Character Generation.   Posted by StarMaster.Group: 0
 GM, 3 posts
Wed 9 Jan 2019
at 21:22
Character Generation
Use standard Starfinder rules from the book, unless otherwise stated here.

Step 1. Choose a Concept: Come up with a character concept. Maybe you want to play an ace star pilot, or a swashbuckling space pirate, or corporate spy, or a wizard of odds gambler, or a space ranger. You may need to look over the Classes and Themes to get an idea for this; that's okay. You can always change your mind if you see something else that interests you.

Step 1.1 Character Level: Characters will start out at the average level of the rest of the characters, which, at this point, is 3rd Level. This can let you be multi-classed.

Step 2. Choose a Species (Race): Normally at this stage you would choose a Species. Not this time. Everyone must be a Lashunta when the game starts. Exceptions may be made, but you'll need to have a damn good reason why you are on the ship!

Depending on the Lashunta city you are from and which subspecies you are, you gain a free bonus feat per the following table:

QabaratStrike BackMinor Psychic Power
Laubu MesaClimbing MasterStep Up
KomenaKip UpMystic Strike
Jabask the UnbrokenBodyguardJet Dash
CandaresDiehardSkill Focus
LantarQuick DrawFleet
MoratStand StillFar Shot

Step 3. Choose a Class: Choosing a Class before a Theme may make a bit more sense to you. A Class is what you are; a Theme is how you go about doing that. Standard Starfinder Classes are:

Envoy:Charismatic people person good at a wide range of skills who inspires allies to accomplish great heroic feats.(Page 60)
Mechanic:Master of machines and technology whose tinkering produces a drone companion or a powerful brain implant.(Page 68)
Mystic:Magic user whose mysterious connection to a powerful force grants abilities that break the laws of the universe.(Page 82)
Operative:Stealthy combatant with wide-ranging know-how who is adept at taking advantage of unprepared foes.(Page 92)
Solarian:Disciplined warrior whose mastery of the stars grants either a weapon or armor made of stellar power.(Page 100)
Soldier:Expert with a huge range of armor, guns, and melee weapons who specializes in certain types of gear.(Page 110)
Technomancer:Magic user who is preternaturally attuned to technology and can use it to unlock powerful effects.(Page 118)

Step 3.1: Standard Pathfinder Classes--(Space) Barbarian, (Cosmic) Bard, (Worldly) Cleric, (Planetary) Druid, (Star) Fighter, (Celestial) Monk, (Star) Paladin, (Mind) Sorcerer and (Sky) Wizard)--are also possible, but may be less effective, and require some adjustments. Other classes may also be possible, but consult with the GM before committing to one.

Step 4. Choose a Theme: While your Class determines what you are and what you do (a Soldier, for instance, is a fighter), the Theme is how you go about doing it. In a way, it's a bit like a career option. If you choose to be multi-classed, your theme will apply to all classes.

Ace Pilot:Skillful operator of starships and other vehicles who is obsessed with all related knowledge and lore.(Page 29)
Bounty Hunter:Unstoppable tracker who knows how to stay hot on the trail of those who flee.(Page 30)
Icon:Popular and respected celebrity who can leverage the publicís adoration for specific needs.(Page 31)
Mercenary:Well-trained soldier of fortune who can work equally well as a combat grunt or a squad leader.(Page 32)
Outlaw:Wanted criminal with back-alley connections to black markets and associates who can fend off legal trouble.(Page 33)
Priest:Dedicated and knowledgeable adherent to a philosophy or religion who commands clout among other followers.(Page 34)
Scholar:Skilled researcher and cutting-edge thinker with a broad base of knowledge and a thirst to expand it.(Page 35)
Spacefarer:Restless explorer who has strong intuition and has collected deep knowledge about alien biology and topology.(Page 36)
Xenoseeker:Guru of alien life-forms who finds that meeting them is one of lifeís most rewarding accomplishments.(Page 37)
Themeless:One who doesnít fit into any niche above but forges a personal path of determination and training.(Page 28)

Step 5. Determine Ability Scores: Use the Buying Ability Scores method. Once you've determined the adjustments for Race and Class, you have 12 Discretionary Points to add into your scores. You cannot raise any score above 19 at this point.

SIDEBAR: However, you should seriously avoid making a 'one-trick pony' type character. That is, don't make a character that's only good at one thing, because the rest of the time, you're going to be bored.

In particular, there's not going to be a major emphasis on combat. There will be some, but in between fights, what is your character going to be able to do? Keep that in mind as you make your character.

Step 6. Choose Advantages (Traits): All starting characters get can choose up to two Advantages. Although traits aren't used in the Starfinder CRB, any that may be in Starfinder supplements can be used, or else standard Pathfinder traits that are appropriate can be selected.

Step 7. Spend Skill Points: You have the basic starting Skill Points to spend. There are no new skills at this time.

Step 8. Equipment: Starting 3rd-level characters begin with 8,000 Credits, or x2 the starting funds for your level. Keep in mind, though, that most general and mundane equipment will be provided for you.

You can also choose up to Level 6 equipment, armor or weapons, and you get one Level 6 armor OR weapon free--provided by the government.

This message was last edited by the GM at 23:48, Tue 15 Jan 2019.