Playtest Feedback--The Haunted Forest


Alpha Release 3 General Discussion

Scarab Sages

Adventure Path Charter Subscriber

Spoiler:
I want to test new characters at 1st level, and using TC1 I can also convert the adversary NPCs and see if balance can be achieved...

Character Creation
The process of character creation seemed to go more smoothly than previous attempts using 3.5. Even two players who are not so 3.5-savvy made their characters within a half-hour. The players generally liked the races and their new abilities, both in terms of mechanics and flavor. Unfortunately, the revisions to the half-elf did not inspire any the players to make one. However, we did have one player create a half-orc.

I like to run over-the-top type games as a GM, and normally use the 32pt buy from 3.5. For this character creation, I used the 25pt buy. The characters were all 1st level, and I used the racial bonus to hpts (which the PCs really, really liked)

Darius Nane: human wizard (transmuter)
K'Gar Vruudash: half-orc cleric of Gorum
Manco "Needs a frickin' last name": human fighter
Marta Blackblood: gnome sorcerer (aberrant)
Seregor Pelmoth: elven rogue
Balin Blackhammer: dwarven paladin (GM-NPC for s&g's; will probably not run with the group above)

They haven't developed backstories yet, but I love the possibilities for the cleric and aberrant sorcerer (worships the mother of monsters)

The players also feel that the new options and redesigned classes give them the chance to fully develop their concepts, especially the wizard player who's always wanted to play a sword mage. The human martial prof, and arcane bond, as well as the arcane strike feat let him design this from the get go.

My own comment is that some of the classes don't get to realize the new rules until a few levels in, but at least the casters may be able to see a benefit (orision, new domain powers/bloodline/school powers).

The best part for the players, and what I ascribe is the main reason for the ease of character creation, had to have been the skills. The bonus for class skill instead of a penalty for cross-class is trump. Players who in the past would hem&haw about were to put ranks were done in a matter of minutes, putting emphasis on the skill they wanted to focus on, maybe add a non-class skill for flavor and done. The skill system seems to be a large successes.

One question I did have was starting money. I balked on using the table in the PHB since I saw that NPCs get 300 (basic) or 600 gp (heroic) to start. I compromised giving the PCs 450gp so they could get a mwork wpn or armor, but generally not both unless they wanted to blow their money on two items. Something to replace the PHB starting money would be a good thing, but I do like allowing the PCs to get something nice (ala FR character creation) to start the game.

Next time: Conversion of the NPCS

Liberty's Edge Contributor

Mactaka,

I'm starting off my playtest group with the same adventure. I've done the conversions of these characters, too. I'd like to share information and compare conversion notes, if you're interested.

Scarab Sages

Adventure Path Charter Subscriber

sure. I haven't gotten around to it yet, but will more than likely sit down to it this weekend.

If it goes smooth, i want to convert the adversaries in Entombed with the Pharohs as well.

Liberty's Edge Contributor

Okay...Here goes. I'll put them in spoilers to avoid sharing with potential players. I didn't modify the NPCs' ability scores or equipment. My main focus was just updating skills and modifying stats or abilities to align them with the new classes.

Sheriff Cage Blunnde

Spoiler:

Sheriff Cage Blunnde, CR 4
Male human fighter 4
LN Medium humanoid
Init +1; Senses Perception +4
Defense
AC 17, touch 11, flat-footed 16
(+5 armor, +1 Dex, +1 Armor Training)
hp 38 (4d10+12)
Fort +8, Ref +2, Will +2, +1 vs. Fear
Offense
Spd 30 ft.
Melee mwk longsword +9 (1d8+5/19–20/x2)
Melee unarmed strike +7 (1d3+3/x2)
Ranged mwk longbow +6 (1d8/x3)
Tactics
During Combat Sheriff Blunnde attempts to take prisoners but does not hesitate to take opponents down with lethal damage if they refuse to surrender.
Morale Sheriff Blunnde fights to the death in order to protect the citizens at the inn.
Statistics
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 11
Base Atk +4; CMB +7, +9 when grappling (add +4 to DC of CMB used against him)
Class Features Bravery +1, Armor Training +1
Feats Great Fortitude, Improved Grapple, Improved Unarmed Strike, Weapon Focus (longsword), Defensive Combat Training, Weapon Specialization (longsword)
Skills Climb +9, Handle Animal +6, Perception +4
Gear +2 studded leather armor, mwk longsword, mwk longbow, 20 arrows
Languages Common

Grelm Hammerlock

Spoiler:

