The Dark Apostate - Play test.


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THE DARK APOSTATE/PELIO AMBUSTA
8th Level Vigilante - Warlock
(Chelaxian) Male
N Medium Human / Humanoid (Human)
Init +7; Senses Perception +12
==DEFENSE==
AC 26, touch 17, flat-footed 20 (+4 armor, +4 shield, +5 dex, +1 natural armor, +1 deflection)
hp 74 (8d8+24)
Fort +6, Ref +13, Will +8
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Cold Iron Light Mace +12/+7 (1d6+2) 20/x2 (TC)
Melee Morningstar +8/+3 (1d8+3) 20/x2 [2HD]
Melee Melee Dagger +11/+6 (1d4+2) 19-20/x2
Ranged Mystical Bolt +11/+6 (1d6+8) - Melee or Ranged
==STATISTICS==
Str 14, Dex 20, Con 14, Int 14, Wis 10, Cha 14
BAB +6, CMB +8, CMD +25
Feats Armor Proficiency (LIGHT) (PFCR 118), Combat Patrol (PFAPG 156), Combat Reflexes (PFCR 119-120), Dodge (PFCR 122), Mobility (PFCR 130-131), Weapon Finesse (PFCR 136)
Skills Acrobatics +17 [Jump +17, Jump with running start +17], Bluff +13, Diplomacy +12 [Gather Information (Social Identity) +16], Disguise +6 [(Act in Character Social Identity) +26], Escape Artist +9, Fly +9, Intimidate +3 [Intimidate (Vigilante Identity) +7], Knowledge (arcana) +6, Knowledge (geography) +3, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (planes) +6, Perception +12 [Perception (Social Identity) +16], Profession (merchant) +4, Profession (sailor) +5, Sense Motive +11 [Sense Motive (Social Identity) +15], Spellcraft +12, Stealth +15, Use Magic Device +12
MC Dual Identity (), Social Grace (), Vigilante Specialization - Warlock (), Renown (), Startling Appearance (), Loyal Aid (), Talent: Mystical Bolt (), Talent: Tattoo Chamber (), Talent: Arcane Training II (), Talent: Arcane Training III ()
Traits Besmara's Blessing (Campaign: Skull and Shackles) (PFAP: SkSh PG 5), Paragon of Speed (Regional) (PFCo: ISP), Reckless (Combat) (PFUCgn 53)
Languages Common, Infernal, Polyglot
==Magic==
Eq'd Magic Belt of Incredible Dexterity +2, Quick Runner's Shirt, Acrobat Slippers, Amulet of Natural Armor +1, Ring of Sustenance (R), Ring of Protection +1 (L), Cloak of Resistance +2, Sleeves of Many Garments
Gear Explorer's Outfit, spell component pouch, Wand of Fireballs 50 charges (TC), Mock Armour, Spirit Bane Spike, Handy haver sack, spell book (TC), backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin, disguise kit, noble's outfit, signet ring and 100gp worth of jewels, Wax Key Blank, Thurible with 5 doses of common herbs and coal, 9 empty vials, 10 water proof bags
Money GP: 30

25 point build, max hp level 1 with 75% thereafter.

Was with the Silver Maiden(see other thread) during encounter.

Essentially re-posting what I said in the other thread. No this was not a well done play test but maybe there is something to gain from reading it.

Quote:


I was the Warlock player and I agree with everything that Snowblind said. To me the dual identity is almost a drawback rather than a class ability. It kind of forces you into playing a certain way rather than using the mechanics of a class to build a concept you want to play. That being said the "spy" portion of the mission was fun and we handled that part mostly intelligently and maybe I should use more cloak & dagger stuff when I get the chance...not that I need this class to do so.

Now I'm curious on a few things? I suppose I can disguise myself in either of my identities? We should have just went into the jaws of death as our superhero ids and then after doing the talky talk just attacked. If we could dress up as mundanes at low levels that would fix a lot of the problems. At least have access to all of your abilities all the time. Quick change for free twice per day per level or something. Which is the real identity? Does it matter? Ha! ;)

As for the power level of the class? First I will say that the Warlock seems more powerful than the Avenger but that is generally the case with spell casters vs martials. Second this was not a good play test to judge the power of the class based on the following: The encounter was designed for 4 pcs not 2 our dm who is good did not adjust that for some reason...or possibly he did a bit after he saw how things were going but not enough, we used very poor tactics ie: through the front door when we technically could have got to the same position inside as with our social personas but did not cause we be supaheroes, we did not buff enough or plan before attacking(just about everything in this AP has been really easy with our regular pcs so that was part of it), the encounter was especially strong against our attacks and our defenses ie: Avengers low touch AC all of them had touch attacks and evasion against warlocks fireballs(except alchemist), dm had hot dice and critted us multiple times doing 50+ damage in a single shot on my warlock.

I actually like the mechanics of the warlock they have some cool abilities, plus I really liked the concept of my character. I'm sure a magus is more powerful combat wise but otherwise more boring of a class so I'm not entirely sure what to do with the Warlock and the Vigilante in general.

Warlock, I'd say fix up the spell casting all the talents to cast etc. gets confusing.

As for the class in general dual identity needs a lot of work. I'd say give a quick change per day as a standard action twice per day per level. Be able to disguise yourself as whatever right out of the box so you have more than 2 identities which any moron can figure out pretty quickly. I mean in our encounter two people show up a M'Wangi woman and a Chelaxian man. Then 10 min later the Silver Maiden and The Dark Apostate show up and fight. The Silver Maiden lay smoking against a wall of their base. Hmm a charred M'Wangi woman...I wonder who that other guy was? No idea no sir!

Or just get rid of it dual identity?

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