03-04-2017, 06:44 PM
(03-04-2017, 01:52 PM)Ursk Wrote: At the risk of getting way ahead of myself, I'm trying to think ahead on advancement, rage powers and feats. There are a few directions I can take Ursk. I'll likely decide after we see how we're working together, but just so that I have some food for thought, I have a couple questions:
1. Are there any conditions that, when imposed on an enemy, would give you extra advantages? For example, if I can stagger or confuse someone, aside from the obvious, does that give your character an extra advantage?
2. At the risk of metagaming (and, GM, feel free to shut me down on this one if you think it's too meta or min-max), do folks know if the Technic League or robots tends to be lawful in alignment? I could take a chaos totem and get some nice bonuses, but it's very situational.
3. Any sense as to whether Fire or Electricity damage is going to be more of an issue? Because if I go the tank route, I can get a rage power that gives me elemental resistance. Generally, fire is the way to go, but with robots... maybe electricity will be more in the forefront. I can take the power twice to get resistance against both, but there are other things it would be nice to spend it on, too.
Feat wise, I've got a bunch of options I'm considering. Input is welcome but I think it's going to depend a bit on how we shape up as a team. Options include:
- Toughness (tank; more likely I'll wait to take this until later as at 3rd lvl the benefit is still only +3 hp)
- Heavy Armor Proficiency (tank)
- Combat Reflexes (come get me, but probably better with enlarge person for 10' reach)
- Extra Rage Power (versatile)
- Weapon Focus (dps)
- Scale and Skin (tank; would be dependant on Enlarge Person, +1 AC when under )
- Improved Init (duh)
- Intimidating Prowess (I'm not the face and we've got a lot of skill monkeys, but... yeah)
Skill wise, I'm going to be putting a point every level into perception and intimidate, with other skills on an ad hoc basis.
Kaska's progression will be very meat-and-potatoes. Ranger style feats to archery. Other feats to two-handed melee. When she can afford it, she might switch to falchion since it looks like a better can opener than a greatsword.
In any case, she won't be won't anything fancy so Ursk should have room to experiment with feats and rage powers without having to worry about carrying the line all by himself.
I'm not sure how Taijun will fit into the mix. I've never played a monk, and aside from a zen archer once, never had a monk character in a party with me. It'll be interesting to see what happens!