Pathfinder Occultist Guide: Part One

The Occultist Basics

Let’s talk about all the basic stuff the Occultist character has going for him.

d8 Hit Points – Pretty standard. Of course more hp would be better, but with an average of 5hp per level (before con) the character can take a few hits. His resilience can be even better with his focus powers, so the d8 doesn’t hold the character back much, if at all.

Skills – As a primary Int caster (we’ll talk about that in a moment with the stats) you’re going to have plenty of skill points, often in the same range as a rogue. This is good, because the Occultist has some of the best skills in the game, and you’re going to want them.

The class can identify most most monsters using Knowledge Arcana, Planes, and Religion. He has Disable Device, which lets him handle traps and lockpicking (with magic traps answered by spells). He’s also got Perception and Use Magic Device, which are often two of the most important skills in the game.

Saves – Two strong saves is very nice, and the Occultist has lots of options for covering his ass on saves in his powers. Of all the saves, Reflex is the one I don’t mind having a bit lower. Failing a Fort or Will save is often crippling, but most Reflex saves only snare your character or deal HP damage, which means you can keep fighting if you have a ranged option or some courage.

Proficiency – Martial weapons, shields, and medium armor… not bad at all. If you’re running a character with a low-ish dex you can also pick up Heavy Armor Training without a dent in your spellcasting.


Ok, so here is the hard part. There are a few different ways to play an Occultist, but they all rely on Intelligence for spellcasting and skills, and either Dexterity or Strength to keep the character effective in combat.

Strength – I recommend this approach to combat because it isn’t feat intensive. You’ll need Power Attack and a good 2-handed weapon, but other than that you’ll be able to keep up the pressure, even with your 3/4-BaB, thanks to powers. You’re unlikely to match a dedicated martial, but you won’t feel left out either.

Dexterity – If you plan to focus on ranged attacks, such as rays or Focus Power blasts then Dexterity is much more important. With weapon finesse you can even dump strength if you feel like it, but that does curtail your options a bit.

Constitution – Always important for keeping a character alive. A small bonus wouldn’t be bad. If you’re using a point-buy and have a point left over, this is the best place to put it. An 11 Con is actually better than a 10 Con, as it will keep you alive an extra round before  bleeding out.

Intelligence – Int sets your DCs, determines your mental focus, and gives you more skills. Put everything you can into Intelligence, even if you plan to use spells that aren’t resisted, as it determines your mental focus as well, which is imperative to the effective Occultist.

Wisdom – While not a true dump stat, Wisdom is the safest stat to ignore. You’ve got a decent Will save, augmented by possible Focus powers, and your skills don’t make heavy use of Wisdom, except for Perception.

Charisma – Oddly, this can be a dump stat. While I prefer to keep it in the 10 to 11 range, you don’t need it for skills or abilities. Magic Item Skill (see class abilities below) gives you a +1 bonus to UMD every 2 levels, so you won’t be hurting for that skill. You could, theoretically, even play a race with a penalty to Charisma without being hurt too badly.


Let’s talk about the races for a minute. The Occultist benefits so much from Intelligence that it becomes difficult to recommend a race that doesn’t have an Int bonus. Anything with an Int negative is immediately Red and should be avoided.  I’m going to discuss the core races, and then any races that I consider Blue. If I don’t mention a race, then it defaults to Green if it has an int bonus, and Orange if it does not.

Dwarf – None of the racial abilities help much, although a Dwarven War-axe is pretty nice, and you do get access to that with your Martial Weapon Proficiency. The stats are a wash, not buffing or hurting anything important. The favored class bonus is also very situational.

Elf – Int and Dex make for a good ranged character. Combined with weapon finesse and an Elven Curveblade and you’re doing pretty good with both a bows or in melee. In addition, almost every racial trait really ties in well. Of all this, however, the most potent is the favored class bonus, which gives you 1/2 of a mental focus point every level. That’s really going to add up.

