Diachronos
2014-07-17, 12:31 AM
A bit of background for the campaign: All of our characters are from different parts of the world (maybe even different worlds), who were somehow selected and brought to a region reminiscent of feudal Japan. There's a prophecy of sorts in the empire where a group of people "come from Heaven" (actually an ancient abandoned fortress/city inside a mountain, with the mountain being known throughout the empire as "Heaven") to overthrow the "Deathless Emperor," and we're the latest group of people who are supposedly these prophesied heroes.
My current character is 11th level, primarily a Mindchemist (10) with a dip in Gunslinger (1). Me and the party's halfling Mysterious Stranger/Rogue managed to piece together how to make revolvers with a little help from one of the resistance leaders (the halfling is still trying to work out how to make a rifle), and we each have one that we made over the course of a month.
The DM institutes something he calls the "funky rule" for each player, which is basically a house rule you select for your character. Races and classes (but not Archetypes) outside of the Core Rulebook are considered funky rules, but you can also pick something else, like a "funky item" (something that grows in power with your character), choosing your stats instead of rolling them (also gives you the +1 ability score boost every even level instead of every 4 levels), a special ability (like regeneration), etc. With the setting he's allowing certain non-standard races without them being funky rules, though.
At the moment 4 out of the 10-ish party members are the primary damage-dealers:
A Ranger, who takes around 5 shots per round between full-attack and feats. His funky rule was a bow that grows in power, and he can trade in its enhancement bonus to add enchantments pretty much whenever he wants, so a lot of times it ends up with Bane and other damage enchants. Most likely our top DPS
A Tengu Swordmaster/Fighter (gestalt is his funky), who has about half a dozen different swords with strong damage enchants, usually destroys something in only a couple rounds
A Kitsune Oracle (funky class) with the Ancestor mystery, he usually uses his buffs and revelations to turn himself into a pretty effective melee fighter
Me (Alchemist class is funky rule), with the revolver and Explosive Missile discovery I'm rolling 1d8 + bomb damage (which is 5d6 + 7 due to a +4 Headband of Intelligence; goes up to 5d6 + 9 when I actually remember to use a Cognatogen) off of a (base) +11 hit chance against touch AC within 100ft.
The main problem I'm running into right now is that, for some reason, I'm just losing interest in the Mindchemist. I don't know why, to be perfectly honest. It may be because shooting explosive bullets is pretty much all I do each session, or because the bombs are practically the only class feature I have a reason to use; potions take WAY too long to make, and on the rare occasion where I'd actually have a reason to use my extracts our Oracle jumps in to heal the damage since he's got plenty of spells to spare (usually the only spell he casts in a fight is Bull's Strength on himself). Or it could be something completely different that I haven't figured out.
So right now I'm rolling up a Wizard (my first prepared spellcaster, so that's going to be fun to learn on the fly), with a custom-built fairy race as my funky rule. The problem I'm running into is... what the hell do I do with my Mindchemist? I don't want to kill her off, and I'd like to have the option to go back to her if the fairy wizard doesn't turn out, but how do I justify having her leave the party when we just teleported to another city to take down its leader? Would she just find something else to draw her attention away? Does she decide to leave the group to help the refugees of the town we recently freed from occupation by the Deathless Emperor's forces?
I'm also unsure of what to do with her magic items. Some of them, like her Goggles of Minute Seeing, don't seem to be of much use to the rest of the party, but I'd really like to be able to pass on some of them to the fairy; she'd really benefit from the +4 Intelligence headband and +3 Ring of Protection, and she might also get some use out of the Ring of Elemental Command (Earth) and Hand of Glory that the Mindchemist has. I'd also like for the party to hang onto the Horn of Blasting we picked up (currently in my character's hands) in case they need it.
I'm not sure of what to do in this situation. Any advice? If it helps, the Mindchemist's alignment is Chaotic Good.
My current character is 11th level, primarily a Mindchemist (10) with a dip in Gunslinger (1). Me and the party's halfling Mysterious Stranger/Rogue managed to piece together how to make revolvers with a little help from one of the resistance leaders (the halfling is still trying to work out how to make a rifle), and we each have one that we made over the course of a month.
The DM institutes something he calls the "funky rule" for each player, which is basically a house rule you select for your character. Races and classes (but not Archetypes) outside of the Core Rulebook are considered funky rules, but you can also pick something else, like a "funky item" (something that grows in power with your character), choosing your stats instead of rolling them (also gives you the +1 ability score boost every even level instead of every 4 levels), a special ability (like regeneration), etc. With the setting he's allowing certain non-standard races without them being funky rules, though.
At the moment 4 out of the 10-ish party members are the primary damage-dealers:
A Ranger, who takes around 5 shots per round between full-attack and feats. His funky rule was a bow that grows in power, and he can trade in its enhancement bonus to add enchantments pretty much whenever he wants, so a lot of times it ends up with Bane and other damage enchants. Most likely our top DPS
A Tengu Swordmaster/Fighter (gestalt is his funky), who has about half a dozen different swords with strong damage enchants, usually destroys something in only a couple rounds
A Kitsune Oracle (funky class) with the Ancestor mystery, he usually uses his buffs and revelations to turn himself into a pretty effective melee fighter
Me (Alchemist class is funky rule), with the revolver and Explosive Missile discovery I'm rolling 1d8 + bomb damage (which is 5d6 + 7 due to a +4 Headband of Intelligence; goes up to 5d6 + 9 when I actually remember to use a Cognatogen) off of a (base) +11 hit chance against touch AC within 100ft.
The main problem I'm running into right now is that, for some reason, I'm just losing interest in the Mindchemist. I don't know why, to be perfectly honest. It may be because shooting explosive bullets is pretty much all I do each session, or because the bombs are practically the only class feature I have a reason to use; potions take WAY too long to make, and on the rare occasion where I'd actually have a reason to use my extracts our Oracle jumps in to heal the damage since he's got plenty of spells to spare (usually the only spell he casts in a fight is Bull's Strength on himself). Or it could be something completely different that I haven't figured out.
So right now I'm rolling up a Wizard (my first prepared spellcaster, so that's going to be fun to learn on the fly), with a custom-built fairy race as my funky rule. The problem I'm running into is... what the hell do I do with my Mindchemist? I don't want to kill her off, and I'd like to have the option to go back to her if the fairy wizard doesn't turn out, but how do I justify having her leave the party when we just teleported to another city to take down its leader? Would she just find something else to draw her attention away? Does she decide to leave the group to help the refugees of the town we recently freed from occupation by the Deathless Emperor's forces?
I'm also unsure of what to do with her magic items. Some of them, like her Goggles of Minute Seeing, don't seem to be of much use to the rest of the party, but I'd really like to be able to pass on some of them to the fairy; she'd really benefit from the +4 Intelligence headband and +3 Ring of Protection, and she might also get some use out of the Ring of Elemental Command (Earth) and Hand of Glory that the Mindchemist has. I'd also like for the party to hang onto the Horn of Blasting we picked up (currently in my character's hands) in case they need it.
I'm not sure of what to do in this situation. Any advice? If it helps, the Mindchemist's alignment is Chaotic Good.