tag urself as a student

i.d.g.a.f:  goes to school unbothered, doesn’t give a shit about makeup or looking nice, constantly has a water bottle filled, when they’re not taking notes they’re sleeping in class, goes home and actually studies/does homework, bottles up emotions, wants to travel

covfefe: lives their life on coffee and tea, always participates in class discussions, likes to observe, challenges themselves sometimes a little too much, needs more sleep, always trying to make plans to fill up their schedule, likes aesthetics

netflix & procrastinate: honestly wants to do well, gets distracted easily, when they’re focused they get shit done, pulls lots of all nighters, tells everyone ‘im fine’ when not fine, accidentally skips breakfast, loves their friends, gets anxiety over tests and quizzes

pastel: is always organized, loves to journal, actually listens to the teacher, people think they’re always super sweet, wants to visit japan, loves animals, does research for fun, looks over work 948208 times before turning it in, watches horror movies and then regrets it

complaint department: acts like they didn’t have enough time to do homework (they did), blames others for their problems, doesn’t study then cry when they get a bad grade, secretly is very insecure, is always out “sick”, acts better than others for no reason sometimes

chilly child: is very relaxed but knows how to work, is nice to their teachers, tries to avoid half-assing things, loves autumn, likes studying with other people, is very self motivating, tries not to focus on the letter grade but rather how hard they worked, and tbh they’re just tryna enjoy life, 

Tag your class: seeing a cockroach in your room
  • Knight: Grabs any shoe that's close to kill it
  • Tank: Stomps it immediately with your foot
  • Archer: Throws whatever object is close to you at it in hopes of killing the little intruder
  • Summoner: Screams for help so someone comes and kill it for you
  • Mage: Uses bug spray to kill it
  • Healer: Uses any net, magazine, glass or whatever object to let the pest outside your house
  • Thief: Leaves the room immediately
  • Dark Mage: Lets the cockroach roam freely before it dies because you fumigated beforehand
  • Bard: Screeches in fear hoping the cockroach just goes away
2

D&D 5e Character Creation Flow Charts: Backgrounds and Classes

This only includes the backgrounds included in the Player’s Handbook Mind you, so no SCAG options.

Class one doesn’t assume archetype obviously. 

A fun little project I made after work today, I thought it might be helpful for players newer to the system in choosing their character’s options, or just a fun little tool.

the signs as a classic adventuring party



Aries: is the Hero. brave and righteous, but also a bit naive and trusting, the Hero continues his journey to save the world.


Taurus: is the Knight. encased in impenetrable and daunting armor, he stands steadfast against the forces of evil.


Gemini: is the Sorceress. an incredible magical prodigy, she casts spells as easily as she breathes.


Cancer: is the Cleric. her charms heal the body, but her gentle smile heals the soul.


Leo: is the Brawler. she’s never met a problem she couldn’t solve with her fists.


Virgo: is the Princess. sheltered until now, she’s ready to experience the world for herself.


Libra: is the Mage. an incredible genius, the power he wields is beyond compare.


Scorpio: is the Assassin. silent and deadly, he is the story that keeps children awake at night.


Sagittarius: is the Rogue. fingers quick and tongue quicker, he’ll steal your heart as easily as your gold.


Capricorn: is the Tactician. with perfection as naught but standard, you’ve already been captured within his plans.


Aquarius: is the Bard. she would much rather be drinking and flirting with some cuties. her songs and dances contain a magic that resonates with the heart.


Pisces: is the Archer. sharp eyes and true aim, her arrows pierce her targets without fail.

Starfinder: The Classes [COMPLETE EDITION!]

Meet the new guardians of the galaxy.

In Starfinder, the average adventurer looks much different from average party on old Golarion. Understandings have shifted, old disciplines have faded out of vogue, and everyone has friggin’ laser beams.

So while it’s possible to convert some of the old Pathfinder classes, the bulk of adventurers in the Pact Worlds will likely adhere to one of these six new disciplines. Check it!

