GM Rednal |
I'd prefer to keep things reasonably close to what's written. Changing between psionic and magic things is a mechanical change, not just fluff, and various boosts and effects could actually have a different impact on you as a result.
I'm fairly lenient as long as it's only fluff (for example, a necromancer wizard having most of their spells look like a sort of sickly green version with no changes in actual effect). I'm stricter on anything that is - or could be - a mechanical change. Psionic/Magic transparency is a thing, and I do automatically use it in games where Psionics exist, but I'd rather not see things like "my spells are actually psionics" (or vice versa).
Rynjin |
So, here's my dilemma as far as the build goes.
I really want to do a completely "unarmed/unarmored" sort of schtick for one thing.
The current class arrangement I have (Soulknife/Shaman (Battle/Speaker for the past) can do that. I form weapons from the air, and at 4th level I can get Spirit Shield as a Revelation. The main issue is making it to level 4.
I also want to be pretty much completely Wis based via the Soulknife's Focused Offense ability. Which doesn't come online until level 2.
The first one is the real big issue. Should I just scrap the unarmored bit, at least until 4th, or is there another feasible way to do it besides Monk?
GM Rednal |
Well, you will go mythic, and there's a power that lets you create armor of force. There's also non-armor equipment that boosts AC. I'm not sure how early you'll be ascending, though. You could just deal with it until Level 4, and that might actually be a more practical solution - many flavor ideas honestly don't work too well until you have a few levels backing them.
Seranov |
Nothing stopping you from just wearing a Silken Ceremonial Armor or a Haramaki and hoping stuff can't hit you? ;)
Any manifester that gets access to Inertial Armor (which is effectively Psionic Mage Armor) can completely forgo physical armor because you can spend up to your level in PP to make it more effective. Too bad wearing heavy armor is so integral to my concept, or I'd try it myself. :3
Rynjin |
Hm. Didn't realize it was going Mythic. But then again Archmage doesn't mesh very well with a Divine caster anyway.
Eh. Spirit Shield scales to only 2 less points of AC than that thing and has other benefits too anyway.
I think I can hold out until 4th. I just wish Shaman had ANY AC boosters at 1st and 2nd level. Shield of Faith even.
A. Drallidur |
Hmm, this is taking way longer than I had planned. The remaining background will fall into two parts: The discovery of a strange temple underground containing some form of portal, its collapse and Tikston's escape (after acquiring Rockington). The second will detail Tikston's life afterwards, and his search for another such portal. Everything will likely get second pass for polish once I'm done writing, but I don't think anything too major should change.
In the meantime here's Tikston's character sheet and the background that's been completed.
Reading the other submissions so far, though, I wonder if I'm not off on tone for the campaign with Tikston.
oyzar |
Sorry that I have submitted a character yet. Since this is so far away I've been prioritizing existing games. I was thinking to do a wizard, transmuter -> enhancment, but I was wondering if that actually works given that such items are normally removed? I am also having a huge problem deciding between warder (dervish defender) and alchemist (mindchemist) for the other class, or maybe a dip into one of those classes from the other.... Background is really what matters though, so I'll focus on that first of course.
Seranov |
So, yeah. I made a few changes to Kosmar, as I've decided the concept turning both my arms into Fiend's Grips and beating stuff up would be super cool. I grabbed some stuff to help enable a TWF style, and I will be dipping into the Dragon Fury prestige class on my Warder side at some point.
It's mostly minor stuff, but I wanted to mention it. :)
Rynjin |
From what I've heard (which may or may not be accurate), the majority of the class is being changed, especially as to how the spirits work and their Harrow-y stuff.
I'll see if I can figure out what they mean from the preview coming up.
If it looks too far away, I've settled, I think, on Ancestors Oracle, and likely with the Tongues Curse (I figured most of the stuff I wanted from Shaman came from the Speaker for the Past archetype, and Ancestors especially, so might as well just swap).
That way I'll have my Spirit Shield from 1st level so the AC problem is gone, and just play casty until 2nd when I can start laying on the beatdown.
Question on the Half-Elf/Aasimar Oracle FCB: Does it (or, do you) allow you to take the bonus beyond 20th level?
EX the Spirit Shield, it increases the AC by 2 at 7th, and every 4 levels thereafter. Does it go 7/11/15/19 and cap at +12 at 19th, or when I'm 20th and have an effective level 30, it goes 7/11/15/19/23/27 and caps at +18 AC?
Seranov |
As far as I've heard, they completely gutted the Medium's Spirits. Down from a total of 54 Spirits based on the Harrow Deck to only 6, based on the Mythic Paths. Which I kind of think is a real shame, because even though it would have pretty much been a book all by itself, it would have had so much opportunity for combining stuff in weird and fun mix'n'match ways.
