dogstarrb's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 61 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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vornn wrote:

well, finally made a start on Book 6 maps, as my game is hurtling towards the end of the adventure at break neck speed.

Go to Book 6 - Rise of New Thassilon

I will add maps as and when they get completed, hopefully filling in the gaps where i've missed one. Hopefully.

:)

I've been using your maps for my group running in a 2e conversion, and the players have been competing to find the duck in every map, and one specifically asked me to tell you that the ducks are delightful and brighten their day. Your maps are fantastic and I love what you've done.


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I'm perfectly fine with materials for weapons being both more expensive and more rare, because as Kaid said the weaknesses are nasty in this edition.

What I'm not okay with is that I can't find a usage for adamantine armor; it doesn't seem to do anything other than add to price, unless I was grossly misreading the entry (I do not have the book with me so correction is welcome!)


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nighttree wrote:
dogstarrb wrote:


As much as I liked the class, I found myself a little disappointed at the inevitable comparison of the phantom to the eidolon. I didn't feel like my phantom was going to really grow much from leveling up- it's always going to have pretty much the same options, and feel the same throughout levels. Very rarely does...

I'm a bit concerned with this myself, but I would rather see it steer away from simply adding evolutions which just draw it closer in comparison to the summoner.

I would like to see the ability to arm/equip your phantom over time...something that it can actually manifest with rather than needing to be equipped each time it's called....

I would like to clarify that I definitely do NOT want evolutions. I'd rather see something like an animal companion's advancement, some options to get iterative attacks maybe, at least, or SLAs. Just... a little more growth to it. Right now it feels really... flat.


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What happened:

We spent a marathon session of Halloween psychic playtesting, with a water kineticist, a mesmer, medium, and an oracle of life for a heal-bot. We used Emerald Spire with a bit of the RP/fluff bits cut out to give us a nice dungeon crawl to test with, and to start at level one and build into each class feature to at least have a bit of time at most levels.

The other testers immediately knew what to do with their class, their role was pretty clear, and the style of their respective classes gave them some strong character ideas as well. Meanwhile, I was suggested to play the Medium because a) I love the harrow and b) I have a thing for interacting with spirits. This should have been right up my alley! However, even after reading through each spirit, I was still at a loss for what this class should even DO. At level one, you HAVE to horse a Str or Dex spirit, simply because it's the only way you can possibly contribute at all. You don't have any spell casting yet, and with the class skills Medium is given, you're not really a skill monkey either. That leaves combat as your only way to contribute.

I went with the Rabbit Prince, since I happened to roll a pretty high Dex, as well as a decent Str, so the free Weapon Finesse as well as double spirit bonus just made sense. I was a vishkanya, so I had access to a higher crit weapon than usual in the kukri, and was fairly confident this would let me contribute about as much as a rogue.

I wound up with absolutely 0 reason to trance what so ever. I could see that the 50% hit chance would be a huge improvement if I ever got to a situation where I couldn't really hit something with a very high AC, but that only came up once in the 2 levels I survived. (That's 2 character levels by the way, not 2 levels of the Spire). And in that one time it did come up, there was NO way I was going to leave myself vulnerable for a full round to trance.

Hitting level 2 felt like an annoyance more than a reward. I had to adjust my character sheet but not gain anything but what the existence of level does for a character, the class effectively gave me nothing, since we were still in day 1. Even if we'd been able to seance, my party didn't care enough about any of the bonuses a seance can grant to bother sitting with me for an hour.

I don't think my death was necessarily the class's fault inherently, after all, I ate a crit from a longbow at less than full health on a low level character. That said, for the first time since playing an actively suicidal character, I was excited to die and roll in a new class.

Feedback:

I have to absolutely agree with all those saying this class needs EITHER 1BAB/d10 OR 6th level spell casting. I understand you were trying something new by not marrying the spellcasting progression and the BAB progression, but there's a reason they're tied. Instead of the versatility of "can do anything the party needs" you were going for, right now, it feels a lot like "pick anything because you'll be mediocre at best at whatever".

While spellcasting is usually the way people lean for the kind of versatility you're aiming for (since spells are inherently versatile with their many options for utility and combat), I'd actually sort of prefer going 1BAB/d10, to go for a new thing. I think the spirit options could let this be a combat-ready class that CAN bring some unusual utility to the table.

As far as trancing goes, I know a lot of people have been advocating for more per day very quickly. I know that personally wouldn't have helped my character in the slightest, and would wind up building influence to the dangerous "lose control" threshold MUCH faster. Also, the builds most people have been focusing on are Str spirit based, pushing the idea that the class just needs to go ahead and be more combat friendly in the first place.

