraded armour (Lashunta Ringwear III, which STILL puts her AC below mine somehow... I think she has no dex? Maybe even a dex penalty?). The others will be receiving probably weapons. But the DM and I had a chat. He is really struggling with my Vesk, and we both agreed that he has AC, DR and damage aplenty right now. I will be getting an item, but not one that upgrades any of those. Only problem? The DM cant think of anything.
So, having trawled through the items, I need some help picking one. Probably level 7 or below (potentially level 8). So far, and talking to the others about previous sessions, we have always fought on the ground, in full gravity, with an atmosphere, with the exception of a couple of ship battles. Basically, we are playing Pathfinder 1e in space. Item rules are:
No item that upgrades AC, DR, or (I have added these two) gives me Energy Resist or a miss chance.
No item that increases my damage, either directly or indirectly.
Combat mobility items or items that improve my (already broken) combat manouvres are probably fine, but the more abstracted from damage or AC they are, the better.
I have very few skills, and barely any are utility, but then we have never needed a single check that the envoy, mechanic, or mystic dont at least double up on.
Something fun that I will use often.
For role play only, so far, my Vesk has been more tech than magic, but this is a gift, he is a Merc, and he wont not use an item that could help him complete his job.
I had spotted the Falcon Boots which look cool, but I am otherwise at a loss.
So, any ideas?