Level 5 Playtest Dawn of the Scarlet Sun


Playtest Feedback


Our group playtested 6 of the Advanced Classes- Arcanist (Revised), Bloodrager, Brawler, Warpriest, Slayer, and Swashbuckler. All 5th Level, 20-point buy, 2 traits, Core, APG, UM, UltCamp and UltEquip as sources. All human but the Slayer (dwarf).

If I have misinterpreted the rules anywhere, I'd appreciate any corrections, thanks in advance! I will provide some base stats, if anyone has a question or wants more, happy to provide the info.

I ran the game and played the Arcanist and Bloodrager; I'll give my thoughts on each class as individual posts to keep the Wall of Text at a manageable level.

Arcanist (revised) I liked the Arcanist overall. I think the spellcasting mechanic is nice but feels limited. I like the prepared casting fused with the spontaneous casting. I chose not to focus on metamagic, but I can see how that would give this class an additional boost to make it more in-line with the other arcane casters. I think that the Arcanist will suffer a power drag later on because the spells/day are outpaced by both parent classes. This can be addressed by giving the Arcane Exploit and Reservoir more attention.

Stats- 9 Str; 14 Dex; 12 Con; 18 Int; 12 Wis; 14 Cha.

I really liked the Arcane Exploits and Reservoir, a nice nod to the sorcerer parent class w/o totally ripping off that parent class special. Felt like a dip into the Magus special, but still a unique riff on a nice addition to the game (point-based class abilities). I chose Dimensional Slide, Force Strike, and Potent Magic.

I felt the Arcanist participated in the game. She used Dimensional Slide twice, Force Strike twice, but not Potent Magic.

Critique I like the Magic Hacker concept, but I don't like the execution as it is. It is too costly to fill the Arcane Reservoir, which is an ability that really powers this class because the spells/day are very limited.

I'd like to see an effect that allows the Arcanist some type of spell absorption to also add to their Arcane Reservoir- perhaps something like choosing to fail a save against a targeted attack on the Arcanist to both gain the spell's level in Points and the spell's effects, and/or to choose to save against a cure effect to absorb that magic (spell level again) into the Reservoir.

I liked the Exploits, more please! Used Dimensional Slide twice to make up for bad positioning, and Force Strike is Magic Missile but unique. Recharging the Arcane Reservoir is the Arcanist's biggest flaw. As written, great flavor, but I'm not going to drain wands and potions on the reg to fuel what is my go-to move, the sorcerer-inspired Exploit.


1 person marked this as a favorite.

I ran the Warpriest and the Brawler.

I thought the Brawler was a decent class overall. I liked picking up a Combat Feat when needed. It came in handy.

The Warpriest... well, she was not very good at the war part and she was not very good at the priest part. She was a priestess of Gorum and her feat chain gave her the chance to deal some decent damage if she could hit. She couldn't. It would take far too long (in combat terms) to get to a place where she was a decent melee fighter. She was far more useful healing and buffing the party and would have been more useful with access to 3rd level spells. The 20 point buy made it difficult to make her good at any one thing. She should have at least a decent Str if she wants to deal damage, but needs Wis and Cha if she wants to cast spells and channel energy. I did like War Mind as an ability, though.

Overall, if I wanted a weak healer who could fight, I would have preferred playing a Paladin. With the role she wound up filling within the party (I can't hit, maybe I should help someone else) I would have been better off playing a Cleric. Being able to use Fighter feats like the Brawler might help this class. As is, there doesn't seem to be a niche for it.

I like the Warpriest concept, but it doesn't live up to its name.


Abciximab wrote:

I like the Warpriest concept, but it doesn't live up to its name.

I agree with that. The Brawler seemed to do fine- adding Spring Attack mid-combat was awesomeness. The Warpriest, though, was relegated to "clerical" work, which I assume isn't the intent of the class.

I would advocate a full BAB for the Warpriest. A full BAB gives the Warpriest the ability to wade into combat, class skillset in tow, and not worry about the attack roll. Adding that to the current class would give it more War, which it needed.


Bloodrager

OK, I'm not going to lie, I really enjoyed how the Bloodrager played out.