Rynjin |
Ah. Think I'll definitely go with Oracle then unless those Spirits are spectacular. Just realized the Spirit Guide archetype is a thing, which is exactly what I've been looking for (20% Shaman, 80% Oracle rather than the inverse).
Confession: Oracle is probably my favorite class after Monk. Played two of them to high levels (one got killed by a Planetar's Destruction, sadly), so here's hoping for 3.
If they don't have a listed cap, then it's possible to continue progressing the power as if you had a character level above 20 (assuming there's an ability permitting that), following the normal growth rate for the power.
Sweet. Half-Elf or Aasimar will definitely be the race then.
Seranov |
Mediums other spirits are getting a book of their own to keep the page count for OA I believe.
Honestly, I'll believe it when I see it.
As far as Automatic Bonus Progression goes, I decided to forgo including any items at all in my progression plans, because I doubt I'll ever be able to get the things I want when I want them. D:
-e-
I actually thought up another question: would my psicrystal be allowed to Aid Another me on non-physical skill checks? Stuff like knowledge and perception rolls and such. It'd have its own skill ranks, and I think familiars can actually do so, but I wanted to run it by you first, Rednal.
GM Rednal |
You'll be warping between worlds that have many different themes. I literally have no idea how easy/often you can get to places selling what you'd like to have, so... XD Yeah, it's probably easier to just make a list of what you'd like to get and acquire them when you can.
As for the Psicrystal... survey says that 'yes', getting Aid Another bonuses seems to be one of its main values.
Rynjin |
Making an effective grappler is actually REALLY HARD, especially with Mythic in the mix.
Mythic damage output gets C-RAZY, so by the time you've grappled a dude...he would've just been dead already if you'd punched him.
Stuff like Uncanny Grapple/Master Grappler are really cool and fun to use, but they really take a backseat to also having a huge damage dealing option in your back pocket (Mythic Vital Strike works especially well, since Amazing Initiative is a thing).
Though tossing Medusa into a squad of mooks was pretty fun.
Seranov |
It's not that I don't believe you (I totally do) but are we even going Mythic?
On top of that, Grappling would mostly be a neat side effect of slapping things in the face with my maneuvers. With Greater and Rapid Grappler and being within 10 feet of any badguy (or more, considering there are a bunch of Cursed Razor and Eternal Guardian maneuvers that teleport me to bad guys, or them to me!), I could initiate a maneuver as a standard action, grab the enemy as a free action, and then make two more grapple checks as a move and swift action, to do more damage on top of that. I could also use it to act more as battlefield control instead of outright DPR, but that'd probably be unlikely.
The TWF option will be more showy and probably higher DPR, but both are looking really interesting right now.
Seranov |
Rednal said something about Mythic up-thread. I have no idea what the Cursed Razor and Eternal Guardian Disciplines are all about, so I defer to you in that case.
How are you getting Grab though?
The big deal about the Fiendbound Marauder is that he can manifest a Fiend's Grip (think Nigtmare from Soul Calibur's right arm) through any gauntlet/spiked gauntlet he wears. It's a 1d8/20/x2 weapon with grab and reach, but can also attack adjacent targets. Later on, the Fiendbound Marauder also grows magical armor spikes, so he's pretty much built to do grappling shenanigans.
There are actually very few maneuvers and stances that benefit grappling, however, because it's kind of a derpy system overall. Cursed Razor and Eternal Guardian are about cursing and then delivering a lot of damage to those cursed targets, with lots of teleporting around and preventing enemies from fleeing. I'd have some Black Seraph (damage and intimidation stuff), Primal Fury (mostly for a pounce maneuver and Primal Warrior Stance), and either Broken Blade or Thrashing Dragon (grappling or TWFing, respectively) maneuvers on top of those two primary disciplines.
If we're dipping our toes into Mythic stuff, but not going full-out, I'm still not sure which option I'll go with. Both options seem fun and interesting. One is more reliable but takes longer to get online, the other can be of questionable use but is easier to get going.
Seranov |
Kosmar is currently worshipping Gorum, but it's not actually terribly important to the character as a whole who he worships. That can change, of course. :)
Cuàn |
I'm still working on the Occultist(paizo)/X though I now know it'll be a Sylph. Still not sure on the X but I'm looking at something stealthy, skilled and mobile more than anything else. Having either Int or Cha as a big stat (next to possibly Dex) also is important for the concept of the character.
GM Rednal, would you allow retroactively applying archetypes to Occult Adventure classes when the book arrives, 2 days after game start?
EDIT: As for deities, as long as there is a god concerned with the gathering of knowledge as well as trickery my character is in. I was looking at Sivanah for Golarion material but the character wouldn't be too devout anyway.