Part Two – Tomb of the Iron Medusa
We leveled our guys to 15th level 240,00 gp limit and did the Tomb of the Iron Medusa. We got about halfway through before we ran out of time. We will continue Friday next week or the week after.
Basically the same group, except I traded in my archery feats for more spell casting feats. Spell penetration, Greater Spell Penetration, Heighten and I used preferred spell on cure light, Cure Serious and Heal so I would not have to prep so many healing spells. I also pretty much dumped my dex and strength to raise my wisdom and charisma to a focused caster build.
The slayer, swashbuckler and Inquisitor had lower damage output at level 15 in the first few fights due to Incorporeal creatures and elementals. The lack of precision damage was fairly noticeable. However the slayer and Swashbuckler still had power attack damage to fall back on.
Swashbuckler – So far his lack of flight at level 15 has become an issue. Next time we continue we’ll prepare an extra Air walk for him. When he could get into the fight he did pretty well, but suffered from a lack of targets that he could apply precision damage or bleeds to. That was poor planning on our part however, he played well and choose well in most other things. If we had leveled these people up I’m sure he would have had a few potions of fly or something.
Slayer – He had a switch hitter build so he could switch to the bow when flying was needed. He performed extremely well with his bow and had 2 critically timed critical shots against his Quarries. He Used a ring of invisibility, set up his “favored targets and quarries” then went about systematically killing them. Because of the amount of movement involved in some of the initial fights he was making very good use of vital strike and against the strong DR of the elementals it turned out to be a decent tactic. Had we had bless, haste prayer etc.. normal buffs that we are accustomed too he would have rocked these encounters.
Inquisitor – OMG CRAZY skills. She was the smartest character ever. She knew everything that was knowledge related. It was really nice because there was a lot of history, background stuff for the tomb. However, I think it was too much. When she is beating the DC by 15 or 20 points consistently, maybe she didn’t need to start with max INT, and spend all her talents on increasing her skills. While she still did ok damage a lot of that is because she was flying, invisible, echolocation with a holy bow. (Her normal combat/skill rogue does a lot more damage.) Again we felt that all of that knowledge and intuition should be harnessed to kill creatures instead of something as banal as sneak attack. Some form of insight bonus progression that replaced sneak attack but was still precision damage. I think it is a really cool class and I think she had a lot of fun with it. She also became our defacto leader even without any social skills because she understood everything and could guide us to the right places. She really out shone even the Lore shaman on skill checks.
Blaster/Control Shaman – Very effective, the additional sorcerer wizard spells from lore help flush out some of his damage/control areas. Lore seems very strong at this level, flame was not really impressive in its hexes or abilities because we had air walk. He also made good use of preferred spell for Disintegrate and fireball and a few others.
My Shaman – Because I had preferred spell I had a much larger variety of spells so I didn’t need to prep heals. Wealth compensates a lot for short comings at high levels my staff of life has already seen a good amount of use from Remove Blindness. At this level the Druid Spell list has a lot more flexibility for control and damage. However, the healing is still meh. Life sight is only rounds which is far inferior to the revelation of the same name. It was still hard to find appropriate spells or spells that didn’t take up a lot of area. Since I used most of my feats on preferred spell I felt a bit lacking in other things. Again it goes back to there should be an option to spontaneously cast healing spells as the greater spirit power of life it is even worse with the druid spell list as cure mod is 3rd level and mass cure light is 6th.
I didn’t use a hex from life or battle other than life sight a few times. They are just not strong enough to use an action on at this level. As I tanked my physical skills the only useful stuff I had from battle was the lesser spirit healing power. It was really a clutch ability when used with a meta-magic rod of reach spell. It allowed me to spend less time casting healing or channeling so I could do triage just fine.
There was one encounter that was basically walked over due to 3 characters with echolocation, both shamans and the Investigator. While we were all blind, echolocation made it not matter. Creatures that use sunburst and sunbeam make for a lot of blindness.
At this point in the play-test I’m more okay with the druid spell list but I spent 4 feats making it so I could function near to a cleric in healing potency. I never did take extra channel or selective channel. I still wish the life shaman hexes or other hexes gave options to get some spells we don’t have. Greater magic weapon, Blessing of Fervor, Prayer, bless etc. Divine favor, divine power etc for the battle shaman.
I know some people will say if you want to heal well then be a life oracle or cleric. However, as this was a play test this is what I tested. Had the war priest been viable to fill the role I wanted I would have tested that. However, I don’t think it is far enough along in its development.