Showing posts with label Starfinder. Show all posts
Showing posts with label Starfinder. Show all posts

Sunday, April 27, 2025

Starfinder 2e Playtest Build: Pro Field Tech-Medic

 Until May 30, 2025 Paizo is running the Tech Playtest for Starfinder 2e to test out 2 new classes, the Mechanic and the Technomancer. Once of the best ways to explore these is to of course build a character. One of the class feats for Mechanic inspired me to try to make a Tech-Medic concept; probably someone that quit from some on demand paramedic service for the rich now trying to make it in the adventuring side of things. If you following me on Blue Sky you might have seen me talking about some of the issues we discovered about the class (and drones) so far which is more defineness is needed in the class.

Over all I am pretty excited for the mechanic class (and technomancer honestly) and if you looking for a pre-gen to help out with the playstest feel free to 'steal' what I have below or check out the Doc link. You can also check out the playtest on Demiplane. Please fill out the surveys at the playtest website to help make this class be the best it can be!

I will admit it might not be the most effect build up front; like Assurance doesn't come online until level 3(?) and might serve slightly better as a road map but have fun!

Google Doc





Sunday, February 23, 2020

Inside the Character Sheet: Zinza "Pivot"

Once more diving into Starfinder with the Dead Aussie Gamer where we will be streaming Attack of the Swarm starting the day of this post (Sunday) around 8 PM East Coast time (USA). We are just starting and still have open seats if anyone interested. 

I shall be playing a Shirren Soldier named Zinza "Pivot" who witness the first Swarm Invasion as a child and has a genetic tie to the enemy. They are presented below.

Zinza "Pivot", Shirren Soldier. Art by Seth
Description: Pivot is a 19 year old host scout shirren who stands at 5 feet and 10 inches while weighing about 120 lbs. Their exoskeleton is mostly in dark emerald or forest green tones while purple tones can be seen in their compound eyes. As a shirren partially raised on a battlefield and now a professional mercenary Pivot is rarely far from their equipment. They tend to be either paranoid or insecure about their mating arms which are usually covered by a metal ‘dome’ along with any other of Pivot’s clothing or armor.

Background: Zinza comes from a large shirren family unit of parents (eight of them to be exact) and several siblings, themselves the eldest sibling. During the first Swarm Invasion on both the Pact Worlds and the Veskiurm, Zinza's parents felt compelled to defend the Pact Worlds from their ‘cousins’so the family unit signed up for service with two staying behind to take care of their home on Verces. Those among the family that left to fight were the only host among them,  Dchin, who was currently carrying their first larvae which would be Zinza.


Dchin and the rest of their family become a squad of their own with the host shirren being the team’s Sniper/Overwatch. Zinza was born on the battlefield and spent their first few years as a larvae among the battle. Once old enough to travel they were sent back home with one of their other parents that got too hurt to stay in the fight. Not wanting to keep the family apart for too long and risking losing anyone else the rest soon retired and returned back to Verces.


Growing up partially in battle with veteran parents and in a way a veteran themselves Zinza essentially grew up as a soldier (though surrounded by love) ready to face the Swarm threat but when old enough the Swarm had been pushed back then seem to disappear….for now.


With their martial skills Zinza turned to mercenary work picking up the nickname Pivot for their ability to adapt and wide skills. Pivot loaned their skills to those groups that needed a bit of soldiering to stay safe or acted as temporary law enforcement until proper authorities could arise or be established along with other such work.


Once word of the Swarm attacking Suskillon reached Pact Worlds infospheres Zinza ‘Pivot’ was on the first transport to the threaten system to join the Suskillon Defense Force.

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If you like to watch me figure this character out then come watch the stream or if you like to play with Zinza then join Dead Aussie Gamer's Patreon. For what people really want; Zinza's character sheet is below.

