ACG Playtest Groupies (Inactive)

Game Master Tark the Ork



Right so to answer a demand for people to do this I'm opening up a brief game for four players to playtest the ACG classes.

I plan on doing this in a series of steps for the characters starting at level 3 then 7 then 11 and finally ending at 16.

Each level will have three consecutive encounters of ramping up difficulty before moving on.

It'll be quick and dirty and not much roleplaying is expected if any. Simply a brief description of the scenario and away you go.

Character building

20pt. buy, 2 traits.

I need to see your character at level 3 first for application but you'll need to also be able to bump it up to the levels above.

I'll close this in three days from now running with whoever actually submits a character.

And we'll go once I have a fairly balanced group.

I'll toss in a 5th "npc" character to balance things if we end up with an oddly balanced group.

RPG Superstar 2009 Top 16

Ok going with Bloodrager, need to decide bloodline.


I could plagiarize one of my favourite books and make a swashbuckler tonight. Though as an Australian who works all day Monday and Wednesday, I might not be suited for 'quick and dirty'.


Small size (Halfling most likely) Hunter potentially incoming.

RPG Superstar 2013 Top 16

Dotting.


Dotting for slayer and great justice!

Edit: Any martial types that want to coordinate teamwork feats?
I'm eyeing Outflank at the moment, although I think the combo of Paired Opportunitist, Broken Wing Gambit and maybe Sieze the Moment if a swashbuckler makes it in could be truly brutal.

Edit2: how do we do Hp?

RPG Superstar 2013 Top 16

I'll probably go with an Elf Fighter 1/Investigator X, but I don't know how much room I'll have for teamwork feats, at least until higher levels.


I'll be shooting for a slayer. Probably sporting natural weapons so either a tiefling, catfolk or Tengu. Was thinking I might be able to pull of a switch hitter.


Having never played The Witcher, this picture fits like a glove. Here's Boris, the slayer.
Picture - http://vnmedia.ign.com/witchervault.ign.com/images/lethoart.jpg

Sheet - http://www.myth-weavers.com/sheetview.php?sheetid=715673

My improved initiative will probably be changed for something else, maybe a teamwork feat if someone wants to coordinate.


I'd like to submit Thunar, an itinerant human gambler who is deadly with his fists. aka a Brawler.

Crunchy for Thunar, 3rd Level:

STR 15, DEX 14, CON 13, INT 14, WIS 12, CHA 12
Male Human Varisian with the Eye for Talent alternate racial trait from Advanced Race Guide. +2 bonus is added to Strength.
Traits: Fast Talker, Vagabond Child (Sleight of Hand)
Favored Class is Brawler and the Favored Bonus goes into hit points
Brawler Level 1: Martial Maneuvers 1/day, Unarmed Strike (d8), Combat Reflexes
Brawler Level 2: Bonus Feat (Combat Expertise), Brawler's Flurry (Two Weapon Fighting)
Brawler Level 3: Maneuver Training 1 (Disarm +1), Snake Style

SKILLS (21 ranks)
Sense Motive 3r+3+1+2+2=11
Bluff 3r+3+1+1=8
Pr/Gambling 3r+3+1=7
Perception 3r+3+1=7
Sleight of Hand 3r+3+2+1=9
Acrobatics 3r+3+2=8
Handle Animal 1r+3+1=5
K/Dungeoneering 1r+3+2=6
K/History 1r+3+2=6

HIT POINTS 10 +2d10 + 6 = 16 +2d10

Languages: Common, Varisian, Azlant, Aklo

Background:
Thunar is the son of archeologists and as such grew up exploring the ruins of the ancient Azlanti. When he was 10, his parents were killed by a particularly devious trap and for reasons that have never been clear to him their colleagues concealed the whole matter. Thunar, they conveniently forgot about and he was forced to make a living on the streets. However he did manage to obtain one of his parent's unearthed books, a treatise written in Aklo on the martial froms of combat of the Serpent People. Over the years he has mastered this lost martial art and become a fairly good gambler.

How much starting money?


WBL says 3000 gp.


Here's a Warpriest of Norgorber. I purposefully went with a deity with a sub-optimal favoured weapon to see how much it does or does not cripple the character.

