ACG Thornkeep Playtest Discussion


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Minor Crab-beast

For you know, discussing and stuff.

For the build - lets build from PFS rules (20 pt buy, 2 traits) and keep it solely to Paizo created crunch.

Let us not limit to only 1st level as well - Thornkeep has dungeon levels for 3rd, 4th, 5th and 7th level entry. I'd be partial to the 5th level one, as it lets all classes have their best low level powers come in.

If we've enough I don't mind running a couple of groups.


DM, I'll have a level five ready by Friday, If that's cool.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I'll look at Slayer and maybe Hunter. I'm trying to get my head around the shaman but I'm playing a similar character (witch) in another game.

I would like it if Shaman could fill the holes in the necromancy classes.

Spoiler:
1. Why do wizard/sorc necromancers get Animate Dead so late? It's the key to the whole concept and the campaign is almost over by the time they do.

2. Gravewalkers get Animate dead at 6th level, and they give up Improved Familiar and three hexes for it. If their ring of desecration had the same stats as a Desecrate spell it might be worth it, but it doesn't. Their touch cast muppet ability looks cool until you read it carefully - you cast the spell one round, then use a full round action for the next to use the muppet.

3. Oracles - DMs don't allow Juju because it was so poorly written. Bones just falls flat. Why give a mage armor ability to a class that can wear medium armor? Why not give full channeling to a class with the cha to use it?

4. Clerics - Why do all of the undead based deities have such crappy favored weapons? It's daggers, daggers, daggers across the board except for Urgathoa and I have never been a fan of scythes.

I made a minionmancer the other day and wound up going with straight witch, no archetype. It was fairly frustrating that I couldn't make what I wanted out of the 5 classes that do necromancy.

/Rant off ;)

Liberty's Edge

Dotting; will have something together in the next day or so.


I'm still really interested primarily in the Slayer. Hilde, if you have your heart set on it, I could try a Brawler instead. Let me know, Hilde.

Shadow Lodge

I'll work on my level 5.


I've got the warpriest handled


Minor Crab-beast

I'm guessing I'll probably have enough for a couple of groups - so as soon as I get four squared away and ready I'll fire up a game thread.


Alrighty, the longer I look at the arcanist, the more bored I get with it. It's not different enough to merit a play test, I don't think. If no one objects, I'm going to try out the Shaman for size, instead. It'll still be Friday before I get it together. Just wanted to update.


Male Orc Expert 5

Working on a bloodrager right now.


Minor Crab-beast

Was browsing Skald and Bloodrager and wondered if the following was correct:

Start with twin Half-Orcs, one Bloodrager, one Skald... both with Amplified Rage.
Skald casts Moment of Greatness, then rage song.. Bloodrager rages and mosies over to the enemy.

Takes a swing expending Moment of Greatness for a +16 Morale bonus to Strength for one round at Level 1?


Male Orc Expert 5

Morale bonuses don't stack. Remember? So no stacking rage and rage song.


Minor Crab-beast

Correct - but a Bloodrager gets:
+4 Strength from his Bloodrage (which is a morale bonus)
Which is increased by another +4 from Amplified Rage - to +8
Which Moment of Greatness allows him to double for one round to get to the +16?

The skald just gives an ally that is raging (to trigger amplified rage) and the moment of greatness spell from the bard list.


Male Orc Expert 5

Hmmm so the question becomes does Bloodrage and Rage Song count as having the rage class feature?


Minor Crab-beast

Yep - though to be fair you could achieve the same result with two Half-Orc Barbarians supported by a Bard... this just lets you potentially get it with two characters involved only.


Male Orc Expert 5

Well both characters have to be half orcs, one has to be a barbarian/bloodrager and one has to be a skald. And both have to spend their first level feat.

Bit of a corner case their and the return sounds awesome for dropping a high level encounter for a round. But with that ridiculous combination of events it better. I think it's worth mentioning but not worrying about. I was making an Aasimar anyway.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

I see 7 folks have checked in - I'm fine sitting on the sidelines watching this one too, or being called to duty if a few more folks check in.


Just as Kelgar said, I'm waiting at the sidelines for a spot. I'll try to put together a Swashbuckler build by tomorrow.


Minor Crab-beast

There isn't any need to wait at the sidelines - at the moment there are zero people with a complete character... and I'd indicated I'm likely fine to run a couple of groups.

So get a character posted and we can rock and roll :)

Sovereign Court

Checking in :-)

So, in the interest of scientific curiosity, do you want to run all five levels simultaneously, to gather data from across several level ranges...?

*looks innocent*


Minor Crab-beast

Short and clear answer.... nope :P

Lantern Lodge

If you do two groups, I'll throw in with a Shaman. At a conference right now, but can put it together on the plane Friday morning US time.

Sovereign Court

Heh. Fair enough :-P I figured that I could but ask :-D

Well, I would be interested in playing either an Investigator, or a Warpriest, depending on what level we would be starting at.


Minor Crab-beast

At least one group at 5th I think - maybe even both groups?


Tieflings okay? or wold you prefer to stick to Core races?

"Paizo related crunch" leads me to believe non-core races are fine, but does introduce an added variable when play testing.


Minor Crab-beast

Tieflings and Aasimar is as far as I'm really willing to stretch it for races.


Cool, then here’s Huc, the tiefling slayer. He’s a brute, mercenary, killer, life-time criminal and thug… though not altogether a bad guy to be around… not to mention damn useful in tough spots.

For team purposes, he’s a scout and damage-dealer, though he’s lighter on skill ranks than I’d like. I have him kitted out as a flexible combatant, but if the team he finds himself on is melee-heavy, I may switch a couple of feats around to pick up Gang Up.

