Level 6, party of 3+DMPC


Playtest Feedback


Me: Skinwalker (Witchwolf specifically) Shaman of Battle, with Stone for Wandering Spirit
Friend 1: Catfolk Swashbuckler
Friend 2: Tiefling Slayer
DMPC: Sylph Arcanist

Builds:
Me: I played a three-eyed wolfish character focused on natural attacks. Dumped Charisma to a -1 modifier, balanced Strength and Wisdom. Power Attack, Extra Feature to go from two to three natural attacks, and Extra Hex to get an Weapon Specialization (Claws) along with an extra AoO. Level 2 Hex gave no-save -2 to AC and CMD, Wandering Hex gave Improved Trip from Stone. (Used Cleric spell list.)

Friend 1: Went rapier due to lack of options, passed up on a Dex-to-damage build. Heavy focus on acrobatics. Charisma 16.

Friend 2: Built for level 4 and updated for level 6. Int of 16 for Combat Expertise feat tax to get Improved Feint. Wielded a broadsword.

DMPC: Only partially filled out, more there for support than playtesting. (A bit of magic missile and providing haste.)

Fights:
Big group fight with a bunch of low-optimized mutineers (level 3 rogues more interested in charging than flanking). Just for fun.

Two CR 6 sea drakes, fought separately but within the same minute/level spell duration.

Feedback:
Swashbuckler was fun to play, but building a character is normally building towards a particular goal, Swashbuckler was being handed a character and using all its feats and traits to patch gaping holes. (Combat Reflexes, Iron Will, trait for +1 fort save, etc.)

Swashbuckler's great acrobatics and full movement speed synergized well with Slayer's sneak attack.

Natural weapon Shaman proved very effective, stealing max damage award from Slayer with a lucky crit. Stone Call with a good damage roll turned out to be awesome for dealing with mooks. Feat-access hexes are great way to ignore MAD and dump Charisma in order to melee well.

Cleric spell list nice to use on Shaman; access to druid spells through spirit.

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