Envoy

Envoy is Starfinder’s intrigue and tactics focused class. They possess the most skills out of any class (tied only with the Operative) and their Skill Expertise feature allows them to specialize in certain favored skills; granting them an extra 1d6 insight bonus, and allowing them to perform acts that skill doesn’t usually grant. For those of you familiar with Pathfinder, think of it as a cross between an Investigator’s inspiration feature and the skill unlocks of an Unchained Rogue.

Their main class features are Improvisations; non-magical abilities which allow the Envoy to manipulate the battlefield; they can make enemies Flat Footed, warn allies of impending dangers, or even grant their friends additional actions in a turn. 

Play the Envoy if you…

  • Want to be a social butterfly.
  • Enjoy using unexpected tactics both on and off the battlefield.
  • Want to be the undisputed master of a narrow set of skills (without sacrificing other proficiencies).

Mechanic

Mechanics are masters of machines. Unlike the more academic Technomancers, Mechanics aren’t afraid to get their hands dirty working with the futuristic technology of the Pact Worlds. Some even go so far as to augment themselves with advanced cybernetics!

A Mechanic’s best friend is their trusty artificial intelligence; a digital construct they personally designed. At first level, the Mechanic can choose between implanting this AI into a drone (granting them an autonomous robotic ally who can fight alongside them) or into an implanted exo-cortex (augmenting the Mechanic’s cognitive abilities and allowing them access to stronger armor and weapons). As the Mechanic levels up, they can augment their AI (or themselves!) even further. A high level Mechanic can even split their attention between a drone and an exocortex, becoming a cybernetically augmented mastermind with a personal robot honor guard. 

When they aren’t trying to turn themselves into the singularity (or just make a really sweet robot), Mechanics are masters of technology in all forms; they’re master hackers, brilliant engineers, and can make that ray gun work really well in a pinch.

Play the Mechanic if you…

  • Want to play a pet-focused class.
  • Don’t want to play a pet-focused class, but would love to play a heavily armored ranged combatant with a wide array of skills.
  • Want to be a master of technology in all its forms.
  • Want your character to be more machine than person. 

Mystic

Mystics are the spiritual successors of Golarion’s divine and occult spellcasters, and often fill similar societal roles. Understanding magic to be a manifestation of the connection between all living things, the Mystic channels the fundemental nature of the universe to a variety of effects.

Mystics are one of Starfinder’s two spellcasting classes, viewing the fundamental forces of magic through a more esoteric and philosophical lens than their Technomancer colleagues. Their spells tend to be focused more on living things; affecting both the mind and body. Of course, this doesn’t mean they can’t draw upon natural forces as well; Mystics are more than capable of flooding a room with gamma radiation if they feel like it.

All Mystics can establish a link with other creatures, which manifests first as a healing touch, and then eventually evolves into a party-wide telepathic network you can use as a conduit for their other abilities.

Mystics also all have a connection to a force they see as the source of their power; they may choose to be an akashic, empath, healer, mindbreaker, overlord, or star shaman, with each connection changing the lens through which a Mystic views the universe. An Akashic may view their powers as coming from the divine records that govern reality, while a Star Shaman may take a more religious viewpoint. Healers focus on restoring the vitality of their allies, while Mindbreakers focus on crushing the psyches of their foes. 

Play a Mystic if you…

  • Want to play a support focused character with strong healing potential.
  • Want to be a psychic or similar character.
  • Want to play a more magical character with minimal scientific influence. 
  • Love enchantment spells like charm person.
  • Want to have a connection with natural forces. 
  • Want to define your own supernatural tradition (in SPACE).

Operative

Operatives live on the fringe of society. More than just simple thieves and assassins, the Operative represents any sort of character willing to utilize underhanded tactics and dogged determination to get the job done.

