Coldwater's Abomination Vaults

Game Master Quentin Coldwater

Maps
Loot sheet

Initiatives:

[dice=Cherry Berry]1d20+14[/dice]
[dice=Fuìn]1d20+14[/dice]
[dice=Kka]1d20+15[/dice]
[dice=Kvit]1d20+10[/dice]
[dice=Lough]1d20+11[/dice]


1,201 to 1,250 of 1,481 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

Slides Loot sheet

I don't have it yet (don't have a credit card), so I'm waiting for Archives to drop it to look at all the goodies. I've only seen the Nonat1 video of the level 1 plant and metal abilities, but they look cool. Protector Tree is a cool spell, and having that at-will seems amazing.

Big thumbs up for "spell rank." Always having to differentiate character level from spell level was awful.

Boo for metallokinesis, hate that word.


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

It was recently pointed out to me that technically, "metallokinesis" is more accurate, since they all use Latin prefixes and "ferrus" is specifically Latin fir "iron" rather than "metallicum," which is actually Latin for "metal."

I offer my counter-argument: I don't care, it still sounds and looks awful.

Plus, you could argue it's not control of all metals, since half the impulses give you jagged rusty shards, and none of them allow you to manipulate special materials like mithral or adamantine that I saw, so "ferro-" still feels more accurate anyway.

Okay I swear I'm going to shut up about this now. It really is a silly thing to get hung up on. XD


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Well I wasn't going to get it yet, but now I might have to.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:

Yeah, the brooch pulls in two different directions at once. It's good for a (Charisma) caster because it frees up a cantrip slot, but on the other hand, the once per day ability is very good for a frontliner. That's why I allowed the weapon to be on an ally, rather than on the user's person.

Oh hey, I see Kka has a decent Charisma (makes sense, with her feinting and all), she might actually make decent use of it. But yeah, thematically it would be perfect for Cherry Berry.
How does Kka feel about Lawful Good? :P

Yeah, I upped her charisma and added the Ventriloquist's Ring to improve her feinting. I think the brooch is better in Cherry's hands, both thematically and practically. Kka is unlikely to want to spend 2-actions casting Disrupt Undead when she will average more damage with two Strikes from her shortsword. Same goes for the once-a-day 3-action weapon enhancement. We usually don't get a chance to buff up before an encounter, and 3-actions during an encounter is very expensive for someone who's designed for inflicting melee damage.

As for Kka and Lawful Good?

Lawful? Never. Even plain old Neutral would be a stretch.

Good? Maybe over time she might start leaning more that way, but even that would be a bit of a stretch. I mean... she's a trained thief and fully paid-up member of the Osprey Club; there are certain rules of conduct about such things :)


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

I'm going to be out of town next week. I should have access to the internet, but it will be more difficult to manipulate the map, I might have to ask someone to move me around.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

I believe Kvit's forum stat blocks are all up-to-date now.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM what are the Recall Knowledge skills? Nature? Occultism?


Slides Loot sheet

Said so at the bottom of my post. It's Religion.


Slides Loot sheet

I'm pretty sure one or two of you have Ghost Touch, right? Lough should have them on his handwraps according to this post, and a few posts earlier Kka was talking about giving them to herself as well, though that didn't show up in the final tally.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

The only one of us with a Ghost Touch rune is Lough, who has it on his Handwraps.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Oh good, then Kvit picked the haste target correctly, lol

Vigilant Seal

CG Changeling (Human) Fogfen Tale-Teller Fighter / Witch / Sterling Dynamo 6 | ◆◇↺ | Explore: Defend | Backpack: Whispering Reeds
Stats:
AC 24 or 26 shield (hard 6, break 12) | Fortitude (+12), Reflex (+11), Will (+11 or +12 vs mental; S > CS vs controlled) | Perception (+11) w/ Lowlight | Speed 20
♥️ 80/80 + 24/24 shield | ☘️ ☑☑☑☑☑, ☑☑☑☑☑, ☑☑☑☑□ | ✋ Spellguard Shield | Class DC 22 | ☀️ □ |⚕ none | ✝️ Moderate Healing Potion (□)

Daily Preparations:

With Shalinnis]https://paizo.com/campaigns/v5748p75ivm48/gameplay&page=54#26 69[/url] (Familiar Abilities, Spells)

Don Splint Mail Armor
Investing Handwraps w/ Ghost Touch Rune

Re-installed Lough's Equipment list in his Alias from Kka's loot spreadsheet!