Gnome – Slightly better than the dwarf, if you want to use the Illusion school, the Gnome isn’t bad, but it doesn’t shine in this role either. None of the racial abilities hurt an Occultist, however, if you’re going for a ranged build. It’s also coupled with a favored class bonus that is a bit underwhelming.

Half-Elves – I prefer the Half-Elf for classes I plan to multi-class with, which the Occultist doesn’t do very well. However, Skill Focus UMD can put your score into the “can’t fail” range before level 10, and the +2 to any stat isn’t bad. The Half-Elf favored class bonus doesn’t really do much. However, there is some debate about whether or not Half-Elves can take human and elf favored class bonuses. My reading suggests that they can (and I would allow it in my games), but many GMs will likely rule against it. If your GM says yes, this race becomes blue.

Half-Orcs – Like the Half-Elf, this is a pretty good option without being excellent. The race is tough, which can really help in a lurch, and a +2 anywhere can go into Int. If you’re going to try a blaster route then the favored class bonus adds some additional damage, and this race might appeal to you more.

Halflings – Like the Dwarf and the Gnome, none of the attribute modifiers are really a big deal. The bonus to Dex isn’t bad, but the other racial traits won’t really be felt by most Occultists. It has the same favored class bonus as Elves, which somewhat makes up for the lack of an int modifier.

Humans – Unlike most classes, I feel that Human isn’t an excellent option for an Occultist. The +2 to any stat is great, and +1 skill point isn’t bad, but you’re going to have plenty of skill points (you won’t need to keep them all maxed). The bonus feat is usually the big draw, but the Occultist doesn’t need a lot of feats unless you’re wanting to dedicate to a rather lengthy feat chain (like ranged attacks or two-weapon fighting). In addition, getting 1/6 of a new focus power as a racial bonus is certainly not bad. Takes a bit to see your investments, but it is effectively a free feat every 6 levels.

Dhampir – A Green choice that can bump up into Blue if you focus on Necromancy and are either Jiang-Shi or Vetala Born (there was an errata that changed the Vetala to a +2 int).

Drow – Blue for all the same reasons as the Elf, plus some useful spell-like abilities.

Ratfolk – Int and Dex are great, plus Tinker and Darkvision. The only real drawback is being Slow, which means you’re only moving 15ft in medium or heavy armor.

Samsaran – Int bonus and a +2 to two skills of your choice is pretty nice for an early UMD and Perception boost. The magic options they have are good too (especially comprehend languages). You can also use the skill bonus to gain a couple of in class skills (like stealth if you want to handle scouting duties).

Slyph – Another good Int and Dex choice. Just be sure to trade out Air Affinity for some other racial trait, since you won’t get much use out of it (Breeze-Kissed is fun for this).

Tieflings – Just like Slyphs, a great choice but you’ll want to swap out Fiendish Sorcery. The standout here is Prehensile Tail, as it can be used to hold an Implement or even a wand… it just can’t be used to wield a weapon.

Wayang – A bonus to int starts off well, but most of the racial traits don’t really help. It frankly gets bumped down to green, despite the int bonus.

Class Abilities

Ok, let’s get into the big part. I’ll be skipping spell-casting for now, as well as the detailed focus powers, as those will be covered in detail when we get to the Implement Schools. We’ll mention how they function here, but the details of each power will be touched on in the school itself.

Spellcasting – A 6 spell level spontaneous caster brings a lot of tricks to the table, but he won’t match the flexibility or raw power of a dedicated 9 spell level caster. In addition, expect to see many spells resisted at high levels, which reduces the effectiveness of blasts and debuff spells in the long run.

Mental Focus – This is your resource mechanic. You get your level + your int mod, and you’re always going to want more than you have, so the Extra Mental Focus feat isn’t a bad choice early on (around 3 or 5 is a good time to get it).

Each day you’ll dedicate your focus to one of your implements, which unlocks a passive buff called a Resonant Power. This passive buff scales with additional focus invested and has different effects depending on the school (that’s discussed in detail in each school).

