Mnemius
2018-12-09, 02:14 PM
A friend is about to try dm'ing for the first time. Party has a paladin, cleric, and rogue so far. Screams make something that fits the knowledge and arcane roll.
I've played witch a bit before (loved it, but later levels tends to clunk the table, and gm is new, so don't want to introduce the bane that is "will save or sleep, rogue gank!"
So I'm thinking Wizard. But I've also been sitting on the occult adventure's book for a bit. And there's a caster that goes to level 9 spells, int-based, gets all knowledges. (Sorcerer progression, spontaneous caster though.)
Setting background is there's an island, someone once found a great treasure trove on it but only got out with part of it. And of that adventuring party, one went mad. Past bit there were 2 countries fighting over it, but that's largely over now. The winning side (due to war costs) is letting adventurer's explore it, map it, clear out monsters, etc. Cleared lands are largely turning into settlements (and mining where the ore is good.)
I'm looking at a playing Glim, a dwarf psychic, str 13, dex 12, con 16, int 16, wis 16, cha 8; of the Self-Perfection discpline (wis to AC sounds fun.)
Are then any pitfalls to the psychic class? This doesn't work the way you think it does type things? Glaring obvious things newbies to psychic will miss?
(Like, it just dinged for me that I can technically wear armor without spell failure, but the penalties.)
Or should I scrap this and just go either wizard or sorcerer?
I've played witch a bit before (loved it, but later levels tends to clunk the table, and gm is new, so don't want to introduce the bane that is "will save or sleep, rogue gank!"
So I'm thinking Wizard. But I've also been sitting on the occult adventure's book for a bit. And there's a caster that goes to level 9 spells, int-based, gets all knowledges. (Sorcerer progression, spontaneous caster though.)
Setting background is there's an island, someone once found a great treasure trove on it but only got out with part of it. And of that adventuring party, one went mad. Past bit there were 2 countries fighting over it, but that's largely over now. The winning side (due to war costs) is letting adventurer's explore it, map it, clear out monsters, etc. Cleared lands are largely turning into settlements (and mining where the ore is good.)
I'm looking at a playing Glim, a dwarf psychic, str 13, dex 12, con 16, int 16, wis 16, cha 8; of the Self-Perfection discpline (wis to AC sounds fun.)
Are then any pitfalls to the psychic class? This doesn't work the way you think it does type things? Glaring obvious things newbies to psychic will miss?
(Like, it just dinged for me that I can technically wear armor without spell failure, but the penalties.)
Or should I scrap this and just go either wizard or sorcerer?