Huc:

Tiefling Slayer 5
Favored Class: Slayer (+5 skill points)

Initiative +3
Speed 30

str 18 dex 16 con 15 int 12 wis 13 cha 8

DEFENSE
HP 44 (10 + 4d10 [24] + 10 con)
AC 22 (+3 dex, +7 armor, +1 natural, +1 deflection)
CMD 23 (+5 bab, +4 str, +3 dex, +1 deflection)

Fort +7 Reflex +8 Will +3

OFFENSE
BAB +5 CMB +9

Melee +9
Mwk Greatsword +10 (2d6 + 6; 19/x2)
— sneak attacking, power attack, arcane strike on a favored target +10 (3d6 + 16) ~ 26.5

Ranged +8
Mwk Comp Bow +9 (1d8 + 4; x3)
— sneak attacking, deadly aiming, arcane strike on favored target +9 (1d8 + 1d6 + 10) ~ 18

Tiefling
Darkvision 60
Skilled: +2 Bluff & Stealth
Darkness (sp): 1/day. CL = level
Scaled Skin: +1 natural armor bonus; Fire Resist 5
Prehensile Tail

Slayer
Favored Target (Ex): Move action, can target 2 enemies. Gain +2.
Track (Ex): +2 to Survival to track.
Slayer Talents: Combat Trick (Quickdraw), Surprise Attack
Sneak Attack 1d6

Feats Power Attack (1), Quick-draw (2), Deadly Aim (3), Arcane Strike (5)
—> possible switch to Combat Expertise & Gang Up?

Traits Fiend Blood (Bluff), Criminal (Disable Device)

Skills ACP -1 (30 total = 20 slayer + 5 int + 5 favored)
Acrobatics +11* (5 ranks, trained)
Bluff +7 (2 ranks, trained, +2 skilled, +1 trait)
Climb +8* (1 ranks, trained)
Disable Device +16* (4 ranks, trained, +1 trait, +2 equipment)
Intimidate +3 (1 ranks, trained)
Knowledge: Dungeoneering +5 (1 ranks, trained)
Knowledge: Local +5 (1 ranks, trained)
Perception +9 (5 ranks, trained)
Sense Motive +7 (3 ranks, trained)
Stealth +13* (5 ranks, trained, +2 racial)
Survival +5 (1 ranks, trained)
— Tracking +7
Swim +8* (1 ranks, trained)

Gear
Mwk Greatsword
Mwk Composite Longbow +4 pull
+1 Mithral Breastplate
+1 Ring of Protection
+1 Cloak of Resistance
Mwk Theive’s tools

20 pt buy
str 18 :: 7 (+1 @ 4; +2 belt)
dex 16 :: 5 (+2 racial)
con 14 :: 5
int 12 :: 0 (+2 racial)
wis 13 :: 3
cha 8 :: 0 (-2 racial)

Progression
1) Power Attack
2)
3) Deadly Aim
4)
5) Arcane Strike


And if you end up wanting to reduce the races to Core-only, I can switch him out easily enough with a half-elf with the Drow alternate features... it'd keep his concept and play-style intact.


Minor Crab-beast

Tiefling is fine... is Arcane Strike shoehorned in via the tiefling SLA?


Yep. Though I prefer to use the word "finessed". :D


Male Orc Expert 5

This is what I have for now. Getting equipment up today.


DM - Voice of the Voiceless wrote:
Tiefling is fine... is Arcane Strike shoehorned in via the tiefling SLA?

Would you prefer i not go this route?


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

And done.


Minor Crab-beast

Cool - two more and I can kick open the first game thread... Who will it be....


There are a few rough spots on the Swashbuckler, mainly regarding his fighterness or gunslingerness. Can he take Weapon Specialization? How about Extra Grit? Back there on the discussion thread, the designers made clear on their intent to do either an Extra Panache feat or simply explain in a sidebar both are the same thing and grit effects apply to both, so there's that.


Minor Crab-beast

Extra 'Panache' and Signature Deed I'd be happy assuming they qualify for.

For Weapon Specialization - let's assume no for the moment until officially clarified.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Here's a rough sheet for Gerald's Flame Shaman.


Here goes my Swashbuckler, still missing one feat (I'd rather wait until we get to know the party to choose it; if we're missing a tank I'll take Toughness, etc). A profile is also on the works.


Female Human Swashbuckler 5 (click for sheet)

There ya go. I'll probably be making a few adjustments here and there, but the sheet is 99% ready.


Minor Crab-beast

Three full BAB character in one party might be a bit much no?

Or are we all happy to run with a SwashbucklerSlayerBloodragerShaman group?


Male AC: 19 FF:14 Touch:15 HP: 10/10 F:+7 R:+4 W:+7

I called Dibs. There is no take backs on Dibs.


Minor Crab-beast

For clarity - I'm not suggesting anyone change class. Just wondering if we should wait for one of the Investigator/Warpriest types from up-thread have their character ready before kicking off.


Warpriest character incoming


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

I'm fine with mixing it up a bit. Balanced party would give better results I think.


Male Orc Expert 5

We can toss an NPC wizard or something into the mix to maintain the balance. Right from the start PEnance is no wizard. More like a walking axe with a 30ft. reach.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Investigator incoming; I just need to port-over the ability descriptions from the play-test document, and select prepared extracts.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Done :-)


I think some balance would be good. What are we up to now? 6 characters?

Shadow Lodge

I've got the start of a bloodrager but I can switch or sit out.


Minor Crab-beast

Group 1 will be Eben, Tark, Gerald and Luke (game thread will go up when my kid's asleep)

Group 2 will be Rune, David, ??

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