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@ExPat - I'm super unfamiliar with Alchemists; but I think you're right in that another int-based character could be benficial So, all, I could use some group input on my character too. Struggling with identity for combat. Things I'm happy with:
Things I'm just not sure about:
SO, I love the flavor of intrigue, but I can RP flavor. Bonus skills make sense, revelations make sense, but the bonus spells aren't phenomenal. Would it make better sense for our party to take Life, or something mechanically better? That would free me to make slightly more interesting choices with spells each level if I'm getting some standard. If I'm missing something I want, i can try using traits to get it back I could be over thinking this, but I don't want to lock myself into my first choice if I'm going to get spells I won't use. Not locked into skill focus Disguise either; so feat slot is open.... Combat Advice, since we don't have a bard? Summon spells to bring in some help to a lower body count party? What would you guys like to see? I think I'd feel more comfortable being mechanically sound and modifying my backstory and character to fit that; I love inventing characters ![]()
Also, I entered my main skills in the google sheet at the top of the page. If anyone else is interested in comparing so we can see what we're missing Out of everything, the easiest for me to change would be K:Religion, if we really wanted me to get something else. UMD would be a solid choice, I can trait that into a class skill yet, or K:History or K:Planes. I do plan to get some slight of hand and stealth eventually, but darn if I'm just not dexterous... ![]()
Mr. Hebeme wrote: I’d still like to make a go of it with four. I’d could be persuaded if someone is stuck in a role they don’t like and we recruit for that slot/role. However, I like the idea of it being more challenging with four. Just my thoughts. I'm up for the challenge. Just thought I'd ask GM Granta wrote: What is everyone else's stance? Would it actually be easier to play right now? Totally get it if others' lives are crazy right now, but unless I actually get sick, which I don't foresee my day-to-day eliminating the chance to play daily. ![]()
Ok, getting close. @Akorian/Mr. H... assuming you are primarily melee? @Gummybear... can you confirm if you're also likely to be primarily melee? I believe an older post noted your inquisitor was likely to be melee based @Team;
Then, I have a dex based build.
2) Since Mr. H is now a ranger, we now have even more casting. We also got trapfinding in him now. My character plan could go really well with Oracle 1/Knifemaster X, which grants even more skills, and probably ramps up my potential damage Or just stick with Oracle to get another full caster in the mix? What would be benefit our Ranger/Inquisitor/Wizard team? ![]()
I like the list and it seems we'll have a large amount of stuff covered class wise, with a primary melee, two flexible divine middle-grounds, and a sorc/wiz should do us well @GM - do you have specific things our craft/perform skill will do, or is it just up to us/team/you to help figure out the best way to make them useful? ![]()
Out of the available classes they offer pretty diverse options So, I'll go ahead and officially rank mine 1-Oracle
These are only my initial thoughts, and I'm super willing to help balance the party or play something else. ![]()
Ideas of mine, in somewhat order of interest Oracle of Calistria - Intrigue mystery, blind curse. Inquisitor of _________ - intimidate build Ranger, possibly falconer seems neat, but I'd like a dog.... is there anything out there that gives a ranger a companion at level 1? Or is that druid pretty much Knifemaster Rogue, if we can do w/out Trapfinding? Not the most ideal but fits my character idea Bard? ![]()
@Gummy, if you aren't looking for more classes, feats/archetypes/spells can still be approved by GM. Just in playing around with ideas the other day, he said an oracle mystery from Ultimate Intrigue would probably be ok. (again, just spit-balling) @GM - My only question.... without even knowing who's playing what yet, would you open UnRogue? We don't have to have a rogue, but it's a very rogue-ey sounding AP. You could do that and still restrict barb and monk? Just thinking in a party of 4, that little extra UMPH of damage and options may make that class a little more attractive, and hurt us a little less if we pick a non-traditional party make up (no true bruiser) Of course, "no" is a fine answer :) @Other players; while GM reviews final touches, is it too early to throw out ideas and see who's interested in playing what? ![]()
Wanting to make sure I understand the wording of some of these bundles in the scenario. I'll keep spoilers to a minimum as I can... society document seems to indicate there should be 10 bundles in each scenario, which is the max reward for parties that find all treasures. So, during 1-03: After fight 1, it doesn't say you find 2 treasure bundles... it says if you don't succeed at the fight, *reduce given bundles by 2. A4: 1 Bundle A5: 1 Bundle A6: 1 Bundle B4: 2 Bundle B10: 1 Bundle Final encounter, if you fail to win the fight, *lose 2 bundles. OK so, i'm 99% sure as intended, after you win the fights, you gain x bundles. If you lose, you don't get them obviously. This would add up to 10, which each scenario should have. It's just really annoying that, as written, you should reduce the number of bundles the PCs have. Like, my party finds all the rewards in areas A and B, but lose both fights. To me, that's 6 bundle found, minus 2 for each fight, which is final rewards of 2 bundles. Which is dumb. So I'm right with running it as I believe it was intended, right? ![]()
Wanting to make sure I understand the wording of some of these bundles in the scenario. I'll keep spoilers to a minimum as I can... society document seems to indicate there should be 10 bundles in each scenario, which is the max reward for parties that find all treasures. So, during 1-03: After fight 1, it doesn't say you find 2 treasure bundles... it says if you don't succeed at the fight, *reduce given bundles by 2. A4: 1 Bundle A5: 1 Bundle A6: 1 Bundle B4: 2 Bundle B10: 1 Bundle Final encounter, if you fail to win the fight, *lose 2 bundles. OK so, i'm 99% sure as intended, after you win the fights, you gain x bundles. If you lose, you don't get them obviously. This would add up to 10, which each scenario should have. It's just really annoying that, as written, you should reduce the number of bundles the PCs have. Like, my party finds all the rewards in areas A and B, but lose both fights. To me, that's 6 bundle found, minus 2 for each fight, which is final rewards of 2 bundles. Which is dumb. So I'm right with running it as I believe it was intended, right? ![]()
Hey all, Getting ready to start a homebrew, and I'm reviewing some options for items and rewards for my players at level 1. The text says that, during level 1 > level 2, I should award two level-1 permanent items. The text above chart 11-1 suggests that for these items, give out weapons/armor/gear from chapter 6 between 10-20 gp. Soo..... looking through chapter 6, very few items fall within this range. This equates to 100sp-200sp, the ONLY flat items that are within this range are some heavy armors, both composite bows. Gear worth this much is already at level 2. Only thing I can think is to award some basic equipment made from special materials, and already it could only be Cold Iron or Silver. Am I missing something? |