Implements – Each implement corresponds to a different school of magic, granting spells known and a base focus power. They also determine which Focus Powers you have access to as you level. This is the keystone ability of the Occultist. You’ll know one spell of each spell level for each implement, which starts off slow, but quickly expands as you level and gain new implements.

Focus Powers – Each implement comes with a base power and additional Focus Powers that can be selected at odd levels. Some have level requirements, and some are better than others. We’ll discuss these in detail in the implement listings. Each one required that you spend focus from the item you’ve invested, which is fine. The Implement stores the Focus, and its Resonant (passive) ability doesn’t dwindle or shut off until the Implement is out of Focus, so you can safely go to town spending it.

Magic Item Skill – A flat +1/2 level to UMD is great early on, but it quickly becomes overkill (once you have a +19 you can activate most wands and such without a chance of failure).

Object Reading – A nice quality of life upgrade (you auto-identify magic items). The ability to object read is fantastic in investigation games where the GM can give clever clues, but don’t expect a GM to let it work on just any object. A murder weapon? Awesome! A pencil on a writing desk? Probably not. It’s a thematic ability, but the usefulness hinges more on the campaign and GM. Still a solid green, however, just for auto-identify.

Shift Focus – A useful tool if you desperately need to move your focus around your implements out of combat, but the tax is pretty hefty. Try to plan in advance to avoid having to do this, since it can cause your implement’s resonant ability to dwindle.

Aura Sight – It’s better than detect evil, but since it requires a standard action every round to use it becomes limited.

Magic Circles – Rarely does this power get used, due to its 1 minute cast time. However, it does have one small advantage over normal circles, in that the creature that wishes to break it must be living. This makes it very good at keeping undead at bay. Horde of zombies on the way? Toss down a magic circle and then just shoot them from inside.  This is also an amazing ability for dealing with ghosts. I only wish it came sooner!

Outside Contact – Another good investigation tool that, by the time you get it, might as well be free. Dropping 10 to 30gp at level 8 isn’t really a big deal. This ability can be really good, based on your GM, but is usually just thematic.

Binding Circles – Solid ability, allowing you to use Magic Circles as traps against living creatures. With proper setup, this can be pretty amazing, but it won’t be used very often. Still I gave it a green because when it does work, it can neutralize some big threats.

Fast Circles – Drops the circle time down to a full-round action. It comes online way to late, and reduces the effective time of the circles.

Implement Mastery – A good capstone, but like all capstones you’re more likely to see it on an enemy combatant you’re forced to fight at level 16+ than you are to actually have time to use it yourself.

Next up, Part 2: Instrument Schools!

Of Wands, Cups, and Blades: A guide to the Pathfinder Occultist

With the release of the new Occult Adventures I thought I would try my hand at a Treantmonk style guide to the Occultist, my personal favorite class out of the book. The Occultist is a psychic caster with a focus on implements, and the mechanics are “pleasantly byzantine.” There are a lot of moving parts, and a fair number of pitfalls, but the class has a lot of potential, and I find that it scratches the itch I’ve had to play a character with a focus on magic items, like the old 3.5 artificer.

First the standard explanation of the color coding system that is used to review the class mechanically. Introduced in Treantmonk’s Wizard Guide, this color system is pretty straight forward.

  • Red – This mechanic has significant problems, either because it is significantly under-powered, or because it is unlikely to get used.
  • Orange – This is a fair option, often chosen for roleplaying reasons. It has a minor positive impact on the characters effectiveness.
  • Green – This is a good mechanic that will see frequent use and provides a respectable option to the character.
  • Blue – This is a class defining ability, and in some cases a requirement for the class to function in its role properly. It is critical that a player understand how blue mechanics function so that they can make informed decisions about their character.