Warpriest:

Half-Orc Warpriest 3
N Medium humanoid (human, orc)
Init +1; Senses Perception +3; Darkvision 60 ft.
-Defense---------------------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +1 dodge, +1 dex)
hp ?? (3d8+3)
Fort +4, Ref +2, Will +5;
-Offense---------------------------------
Spd 20 ft.
Melee: +1 Short Sword +8 (1d6+4/19-20)
Spells Prepared (caster level 3rd, concentration +6)
1st (4/day, DC 13) Burning Disarm, Cure Light Wounds, Divine Favor, Murderous Command.
0 (DC 12) Detect Magic, Detect Poison, Guidance, Stabilize.
Blessings: Charm, Trickery
-Statistics------------------------------
Str 16, Dex 13, Con 12, Int 10, Wis 15, Cha 13
Base Atk +2; CMB +5; CMD 16;
Feats: Weapon Focus (Short Sword), Dodge, Improved Unarmed Strike, Crane Style, TBA
Skills: Diplomacy +5, Intimidate +7, Knowledge (religion) +4, Sense Motive +6, Acrobatics -3.
Traits: Charming, Dirty Fighter
Languages: Common, Orc.
Combat Gear: +1 Short Sword, Banded Mail, Holy Symbol (wooden), Potion of Cure Moderate Wounds (8), 339 gp.
Special Abilities: Channel Energy 1d6 (4/day, DC 12), Copycat (4/day), Charming Presence(4/day, DC 13), Orc Ferocity.

@Arae: I'm absolutely up for Outflank, though I don't really have enough feats or skillpoints to qualify for Paired Opportunists or Broken Wing Gambit.


I'll be grabbing outflank then :)

I'm glad to see you testing out the shortsword. If we're right, it's great that there can be some playtest feedback to that effect, if we're not, that's inheritently a good thing.


So far I see a warpriest, a Brawler, and a slayer.


dot


Rough Outline:
Halfling Hunter 3

Str: 11 +0
Dex: 16 +3
Con: 12 +1
Int: 13 +1
Wis: 14 +2
Cha: 14 +2

BAB +2, Fort/Ref +3, Will +1, 4 x 0th spells, 3 x 1st

Traits:
Fast-Talker: +1 to Bluff, and Bluff is class skill.
Helpful: when aid another, target gets +4 instead of +2

Skills: 4 + Int
Bluff; Handle Animal; Perception; Ride; Stealth

Feats:
1st: Combat Expertise
3rd: Improved Feint
3rd TW: Feint Partner

Class Features:
Weapon and Armor Proficiency: all simple weapons plus the longbow, scimitar, scythe, and shortbow. Hunters are proficient with light and medium armor but are prohibited from wearing heavy armor. Hunters are proficient with shields (except tower shields), but must use only those crafted from wood.
Animal Focus (Su): 1/day as swift action. Get a chosen bonus for 1 minute.
Animal Companion (Su): as Druid of same level.
Track (Ex): add ½ level to Survival to follow tracks.
Wild Empathy (Ex):
Hunter Tactics (Ex): companion is treated as having the same teamwork feats.

Animal Companion: Iz Bear
Small, 40ft move, +2 Nat Armor, Bite d4, 2 claws d3, Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6, low-light vision, scent.
3 HD, 2 BAB, 3 Fort/Ref, 1 Will, 3 Skills, 2 Feats, +2 Nat Armor, +1 Dex/Str

RPG Superstar 2013 Top 8

I'd like to submit a shaman who is a werewolf-kin shapechanger, with the Nature spirit.