Grelm Hammerlock, CR 1
Male human ranger 1
CN Medium humanoid
Init +7; Senses Perception +3
Defense
AC 17, touch 13, flat-footed 14
(+4 scale mail, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +1
Offense
Spd 30 ft.
Melee mwk greatsword +4 (1d10+1/19–20)
Melee punching dagger +2 (1d4+1/x3)
Ranged longbow +4 (1d8/x3)
Special Attacks Favored Enemy (Humanoid [human]) +2
Combat Gear oil of bless weapon, 2 potions of cure light wounds
Tactics
Before Combat Against an obviously evil foe, Grelm anoints his sword or his bow with oil of bless weapon.
During Combat Grelm prefers to hide and attack from ambush and weaken opponents with his bow. He likes to finish his wounded foes in hand-to-hand combat whenever possible. He always attacks humans first.
Morale As long as at least one other member of his party remains in the fight, Grelm does not retreat except to drink his potions.
Statistics
Str 13, Dex 16, Con 14, Int 9, Wis 12, Cha 10
Base Atk +1; CMB +2
Class Features Track (+1); Wild Empathy (+1, -3 magical beasts).
Feats Improved Initiative, Weapon Focus (greatsword)
Skills Climb +5, Craft (trapmaking) +3, Handle Animal +5, Perception +3, Stealth +7, Survival +5.
Gear Combat Gear plus 50-foot hempen rope, explorer’s outfit, flint and steel, longbow, 20 arrows, mwk scale mail, mwk greatsword, punching dagger, whetstone, carnelian (50 gp), 13 gp, 3 sp, 8 cp.
Languages Common

Knu

Spoiler:

Since I had to pick a bloodline for him, I gave Knu the Aberrant bloodline. As a child of Lamashtu, it just sort of made sense.
Knu, CR 2
Male Goblin Rogue 1/Sorcerer 1
CE Small humanoid (goblinoid)
MM 133
Init +2; Senses darkvision 60 ft.; Perception +3
Defense
AC 16, touch 14, flat-footed 14
(+2 leather armor, +2 Dex, +1 size, +1 deflection)
hp 12 (1d8+1 + 1d6)
Fort +0, Ref +4, Will +1
Offense
Spd 30 ft.
Melee mwk rapier +4 (1d4–1/18–20)
Ranged dagger +3 (1d3–1/19–20)
Ranged Acidic Ray +3 (1d6+1, 30 ft.)
Special Attacks sneak attack +1d6
Combat Gear wand of earth’s ire (wand of burning hands, 38 charges) [not available until Spirits of the Woods Inn]
Spells Known (CL 1st, 10% spell failure):
1st (3/day)—obscuring mist, sleep (DC 12)
0 (at will)—daze (DC 11), detect magic, disrupt undead (+3 ranged touch), read magic
Tactics
Before Combat Knu prefers to Hide before battle and casts obscuring mist if necessary to do so.
During Combat Knu casts sleep on likely fighters and rogues. He likes to make sneak attacks from concealment, even if it means moving out of his obscuring mist to do so. Once he obtains the wand of earth’s ire, he remains concealed and attacks with it rather than expose himself to danger.
Morale Once he loses half his hit points, Knu attempts to flee.
Statistics
Str 8, Dex 15, Con 10, Int 10, Wis 9, Cha 12
Base Atk +1; CMB -1
Class Features Sneak Attack +1d6, Trapfinding, Aberrant Bloodline, Cantrips
Feats Weapon Finesse, Eschew Materials
Skills Appraise +4, Bluff +5, Escape Artist +6, Stealth +7, Perception +3, Disable Device +6, Ride +6, Sleight of Hand +6, Spellcraft +4.
Gear Combat Gear plus black hooded cloak, leather armor, ring of protection +1, Small dagger (2), Small mwk rapier, traveler’s outfit, 6 sp.
Languages Goblin, Common
Special Qualities
Acidic Ray (Su): Knu can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels he possesses.

Nirashi Sylvanmede

Spoiler:

