Playtest Report: The Night March of Kalkamedes


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On the evening of July 3rd, I ran "The Night March of Kalkamedes" -- PFS scenario 4-19 -- for a party of 5 vigilantes. All PCs were level 5, 20 point buy. Since they weren't created for PFS, I did not enforce any PFS-specific rules, and just picked vaguely appropriate faction missions for them after they introduced their characters.

The cast, with linked character sheets:

Frank, playing Galannon, stalker vigilante (page 1, page 2)
Chris, playing Arthur, zealot vigilante (sheet)
Connor, playing Montgomery, warlock vigilante (sheet)
Andrew, playing Bar, avenger vigilante (sheet)
Stephen, playing Kib, stalker vigilante (sheet)

Notes on the character sheets:

1) Frank didn't actually have Hide in Plain Sight -- I pointed out to him before the session that you need to be level 8 to pick that. He substituted the talent that gets you a Rogue talent, picking Fast Stealth. Also, he was clearly using a form-fillable PDF. I am uncertain why he printed it out and sent me scans of the pages (in two different file formats) rather than just emailing the PDF. There must be some kind of reason.

2) Connor's initial plan was to hide his full plate and a scythe in his Tattoo Chamber, popping them out and using Serren's Swift Girding to put them on when he needed them. Sadly, neither one meets the "fits in one hand" requirement. So he wound up hauling his full plate in a backpack, and switching to a trident for his weapon.

3) Andrew seems to have gone over-budget on his gear, but I don't think it mattered. The keen property on his axe might as well not have been there, considering he never rolled a crit threat during the evening.

We recorded audio of the full session. The session ran just over 4 hours. For convenience, I have split it into separate chunks of audio for each encounter in the scenario, plus one for cleanup after the privateers ("The Ballad of Laurie and Howard"), and one for post-session discussion of mechanics.

There was a television running successive episodes of Star Trek the Next Generation in the background, so there is some more or less constant background noise, but for the most part it doesn't get in the way.

In listening to the session after the fact, with more leisure to check rules, it seems I was running the Acrobatics check for Up Close and Personal incorrectly. We were using a DC of 10+opponent's CMB to go through its space, when rules actually specify CMD+5 as the DC, which would generally be higher. Galannon was rolling pretty well on his Acrobatics, but even so, he likely would have failed to pass through the opponent's square on at least a couple of occasions.

Up Close and Personal was very powerful as long as he had cover to use for Stealth; it will probably be at its peak at level 8 when a Stalker can take Hide in Plain Sight, allowing a pretty reliable way to get Hidden Strike. After that point, it will slowly diminish in power because it only allows a single attack; its damage output will be lower than a full-attacking fighter type. I do wonder how it will interact with feats like the Sap Master chain.

In retrospect, I also wonder if I interpreted the "aware of your presence" clause correctly or not. Gallanon always cover available to re-stealth. But the other bandits were well aware that their comrades were getting cut down by something fast and dark. Should that have meant that they were "aware of his presence" even if they didn't know quite where he was? The extra conditions for determining whether the vigilante gets his Hidden Strike, compared to standard sneak attack, seem a great deal more open to interpretation. I am unsure how I feel about the matter.

We double-checked after the session, and Connor's belief that the Warlock specialization does not gain extra spell slots for a high INT was incorrect. Even so, I am in agreeance with him that the Warlock and Zealot seem distinctly underwhelming compared to the Avenger and Stalker.

I hope this is useful. The class seems like an interesting idea, but the dual identity is difficult to integrate with existing published material.


A couple notes:

Up Close and Personal allows an attack for attempting to use acrobatics to pass through an opponent's square, so you get the attack regardless of the success of the maneuver.

UC&P also grants hidden strike damage regardless of whether you'd normally qualify for it or not. Additionally this is the d6s hidden strike damage, not the d4s.


That's a good note. Still, failing the acrobatics check means your motion ends, which affects battlefield position. So the bandits might have gotten a few more swings in if I'd run it right.

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