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Can Kka try intimidating Carman further or has she shot her load diplomacy-wise for this enocounter?


Slides Loot sheet

I wanted to say yes, but I think Lough has blown that option out of the water. :P
You can still Demoralise, though.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
GM Kwinten wrote:

I wanted to say yes, but I think Lough has blown that option out of the water. :P

You can still Demoralise, though.

I mean, if this die roll will not Coerce him, I figured he was not going to talk or cooperate.

Also, as no explain of parameters for a skill challenge were given, nor Attitude shifts for diplomatic efforts described, this was taken by me as a second confirmation that diplomacy was off the table.


Slides Loot sheet

Ah, sorry, that might be on me. I took the original roll to come out and start talking. Whether he agrees to hand the blade over is another matter entirely.

I'd hoped his words and actions were clear that he's still willing to talk (he did not roll initiative, for example), but I guess I could've been a bit more explicit. Sorry about that!


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Kvit the Ruin Delver wrote:
He drains a burst of energy from his staff. And summons a metal cage around Carman. "Lough, back off! Enough with this Carman, it's five on one. Just give us back the sword. I can keep you here in this cage as long as it takes to change your mind."

Uh. Does that mean we can't attack Carman until this illusory cage goes away, or Carman leaves its confines?


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

I think you could attack through the bars if you like. That's why I did a cage instead of like a glass dome. Or, since you know Kvit casts illusions you might be suspicious and try to disbelieve it.


2 people marked this as a favorite.
NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

Might be a day or two til I post. Today's my birthday and I'll be jamming out with friends all day! And since we'll probably go late I'll be waking up late, meaning I doubt I'll have a chance to post before work tomorrow. You can bot me in that time if need be!


Slides Loot sheet

I'll say you can still attack through it. I was considering making it harder to hit since he has cover, but on the other hand, he has fewer places to go now, so that cancels out.

Happy birthday, Fuìn!

EDIT: I assumed it was a 5 foot cage, but upon looking at the map, it's a big honking cage. I assume the intent is to still hurt him through it, so yeah, you can still hit him.


2 people marked this as a favorite.
Slides Loot sheet

For future reference: nonlethal damage only matters if it brings a person to 0 HP. If nonlethal damage doesn't bring them to 0, it's subtracted from their HP as if it's regular normal damage.

Knocked out and dying specifically states that significant characters and villains also use the dying rules. I tend to rule that basically everything uses the dying rules, but for 95% of enemies you don't care if they die or not, so I just remove them to clear up clutter on the map. If you really want to save someone, a Stabilize within the next turn is enough to save them.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Since we don't have any money for learning spells, I don't think Kvit needs any downtime currently. If anyone does need some, he'll do some earn income on the side until we're ready.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Kka is more than happy to get back to adventuring given that the alternative is likely to be waiting tables at the Crooks Nook.


Slides Loot sheet

Carman had 110 gold pieces on him. Unless you just give that back to him and don't keep any of it as loot?


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Ah, honestly hadn't considered taking his stuff.

"...four light hammers, a +1 studded leather armour, thieves' tools, and 110 gp. And, of course, Vol Rajani's longsword..."

Was all of that on him, or was some of that just "found" in the cave?


Slides Loot sheet

All on his person, not looted from the cave itself.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

I've already listed all his weapons, armor and the 110gp in the loot list. Kka thinks of it as the bounty for Carman's capture and return to face justice.

Just a suggestion, but perhaps the best thing we could do with those grothluts is Shove them into the pit (which requires decent Athletics - looking at Lough and Fuìn here, though Kka could give it a try with her measly +7) where they can explode happily at the bottom of the shaft far away from us. Of course they can always try a Grab an Edge reaction to save themselves, but they only get to do that once per round and they may not even have that reaction yet since they haven't had their first turn.