Zinza "Pivot" Host scout shirren mercenary soldier 1 NG Medium humanoid (shirren) Init +4; Senses blindsense (vibration) 30 ft.; Perception +5 -------------------- Defense SP 7 HP 13 RP 5 -------------------- EAC 15; KAC 16 Fort +2; Ref +4; Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee survival knife +5 (1d4 S; analog, operative) Ranged azimuth laser rifle +5 (1d8 F; burn 1d6) Offensive Abilities primary fighting style (sharpshooter), sniper’s aim -------------------- Statistics -------------------- Str 11 (+0); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 12 (+1); Cha 10 (+0) Skills Athletics +1, Engineering +5 (1 ranks), Medicine +5, Perception +5, Piloting +10 (1 ranks), Profession (mercenary) +5, Stealth +8; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel) Feats Skill Synergy (stealth, perception) Languages Common, Shirren, Vercite, Vesk; limited telepathy 30 ft. Other Gear second skin, azimuth laser rifle with 1 battery (20 charges), survival knife, basic medkit, binoculars[PW], canteen[AR], engineering tool kit, flashlight, gear maintenance kit[AR], industrial backpack, sleeping bag[AR], travel clothing, credstick (8 credits) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Sunday, September 8, 2019

Character Concept: Starfinder - The Dual Pistoler

So a common thing I see come up in the Starfinder circles I frequent is a complaint about the lack of small arm support or the viability of a small arms focused character. Personally I think it a bit too much focus on Damage output within the community and can perfectly be done without Paizo adding anything new in. So to sort of make my case I have done a little test bed building of a concept and will present it below; Here be the Dual Pistoler!

Dual Pistols Lvl 1
Halfling outlaw solarian 1
CG Small humanoid (halfling)
Init +4; Perception +2
--------------------
Defense                        SP 7 HP 9 RP 3
--------------------
EAC 15; KAC 16
Fort +3; Ref +5; Will +3; +3 vs. fear effects
Defensive Abilities solar manifestation (solar armor)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged azimuth laser pistol +6 (1d4 F; burn 1d4) or
   pulsecaster pistol +6 (1d4 E nonlethal)
Offensive Abilities black hole, supernova
--------------------
Statistics
--------------------
Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 10 (+0); Wis 11 (+0); Cha 14 (+2)
Skills Acrobatics +10, Athletics +6, Sleight Of Hand +8, Stealth +10; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Weapon Focus (small arms)
Languages Common, Halfling, Ysoki
Other Abilities halfling luck, sneaky, stellar mode
Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), pulsecaster pistol with 1 battery (20 charges), credstick (150 credits)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

I went a bit min/max with this because the goal is Full Attack with Small Arms which you still might dare to do here with Weapon Focus and Small Arms against EAC. The Solarian's Photon Attunement will help squeeze out a bit more damage as the Armor helps keep you Safe as you fight close enough to keep enemies in your first range increment and so you can rush in to use Supernova to hopefully end fights or damage a group.

What's next? How about Level 3!

Dual Pistol lvl 3
Halfling outlaw solarian 3
CG Small humanoid (halfling)
Init +4; Perception +6
--------------------
Defense                        SP 21 HP 23 RP 3
--------------------
EAC 17; KAC 17
Fort +4; Ref +6; Will +4; +3 vs. fear effects
Defensive Abilities solar manifestation (solar armor)
--------------------
Offense
--------------------
Speed 30 ft.
Melee thunderstrike pulse gauntlet +3 (1d6+3 B & So; knockdown)
Ranged explorer handcoil +8 (1d6+1 E; arc 1d6) or
   azimuth laser pistol +8 (1d4+1 F; burn 1d4)
Offensive Abilities black hole, supernova
--------------------
Statistics
--------------------
Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 10 (+0); Wis 11 (+0); Cha 14 (+2)
Skills Acrobatics +11, Athletics +7, Culture +4, Diplomacy +6, Perception +6, Piloting +9 (2 ranks), Sleight Of Hand +8, Stealth +11; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Multi-weapon Fighting, Weapon Focus (small arms)
Languages Common, Gnome, Halfling, Ysoki
Other Abilities constructive interference, halfling luck, sidereal influence, sneaky, stellar mode
Other Gear clearweave I, azimuth laser pistol with 1 battery (20 charges), explorer handcoil with 1 battery (20 charges), thunderstrike pulse gauntlet with 1 battery (20 charges), credstick (625 credits)

So now we have Multi-Weapon Fighting so Full Attack is now looking like a good option with Weapon Specialization helping with the damage. In case they need some specific protection there Constructive Interference when needed.

 Also built to use Stealth to help get into good positions before start and Acrobatics to help get around the battlefield while avoiding those melee opponents but now we are packing a back up hand to hand weapon ourselves.