Every Operative chooses a specialization (daredevil, detective, explorer, ghost, hacker, spy, or thief) which grants them access to unique exploits; similar to the talents of a Rogue or Vigilante in Pathfinder. 

Their most unique ability, however, is the trick attack. Unlike the Rogue, an Operative has need to hide in the shadows to surprise their enemies. Instead, they use a skill (usually Bluff, Intimidate, or Stealth, but some specializations can use other skills) to gain an advantage over their enemies; allowing them to deal extra damage and inflict a variety of detrimental effects on their foes. Operatives are also one of the only classes capable of becoming snipers, granting them additional combat options.

Like the Envoy, an Operative is a master of skills. Unlike the Envoy, they lack the same level of focus; the Operative’s edge class feature grants them a bonus to all skill checks (and initiative checks) and they can gain special bonuses to skills in which they’ve taken the Skill Focus feat for. Of course, Operative specializations can grant uses for skills that an Envoy could never hope to accomplish, so perhaps its all relative. 

Play an Operative if…

  • You want to play a character on the fringe of society, like a spy, vigilante, or assassin.
  • You want to be the ultimate skill monkey. 
  • You enjoy stealth and subterfuge (or dashing derring do)
  • You love the massive payoff from a perfectly set up attack.

Solarian

Solarians believe in the power of the stars; that they are the ultimate expression of the powers of creation and destruction. They guide worlds with their gravity and give life with their light and heat, yet can also obliterate with supernovas and black holes. Solarians seek to be agents of this cycle of preservation and annihilation, channeling the forces of their stars themselves in battle.

All Solarians have a mote of fundamental energy or entropy that accompanies them, which can either transform into a lightsaber Solar Weapon, or augment the Solarian’s armor. 

In battle, Solarians are one of the few classes who specializes in melee combat (indeed, while they gain access to Advanced Melee Weapons, they lack proficiency in any ranged weapon more complicated than a blaster pistol). To make up for this, Solarians are capable of making more melee attacks than other classes (three in a round, rather than the normal maximum of two) and can utilize the power of the stars for a variety of spectacular at-will effects.

Solarians can choose to attune themselves to either Photon or Graviton energy; each of their powers is connected to one of these two energies, and as they build up their attunement these powers grow stronger. After spending three rounds attuned exclusively to a single type of energy, the Solarian can activate a spectacular manifestation of cosmic force known as a zenith power. Even at level one, a fully attuned Solarian can explode in a miniature supernova, or draw distant enemies closer to them with the power of a black hole. These powers only grow stronger as the Solarian’s experience and understanding of the cosmic balance grows.

Play a Solarian if you…

  • Want to play a knight attuned to the cosmic forces of the universe.
  • Want to be a melee focused combatant with a variety of at-will effects that can shift the battlefield.
  • Want to wield the very power of the cosmos themselves.
  • Enjoy characters with a more philosophical bent.

Soldier

If the Solarian is a master of melee combat, the Soldier is a master of combat, period. Heavily armored, proficient in every kind of weapon, and trained in the culmination of thousands of years of tactics, the Soldier’s skill in a fight is unparalleled. Not only do they have access to more combat options than nearly anyone else.

All Soldiers specialize in a combat style to specialize in (arcane assailant, armor storm, blitz, bombard, guard, hit-and-run, and sharpshoot), and can pick up a second fighting style at level 9. In addition, they can pick up gear boosts that increase the effectiveness of their equipment, representing the modifications they’ve made to their favored combat kits. It doesn’t matter if it’s magic or technology; if it can give a Soldier an edge in combat, they’re willing to give it a shot.

Of course, they wouldn’t be the main combatants of Starfinder if they didn’t have access to bonus Combat Feats. Unlike in Pathfinder, combat feats in Starfinder are far more streamlined (requiring at most one other feat and some BAB and ability score requirements to access). This allows Soldiers to gain access to advanced combat options quickly and easily; for instance, a second level soldier could gain Weapon Focus with every single weapon they are proficient in (which is to say, all of them) with only a two feat investment. And since Weapons in Starfinder are capable of a wide variety of effects (including creating beams, cones, and bursts that would make a Wizard jealous), a Soldier can prove to be one of the most versatile and effective combatants in the game. 

