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Post by Golurkcanfly on Aug 8, 2017 20:15:11 GMT -6
Or I could go Gunslinger.
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Post by SpringForest on Aug 8, 2017 20:19:02 GMT -6
...I think you may need to calm down a little. Just a little.
Just a small.
Smallittle.
Tiny.
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Post by HHDeception on Aug 8, 2017 20:47:01 GMT -6
Crap, now my mind is racing as to what to do. We have an arcane caster (Bloodrager, though it's only a 4th-level one), a divine caster, but no psychic caster (though there's whatever Mystic is doing for spells if he wants to tell us). We have three frontliners (Bloodrager, Fighter, and Cavalier) a Rogue (he has three flank buddies) and a divine caster (who can blast like an arcane caster). So, what we don't have is a proper arcane caster (for Haste at reasonable levels), a proper psychic caster (can cover for an arcane caster in most circumstances and has some useful but situational spells) and a backliner mundane (Bow users, Crossbow Users, or Alchemist Bombers). As for ability scores, we have everything but WIS covered (Bloodrager/Fighter get STR and CON, Cavalier and Rogue get DEX, Rogue gets INT, and Oracle gets CHA). And since the main benefit I was going for Wizard with was crafting (because who doesn't want to build a clockwork sailing ship full of clockwork bowmen and clockwork repair workers?) and time is not on our side, Wizard is less preferable. I could get that WIS focus pretty easily and make a good backliner with a Zen Archer Monk (sadly it doesn't work with Unchained Monk, but it's already pretty good compared to other Monks). How about the "make what you like and let the GM come up with balanced encounters" strategy? Also, I wouldn't really count Bloodrager as a caster since almost all the spells I pick are going to be buffs.
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Post by Golurkcanfly on Aug 8, 2017 20:48:50 GMT -6
Buffs are some of the best spells.
Balanced parties make the GM's job easier. I think I could just go with a Zen Archer Monk just because it's a small amount of work and I'll save myself the headache because I keep abandoning my ideas because I'm taking too long with them, so if I can get down a character quickly I can just stick with it.
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Post by HHDeception on Aug 8, 2017 20:50:12 GMT -6
Buffs are some of the best spells. Balanced parties make the GM's job easier. I think I could just go with a Zen Archer Monk just because it's a small amount of work and I'll save myself the headache because I keep abandoning my ideas because I'm taking too long with them, so if I can get down a character quickly I can just stick with it. Save them and donate as NPC templates.
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Post by SpringForest on Aug 8, 2017 20:50:27 GMT -6
It seems like GX just wants everyone to have a character ready so we can start at some point and she can put things together tbh
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Post by Golurkcanfly on Aug 8, 2017 20:56:07 GMT -6
Okay, then screw it, I'll go with Zen Archer Monk. Then I won't have to worry about spells or complicated crafting shenanigans. I'll give it the Psychic Sensitivity feat for those tasty skill unlocks and then call it a day.
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Post by Neo on Aug 9, 2017 5:57:51 GMT -6
It will still most likely be a few weeks before we're ready to start, though we may try to have a practice session sooner. But get everything with your character sorted out now, so you're ready to go when we are.
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Post by Golurkcanfly on Aug 9, 2017 8:07:01 GMT -6
How much do our characters remember? Is it everything before the events leading up to their arrival at the starting area?
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Post by Neo on Aug 9, 2017 8:10:18 GMT -6
How much do our characters remember? Is it everything before the events leading up to their arrival at the starting area? Yes.
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Post by GX1997 on Aug 9, 2017 8:32:58 GMT -6
Not quite. Everything up to when they began heading towards the starting area. There is a good bit of a blank for them.
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Post by Golurkcanfly on Aug 9, 2017 8:44:50 GMT -6
Got it.
Are we using any of the Occult rules? I just need to know if I should take Psychic Sensitivity since it grants the Occult Skill Unlocks (basically, you can use some skills in different ways once per day/week, like Sense Motive can be used to predict the future like some spells, Survival can be used to Dowse for water and tombs, etc.) and the Chakras (which I didn't know about until yesterday, and they suck, but it's just the cherry on top since I wanted the skill unlocks because they're interesting and thematic).
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Post by GX1997 on Aug 9, 2017 9:19:44 GMT -6
What part of "not using the mechanics, just thematic stuff" is unclear?
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Post by Golurkcanfly on Aug 9, 2017 10:06:29 GMT -6
Because there's lots of different rules from lots of different books which may or may not fall under occult rules especially considering the various splatbooks which contain mechanics relevant to Occult campaign but aren't actually parts of the Occult Rules?
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Post by Golurkcanfly on Aug 9, 2017 12:20:24 GMT -6
I also assume we're not using the Horror Realms rules for sanity and stuff?
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Post by Golurkcanfly on Aug 9, 2017 13:02:10 GMT -6
It isn't Occult content but comes with options for Occult characters. It's all on the SRD, but I bought the pdf anyways because it has some sick art and it's easier to find things by theme. I assume the rules aren't being used, but the class options are open as long as they don't use the new rules, since they're on the SRD (stuff like the Blood Alchemist or Tatterdemalion Witch). Though I encourage everyone to take a look at the book anyways because again, really good art: drive.google.com/file/d/0B63vI4to9is3QXBaSFBBbllVTmc/view?usp=sharing
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Post by Golurkcanfly on Aug 9, 2017 16:27:32 GMT -6
I'm not using anything from the book, just so you know.
And I also considered an Occult-themed feat that's actually really good (Spirit Ridden, essentially giving you a free maxed skill that you can change from day to day) but I couldn't find I way that I liked it conceptually.
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Post by Golurkcanfly on Aug 10, 2017 11:06:44 GMT -6
Mystic, are you investing at all into Disable Device? We just need one person to cover it, and Rogues do it best because they get a huge bonus and can use it to disable magical traps.
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Post by SpringForest on Aug 10, 2017 11:25:28 GMT -6
Uh. No. That didn't seem very important.
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Post by Golurkcanfly on Aug 10, 2017 11:38:49 GMT -6
It's important for at least one member of a party to be good with Disable Device checks, because that's the main way to avoid traps. Rogues just get a pretty good bonus on it and can use it to disable magical traps as well.
I can pick up Disable Device, but it will only work with nonmagical traps.
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