What should I do as far as starting gear goes, or do you want to tackle that after I've got the rest of the character done? (I'm totally going gunslinger! Probably Musket Master archetype, probably an elf, maybe Yerasol Veteran.) Also, just to be clear, we get the theme, but is the theme feat automatic as well or do we have to spend a normally earned feat to receive that benefit? The only oddball race I've seen so far that I like is the Sylph. Elemental air folk. I'm actually liking the sound of them (heal a bit by shocking themselves with electricity? Fun.) General concept: A salty gunfighter from the naval war in the Yerasol Archipelago, he was the main weapon smith on his boat, but was generally useful (possibly including sylph alternate racial traits for predicting the weather) and eventually started training the newbies to their use. In the war, he proved himself a daring a hero and was distinguished. Returning home, however, he found himself constantly seeking to go back out on the ship, but for one reason or another wasn't able to. Eventually turning to booze and making a slight nuisance of himself, he was put into the RHC to keep him busy and give him the action that he had gotten used to. Now he's a gritty, hard-boiled soldier (think an old-western sheriff meets swashbuckler) trying to balance between his addictions to alcohol and adrenalin, and while faced with the horrors of the war has found that he isn't able to forget, and instead copes with the trauma of battle by forcing himself to face horrors again and again. If either a Sylph born to human parents, or an elven urchin, I could see him getting pressed into naval service at a young age because of his link to the spirit side of things (which it sounds like is disliked by the industrialized humans)
Alright! I'll try to get all that sorted tomorrow. Few questions, though. -What level am I building at?
Infernal wand: Well, he wouldn't like it and would try to avoid using it if there were any other options. Though there is some utility in making the person detecting as evil while the spell is on, probably not enough to justify keeping it. The healing of it is nice, but I'd probably use all of the charges from the other wand before I even considered using that. The spell is a wizard spell, so it is possible that Serelina could use it if she were to take that spell, maybe keep it for her?
Update: No, I cannot afford that. Okay, I'm all built I think. @Roland: Can I actually use the Infernal wand? It's an evil spell descriptor and I'm a good cleric. @GM: There was one thing I had a question about; a custom item I wanted: lightly smoked spectacles. I couldn't find mundane glasses in the books. There are some smoked goggles, but they are so dark as to provide bonuses against blinding/gaze effects but penalties to other things. I just wanted something smoked just enough to help hide my eyes, nothing bonus/penalty granting nor anything actually corrective. Basically just sunglasses. As is, I've put them on my sheet at the price of 10 gold (The same as the goggles I mentioned).
Alright, I'm nearly there. I'm got about a days worth of final number crunching, feat/skill/trait selection, and profile editing but then I think I'm done. My stat block isn't ready yet, but most of my personal information is good to go. I think I'm ready to begin roleplaying, especially by the time people are back from their vacations and ready to resume! @GM: Please let me know if something in my backstory doesn't fit the setting quite right, I'll fine tune as needed.
I heard that one of you had recently been playing a cleric. It is one of the classes I am the least familiar with in pathfinder, and including the additional source material we can draw from I am a bit bewildered when it comes to handy spells I should have prepared (Especially since spell based protection/crowd control will be my focus). Hold person, dispel magic, blindness/deafness, bestow curse, shield other are all generally helpful things to have in the pocket from time to time. Any other tips of spells that'll help out the group in a pinch? I'm pretty terrible when it comes to offensive abilities (Dump in str, low dex), so support spells will be my main focus. I'm also thinking about taking Spell focus: Enchantment to really get those Hold Person spells to stick, so enchantment based spell recommendations would be great.
Cool! Okay, I had some questons about starting gear. Does the " dont start with something more than 50% of your starting wealth" inflate for my level 7 starting funds ( 23,500)? So I can have gear up to 11000ish? Also, what does it mean by "no custom gear" when starting? Does that mean I cant buy like... a suit of +2 Glamored armor?
Alright, I'll go cleric. I was actually already thinking about picking a magic related deity since it seems like a good fit. I'm not really sure how different churches work in the setting though, the recruitment page was pretty brief about how they all tie in, and how well they work with the mageocracy. It does say that this setting uses the Golarian pantheon, in which case Nethys might be a valid patron.
Hello there! I'm the friend Ian Marros mentioned. I'm still reading through all of the introduction stuff in the Mageocracy faction to get acclimated to the houserules/setting before I make my character. If anyone has any advice on what is needed in the group, I am open ears. I've played role playing games (both on forums and in person) for quite some time, and I'm fairly familiar with Pathfinder so I'm comfortable in most roles. Is there anything you guys, and GM Ascension in specific, need from me before we get going? Edit: Right now I'm eyeballing kind of an Arcane Trickster type build, but I have no idea how viable this will actually be with what you guys have been encountering. I'm all for helping the team out, so if that is a bad fit I'll scrap the idea. Edit 2: Inquisitor is also looking appealing. |