One final note on style. I am going to attempt to provide information without forming an opinion on what the “Best Occultist” is, as there are just too many table variation factors for each campaign for this to really be useful. In addition, the goal of Pathfinder is to have fun, and sometimes selecting a sub-optimal choice is the best thing you can do towards that goal. Only you know what you like, I’m simply going to be giving context for each ability, so that you can be informed while building your character.

Part 1: Overview, Attributes,  Races, & Class Abilities
Part 2: Implement Schools
Part 3: Feats, Traits, and Equipment
Part 4: Archetypes & Builds

Gencon Haul, Now with Added Swill! Also, Dancing Girls!

The group Gencon order that we made came in, and I now have many shinies!  I ordered each of the three Gremlin boxes and a lucky effigy for myself.  I also ordered Collette’s box, some Corphee, and some lampposts for my lovely wife. She is very excited for Collette.

So we’ll start with Collette’s box. The models look amazing. Everything seems straightforward. No mystery bits, but there is a pair of finger-claw things that need to be glued onto one of the Mannequins. That will be fiddly.

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And the fiddly fingers. Plastic glue is going to be your friend here!

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There are also little flight stands for the mechanical doves. These should be nice and robust. They aren’t too brittle feeling, so they shouldn’t snap too easily a la GW’s inevitable broken flight stand bit stuck in the model mode. The whole box should be very fun to paint up. Lots of opportunity to play with texture on the clothes. I might even try out some iridescent pigments that I’ve had laying around for ages that I’ve never really had the guts to use. Now might be the time!

Next up was Ulix. His box is very straightforward. Lots of pigs, and they all basically go together exactly the same as all the other pigs.

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I did have a bit that had fallen off the sprue that Wyrd was kind enough to tape back onto the sprue in a baggie.

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Wong’s box was the one I was most impressed by model-wise. Wong is a solid model, Mancha Roja looks amazing, and the firebugs all look absolutely awesome. There will be a great opportunity to try out OSL, which I am not very comfortable with yet. I’ll be pushing my painting comfort zone there, but the models really demand it.

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Mah Tuckett’s box was interesting. It came inside it’s sealed box with a plastic bag around the innards. I don’t know if this is something new, something old, or what, but it was nice. Mah Tuckett is the box I am most looking forward to actually using. There are some seriously fun options with her and her crew that I want to use now.

Random baggie thing:
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I also picked up the plastic lamps. They are very nice. Nothing spectacular to say about them other than that they look really good.

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I went ahead and took some closeups too.

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I am going to endeavor to paint more this weekend, so I should have an actual painting update soon. I’m also going to talk about building army lists as artifacts, which is something that I really want to become the norm in the competitive 40k circuit, but more on that next time!

Gremlins and My Paintin’ Paint

I spent a fairly reasonable portion of my weekend painting Malifaux Gremlins and have a pair of (functionally) finished models.  I will be adding some static grass tufts, but I’m otherwise finished with both Ophelia and Francois Lacroix.  I also made a significant start in on Lenny (as he is amazing).  Enough blabbing with those tickety-typin’ fingers!  On to the pictures!

First up is Ophelia.  I was so impressed with how she and her crew played that she was the first model I reached for.

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The hair was a bit of an experiment.  Green/brown did not turn out exactly as planned.  I will likely go back and give it a wash and some more highlights, but it was interesting as an experiment.  The skin and the leathers were fun and interesting, though I’ll probably go back and brighten up her hat when I go back to work on her hair.  I am particularly happy with her boots (yes, on her feet!  Get your minds out of the gutter!).  I was able to get a very interesting worn texture that made me very happy with the model.  Her blue shirt was an interesting experiment too.

After Ophelia, Francois was on the table; partly for him basically being Clint Eastwood from The Good, The Bad, and The Ugly, and partly because anyone with the ability to give an opposing model “Boot Puddles” is going to see use by me!  I decided on a white poncho, not for any particular reason other than I want some more experience painting whites.  I’m not brilliant at it, but I feel relatively good about this one.  It’s not as smooth as I’d like, but it isn’t chalky and nasty, so I’ll call it a win.  I also played around with the cigar embers, mixing yellows, grays and blacks.  I am very happy with his jeans and the black gloves he has on. It’s another okay paint job.  I’m happy with the mean little guy.

