Given the nature of the campaign:
- hexploration
- classic dungeon crawling
- diplomacy
almost every skill will be useful.
Given the nature of the campaign:
almost every skill will be useful.
I could go Operative if we wonāt have an Operative now.
Well, I think Iām about 50/50 on the fence whether to stick with operative or not. For what itās worth, Iām fine with there being two operatives. Iām thinking of the decision like this:
Reasons to play an operative:
Reasons not to play an operative:
Iām not sure what I would what play as an alternative. Iāve given some thought to playing a Silent Slayer style soldier.
Iām fine with playing a Soldier, I was just considering Operative if you end up playing something else is all.
I was considering a character concept of a Spathinae Operative with the Efficient Administrator feat. A Spathinae is a bipedal, vaguley humanoid shaped being made up a swarm/colony of thousands of tiny sentient/sapient insectoid beings that form a living colony. They feel they would be good at colony administrative functions since they are a colony themselves. Their quirk would be that because they are a hivemind colony they sometimes have difficulty comprehending the many specific needs of individuals in a large scale colony of different races.
Imagine Million Ants from the Rick and Morty episode Vindicators 3: The Return of Worldender that does colony administration stuff.
The concept for my Soldier is a Shobhad Soldier that takes either the Hunter or Guard fighting style to start with. He is an exile from his tribe who dared to suggest that the Shobhad people would not become soft if they adapted more use of technology. His ideas that the Shobhad need to evolve from their simple and confrontational nomadic lifestyle to keep up with the ever changing galaxy were not well received. No Shobhad tribe would take him in after that so he left the Shobhad homeworld and sought his fortunes in the galaxy at large. Eventually he sought work as a guard/security specialist for newly established colonies with a small hope that maybe he could find a new ātribeā of sorts. But he is still learning to change his Shobhad mindset and still kind of sees colonists as weak āherd animalsā in a sense, so he tends to be more blunt and gruff when dealing with colonists.
Heās like a bad ass shepherd that sometimes (ok often) will resort to bullying or intimidating colonists to do what he says if they want to survive, but heās trying to learn to be more ādiplomaticāā¦albeit not well.
@Rando In the playerās guide there are several references to the Xenowardens, are they an actual presence in this campaign or are they just represented by any characters with possible connections to them?
RE: Xenowardens
They are potentially one of the patrons for your charter. There may or may not be encounters/events involving all of the charter patrons outlined in the playerās guide. Some are more hands on than others.
Weydana-4/New Harmony is not a closed system. Everyone knows where it is and it has a drift beacon. Itās possible to interact with any number of organizations that have ties to the Pact Worlds or the Veskarium that come to the planet for exploration (or other activities.)
So like, there could be a chance I could get ahold of a Xenolash?
w/
on top
So the party went with the Starfinder Society as the charter patron.
Initial stats of the charter are:
The initial party is (to the best of my knowledge):
Start date for session 1 is Sunday October 24th.
Hereās what Iām planning for my operative:
Alix - Chaotic Neutral Human w/ Dusk Vision Option
Str 14
Dex 18
Con 11
Wis 10
Int 10
Cha 10
Ghost Specialization Operative - (Acrobatics, Stealth*), Death-Touched Theme
Feats:
Skills to lean into:
Additional skills of emphasis
Iām planning to carry light armor and a knife with a returning fusion on it pretty much the whole campaign. I need the first 4 skills to do sneaky ghost operative things but I can move/reassign the other four depending on what the party needs/doesnāt need.
At a glance my character will be:
Name: Brak
Shobhad Soldier starting with Hunter Fighting Style. Neutral alignment
Wild Warden theme, associated with/representing the Xenowardens. INT is my dump stat, low skill selection, focus on Survival, Perception and Intimidate.
He was exiled from his tribe on the Shobhad homeworld for daring to say that the Shobhad people could do with some changes to their society to modernize and adapt to the galactic society. After that no tribe would take him so he left the homeworld and sought his future elsewhere. Being large and intimidating looking, he fund it hard to fit in anywhere, so he spent some time serving as a mercenary soldier. Eventually he encountered the Xenowardens and appreciated that they did not eschew technology and advancement like his people did, and that the Xenowardens focused on understanding and conservation of the natural elements of the galaxy. Brakās time among his people and learning their ways of hunting aned utilizing the natural world to survive gave him skills and knowledge that he brings to the Xenowardens and their cause.
He is essentially a conservation officer, the equivalent of a colonial DNR agent. As a Wild Warden he is there to see that the colony succeeds, but not at the expense of the flora and fauna of the world. He also looks to expand the colonyās knowledge of the world around them and how to synergize with it. As a soldier he is there to keep the colony secure from threats and if it is not a threat from wildlife then all the better because he wonāt feel the need to hold back. His loadout will consist of lethal and non-lethal options. My initial weapons are a tactical numbing beam and a capture pole, both non lethal weapons. When it comes to natural threats he will be the least murder hoboy character ever, always looking to drive the threat away or subdue it non lethally, unless there is no other way. On the other hand, when it comes to threats from other sentient beings like rival colonies, bandits, mercenaries etc he has no problem using lethal force and whatever means needed to subdue or eliminate the threat, but still opts for non lethal means if possible. He has little patience for colonists that endanger the wildlife or end up in conflicts with the wildlife through ignorance.
I think we just solved our economy problems!
Wha!?!?!?
Yep, you read it there first! When it come to critters and wildlife (the kind that are neutral in alignment) Iām going to be as non-lethal as possible and Iāll get up the ass of anyone that perpetuates unnecessary violence against the wildlife and/or plant life of the planet weāre on.
My initial loadout is ALL non-lethal.
If you compare Brak and the Shobhad, they have similar jaw/mouth structure. And thatās exactly who I named the character after.
This could be interesting for us omnivores who enjoy a good salad topped with a helping of grilled critter meat.
Ok so update on the builds. Character build is sticking with a skill focus. Mechanic and tech similar to niknak, but not as much of a focus on computer. Also instead of the exocortex Iām going for the combat drone option. Iām thinking a wrong melee build to serve as an off-tank role.
I think Iāll stick with Ran Korfar for the new one. My dice started to get more forgiving and I was having more fun the last few sessions.
@Randoā¦I have questions!
When is the first session going to be in light of Ocelotās PC stuffās arrival dates?
Can I maybe make a late character change? I still like my badass Shobhad Soldier nature warden concept, but I was thinking of switching it up and actually playing a Witchwarper. And a complete shift from nature warden to more administrative and economics and such, probably going with the Witchwyrd race. So Witchwarper Witchwyrd with wood on the end for the heck of it.
And the Shobhad Soldier nature warden dude would be my alt/backup character.