I saw someone earlier say that "when the word tertiary comes up in a class description, it's a red flag." While it's just a flag of caution, in my opinion, it doesn't inherently mean it's too complicated. However, when there are people LEARNING the word "quaternary" from your class description, I'd definitely think it's time to take a step back and ask if that complexity is really WORTH it. (I mean, yeah, it's obvious what it means, but I shouldn't be encountering that word for the first time in a class mechanic)

My suggestion for a solution is a bit different, however. I think we should keep the choice complexity (if only for the Harrow flavor, even if it's a bit setting specific), but loose the mechanic complexity. Let me seance in ONE spirit. That's it. Instead of a complicated string of legalities and swapping out, replace trance with the ability to temporarily "Evoke" spirits other than the one you're currently horsing.

This would open up more versatility in that I can horse the Bear, but still ask the Hidden Truth for some guidance out of combat. Or, if I need a little more mobility this fight, evoke the Cricket for some maneuverability. It would also let you spread the influence a little wider and shallower and encourage versatility instead of specialization, making the threat of character loss even more avoidable.

The seance bonuses definitely need some work, in my opinion. Even more so if you make any changes that would only grant one. Personally, I didn't even bother remembering it existed, and I'd rather see it done away with in favor of only getting the spirit bonus for what you've seanced (My party would be after that boon for sure!) though that would mean one would have to be added for Cha spirits.

On the note of spirit bonuses, since they are always the same based on suit, that should be pulled away from the walls of text each spirit gets and explained elsewhere, probably in the general spirit bonus explanation. I also think it would help in parsing the various spirits' information if it were formatted a little more like a spell or magic item stat block than a domain. The role of a spirit is something like a combination of a domain, a rogue talent, and a spell. It's a bit weird to choose which to know, and the data isn't presented in a very friendly format. Removing seance boons, moving spirit bonus descriptions, and giving it a more table-like format could go a long way to making it FEEL less overwhelming to process spirits.

Sorry this was kind of massive, but I had a lot to say, and I'm just going to end here with my agreement that this needs Arcanist levels of overhaul, though I'm in love with the concept of what this class represents.


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I would like to throw my voice in saying that taking away Sneak Attack is a poor move- our testing feedback actually felt that the investigator was incredibly weak in combat at level 1-2, and needed Sneak Attack SOONER. If a class made of two classes each with 1d6/2levels DOESN'T get something similar as a combat ability, I'm sad. Unless it gets something very similar but more tied into studying a specific target, it's gonna go from one of my favorite classes to one that will only get used as an NPC.


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This was one of my first and biggest peeves when reading through the playtest packet with my husband. The name is more appropriate for the ranger class itself than this thing. In fact, this name and knowing ranger was involved in the hybrid left me expecting something closer to how the SLAYER came out. I expected favored enemy or at least combat styles to be involved. As it is, I see literally 0% ranger in this thing, and only see an inquisitor+druid. The teamwork feats, the tracking, the aspects feeling more like judgements... don't get me wrong, I actually like the concept of this a lot, but the name and "false advertising" of druid+hunter did NOT lead up to this expectation, leaving a lot of disappointment. We've already started calling it a "Wild Stalker" instead.

The lack of range support is also a huge bone in my craw as it's the #1 thing I associate with hunters- again, a problem brought about by the name, for me. The proficiency block in general is sort of a trainwreck for me. Why the druid-restrictions-but-not? The weapon selections in particular are very odd, as was previously pointed out- needs more bows and spears, and less scythes and sickles.


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Honestly, I have to say, my group would have been APPALLED at how you handled this. Absolutely, utterly appalled.

How DARE you handle such an important scene over EMAIL?! We all would have wanted to be a part of it, and probably participate in the impromptu funeral-- if not figure out how to pool our money for a raise dead of some sort!

But then, we're heavy role players. I'm sure someone out there is wondering why you didn't just grab a fresh stat block, or even just continue with the one you had, after calling a new, surprisingly similar companion.

Star Voter Season 6

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Frankly, I AM taking formatting into consideration-and I think everyone should. For one thing, submitters were practically handed the proper format on a silver platter. If you can't follow it, it's pretty well laziness. For another, even if the proper format required referencing other extant items from the PRD or the like, it's not that hard! Using the proper formatting shows professionalism, and since the prize is, well, a shot at being a professional, I almost don't care if someone's invented the best item in the world, if that person can't be bothered to present it correctly. If an entrant can't be bothered to put in a tiny bit of effort to match standards, frankly that entrant doesn't deserve to win the chance to write a module.

Honestly, if I see an entry that doesn't have the proper format, it has to absolutely blow my mind, or I automatically vote for the opponent.