What are some two spec combos that yall think would make for a good Gand findsman?
Edited by TheShardGand Findsman
I think Seer/Investigator is a cool combo. Captures their flavor I think. Also any combination of Seeker - Hermit/Hunter/Navigator/Pathfinder would seem right to me. YMMV
A Survivalist/ Hunter build would always find his mark.
I think Investigator would be a great start. Either of the Sentinel Signature Abilities would be a good fit (if you were generous in your definition of "urban setting"), though the Seeker SigAbilities are pretty good, too. Most of the Seeker classes fit nicely, though I think Hunter and Pathfinder are the best. Navigator and Hermit would work, but don't feel quite right to me.
Survivalist and either Force-Sensitive Emergent or Exile would be great, too. Survivalist hits all the right notes, but lacks the mystical flavor of the Findsman, I think. Adding one of the FSE classes would fix that nicely and allow you access to the F&D Specialization further down the road.
I'm thinking of doing a 232431 spread (with the bonus 15xp from duty/obligation).
With two dedications I'll get to 242441, unless seer or hermit for the double force increase... Other than sense and tracking talents for finding the bounty, what combat or social skills would a findsmen have?
I'm currently running a Gand that is a Seeker Pathfinder/Executioner with the Seek and Sense Powers...this particular character isn't going to be a typical Findsman but the overall theme is built towards it and has worked out pretty well so far. Plus the original concept was a Beastmaster which has been slim in the beast department but has otherwise been fun.
My girlfriend is playing a Gand findsman in my game, she is starting off as Seeker: Hunter, grabbed the force power Seek, and will be looking into getting Investigator later
What if you went non-fs? I remember reading something where they were only rumored to be fs, but.I can't find it probably retconned.
Edited by TheShardFor non force sensitive I would say Big-game hunter and Survivalist.
Survivalist over trailblazer?
I said survivalist since it had one more rank in expert tracker, and is has more ranks relating to work outdoors, all while being tougher. If you wanted to center around traps and avoiding damage then trailblazer would be better.
A combination that a friend of mine suggested when we were discussing revisting/revamping old PCs that we'd played in past campaigns was that of using Explorer/Big Game Hunter for his old Gand PC, and steering away from any aspects of Findsman mysticism and just simply being a sport hunter and outdoorsy type.
What about explorer did you like?
Probably the breadth of career skills that can make an Explorer useful in a broad variety of situations, to say nothing of easily being able to start with 2 ranks of Survival, 2 ranks of Know (Xenology) so you can know the deets about what it is you're hunting as well as having Cool as a career skill, given that as a Gand you're probably not going to have a very high Presence. Takes a while to get to the juicy talent such as Hunter's Quarry and Bring It Down, but you get a nice helping of talents to make you better at tracking, stalking, and dealing with environmental issues.
On 5/19/2017 at 5:35 PM, TheShard said:What if you went non-fs? I remember reading something where they were only rumored to be fs, but.I can't find it probably retconned.
Picked up DoH from my FLGS this weekend. The fluff suggests that their training includes chemical baths, or even genetic manipulation, to produce knobby growths on their exoskeletons. It goes on to state that "some believe" the growths contain glands which impart temporary force sensitivity.
The Findsmen also have their own martial art, as well as prowess with their traditional forked shockprod/ divining rod.
Their benefits/ drawbacks are related to the Foresee and Seek Powers (reduced XP cost/ meditation requirements).
Would executioner martial artist make sense then? Though I'm not sure how well they synergize...
This is what I'm leaning towards,
http://swsheets.com/c/4e6ritn6s-oorijzo
if not I'd think seer/?
Edited by TheShardExecutioner/ Seer looks good. I just thought you might be interested in the temporary force sensitivity angle, in case you opted for a non-FS career.
50 minutes ago, Edgehawk said:Picked up DoH from my FLGS this weekend. The fluff suggests that their training includes chemical baths, or even genetic manipulation, to produce knobby growths on their exoskeletons. It goes on to state that "some believe" the growths contain glands which impart temporary force sensitivity.
The Findsmen also have their own martial art, as well as prowess with their traditional forked shockprod/ divining rod.
Their benefits/ drawbacks are related to the Foresee and Seek Powers (reduced XP cost/ meditation requirements).
Its a lazy write-up for an ancient tradition, they mention a bunch of stuff in the Fluff, then no mention of mechanics for it...why even mention the Shock Prod if you don't include the frickin stats for it?
FFG makes me crazy some days...8P
The original build for my Gand was Ace; Beastmaster / Engineer; Scientist which would have been fine for the Zookeper angle but didn't really have good specs for being a Beastmastrer which is kind of what I was angling for.
So switched to the Pathfinder/Executioner for the Beastmaster / Avenger of the Wild concept, Findsman just make sense on top of that...got to find the Target in order to kill it...
@Edgehawk I'll I'm assuming to still get the meditation required force powers you still need a force rating right?
Edited by TheShardAs GandofGand pointed out... apart from a few paragraphs of fluff, it would all be house-rule.
I would think that temporary force sensitivity would be of no use, to a being already sensitive to the force.
Or is the gand meditation rules supposed to be the mechanics for that?
Edited by TheShardFor non-sensitives I'd say that Gand Findsmen could make a discipline check for meditation and apply the success tot eh first rank of Seek, maybe use advantages and Triumph to access deeper parts of the tree to represent additional details gleaned...just don't allow access to any of the abilities that require committing Force Die or adding to combat checks.
My rpg group are soon kicking off a new campaign and I’m considering two different Gand Findsman builds. The first is one Seeker/Hunter with Force Adherent universal specialization from Dawn of Rebellion (adding melee, discipline, knowledge lore and vigilance as career skills). My plan for this build is to make a warrior monk/shaman hunter. The idea is that the Force Adherent add some nice close combat flavour and that the Findsman uses the Gand shockprod staff from the Knights of Fate sourcebook as his main melee weapon. If he can’t engage his enemies, he can just use the shockprod staff to zap them from short range or use the Extended reach talent. The Dodge, Superior reflexes and Sixth sense talents combined with the force powers of Sense and Foresee hopefully make the Findsman hard to hit as well. The career skill Knowledge (Lore), I think, adds that mystic touch to the Findsman and it’s good in combination with some talents in the tree.
The second build I’m considering is Soldier/Trailblazer with either the Force Sensitive Exile or Padawan Survivor universal specialization. Soldier/Trailblazer add good career skills for hunting and tracking (survival, stealth and perception) and fighting (brawl, melee, range heavy and range light). The talents from the Trailblazer Tree also supports ambushes as a combat tactic, which is practical for a bounty hunter, I think. A bonus with the Trailblazer Talent Tree is that it adds advantages to allied player characters (Prime Positions, Blind Spot). The Force Sensitive Exile and Padawan Survivor foremost add a Force Rating 1. I’m leaning towards the later, as the talents in the Padawan Survivor talent tree has the Parry, Slight of Mind and Master of Shadows talents. Overall, this universal specialization suits well for a force sensitive bounty hunter, and the Bounty Hunter career as well because it has talents that work well with interrogation (Nobody’s Fool, Trust No One, Smooth Talker), gathering information (Street Smarts, Smooth Talker) and sneaking around (Sleight of Mind, Master of Shadows). I’m also thinking of using one or two massiffs as hunting dogs to assist him in his hunts, but I must wait and see what my GM thinks about it.