Thunar with equipment:

Thunar (ACG Playtest)
Human (Varisian) Brawler 3
CN Medium Humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 28 (3d10+6) assuming rolling a 6 for each d10
Fort +5, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Javelin +5 ranged (1d6+2/x2) and
Unarmed strike +5 melee (1d6+2/x2) or +3/+3 melee
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 13, Int 14, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 17; Disarm +6, CMD versu disarm 18
Feats Combat Expertise +/-1, Combat Reflexes (3 AoO/round), Improved Unarmed Strike (d6), Snake Style
SQ: Martial Maneuvers 1/day, Brawler's Flurry (Two Weapon Combat), Maneuver Training (+1 Disarm)
Traits Fast-Talker, Vagabond Child (urban) (Sleight of Hand)
Skills Acrobatics +8, Bluff +8, Handle Animal +5, Knowledge (dungeoneering) +6, Knowledge (history) +6, Perception +8, Profession (gambler) +7, Sense Motive +12, Sleight of Hand +9; Racial Modifiers +2 Sense Motive
Languages Aklo, Azlanti, Common, Varisian
Combat Gear Sunrod (2); Other Gear Mithral Chain shirt, Javelin (4), Cloak of resistance +1, Ioun stone (dark blue rhomboid, cracked), Backpack (empty), Belt pouch (empty), Nice Set of cards with a wooden storage box, Serpentfolk Guide to Self Defense Book in Aklo (a historical artifact, I spent 75gp of the starting money to obtain it), Waterskin, 415 GP
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks

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I don't have any feats available for Teamwork right now, but could use Martial Maneuvers class feature to pick it up if required. The teamwork feat I think would be usefull is Precise Strike.

What should we do if we find an error in the Guide? On the brawler table the bonus feat occurs at 2nd level and every THREE levels after whereas from the description it should occur at 2nd level and every TWO levels afterwards.


Brawler bonus feats.


Kertuffle wrote:
What should we do if we find an error in the Guide? On the brawler table the bonus feat occurs at 2nd level and every THREE levels after whereas from the description it should occur at 2nd level and every TWO levels afterwards.

In general, every time I've seen the two divert, table has subsequently been stated to trumph text.


If you find an error in the guide check the discussion thread on the class in the playtest forums. They put hotfixes in the first post.


Thanks, I was afraid of that :)

RPG Superstar 2013 Top 16

Here's my build for an Elf Investigator

Basil Benedict:

Elf Fighter 1/Investigator 2
NG Medium Humanoid (elf)
Init +5; Senses Perception +9(10 vs. traps)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 25 (1d10+2d8+5)
Fort +3(5 vs. poison), Ref +6, Will +4(6 vs. enchantment)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Elven Curved Blade +6 (1d10+7/18-20)
Ranged Javelin +5 (1d6+2)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 16, Wis 12, Cha 07
Base Atk +2; CMB +4; CMD 17
Feats Weapon Finesse, Power Attack, Furious Focus
Traits Clever Wordplay, Reactionary
Skills Diplomacy** +8, Disable Device*** +11, Knowledge (arcana)** +8, Knowledge (engineering)* +7, Knowledge (history)* +7, Knowledge (local)*** +9, Linguistics** +8, Perception*** +9(10 vs. traps), Sense Motive*** +7, Sleight of Hand*** +8
Languages Common, Elven, Jistka, Hallit, Varisian, Thassilonian, Ancient Osiriani
Combat Gear Chain shirt, Javelin (5), +1 Elven Curved Blade, Alchemist's Lab, Alchemist's Kit, Masterwork Thieves' Tools, Javelin x5, Alchemist's Fire x3, Formula Book (prepared extracts plus Disguise Self, Identify, Expeditious Retreat), 185gp
--------------------
Extracts Prepared
--------------------
1st - True Strike, Comprehend Languages, Detect Secret Doors
--------------------
Special Abilities
--------------------
Poison Use
Trapfinding
Inspiration (4/day)


Alrighty let me tally up the finished sheets and see if I got a balanced group yet.


Alrighty here we go.

I've got a completed:

Warpriest (GM Coluber)
Slayer (Boris)
Thunar (Brawler)
Investigator (RainyDayNinja)
Hunter (Arae)

I think that's good enough. I'll toss in an NPC sorcerer to fill in the "full arcane" gap since we have a few divine casters already to over things.

As for the rest thanks for applying and I do encourage you to finish your characters and try another thread if it pops up.

As for those above go ahead and report to the discussion thread whilst I get things together. Probably starting officially tomorrow.


Sorry for posting wrong. I'm Boris. The unter was an unnamed halfling.

Arae is a hunter I'm playtesting in another game.


Whoops. Oh well. If Mark gets his hunter done soonish then we'll toss him in then since he's already part way through.

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