For our last step we will take this up to Level 5.
Created on Heroforge.com

Dual Pistol lvl 5
Halfling outlaw solarian 5
CG Small humanoid (halfling)
Init +4; Perception +9
--------------------
Defense                        SP 40 HP 37 RP 5
--------------------
EAC 18; KAC 18
Fort +6; Ref +6; Will +6; +3 vs. fear effects, +5 vs. poison or disease when attuned or fully attuned
Defensive Abilities solar manifestation (solar armor)
--------------------
Offense
--------------------
Speed 40 ft.
Melee static shock pad +6 (1d4+6 E; staggered [DC 12])
Ranged explorer handcoil +10 (1d6+2 E; arc 1d6) or
   tactical trilaser +10 (1d6+2 F; burn 1d4)
Offensive Abilities black hole, supernova
--------------------
Statistics
--------------------
Str 12 (+1); Dex 18 (+4); Con 12 (+1); Int 10 (+0); Wis 13 (+1); Cha 16 (+3)
Skills Acrobatics +12, Athletics +8, Culture +5, Diplomacy +8, Perception +9, Piloting +10 (3 ranks), Sleight Of Hand +9, Stealth +12; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Fleet, Multi-weapon Fighting, Weapon Focus (small arms)
Languages Common, Gnome, Halfling, Shirren, Ysoki
Other Abilities constructive interference, halfling luck, sidereal influence, sneaky, stellar equilibrium, stellar mode
Other Gear basic Lashunta tempweave (upgrade: static shock pad), explorer handcoil with 1 battery (20 charges), tactical trilaser with 1 battery (20 charges), credstick (1,550 credits)

So now we have our first Ability Increase to help round out the character's abilities while other features make them a bit more mobile and the Solarian Armor gets that cold/fire resistance going on now. My intended build focus I think is fully met here; A character for moving about the field to a good spot then laying down Full Attack fire with their small arms. They also can be a light party face while for Starship Combat can be a light captain, a replacement pilot or secondary gunner.

 Of course if you want a more reliable melee back up weapon you could replace Fleet with Quick Draw and take a melee weapon with Operative Quality on it to take advantage of the high Dex. If you do that then consider slapping Recall Fusion on the Small Arm you will drop to draw the melee weapon.

Please feel free to copy this build, take it further into the future or use it for inspiration for your own Starfinder characters then let me know about it!

I hope you found this fun and informative; I plan to do some more in the future along with some more fun theme type builds as well. If you like to support please check out my Patreon and Ko-fi accounts!

Sunday, September 24, 2017

RPG After Action Report: AAPF Patreon Campaign Soul Song 1 & 2

Welcome to my first RPG After Action Report where I cover the adventures of my RPG characters.

This entry covers the adventures of The Steward's (Background Here) starting adventures in Michael's (aka Ask a Pathfinder) Patreon reward campaign: Soul Song. We are using the Starfinder's Rules and Default setting and games are played live on AAPF's Discord Channel: https://discord.gg/GgR79wY

After a string of a few small starting jobs The Steward and their partner in questionable employment 'Modem' are given a lead to a job that will serve as a test of further work or which is explained by a contact of the android.

The pair go to the Saturn Soul, a dance club, and meet with its owner Lady Abigail, a very poised ysoki. While the two waited for their meeting a bit of Modem's past caught up with the ysoki. A Large four armed Shobhad named Skarr and his groupies approached the hacker about supposedly bad intel. Steward tried to diffuse the situation but it was Gustove and a band ysoki hired guns that came to the rescue or to be exact; intimidated the Large men with serious numbers and blasters.  They meet with Lady Abigail and her assistant, fellow ysoki, Gustove (the same one from before) where they are given the task of removing some kind of infestation from the stores behind the club. The uninvited guests are eating through the club's stock making it hard to meet the bottom line.

Modem and Steward agree to take on the job, the technomancer setting up shop in the club's security room while Steward heads to the storage facility across the alley.

After a run in with Ara-5's past in a form of bubbly twin androids and getting a kitchen worker's help the android enters the building, moving to the offline generator to help bring light to this otherwise dark place. With keen visual senors they find boxes broken into and once the power is restored bringing on the lights allowing the operative to more easily notice a small device down the hall from the generator.