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And on to Lenny.  He is a great model, but not one that I find particularly inspiring.  I’ll be using him a lot though, so he gets paint!  I also have the opportunity to paint a test-pig with him.  I’ll have plenty of piggies to paint soon, so I figured I might as well try out a few recipes.  I really liked the first one, so I’ll be going with that!  Lenny was kind of a different story.  I have a fair bit of work left to do on him, but I’m not entirely happy with him yet.  We shall see if I can salvage the paint job.  I’m having issues getting the contrast and definition that I want on his arms.  I think I just need to go brighter on the highlights.  It looks so bright when the paint is wet and darkens down so much when dry; I just need to go for the high-contrast I know he needs.

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I still need to paint all of his clothing, but I wanted to finish his skin first, so they didn’t get started.  He also needs teeth, eyes, and a lot more details done too, but it’s a start.

Now, on to the paint that I’ve been using: Scale 75.  Last Christmas, I bought myself their big set and haven’t really gotten too far into it other than playing around with some of their more interesting grays.  I decided to paint at least a few whole models with the stuff.  Overall, I am impressed.  I don’t think I will switch over entirely, but they are very good.  Quite different from my other staples (GW, a smattering of P3, and Reaper Master Series).  First off, they are entirely matte finished.  GW paints are semi-gloss or satin.  The Scale 75 are completely matte.  It’s a very different look when the model is done.  I like it, but I don’t think I’d use them on, for example, a Space Marine.  I don’t think my painting style would reward that very well.   They also have a very good selection of their various colors.  They have a good variety of grays, ranging from warm to cold and they include some very interesting greens and browns in that spectrum as well.  Their browns are solid, with interesting leather colors and some solid wood colors.  The blues similarly run the spectrum.  I’ll be continuing the Kin with the Scale 75, though I may switch back to GW for Somer and most of his crew just for ease of use.  The one real complaint that I have is that the paint separates quite badly.  It takes a lot of shaking to get the pigment back into the medium.  It goes back together, but I’ve found that I need to mix the medium left in the tip back in with a safety pin.  The other thing that should be mentioned is that their large set does not come with any metals.  I purchased their gold set prior to the large set and I use their golds a great deal (they are amazing).  I just found it interesting that the metals were not included, at least in a small way.  Overall, good with a few small niggles.

The Knight of 1000 Paints

I managed to put a bit of paint on some Malifaux Gremlins.  I’m experimenting with leathers and skins.  Nothing special, but I have some pretty pictures.

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I am also quite happy with how the basing is coming out.  They’re not done yet, as they need some grass and other detritus, but they look good so far.

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Still a lot of work to finish up, but it’s a start.

I’ve also had a discussion about Imperial Knights on a Facebook group that I thought would really make for a decent blog post, so here it is!

I am a regular Imperial Knight player when it comes to Warhammer 40k lately.  I regularly run a 5 knight list at tournaments (I ran 5 at the BAO this year and did reasonably well). There are a great many options now for play with the semi-recent codex update.  It comes out to something like 9 basic chassis options.  They are, on the whole, quite different from the two options we started with just a couple years ago. Here’s a breakdown of my opinions on each:

GW Knights: These are the knights in the standard codex.  They all run off of the same basic chassis and provide a rather fair variety of firepower and Close Combat potential.