Play a Soldier if you…

  • Want to be a bad-ass power-armored space marine.
  • Want to be a melee combatant but don’t like all that weird cosmic stuff.
  • Want to modify your weapons and armor to fit your combat style.
  • Want to combine magic, technology, and martial prowess.
  • Want to be able to use almost any weapon you can pick up.
  • Want to have a jetpack. Anyone can have a jetpack, but you’re the best at jetpacks.
  • Want to take a variety of combat feats while still having slots left over.

Technomancer

In the Pact Worlds, Magic and Science are effectively the same thing; a fundamental set of rules that governs reality. While Mystics and Solarians focus on the esoteric connections between things, a Technomancer’s approach to magic is much more practical. Using a combination of the scientific method, advanced technology, and a bit of old-fashioned wizardry, Technomancers can hack into the very fabric of the universe to achieve a variety of effects. 

Unlike the Mystic (who is more focused on connections between nature and living things) a Technomancer’s spells are more focused on interfacing with technology, or fiddling with the laws of physics. They can conjure small technological devices, hit things with logic bombs, bend light to create illusions, and drop fireballs like no one’s business.

What makes the Technomancer unique is their approach to magic; by viewing it as a scientific force, they can break the rules of magic as they’ve been known in the universe since the days of ancient Golarion. They have access to a spell cache, which starts out as a way to bypass the need for a spell slot, and can eventually be used to keep certain spell effects running for 24 hours. They can also fuse lower level spell slots together to achieve higher level effects; the most powerful Technomancers can even fuse two of their 6th level spell slots to cast 9th Level spells like the fabled wish.

Technomancers also have access to Spell Hacks, special abilities focused on manipulating magic, technology, or both. Fueled by spell slots, these magic hacks can modify how your spells and equipment function. You can drain the battery from your weapon to power up a spell, modify how a spell functions, force technology to do things that shouldn’t even be possible, or even fabricate equipment from nothing. 

Play a Technomancer if you…

  • Want to play a dedicated spellcaster.
  • Like your magic with a healthy side of science.
  • Want to blend both magic and technology into a single discipline.
  • Are willing to mess with your class resources to achieve an optimal effect.
  • Hufflepuff: Okay, when do you want me to wake you up?
  • Ravenclaw: Never.
  • Hufflepuff: We have the final for Charms tomorrow.
  • Ravenclaw: I know.
  • Hufflepuff: So, when should I wake you?
  • Ravenclaw: I asked Flitwick if I'd pass if I just didn't show up for the test, and he said I'd get an "A" in the class.
  • Hufflepuff: So, you're giving up your "O" in the class just so you don't have to get up tomorrow?
  • Ravenclaw: Yup.
Ravenclaw Headcanon

When Ravenclaws are going to a class for the first time, they get really nervous and triple check that they’re in the right room. If by chance they end up in the wrong room, they won’t leave because it’s after the professor has said what class it is and everyone is settled in their seats. The Ravenclaw doesn’t want everyone to watch them as they walk out, and they just accept the absence from the class they were supposed to be in.

The 1 Class Band: (Probably) The Rarest D&D Party...

This is something almost everyone’s campaign has, the old troubles of not making everyone the same class.

And this brings up troubles, most of the time…

You don’t want a duplicate of something the party already has. 

The Party already has a Barbarian, a Cleric, a Ranger, a Rogue and a Wizard…

So what are YOU going to play?

Well, to celebrate this month’s “Opposite Day” Theme, we’re flipping the tables…

(Not literally, because I’m not cleaning that up…) 

And encouraging people to run Oneshots, Short Campaigns, or even a full Adventure to Level 20…

All as the same class…

Keep reading