Going to assume an Int based caster - wizard/psychic/witch (and I am assuming because of the setting, they can use guns, etc. Note that the Guns Everywhere rules make firearms proficiencies Simple) so :
St = 8
Dex = 1d10 + 7 ⇒ (7) + 7 = 14
Con = 1d10 + 7 ⇒ (3) + 7 = 10
Int = 18
Wis = 1d10 + 7 ⇒ (9) + 7 = 16
Cah = 1d10 + 7 ⇒ (7) + 7 = 14
Correct. Your only character options come from your +1 source.
The setting is a "modern" earth. Someone can go buy a AR-10 platform (7.62x51 version of an AR-15) for less than $2000.
I would suggest that means the "Guns Everywhere" rules apply. But, the "Guns Everywhere" rules are from Ultimate Combat. A psychic character ("Bob") is obviously taking Occult Adventures as their extra book. Can Bob use guns (given he hasn't taken Ultimate Combat as his extra book) as if "Guns Everywhere" rules are in play?
Another question. Building Bob, said psychic, could he learn Ear Piercing Scream as a spell? It's mentioned as part of the psychic spell list in Occult Adventures, but the original source is Ultimate Magic...
An outline of a character:
Billy Bob, The Psychic Gunman
I am assuming the Guns are Everywhere rules from UC apply to the campaign as it is “a modern world”. This makes all firearms simple weapon proficiency, and makes “advanced” guns available (as well as 1/10 the standard cost…)
As a approximation, for the “modern world”, are we going to use the rules from : https://www.d20modernpf.com/ , or do you have something else in mind?
He’s a redneck who went signed up at 17 – became a combat engineer. After 2 tours in Iraq, he got out. After some showings as an amateur, he got recruited into the pro Delve circuit. (In general, think the Monster Hunter books by Correira)
Resources: CRB + Occult Adventures
Str: 8 (Foible)
Int: 20 :18 (focus) +2 Racial
Hit Points: 21 = 3 Levels * (6 Base)+3 fcb
Skill Points: 21 = (2 Psychic +5 Int +1 Human) *3
Bluff (3, +8), Diplomacy (3, +8), Intimidate (3, +8), Perception (3, +9), Sense Motive (3, +9), and Spellcraft (3, +11). K (arcane) (3, +11), K (Engineering) (3,+11) ( I am guessing that K Engineering is what is used for explosives)
Initiative: +2 = +2 Dex
Feats (need to think about these):
1: ***, *** (Human)
Discipline : Self Perfection, Phrenic Amplifications (Overpowering Mind, Will of the Dead), Phrenic Pool (4.5 = 5), Detect Thoughts
L0 (*/day, DC 15, 5 Known) : Sift, Read Magic, Detect Magic, Mending, Message,
L1 (7/Day, DC 16, 3+Discipline Known) : Expeditious Retreat, Adhesive Spittle, Murderous Command, Vanish
Equipment (?3000 gp?):
Not sure how to do this, & it’s important... What do we do for modern gear (guns, Iphones, cars, etc…)
- AC: ??? = 10 Base +2 Dex + 3 Wis + ???
- Fort: +1 = 1 Base
- Ref: +3 = 1 Base +2 Dex
- Will: +6 = 3 Base +3 Wis
First, to answer your question before I make my announcement, as I mentioned in my initial post, you would not be able to select anything not from your +1 source; in your example, you would not be allowed to select any firearms, because there aren't (at least to my knowledge) any guns in Occult Adventures.
With that being said, however, I am going to close the recruitment, as today was the day that recruitment was set to be closed, and as there are no completed submissions, I am going to be shutting down the game.
Thank you to everyone who professed interest, and good luck with your future gaming on the forums!