It was a few generations behind piece of tech for playing music, a lost device from the intruders? In fact it was for it was in front of the occupied Break Room of the storage place that should have been empty.

Walking in Steward finds four small tubular beings drinking coffee and generally making themselves home where they shouldn't be. The operative tries to talk and intimidate them to leave but soon talks fails, which leads to a mix of over heated coffee, a stolen grenade pin and some very chilled tube creatures. Eventually through violence and cold the 'worms' are convinced it not worth their time to stay so decide to move on to the next door Pizza Chain.

Job complete the pair meet back with Lady Abigail's man, Gustove for their pay (a touch redacted for damages) and given lead for more work with an Elf name Lockloran. Given the night was still young they headed to his place to meet with him but before they left the android checks back with the android twins they ran into earlier but they had left but left a piece of a fine red dress triggering more memories from Ara-5.

They were both surprised to discover that the elf lived in a district of the Station usually inhabited by gaseous/floating beings; Fogtown.

Finding his home the met with the door guard, surprisingly a contemplative solarian with a rather adorable hat.

Unfortunately Steward and Modem had caught Lockloran  in a bit of an argument with his wife but were glad to interrupt. After brief greetings they went straight to business; the elf wanted to hire the two to rough up Longtooth, owner of a gambling den called Dredge Hold. Appereantly the man's son had gotten himself into a bit of debt and wasn't paying. When the son didn't pay Longtooth created an accident to hurt the son and demanded Lockloran pay off the debt instead if he wanted to keep his son alive. Steward was suppose to be his response to these demands but at first the android and their partner didn't really want to take the job given the nature of it plus what they witnessed with the wife but the pay was good with half up front. The big catch was: It needed to be in the club and they have to get access to that themselves but were given a lead; the man to talk to would be at the Saturn Soul at a given time.

So once again the duo headed back to the familiar club so they could find and meet with this man. Modem tried to get his drink on while The Steward watched the door for their contact. Unfortunately it seem the contact was their old 'friend' Skarr. Before the four armed man could spot them the android grabbed the ysoki and dragged him out the back with a new plan to get into the Dredge Halls.

---------------End of First Session

Steward picked up some spare cred sticks, a case for them and loaded one cred onto each one. While the android was doing that Modem used his computer skills and contacts to find the Dredge Halls and what it would take to get inside.

After a bit of scouting and planning Steward would go in and try to find a place to stick Modem's 'Access Key' so he could help from the outside. The android proceeded to head to the door, skipping past an old lady pushing her most likely drug wares.

Finding the door to the place Steward does the whole knock code and gets inside, once again meeting a very not happy looking Skarr covering the door. The operative simple held up their package stating they were both professionals and that they were there for a delivery to Longtooth. Grudgingly the shobhad let them pass and sent them down the elevator to the underground club.

Steward was surprise to see the size of the place with the multi levels...along with large scrap statues of familiar and unfamiliar faces. Two were of Lady Abigail and Lockloran while one was an unfamiliar human while the fourth must have been of Longtooth himself.

Once inside proper the operative contacted a fellow android that was working stating they were their for a deliver of payment to Longtooth from Lockloran in hopes to get access to the gambling den owner; hopefully privately. Servant-C, the android worker, took Steward to another level (where Steward slipped the Access Key into an open Datajack) and left them in front of the elevator while contacting Longtooth. Our 'hero' waited and was shortly greeted...by laser fire from three armed and armored half orcs.

Quickly the android responded with flipping a table over and ducking down while yelling that they were there to make a delivery. After getting their parcel shot full of laser holes Modem discovered a secret elevator while going through the computer systems. The operative dropped a smoke grenade as two of half-orces moved in to get them. Quickly Steward dashed around them and out of the smoke to deliver a mouth full of electricity to the third assailant via their Arc Pistol; lucky for the half-orc the weapon was on Stun.

Steward pulled the weapons from the man they just dropped and ran to the secret elevator while the other two were still searching for the android in the smoke. Unfortunately it seemed it required a key card which made the android run back to the unconscious guard and searched him for the card, noticing marks of a previous battle on the body from Small body attackers. Thankfully they found it, running back to the elevator and slide inside. Surprise though as the elevator wasn't actually an elevator but a rotating entrance to Longtooth's office! Once more the purple circled android is welcomed with laser fire but thankfully missed.

