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Here's my playtest report for the Confirmation. This was my first PFS game and first PbP, and you can find it here if you want to see how it went down.
My character was an Elven Investigator. His stats were
Str: 14Dex: 14
I went for the Envoy alternative racial trait, and using that, I picked up Arcane Strike. This was in response to the reports of investigator's not having all that great combat at low levels. I used Arcane Strike on all of my attacks, and while the ability to overcome DR didn't come up, I'm sure I would've been very grateful if it had.
The first encounter was with a pair of spider swarms, but we dropped them really fast with a burning hands and an alchemical fire.
Our second encounter was with the Minotaur. The rest of my party elected to fight it, drawing its attention from Janira. We made use of the difficult terrain, and while we blew most of our resources (arcanist used grease twice, I used 2 points for Inspiration on a key attack roll), we did eventually take it down. We lost the Hunter's badger animal companion in the process though. RIP Badgah.
The hunter was fairly optimized from what I could tell. He made use of Tribal Scars to start out with 16 HP, so he was sort of our tank. I don't know which option he used for that feat. He also had Rime Spell and Magical Lineage (snowball), allowing him to augment that wonderful spell snowball so it could cause a foe to be staggered and entangled for a round. He used it on the minotaur and hit, but the mino saved against the staggered. He was still entangled for a round tho, which really helped the characters in melee to pull out.
My character ran for the backpack after throwing a sling at the minotaur, and picked up a tanglefoot bag from it. After that, he spent hte next round moving closer to the minotaur, and finally throwing it. I rolled a 3 on the attack roll, but had said I was spending Inspiration on it, so I got a total of 9. Had I read the class more carefully, I would've known that you choose to add inspiration only AFTER the roll. I wouldn't have added it in this case had I known that. HOWEVER! 9 hit him, keeping him entangled, and more or less forcing him to attack the badger, rather than us.
Poor badger died at this point.
With regard to this fight, I felt that I was able to contribute, but this was in many ways due to not having anything else to contribute with, making it so checking out that backpack was my best option. Kind of counter intuitive.
After dropping the Minotaur, we built a cairn for Badgah and said our prayers. We then went spelunking. Inspiration didn't help much with the first few parts of the cave, but I was able to use Linguistics and the free inspiration to learn about the pictographs on the wall. It was fun to be able to get that extra 1d6, despite how simple it is.
After crossing the pit, I was able to decipher parts of the old Azlant paintings depicting sections of Aroden's holy book, again using Inspiration. This was fun too. Yay!
We met the Gillman, and after waffling on what to do, we went to greet him. I walked up to him, and said "Hello, friend" in Abolethese (which I had because I wanted to take advantage of the free Linguistics Inspiration, so I needed the rank). Turns out he couldn't hear me, but we were able to handle this event peacefully. I believe I spent my last point of Inspiration here too, on a Perception check to notice his cloak. We ended up trading the cloak we got with his wand of shield of faith, which proved key for later on, when the AC bonus saved our warpriest from a nasty hit by a critter.
Following this, we went to one of the caves, and faced off against some skeletons. At this point, our arcanist was left with just using a whip to try and trip enemies. Kind of clever, come to think of it. He didn't have any offensive cantrips, so that's about all he could do.
I mostly used my sling against the skeletons we faced, and got unlucky and then very lucky with rolls. Nothing specific to report about the investigator here, other than that taking Arcane Strike to make up for the lack of offensive capabilities proved helpful.
We then found the second passageway out. Fast forward to the next cave path...I used my extract of blend to be able to scout ahead. This was very, very helpful, and let me see which creatures we were going to face before facing them. There was a communication breakdown with the GM, and he thought we were closer to them than we all thought, so it ended up being that the mites heard us discussing our plan of attack. Ah well, element of surprise lost.
During the battle, I didn't much use investigator abilities, but did use Comprehend Languages from the Envoy racial trait to understand what the mites were saying. Again, I got that trait primarily for Arcane Strike, but those 4 spells it grants (comprehend languages, detect magic, read magic, and detect poison) fit the Investigator very well, and I wanted to be able to cast them despite not having cantrips. I could just use my own extracts for comprehend languages.
As other comments:
Thoughts on other party members:
Warpriest: He seemed to work pretty well. I believe he had War and Sun as his blessings? He used War to buff himself and the hunter up a few times, and that was helpful.
Arcanist: He dumped Charisma and Str, and chose Potent Spells for that +2. The minotaur made his save against a greased-up-weapon, but failed it against the grease on the ground. Ended up whipping things in combats after the minotaur.
Hunter: Lost the animal companion really fast, so I don't think I can really comment on how his class worked.
And that was that.