I've never played one myself, but I helped a player in my home game run one for a pretty good while. He was new, so I kind of had to learn the class to explain it to him. And I've always wanted an excuse to try one. I initially thought to go with ranger because it fit the AP. But really, a more arcane type character would fit with the plane-hopping parts of the AP. The more I think about it the more I lean towards alchemist. I'll need to concoct a background. I'm just looking for some input.
I think the original forward of Pathfinder #6 gave the perfect cast for Karzoug: Chow Yun-Fat!
In general I find up-and-coming actors to be better for this kind of thought exercise than a list of A-listers.
I'd say somewhere human-centric and in Avistan. As we'll be spending at least a fair portion of the AP in Irrisen, it would be a little jarring for our characters to be from warm climes. Not that we all need to be already used to being in furs, but at least acclimated to more temperate zones. I'd also think somewhere near-ish to Irrisen would be better to give our characters more emotional involvement. The only thing I can gather, though, is that it describes Heldren as being "far to the south".
But really I think it amounts to wherever the group wants its characters to be from. I still think it would be best to wait for the Player's Guide.
No idea, I'm still tossing things around. I'll probably go through several character concepts before I decide on one. I also thought of something. From the description, it seems like we won't be starting in Irrisen, but will be going through a portal and end up there. When the player's guide comes out, I hope they let us know where we'll be beginning at, as it might influence my character.
ARC, I'm really enjoying the game, but some RL issues are causing me to have less and less time to post. Rather than drag everyone out waiting for me or having you run my character for, I think I'm just going to have to back out of this one. I've really enjoyed the game so far, and thanks for letting me in. Happy hunting everyone.
I've got roughly 2,000-ish points of Chaos Marines. Looking to add a Helldrake and a Forgefiend to my army soon. Also thinking of taking Daemon allies to get some horrors, flamers, and screamers. With the update White Dwarf gave them, Tzeentch daemons can be nasty.
To look at the price of the game though, one: you have to consider the rate at which you make purchases. As long as you're not looking to jump strait into the tournament scene, $50-$100 is enough to get you a decent beginning army (roughly the same amount one would spend on a new video game). You can increase slowly from there as you get your models painted. $30-$40 dollars every month or two from there isn't bad. Two: realize that the models you're assembling are permanent. You don't beat the game and are done, nor will new ones be released 5 months later that invalidate the ones you currently have (i.e. like any TCG). Three: on a note to all TCG (trading card game) players, the money looks like a lot because you're spending it in larger doses when compared to card booster packs. When you only drop $3 for a pack, it doesn't seem like much, but the amount you get, the frequency they are being bought at, and that's not counting the new release big box sets to go along with that... People who play card games spend way more on that than Warhammer players, it's just harder to notice.
The main thing to consider is that it's not just a game, it's a hobby as well. You're not just buying and playing with them, you're painting them, modeling them, making scenery to go with them. It really should be looked at more as a hobby than a game when looking at price.
In the DnD 3.5 Eberron setting, clerical spells WERE powered by the strength of the cleric's faith. There were a variety of religions in the world: some of them the standard DnD polytheistic approach, some were more like Taoism, and others still worship beings who are clearly not gods. But if the cleric's conviction was strong enough (ie. high enough Wis score) he could cast his spells. Also, since clerics had no god persay (it was debatable whether or not the dieties existed) they did not risk loosing their spells for breaking their church's code of conduct or for having a wildly different alignment than their religion. Hence corruption in the curch was rife.
Imperial World Psyker:
WS: 2d10 + 20 ⇒ (8, 10) + 20 = 38
Re-roll Toughness: 2d10 + 20 ⇒ (8, 4) + 20 = 32
Sanctioning Side Effect: 1d100 ⇒ 73 - Tongue Bound
Wounds: 1d5 + 8 ⇒ (5) + 8 = 13
Build: 1d100 ⇒ 75 - Fit: 1.75m/70kg
Imperial Birth Planet: 1d100 ⇒ 21 - Backwater
Before I forget, I should probably level up Bart.
hp: 1d10 + 2 ⇒ (1) + 2 = 3
I believe you said last time we leveled that we may re-roll any roll of less than our con mod. I so: 1d20 + 2 ⇒ (8) + 2 = 10. That's better. If I'm mistaken on this, let me know and I'll use the first roll.
Also, took Improved Unarmed Strike as my feat. Doesn't do me much good atm, but it opens up a lot of feats for me later.
I can relate totally.
Wellard has expressed interest as well, so that's three right there. Almost good to go. I don't have the AP just as yet, but it should be arriving by the end of the week. So that gives me a little time to find one more person. I'll go ahead and make a thread and see where it goes from there.
The Con thing reminds me of one of the things I in particular liked about the D&DNext playtest. I'm not entirely sure if I'm allowed to mention specifics of it here, so I'll leave it at that. That is one thing they are addressing, however. That certain characters once their stats get so high, should not fail at certain tasks due to bad rolls, causing silly and highly unlikely situations. Refer to the movie, The Gamers at the scene where they try to open the portcullis to enter the dungeon to see what i mean.
Bart all leveled up and ready, Dread Captain. Took Dodge as my bonus feat.
Also, I agree with Devon. Don't be afraid to join a game because you think you're preventing others from getting to play. There are lots of DM's here running games, and if someone wants to play, they'll find one to play in. Most sadly tend to die fairly quickly in my experience, so hop on when you can.