As to Cherry heightening the 1st level Spirit Link from the Guardian Staff, I'm not sure that's allowed. Casting Spells from a Staff rules state that cantrips are automatically heightened, but says nothing about heightening spells. I think they can only be cast at the level specified in the staff description, which for Spirit Link is Level 1.


Slides Loot sheet

The Guardian Staff has both the first and second level/rank of Spirit Link. I presume that's what Cherry Berry cast. Otherwise, you're correct. :)


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
The Guardian Staff has both the first and second level/rank of Spirit Link. I presume that's what Cherry Berry cast. Otherwise, you're correct. :)

Ah. I stand corrected. I did not notice the duplicated Spirit Link spell at 2nd Level.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

The Shove action states than on a crit success you "push your target up to 10 feet away from you" and on a regular success you "push your target back 5 feet".

My question is whether there is any choice on the part of the shover as to which direction the creature is shoved. Is it always in the exact opposite direction from the shover relative to the shovee, or can the shover choose the direction as long as it increases the required amount of space between them.

As this applies to the current situation, if Kka (or whoever) moves to the square directly North (or North West) of the remaining grothlut, can she then Shove the creature one square South West and into the pit?

Does it matter if the it is a crit vs a regular save (ie. is away a different direction from back)? The Forced Movement rules state that: Usually the creature or effect forcing the movement chooses the path the victim takes. But, it also states that the GM makes the final call if there’s doubt on where forced movement can move a creature.


Slides Loot sheet

I'd say you can shove them wherever you want, as long as it's away from you. So in this crude example:

ABC
DEF
GHIJ

If you're shoving E from A, you can shove them to G, H, I, and J. Well, maybe not G because of the angle, but definitely H, I, and J.
And similarly, if you're shoving E from B, you can shove them to G, H, and I.
Basically, shove in a straight line, with one square leeway.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

This is the 9th Hero Point Lough has been given this AP.

Let's see how long it lasts!

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
GM Kwinten wrote:
Lough heals a little. That's 6, right?

Ayup!


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Just going to let you know I might have trouble posting for the next week or two, its crunch time at work and I might not be able to sneak time to post.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
GM Kwinten wrote:
Why the favourites? The stupid smallway joke I made? >_>

...maybe...


1 person marked this as a favorite.
Slides Loot sheet

I don't know why, but I imagine these two as the fast-talking type, with a Brooklyn accent. Maybe even with a stogie or something.


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

If Pinocchio taught me anything, it's that stogie = evil.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM, Players,
How do you feel about possibly allowing Playtest classes into our little game?

=)


Slides Loot sheet

You want to multiclass into one? I'm personally okay with it, but I'm having trouble finding the playtest material. I know there was a stream last night, but can't find anything other than that. Could you provide a link?

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Blog Link

The mechanics go live in a couple hours, so the link doesn't exist until then.

Lough is based loosely upon Lugh, and at the time of creating him, I landed in the mechanics of the Fighter class to express his fantasy. Essentially, he has always been an Exemplar, and if the playtest offers a bare-chested warrior with respectable AC that hits hard with weapons and has a compliment of kooky skills and powers, I would like to submit for your consideration Lough's transformation into such a class (keeping his archetypes intact).

That said, I respect your decision either way, including being leery of potentially problematic / convoluted playtest mechanics, and am also happy to continue playing him as an all-powerful Fighter!

=)


1 person marked this as a favorite.
Slides Loot sheet

Aah, that also explains why you said it's pronounced "Lu." In my mind it still rhymes with "now."

I had a quick look through the playtest, and I'm a bit reluctant. First, it's a Rare class. Rare does not necessarily mean "more powerful," but it does have a lot of powerful abilities. The flat bonuses to to hit or AC can change a lot of things.
Second, while Lough might be inspired by Lugh, I don't feel like he flavourfully/narratively fits the Exemplar class. Flavour can be worked around, but Lough does not scream "Exemplar" to me, exactly. I feel like his build would change too much to work in the Exemplar class.