Once more Steward leaned toward talking the situation down instead of returning fire. Longtooth was already very hurt, holding a severe chest wound, and was under the impression that Steward was there to finish the job in Lockloran's name. The operative tried to explain that was not the case, coming clean and offered to help Longtooth but shortly into their talks the half-orc died, stating he was going to meet Lady Abigail before passing away. These events were confusing but also left an odd feeling buzzing in the android's mind.

This is when the android was informed by Modem that THE Stewards aka the cops had started to raid the gambling den. Quickly the android leaped into action stripping the room for clues and anything else that could possibly help them. Between Longtooth's desk, computer and a secret safe the operative discovered that there was an attack by ysoki before them, that Lady Abigail was murderer by her assistant and they were pinned to be involved. Once everything was gathered/saved the android carefully hid in the safe until the heat died down and left the now empty former gambling den.

Quietly they slipped away and called up a rather surprised ysoki, Modem, and found a place to lay low; which in this case was the technomancer's home. Well that isn't correct, it was Modem's mum's place...along with several siblings.

They made a bit of a private area off in the kitchen to talk about what happen, how they were set up and what to do about it. It came down to take down and ask questions; starting with Gustove and follow that with Lackloran but that all be tomorrow. For now the two needed sleep and the chaos would all start then.

---------------End of Second Session.




Sunday, September 10, 2017

Inside the Character Sheet: The Steward

Welcome to my first entry of Inside the Character Sheet where I share my table top role playing characters with the rest of the world. First we shall be meeting The Steward.

image by Michael Kesavan
The Steward is my Android character based in Paizo's new RPG Starfinder that is in an Online Campaign as a Patreon reward Michael Kesavan's Ask a Pathfinder. In fact you can join us Sunday Nights/Monday Mornings at 8pm UTC-4/8am GMT+8 on the AAPF Discord or you can hang out with us and others during the week inbetween sessions: https://discord.me/AskaPathfinder
I will try to post follow up blog(s) after each session.


The Steward awoke for the first time in a public renewal creche feeling uncomfortable and uneasy in their own body as if their very own electric flesh was a poorly sized suit. They were held by attendants and lead to begin their new life but the newly seated soul had feelings and memories of the previous soul which felt odd...wrong.

A bit disoriented and confused Steward walked away before finishing the registration process. As the android reached equilibrium again they couldn't help but feel that something was wrong and specifically to the soul that was in this body before leaving them with a sense of not belonging in this new shell.

Grabbing on the only lead they had at the moment, this body's identity chip Steward tried to investigate who they were or is it should be? The name was easy, Ara-5 and followed the info on the ID chip which lead to an odd trail of attempts to erase traces of Ara-5 existence but left random bits of 'paperwork' trails.

As they tried to investigate Steward came to learn that they were already quite ready to search, move covertly and defend themselves. This was good as it certainly helped with trying to learn about their body's history BUT also to find work as one's mysterious past does not put food in your mouth.

Given their skills and current status Steward found their way into the gray area of private contracting. During one job the android came across Modem, ysoki street hacker for hire. They had both been given the same job by different competitor; to 'retrieve' a crate of stolen high end firearms but Modem got there first but seem to had the same intent of backstabbing their client aka destroying the entire crate of firearms to keep them off the street. Needless to say Modem's client was not happy and found himself in a tight spot that Steward helped him out of. Ever since the two have been working together with Modem helping Steward with their personal quest in between paying jobs.

Together the two worked the leads that all became dead ends but one, Ara-5 was some kind of privateer and that she owned a ship named Trinity's Wanderer but so far the ship itself they have not yet found out where she left it...yet.

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When you first rise out of a coffin/crib confused and universe a blurring around you; you need some help...perhaps a touch of guidance as well. For Steward that was Triune or the church of the All-Code God to be exact. Steward seem to have a natural pull toward the place, being an android that isn't that surprising, though the holy symbol made of old fashion tech found around their neck and it again on the back of their left hand as part of the circuit paths also certainly helped.

There the android found initial starting food and shelter along with other lost; most fellow androids. Here Steward was able to get back on their feet and even some starting work. They feel it important to stay in contact with the friends they made there and when things are slow sometimes volunteers there or feeling lost.
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Some more images to help imagine The Steward Below.