Nirashi Sylvanmede, CR 1
Female elf cleric 1 (Urgathoa)
NE Medium Humanoid (Elf)
Init -1; Senses Low-light vision; Perception +3, +2 racial bonus on sight-/sound-based checks
Aura Evil
Defense
AC 15, touch 9, flat-footed 15
(+6 armor, -1 Dex)
hp 18 (1d8+Con)
Fort +2, Ref -1, Will +5, +2 racial bonus against enchantment spells and effects
Immunities Sleep effects
Offense
Spd 20 ft. (30 ft. without armor)
Melee mwk scythe +3 (2d4+3/x4)
Melee short sword +2 (1d6+2/19-20/x2)
Melee short sword via hand of the acolyte +3 (1d6+3/19-20)
Special Attacks Channel Negative Energy 4/day (1d6, DC 12 Will save for half), Spontaneous inflict spell.
Combat Gear 2 flasks of unholy water, potion of shield of faith +2
Spells Prepared (CL 1st):
1st—magic weapon, cure light wounds
Orisons—bleed, stabilize, guidance
Tactics
Before Combat If there is time, Nirashi casts magic weapon on her scythe. If a major battle seems imminent, Nirashi drinks her potion of shield of faith +2.
During Combat Nirashi prefers to fight in melee with her scythe in hopes of getting a devastating critical hit. If an opponent falls nearby, she attempts a coup de grace or spontaneous inflict spell to finish him if possible.
Morale Nirashi fights to the death for the glory of Urgathoa.
Statistics
Str 14, Dex 8, Con 10, Int 12, Wis 16, Cha 13
Base Atk +0; CMB +2
Class Features Orisons, Domain Powers, Spontaneous inflict spells.
Feats Martial Weapon Proficiency (scythe), Combat Casting
Skills Heal +7, Knowledge (religion) +5, Spellcraft +5
Gear Combat Gear plus 50-ft. silk rope, banded mail, black banner emblazoned with symbol of Urgathoa, courtier’s outfit, healer’s kit, 3 javelins, mwk scythe, spell component pouch, wooden holy symbol of Urgathoa, small spinel (75 gp), 6 gp, 4 sp.
Languages Common, Elven, Sylvan
Special Qualities
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Hand of the Acolyte (Su): As a standard action, she can summon a ghostly hand to do her bidding. This functions like mage hand with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on her person as a free action, so long as she is proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using her base attack bonus, plus her Wisdom modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity. She must concentrate on the hand each round or it winks out, returning any item held to her before it disappears.
Strength Surge (Su): As a standard action, she can touch a creature giving it great strength. For the next 3 rounds, the target may add an enhancement bonus equal to 1/2 her caster level on one melee attack roll or Strength check (minimum +1). The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by strength surge, it gains no further benefit from it for 1 day.

Pudge Whartley

Spoiler:

Pudge Whartley, CR 1
Male human wizard 1
NE Medium humanoid
Init +1; Senses Perception +2
Defense
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 shield)
hp 21 (1d6+Con+1+4)
Fort +0, Ref +1, Will +4
Offense
Spd 30 ft.
Melee club –2 (1d6–2)
Melee club via hand of the apprentice +2 (1d6+2)
Ranged mwk light crossbow +2 (1d8/19–20/x2)
Special Attacks
Combat Gear potion of blur, screaming bolt
Spells Prepared (CL 1st):
1st—magic missile, shield
Cantrips (at will)—daze (DC 12), ray of frost (ranged touch +2), detect magic
Tactics
Before Combat Pudge always casts shield before combat. If outnumbered, he drinks his potion of blur.
During Combat Pudge stays at range using his rays, magic missile, and crossbow. If multiple opponents are in the same general direction, he uses his screaming bolt to unnerve them. If he can find a safe place to hide that allows him to see his enemies, he will use hand of the apprentice to attack with his club.
Morale If Pudge is injured or an injury appears likely, he flees unless somehow prevented from doing so (if charmed, for instance).
Base Statistics When not using a shield spell, Pudge’s Armor Class becomes 11 (touch 11, flat-footed 10).
Statistics
Str 6, Dex 13, Con 10, Int 15, Wis 14, Cha 9
Base Atk +0; CMB -2
Class Features Arcane Bond (Amulet), cantrips, Universalist school power
Feats Combat Casting, Scribe Scroll, Toughness
Skills Appraise +6, Knowledge (arcana) +6, Spellcraft +6 (+10 when casting defensively), Stealth +2.
Gear Combat Gear plus club, mwk light crossbow with 10 bolts, Topaz Amulet, scholar’s outfit, spell component pouch, spellbook.
Spellbook
1st - magic missile, shield, alarm, ray of enfeeblement, true strike
Cantrips - All
Languages Common, Draconic, Infernal
Special Qualities Arcane Bond (amulet) Hand of the Apprentice (Su)

End "Boss"

Spoiler:

Wooden Protector, CR 3
N Medium plant
Init +0; Senses low-light vision; Perception +8
Defense
AC 15, touch 10, flat-footed 15
(+5 natural)
hp 45 (6d8+18); regeneration 2
Fort +7, Ref +1, Will +3
Immune All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.
Offense
Spd 30 ft.
Melee spear +7 (1d8+6/x3)
Ranged shortbow +5 (1d6/x3)
Special Attacks Create weapon, Grasp of Wood
Spell-Like Abilities (CL 3rd):
At will—wood shape
1/day—warp wood (DC 14)
Tactics
Before Combat A wooden protector typically lies in wait, hiding in a wooded environment until enemies are within 30 feet before moving to attack.
During Combat A wooden protector uses its grasp of wood ability on any character using fire against it. It otherwise uses its create weapon ability to craft a spear or bow to attack nearby foes.
Morale As a creature summoned to protect an area, a wooden protector typically fights until destroyed.
Statistics
Str 18, Dex 11, Con 16, Int 7, Wis 14, Cha 9
Base Atk +3; CMB +7
Feats Alertness, Power Attack, Weapon Focus (shortbow)
Skills Stealth +6 (+14 in wooded settings), Perception +8.
Languages Sylvan
Special Qualities
Create Weapon (Ex) A wooden protector can, as a free action, use its body to fashion any simple or martial weapon composed almost entirely of wood (such as bows, quarterstaffs, and spears). Weapons created in this way cannot be sundered or disarmed. If the weapon created requires ammunition (such as bows), the wooden protector takes 1 point of damage each time the weapon is fired. This damage can be regenerated as normal. Created weapons can be reabsorbed as a free action or used to create a new weapon.
Grasp of Wood (Su) As a standard action, a wooden protector can focus its gaze on a single target within 30 feet. The target must make a DC 17 Reflex save or be encased in a web of wooden branches. Those who fail are entangled and cannot move, but can escape with a successful DC 17 Strength or Escape Artist check. The branches last for 1d6 rounds before becoming brittle and breaking. The DC is Strength-based.
Natural Movement (Ex) A wooden protector may move through any sort of undergrowth at its normal speed without taking damage or suffering any other impairment. This ability extends to magically manipulated undergrowth such as entangle and wall of thorns.
Regeneration (Su): Fire deals lethal damage to a wooden protector.

Scarab Sages

Adventure Path Charter Subscriber

Looks neat, but shouldn't Nirashi have the club (simple weapon, only prof in scythe for being cleric of Urgathoa) and Pudge have the short sword (free martial wpn prof for being human?)

Liberty's Edge Contributor

Mactaka wrote:
Looks neat, but shouldn't Nirashi have the club (simple weapon, only prof in scythe for being cleric of Urgathoa) and Pudge have the short sword (free martial wpn prof for being human?)

Nirashi has a scythe as the free weapon proficiency (Urgathoa's favored weapon) and the short sword as a free proficiency for being an elf. I didn't look too closely at Pudge's weapons...just copied what was in the description. However, given the picture in the back of the book, I might consider changing his club to a staff.

Scarab Sages

Adventure Path Charter Subscriber
Paris Crenshaw wrote:

Nirashi has a scythe as the free weapon proficiency (Urgathoa's favored weapon) and the short sword as a free proficiency for being an elf. I didn't look too closely at Pudge's weapons...just copied what was in the description. However, given the picture in the back of the book, I might consider changing his club to a staff.

got the scythe thing since its a favored weapon, but elves get longbow, longsword, rapier, and shortbow. Didn't see shortsword in that list. In any case, east to change to a rapier.

Liberty's Edge Contributor

Mactaka wrote:
got the scythe thing since its a favored weapon, but elves get longbow, longsword, rapier, and shortbow. Didn't see shortsword in that list. In any case, east to change to a rapier.

You're right...I'm not sure how I got shortsword...must not have been paying attention.

I'd say rapier is a good choice. Better than javelin, in my opinon.

Scarab Sages

Adventure Path Charter Subscriber

I ran the brawl scene at the beginning of the adventure, and with the CMB system from Pathfinder it was a blast. We did not have to keep looking up rules to do cool, bar-room type things, like grappling, and tripping, and throwing someone into another person.

Much fun was had by all, and the streamlining here allowed for more RP by me as the NPCs (Having Nirashi enjoy the brawl and try and imply it was foreplay with the party cleric of Gorum, for example, and also having the two rival mages go at it.). Less rules-mongering for me and the players seemed to encourage this.

Also, with the increased hit points from the racial option, the fight lasted longer than one-hits, typically seen in your 1st level bar fight. This one was appropriately, drawn out and didn't succumb to that over-before-it-started syndrome.

Of course, Grelm cold-cocked the party fighter and took him out in two hits (crit w/human as favored enemy...ouch!) anyway, but it made for a memorable scene, and now the PC party's got some rivals!

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