If you propose a build that addresses these two things (and has the okay of the rest of the party), I might reconsider, but I wouldn't want to give a blanket "yes" right away. Does that seem fair?


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

To be fair, the bonuses are only there when you have a particular ikon active (only one can be active at a time) but it is currently a very powerful class, even for being rare. I expect a lot of their abilities will be nerfed by the time WoI drops late next year. Adding a playtest version of a class into a game (especially one that's well into the AP) can get messy.

That said, I personally don't have any problem with it, however you choose to implement it or not. I am actually hoping to find a one-shot or two where I can try out the new classes. I built a spear-weilding exemplar based off an old character concept that I think will be pretty rad.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Lough, Bastard Child of Lamashtu, King of Mitflits

Here is my proposal!

Again, I am happy to go it either way, as I do not want to cause a great disturbance to our little game, but, as you are allowing me to make my case, with two points raised above that I have been thinking about, I present the pitch.

CQ) Rare Class with Powerful Abilities

I essentially agree with this conclusion. What I'm trading out here is effectively the excellent proficiency chassis of the Fighter for a mediocre proficiency chassis with access to powerful at-will abilities that either make up for the reduction, or surpass it. The Lough proposed above will not hit as hard or defend as well inherently, but he does have some special abilities that include a blanket bonus to defense, self-healing with strikes, and offering new saves vs ongoing effects. All of these strong abilities are only kept in check by action economy - as they each require the "spark", it costs actions to switch between them.

CQ) Narrative Flavor

Lough, based upon Lugh, has until this point been represented by the Fighter class with the Witch dedication (added in Sterling Dynamo for this campaign specifically). The concept of the Patron is now revealed to be the tuggings of the goddess Lamashtu - the "she" of his paranoid rantings - and the Source of his Divine Spark. He has taken a domain spell from her portfolio to mechanically represent this connection. Shalinnis (the spider familiar) remains the ambassador of the Source of Lough's power - he remains via the Familiar Master dedication.

His fighting style remains the same, but Exemplar Lough is only trained in light armor - his mobility will improve at the cost of 1 point of AC, but his new abilities will more than compensate for that. Added to his arsenal is a Shield Spike, as there is no unarmed support for the weapons ikons at this time. He may have to grab a few thrown weapons.

CQ) Summary of Changes

1) Loss of heavy armor - had to adjust ability scores to compensate - loss of INT for DX
2) Skills tweaked but largely remain - loss of 5th level "Called" feat to retain "Changeling Lore"
3) Attack of Opportunity lost (until 6th level feat), Shield Block retained by General feat
4) Lough adds a "Shield Spike" to his weapon arsenal, remains a focussed natural attack warrior
5) "Life Boost" and "Telekinetic Projectile" spells replaced with Exemplar abilities

Fighter Lough (Progression):

(Ancestry) Slag May
(Background) Fog-fen Taleteller ➤ Titan Wrestler
(Class 1) Attack of Opportunity, Shield Block, Snagging Strike
(Class 2) Natural Medicine, Witch Dedication
(Archetype 2) Sterling Dynamo
(Class 3) Bravery, Ancestry Paragon > Changeling Lore, Occultism > Expert
(Class 4) Basic Witchcraft > Basic Lesson > Lesson of Life > Life Boost, Additional Lore > Nhimbaloth Lore
(Archetype 4) Modular Dynamo > Entangling Barbs
(Class 5) Ancestry Feat > Called, Fighter Weapon Mastery > Brawling, Deception > Expert

Exemplar Lough (Progression):

(Ancestry) Slag May
(Background) Fog-fen Taleteller ➤ Titan Wrestler
(Class 1) Divine Spark (Shift Spark / Spark Transcendence), Ikons (Eye-Catching Spot, Barrow's Edge, Victor's Wreath)
(Class 2) Natural Medicine, Claim Initiate Domain ➤ Trickery ➤ Sudden Shift
(Archetype 2) Sterling Dynamo
(Class 3) Root Epithet ➤ Cunning, Shield Block, Occultism > Expert
(Class 4) Familiar Master Dedication, Additional Lore > Nhimbaloth Lore
(Archetype 4) Modular Dynamo > Entangling Barbs
(Class 5) Ancestry Feat > Changeling Lore, Weapon Expertise, Spirit Striking, Deception > Expert

Cheers gang!