Str 15; Dex 14; Con 15; Int 10; Wis 13; Cha 13

Not an optimal build. Using WBL and dumping most of it into one weapon (greatsword +1) and one armor (mithral breastplate +1) I think I could have found a better AC (19/17 raging- at level five, yikes!)Took a ton of damage.

Took the Celestial bloodline. So, while bloodraging, a +1d6 vs evil outsiders and a DR 5/acid and cold.

Spells were true strike, shocking grasp, shield.

Critique I did not use any spells in the playtest; the bloodrage was enough power. (+13 to hit/+8 dmg) If I were playing a Bloodrager in a campaign or AP, I would assume the opportunity would arise to cast spells while bloodranging; but I don't really see (outside of spell selection) an opportunity where a bloodrager would ever use spells outside combat. Though maybe that isn't the point...

The bloodline bonuses kick ass, though. As a melee fighter, they are freakin' awesome, and if properly thought-out, yeah, casting Glitterdust in a bloodrage and then walloping the pants off a certain quasit would be freakin' spectacular. What comes in to mind there, though, is the matter of Combat Casting/Casting Defensively. Would that be something a Bloodrager needs to "earn" through feats or is there an instance at a higher level (9th+) where that becomes an innate part of the class?

There is a lot of Barbarian in the class, and though the Sorcerer parts are unique and well-met, I wonder if a few additions to the class that promote the arcane side of it might make it tighter thematically. I wanted to cast spells, but the bloodrage bonuses made them moot- I'd rather be tempted to cast here and there in exchange for what is pretty consistently big-damage attacks.


The Swashbuckler had a great playtest, due to some great rolls, but hey.

He nearly ended the first encounter by himself with a great bonus-to-dmg-tree

Dawn of the Scarlet Sun:
When Zandendi moved to kill the Target (Warpriest), the Swashbuckler had the next action and critted, and the cleric was dropped next attack. I used the Scarlet Son to sweep her away to advance the plot.

Otherwise, he fared well. Took some damage, never really had a chance to display the parry ability. Watching him in play, it seemed like he was doing what he was "supposed" to do, ie many of his class specials were in play, though Panache might play out as a liability much like Grit- no one was surprised by that.


1 person marked this as a favorite.

Deja Vu!

We did this mod this pass week with Bloodrager (Aberrant), Slayer, Brawler, Swashbuckler and Warpriest, but we where all level 6.

Had a lot of the same results. You can find my post HERE.


1 person marked this as a favorite.
Slacker2010 wrote:

Deja Vu!

We did this mod this pass week with Bloodrager (Aberrant), Slayer, Brawler, Swashbuckler and Warpriest, but we where all level 6.

Had a lot of the same results. You can find my post HERE.

Hehe, I think lots of folks like this Mod.

I did it too =P


Haha, you know, I'm not surprised it's a popular choice. Not only is it free,but it has a good range of challenges for all classes to meet, be it skills, class specials, combat, or roleplaying. It's a great level to playtest, 5th is a cusp level where you've topped out your lower-tier abilities and are not quite into more powerful mechanics.


1 person marked this as a favorite.

I was the swashbuckler on the grassy knoll......

Playing the swashbuckler was a great deal of fun. Full of flavor, skills that seemed to fit the character concept well, and usefulness in combat.

I rolled well, and with a rapier and gaining improved critical, it allowed me to do some nice damage. My initiative was the highest in the group due to keeping at least 1 panache point, which allowed me to get into combat quickly.

Derring-do was fun to use and gave the confidence to try and move through an enemies square to set up a nice flank. Ended up not needing it as I rolled high enough anyway but it is a great way to get to try something risky once in a while.

Due to the newness of the class I forgot to try and intimidate any enemy I struck, but I'm sure it would have been useful if it stuck.

I was able to regain 3 panache points, 2 from crits and 1 from killing blow. This helped as I only had 2 to start with.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Advanced Class Guide Playtest / Playtest Feedback / Level 5 Playtest Dawn of the Scarlet Sun All Messageboards

Want to post a reply? Sign in.
Recent threads in Playtest Feedback