Into the Nightmare Rift [Playtest] (Inactive)

Game Master Michael Sumrall

A playtest for Occult Mysteries

Feedback Thread

Map



I am running AP 65 - Into the Nightmare Rift as a playtest for Occult Mysteries. This is a level 13 - 15 AP with an extended dungeon crawl as the primary focus.

Guidelines

  • Level 13 - Standard WBL
  • PFS Rules
  • Looking for 4 occult classes, two non-occult: for comparison.
  • Will maintain a feedback thread in the playtest area
  • Post at least 1/day during the week. Weekends, not so much.

I'll start the game as soon as I have a good selection of characters. As a playtest, the game will focus on mechanics more than character development, backgrounds are optional. This does not mean no roleplay and just posting combat actions. It does mean I won't spend two weeks resolving a social conflict in character.


Dotting as Investigator skill monkey.

Grand Lodge

Dot


Any restrictions on non play test chars?


Nohwear wrote:
Any restrictions on non play test chars?

PFS Rules, including current race restrictions.


Doting. I always enjoy a good playtest.

Thinking a tried and true dwarf cleric.


Dotting for Kineticist

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I think I'll work up a higher level version of a Kitsune archer Occultist I worked up for another playtest.


How much of a backstory do you want? How much will background affect your selection?


LibraryRPGamer wrote:

Doting. I always enjoy a good playtest.

Thinking a tried and true dwarf cleric.

I am sure nobody will oppose having a cleric in the group.
LibraryRPGamer wrote:
How much of a backstory do you want? How much will background affect your selection?

Background stories won't be influencing my selection. Some people just don't feel comfortable building a character without a background.

Sczarni

If you want a slayer who can deal with traps, look no further :D

Peter


Alright, I present my dwarf cleric for your consideration. I have yet to select equipment. My spell selection will focus primarily on support/buff spells.

Concept:

Garris Goodstone is a experienced dwarven military commander. His superiors demanded that he take a vacation, so, Garris temporarily joined Pathfinder Society for some good, oldfashioned R&R.

So far, he hasn't been thrilled by the "lack of action" on his vacation. He hopes that he can finally "relax" on this next mission. All he wants to do is clobber some enemies. Is that too much to ask?

Garris is a old, grumpy, dwarven warrior. He feels that his younger adventurers (which is almost everyone) are weak and whiny. After all, having a spear jut out from your leg is no excuse to "slobber tears like a baby".

He excels at what he does, but, not without grumbling first.

Garris Goodstone:

NG Dwarf Cleric (Crusader) 13
Deity: Torag
Domain: Protection

DEFENCES
AC: ?? / hp: 88
Saves: +14/+11/+14, +5 vs. magic, +3 vs. poison

OFFENCES:
Speed: 20ft, BAB +9/+4
Arrack: ??

STATISTICS:
STR 14, DEX 12, CON 16, INT 10, WIS 17, CHA 12

Feats: Heavy Armor Proficiency (1b), Steel Soul, Power Attack, Weapon Focus (dwarven waraxe) (5b), Furious Focus, Lightning Reflexes, Toughness, Greater Weapon Focus (dwarven waraxe) (10b), Extra Channel

Traits: Deft Dodger, Glory of Old

Channel (base): 7d6, 7/day, DC = 17
Variant Channel: Bravery/Valor (+7 vs. fear OR +7 AC, +7 attack on charge)


LibraryRPGamer wrote:

Alright, I present my dwarf cleric for your consideration. I have yet to select equipment. My spell selection will focus primarily on support/buff spells.

** spoiler omitted **

** spoiler omitted **

I totally couldn't add this morning. I actually have 121 HP. Also, forgot about my skills. I'll finish the character up later.

How does it look so far?


Dotting for interest.


LibraryRPGamer wrote:
LibraryRPGamer wrote:

Alright, I present my dwarf cleric for your consideration. I have yet to select equipment. My spell selection will focus primarily on support/buff spells.

** spoiler omitted **

** spoiler omitted **

I totally couldn't add this morning. I actually have 121 HP. Also, forgot about my skills. I'll finish the character up later.

How does it look so far?

So far, so good. I just need a few occult characters to join.

Sczarni

Otherwise, if you need a kineticist, I rolled one up (Grim'reon is his name) but the character still is a little rough (tweaking small details, now.)

Peter


Here's my kitsune Occultist archer.


dotting for either a psychic or medium.

EDIT: make that a psychic.


Bill Waters
Human Psychic 13

Attributes:

str 7
dex 10
con 14/20
int 20/26
wis 16/18
cha 7

Combat Info:

hp 145
ac 14 t 10 ff 14
bab 6
init +3
fort +13
ref +9
will +16

Speed 30'

Skills:

Knowledge: All r13 +27
Linguistics r13 +27

Skills from headband:
Perception r13 +23
Sense Motive r13 +23
Spellcraft r13 +27

Untrained +7 before ability modifier

Feats:

Fast Learner, Greater Spell Focus (Enchantment), Heighten Spell, Improved Improvisation, Improvisation, Spell Focus (Enchantment), Toughness, Varisian Tattoo (Enchantment)

Class Features:

Discipline: Discipline of Tranquility
Calming Presence
Mental Placidity
Purge Disquiet
Phrenic Amplification:
Overpowering Mind
Subordinate Spell
Will of The Dead
Phrenic Pool: 10 pts./day