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

I don't know much about the classes in the play test. It sounds interesting at least. I am not sure if the "rare" tag actually means it's stronger or not compared to other classes?

I personally (as player and GM) would rather not bring in play test content like this in the middle of an AP. If it were a normal society scenario length, it wouldn't be a big deal either way I think. (I'm also likely not going to complain if the rest of us is okay with it and it happens.)


Slides Loot sheet

I think in this case the Rare tag might be for story implications, since you basically have a living legend/(minor) divine being in the party. Not every GM might want that. Or that you have powers that passively boost the entire team (giving everyone +1 AC or to hit, for example). I agree that after thinking about it, it's not inherently stronger than common classes.

On the other hand, this is still a playtest, with expected balance tweaks. I don't think I am comfortable with essentially a "beta" class in the campaign. I am 100% willing to look again once the class is officially out, but at this stage I'd rather wish Lough remain a Fighter.

Also, and this holds much less weight than the other argument, think of the impact it will have on the team. Snagging Strike is very nice for Kka (though she has other ways to get flat-footed) and the others. A -2 to AC has helped out several times already. Your Wreath does about the same, but only in a 15-ft aura.

Also, I'm personally a bit skeptical of Drink of my Foes. That power seems really strong. Yeah, it eats into your action economy and you can't do it consistently, but imagine critting for 30 damage and healing 15 of that. But now that I'm typing that, 15 doesn't seem that much on a crit, and it's even less on a non-crit, so maybe I'm overreacting.

Verdant Wheel

2 people marked this as a favorite.
Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

All good / Bummer!

Can't say I wasn't looking forward to a build I will most certainly pay lots of AcP to transcend PFS Lough into when the class drops, but I realize that my desire to "playtest" (read: play!) this class early relegates you all to unwilling guinea pigs.

Lough stays a fighter, I will ask again in a year when the Exemplar has come together and is PFS sanctioned. Thank you for considering it!


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

No doubt. Believe me, I'm super stoked to try these classes out too! I made a really cool ysoki Duskwalker exemplar. Not a big damage dealer but has the Palisade Bangles for a nice AC-buffing aura, and Barrow's Edge to make all the enemies sad. I'm hoping to find a one-shot or something similar to try him out in.

Meanwhile, I'm applying for a pbp of Sky King's Tomb with a dwarf animist who's a Rivethun adherent. I'm pretty jazzed and I hope I get in, I like the character a lot. (I was actually torn between the exemplar and the animist for my character, but at the end of the day I think the dwarf is a better thematic fit and has more plot hooks.)

Although now that I've typed out those two paragraphs, the ysoki does sound like so much fun. He has the Nosoi Mask ancestry feat to spook enemies. Combined with his divine spark, he's kind of a Shadow-esque night stalker-type character, possibly picking up Vigilante Dedication down the line.

Aaaand just like that I don't know which one to apply with again, lol.

All this to say this is a very cool playtest and I haven't been this stoked to participate since the G&G playtest (I have a soft spot for gunslingers).


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Kka can reach Red and (barely) Blue in one Stride, but does not have the speed to Tumble Through/Behind either of them, so will need to find a different way to flat-foot them or attack twice without Sneak Attack. I'll wait on the RK results and then let Lough and Fuìn go first before I decide what she does.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Any chance that Cherry can get their fanny out of the way so that Kka can get to the shadow. Optionally, Fuìn could step back since he has range and Kka could take his place.


Slides Loot sheet

Since it's an incorporeal, you can actually stand in its square if you want.

1 to 50 of 1,481 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Coldwater's Abomination Vaults Discussion All Messageboards

Want to post a reply? Sign in.