Warden: The Avenger cannon provides a lot of solid firepower. Its many high strength, low AP shots work very well. It’s a perfectly viable alternative to the Paladin (who is the same points cost). Though I think I would take a Paladin before the Warden. It is certainly a matter of personal preference though. Also don’t forget it’s heavy flamer. There is a way or two of granting overwatch, and that can help keep him from getting chaged.  With 12 shots on the main gun, it can even put some potential hurt on Flying Monstrous Creatures, but don’t rely on that too much.  It

Paladin: Two-shot battle cannon is all you really need to know! It is able to sit back and rain firey death upon your foes. The second heavy stubber is also entirely worth remembering. It seems small, but is very worthwhile.

Crusader: Lots of guns! It is excellent for back-field duty providing supporting fire. The Melta Cannon complements the Avenger well with similar ranges, but I think that the Battle Cannon is still worthwhile for the 5 points. It lacks the D strength in CC, but since it still has smash and is base S10, you’re still capable in combat.

Errant: At a 5 point discount from the Paladin/Warden, he’s an okay option. The S9, 36″ Range, Large Blast, Melta Cannon is solid, especially if you are facing a lot of high armor that you want to kill far away, but you can realistically kill it in CC more effectively. It isn’t a bad option though. It does look cool too!

Gallant: All CC, all the time! He has two CCW, so an effective 4 base attacks. He also comes in at ~50 points less than any other knight. If you are running a multiple Knight list, you’ll probably have one of these. Upgrading the stubber to the Melta Gun is worthwhile to open up the occasional transport and assault the chewy innards! Also, throwing around dead vehicles is amazingly fun. I wouldn’t bother with it against Monstrous Creatures, but it’s worth remembering when assaulting vehicles.

Forge World: There are currently two knight chasses from Forge World.  The Cerastus and the Questoris.  The Cerastus is a faster, more agile variety while the Questoris is a more technologically advanced version of the standard knight.  This is borne out in the kits themselves, the Questoris knights are an upgrade kit to the standard plastic knight, while the Cerastus are an all-resin kit.

Cerastus Lancer: This is actually my favourite knight of the lot. He looks cool and will absolutely destroy just about any other super-heavy/Gargantuan Creature without too much trouble. The Ion Shield doesn’t work on his rear arc, but he gets a 5++ in close combat to make up for it, and the shield forces a -1 to hit him in CC vs Super-heavies and Gargantuan Creatures. He also gets an extra base attack (all the Cerastus knights do) for a total of 4 and +1 initiative on the charge (for I5). Additionally, all of the Cerastus knights get 3d6″ run (take the total of the dice, not just the highest), which makes them super fast. I often run him as my Warlord, granting him extra WS/BS and making him a character. His lance can be fired as a 6 shot plasma gun (doesn’t get hot though) at 18″ with Concussive. It’s an excellent gun, but he doesn’t have a stubber, which means you have to be careful about what you shoot. He’s worked very well for me, but requires a fair bit of learning to really use to greatest effect.

Cerastus Acheron: This is generally considered the best of the Cerastus bunch. His giant AP3 flamer template of doom can kill many things, is strong enough to kill light armor, and he has a slightly upgraded D close combat weapon. All combined with a TL Heavy Bolter, so he doesn’t have to charge a target of the doom flamer. Very solid choice. I think his head looks terrible, but that’s really my only complaint.

Cerastus Castigator: The poor castigator. He looks amazing with his shiny sword, but his TL gatling cannon is overshadowed by the Warden’s being significantly better. His sword isn’t Strength D either. He does have deflagrate on the sword, and an attack that targets everyone in base contact (potentially clearing out a horde), but there really are better options for that.  I’ve never had a need for one. 

Questoris Knight Magaera: It has some really neat special rules that are fairly complicated, but it’s biggest problem is that it is Initiative 2. It’s got a solid main gun and some cool options, but it just doesn’t quite hold up to the rest for its point cost IMO. It looks cool though! Also worth noting that its 40k rules are still experimental at the moment if that matters to you.

The Questoris Knight Styrix isn’t usable in 40k. Though it really suffers from many of the same problems as the Magaera, it does have a much cooler gun!

