
EndlessForms |

Madrid sounds nice!
No problem! We're almost done with this module anyways, of course.

EndlessForms |

We're done! That means it's chronicle time!
There you go! Please let me know the PFS # of the character you are applying those to so I can report the game.
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On a related note, now that we are finished with this module, I would like to offer that this group continue with another module: Plunder & Peril. It begins with level 4 characters (3-5 for PFS) and is set up with 3 smaller (connected) adventures. If you apply all the sheets to the same character you can get a bonus fourth chronicle (and the boons mesh well with those from the S&S chronicles if you have played or run that).
If at least 4 of you are interested I will run it (and of course all six of you are invited). This can be run in either PFS mode or campaign mode; we can discuss that once the campaign is set up. What do you guys think?
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p.s. What are your thoughts on the Occult classes now? My first thought was: Shit, the kineticist is so broken. And they're making it stronger for some reason....
Edit: And I agree with Zeldones that the mesmerist seems pretty underpowered compared to the others.

Temüjin Sartaq Linseed |

Pros:
-Massive amounts of damage if relatively good at stat optimization.
-Earth is the clear winner for pure defensive/offensive as it gives you substantial DR and the blast hits pretty consistently and for huge damage.
-Fire pairs well with Earth as it gives you Touch AC Blast and Fire's defense is nice for natural attackers/grapplers.
-NOTE: Always take Toughness as a Kineticist. Trust me.
Cons:
-Low utility, especially if you don't have a GM that allows very much deviation from the listed abilities. Lighting fires with Fire Blast, using the Wall talents horzontally as steps up the side of a cliff, etc.
-Low Will Save and Feat Intensive so not much room for Iron Will, however Halfling and Worshipper of Chaldira trait can aid that.
Possible Explanations:
-EF gives out feats as Always Available, including PBS and Weapon Finesse. If you do a switch hitter build, like Temujin, then these are two feats that are removed from build requirements. This can be lessened by taking human, but it did allow me to up the curve on needed feats. If I wanted to go even crazier, I could have used Deadly Aim all the time for even more damage, but I felt like I was doing enough. That being said, if you chose to go straight ranged or straight melee, then thinks like PBS/Precise or Weapon Finesse are unnecessary so this level of damage can still be achieved.
-EF also adjusted skill points to 4/level, which is helpful as Kineticists are 2/level base (getting bumped to 4/level in the release of the book).
Final View:
Way too much accuracy and damage in the mid levels. Might fall off around higher levels once other classes get more attacks per round and Kineticist stays at one (unless using a melee build).
Will make most PFS GMs cry as you destroy the monsters with little else than "I blast it."

Temüjin Sartaq Linseed |

Slap these on 73433-09 please?
Also, I'm in for P&P

Zeldones |

There were some tricks that I didn't bother taking because they set up illusory flankers, and we didn't have anyone who got bonus damage in that case. Maybe I could have taken some different skills, or in a more social setting the class would have been different, but compared to a vanilla bard the mesmerist seems pretty underwhelming. We also never got into conditions that he could heal with Touch Treatment. Mental Potency might sound OK on paper, but in practice it was useless. By the time you get to 5th level, most enemies won't have a lot of trouble making a Will save vs. a 1st level spell.
It's an interesting class concept, I have to say, with a seriously flawed execution. Has anyone seen results from other playtests?
ETA: Apply these to Laszlo, 67750-2. I think he needs a couple of levels to get to where he can take the Shattered Star chronicles.

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Can these chronicles be assigned to two different characters?
I'm up for Plunder & Peril. I think campaign mode might be more fun, but I'm good for regular play as well.
Regarding the Occult Playtest for Psychics:
1. I think they are way too much like sorcerers.
2. Their psychic spells are underpowered, and many are top-heavy in spell level, meaning low-level psychics won't have many. Ruckus only had mind thrust, and looking at that one, I think it needs some sort of secondary effect, like making someone nauseated or shaken. I almost feel like psychic spells should be selected like magus arcana, witch hexes, or arcanist exploits - like 1 at 1st level, then another at 3rd, 5th, etc.
3. Phrenic pool is a good idea, but the options from the playtest material aren't very good.

EndlessForms |

Can these chronicles be assigned to two different characters?
Absolutely. Just give me the numbers and let me know which chronicle is applied to which for when I report it.

Galtar Gorbesh |

Assign both to 9783-3 please.
The Medium seems like it has potential, but maybe just wasn't my cup of tea. I mean, he could hit pretty hard and ignoring some DR is pretty cool. The always act in the surprise round thing is actually pretty cool and I could imagine a few better builds that would maximize that...

Galtar Gorbesh |

I'd like to do another module, but with Gen Con coming around the corner I need to spend some more time getting my 5e homebrew games ready for the masses.
This was fun, and thanks as always EF for running!