Gear:

+6 belt of Constitution
+6 Headband of Intelligence
Necklace of Adaptation
Incandescent Blue Sphere Ioun Stone (+2 Wis)
Luckstone
Pale Green Prism Ioun Stone (+1 competence bonus to all d20 rolls)
unlit torch with continual flame heightened to 6th level cast on it
wand of lesser infernal healing
sleeves of many garments

Spells:

Spells/day: -/8/8/8/8/7/5

Spells Known:
0: Detect Magic, Read Magic, Prestidigitation, Detect Poison, Know Direction, Message, Virtue, Open/Close, Mage Hand

1: Mage Armor, Magic Missile, Command, Detect Secret Doors, Shield, Sleep

2: Darkvision, Knock, Touch of Idiocy, Resist Energy, Suggestion, Detect Thoughts

3: Heroism, Slow, Dispel Magic, Continual Flame, Deep Slumber

4: Freedom of Movement, Phantasmal Killer, Mind Thrust IV, Mass Daze

5: Overland Flight, Dominate Person, Mind Fog, Lesser Astral Projection

6: Psychic Crush II, Ego Whip IV, Cloak of Dreams

Basically, Bill is a guy who adventures to support is wife and 2 kids.


So far we have:

  • Cleric: Garris Goodstone
  • Occultist: Arris
  • Kineticist: Grim'reon
  • Psychic: Bill Waters

I would like two more. I'm going to leave recruitment open for a couple more days while I review characters. I will start things up on Monday either way.


I'll try to finish Garris soon.

Liberty's Edge

Well, dott'd and ready to go :D

Peter

Dark Archive

Hi I could play a Slayer. I'm a veteran player and GM for PFS.
I could also play one of the occult class but I'm less comfortable to build something up in a short time.


A slayer will be fine. Go ahead and generate your stat block and I will get everyone reviewed over the next couple of days.

Dark Archive

Ilmakis' character here


5 characters so far. We start on Monday.

There is still room for 1 more occult character.

The Exchange

Mind of I take that spot?
I'll be a bit working something up, but hope to have it ready today.
I didn't actually see it above, but I assume general PFS rules for stats, traits, race, etc?


Here is my (Vrog's) alias for Bill Waters


D-Kal wrote:

Mind of I take that spot?

I'll be a bit working something up, but hope to have it ready today.
I didn't actually see it above, but I assume general PFS rules for stats, traits, race, etc?

You are more than welcome to take the final spot. Welcome Aboard.

Yes, I am sticking to PFS rules to provide a consistent baseline.


Alright, finally done. Thought we might need more melee so I changed classes from cleric to Warpriest.

build:

dwarf Warpriest of Gorum
Domains: Strength, War

STR 18/24, DEX 12/14, CHA 18/22, INT 12, WIS 15, CHA 5

DEFENCES:
hp = 159 = 68hd + 78con +13fav
AC = 26(30) [24(28)]= 10 +11armor +2dex (+4shield) +2luck +1insight [-2cleave]
Saves +17/+9/+13 -- +5 vs. magic -- +3 vs. poison
CMD 20
Other defenses = 20% miss chance -- 1/day critical negation -- 1/day false life

OFFENCES:
BAB +9/+4
Full Attack = +19/+14, 2d6+11
Full Attack (PA) = +15/+10, 2d6+23
CMB +18

SKILLS: heal +17, know (dungeoneering) +10, know (religion) +10, spellcraft +18, survival +11

Feats
1b - WF (Dwarven Longhammer)
1 - Steel Soul
3b - Power Attack
3 - Cleave
5 - Goblin Cleaver
6b - Orc Hewer
7 - Great Cleave
9 - Cleaving Finish
9b - GWF (Dwarven Longhammer)
11 - Improved Cleaving Finish
12b - Combat Reflexes

Spells:
0 = -/day:
1 = 6/day: Divine Favor x2, +4 more
2 = 6/day: Aid x2, Iron skin, +3 more
3 = 4/day: Channel Vigor, Wrathful Mantle, +2 more
4 = 3/day: Blessing of Fervor x2, +1 more
5 = 1/day: Righteous Might

Equipment
Celestial plate armor, quickdraw celestial shield, +1 Adamantine Dwarven Longhammer of the Greyflame, +1 Spiked Armor, Jingasa of the fortunate soldier, lesser cloak of displacement, sihedron medallion, Belt of Physical Perfection +2, Dusty rose prism w/ wayfinder, Cracked dusty rose prism, cracked pale green prism, Pale Blue Rhomboid, Amber Spindle, Pearl of Power (1st level) x3, Handy haversack, Rod of extend spell (lesser)

Expendables
Wand of cure light wounds (50)
Wand of Remove Fear (50)
Wand of Air Bubble (50)
160gp


LibraryRPGamer wrote:

Alright, finally done. Thought we might need more melee so I changed classes from cleric to Warpriest.

** spoiler omitted **

Just realized that the blessings bonuses do not stack with my items. Changed deity back to Torag and taking the Earth and Protection blessings.

Sorry. Now I'm done :)


looks like i missed out, but if you end up with room, i'd love to try out an aerokineticist.


D-Kal wrote:
Just popping in to say it's been a busy weekend and will remain so. Still working on the alias though.


No problem.

Gameplay and discussion thread of up.

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