That rounds out a basic description and what I think of them.  I will probably come back to the topics of my favorite giant stompy robots in a few weeks to talk about actually building an all knights list.  Hopefully, I will have some progress pictures on my army as well!

Blog is a Terrible Title

Welcome to yet another blog in the general miasma that is the Internet.  I wanted to start up a public blog, mostly to organize my thoughts and progress on a regular basis.  Mine will be an irregular and meandering blog generally focused on my hobby life.  You are much more likely to see pictures of models and games being played than cat videos or failed Pinterest projects.  Apologies in advance for my complex sentences and eclectic vocabulary.  It’s also probable that I’ll toss in some random British spellings (armour, grey, recognise) because of a combination of playing a lot of British wargames and work related issues in developing materials for Australian clients.  Blame that if you must!  My fellow hosts will also be blogging as soon as I get their accounts set up!

I used to post fairly regularly on various forums, but most of the forums I belong to are either a) fairly public (read: hostile) places that don’t provide positive feedback or b) specific to a particular game, primarily Warhammer 40k, and don’t support the plethora of games that I do play.  I’ll be talking about playing all sorts of things, including some overlap with what is on the show, but I am a miniature gamer at heart, so I will likely focus on that a lot.

Completely contradicting the end of the last paragraph, I’ve actually been playing video games a fair bit recently.  I sold off my Xbox early this year as it was just collecting dust and using up valuable bookshelf space for disks.  I don’t regret the decision and I’m not likely to purchase a new console, but I’ve found that I miss occasionally playing video games.  I recently remembered that before the release of Fallout New Vegas, I purchased a bundle from Good Old Games with the original 2 Fallout games.  So broke out my general media tablet (a first generation Surface Pro), and have been having a fair bit of fun with the original.  I’m actually having enough fun to really consider building a moderate level gaming PC in the next few months.

That isn’t to say I’ve not been busy with minis.  I have a couple of Warhammer 40k models that are ready to assemble/paint.  Most notably, I have a pair of additional Imperial Knight Titans to paint.  One will be to spec with a fairly mundane paint scheme, though he’s been all lit up by someone who isn’t me.  This guy is for an army that one of the online communities I’m a part of does each year for charity.  We raffle off the army (usually armies) on Ebay and all the money goes straight to Toys for Tots.  The other model is a shiny new Cerastus Knight Lancer from Forge World.  This guy will be an update of the one I currently own.  I originally rushed the job a bit and although he came out nicely, I’ve refined the process a lot and can get much better results now.  I’m also looking forward to posing him much more dynamically.  Lastly on the 40k front, I am planning on a fairly large display board for my knight army.  I’m going to the Las Vegas Open again this year and I’d like to have a cool lit display board.  I have some plans that should work well with a techpreist working on  parts of my magnetized knights.

Lastly, I’m also working on my various Malifaux crews.  I’m sure it will be on the podcast tonight, but I got a couple more games in over the weekend.  I’ve now used each of the 3 Gremlin crews I own (the Kin, the Brewmaster, and Somer) at least once and understand most of my models much better now.  It lets me plan much more effectively what I want to get done.  I think I will be painting up the Lacroix sooner rather than later as I enjoyed playing them a great deal.  I’d like to have a reasonable amount of Malifaux stuff done in time for the LVO as well.  I (assume) I won’t be playing in the 40k championships on Sunday, so I’d like to be able to get a game or two in there.  Though I might do some more classes this year.  The classes that I took last year were really fun.

Tonight is podcasting night, so I won’t be starting in on any of these ambitious projects tonight, but I might get a start on something tomorrow night though.  I will endeavor to post pictures of what I’m working on as often as possible on this blog.  When relevant, I’ll also record videos (much like our Joel’s Six Second Challenge videos)  I may even occasionally record an audio blog on occasion and post it here as I have all the recording equipment (read: Mwuahahaha).  If you have any comments, suggestions, or other notes for me, feel free to shoot me an email at chris at thedicedecide dot com.