Kineticist, Occultist & Psychic feedback 02 / 11 / 2014


Playtest Feedback


Hello all,

I ran the free "Master of the fortress" module today, in the hope of getting some experience with the new classes. THe module is very combat focused, so non-combat stuff didnt exactly come into account.

There was me: williamoak, and gayel_nord who plays & GMs a fair amount of PFS. Here are a few notes on the tested classes:

Notes:
Notes :
Psychic :
-Fun spells
-LOVING emotional component
-Good int & such
-Fun to play
-Lore powers not terribly useful (mostly combat scenario)
-It was the easiest to understand, and the one the other player felt most comfortable with
Occultist
-Impression qu’il pourrait être une classe de combat, mais a eu de la difficulté (a slayer pregen kinda took a lot of space)
-A lot of interesting stuff, but the fact i twas wayang was a big advantage
-With agile legacy weapon did a surprisingly high amount of damage
-Afraid of using too much mental focus and losing agile (thus going from 1d3+5 to 1d3+1)
-Other player didn’t like the “inflexibility” of the implements, having to wait a hole day to use one; was hoping that any weapon it held would gain the resonant power.
-He found the Occultist a bit limited in PFS since they cant use any of the stuff found in a single PFS game (since they need to wait t'ill the next day to change their implement.
-Good mix of skills

Kinetecist
-Had a LOT of bad rolls, but it even on good rolls was unable to hit in melee (big level 1 problem)
-Kinetic cover wasn’t really useful, there where no events where a player had the time to use it as a standard action (other plaer thought it might be cooler as an immediate action true geoken defense

My fellow player thought would of been nice to have some pregens to give us an idea of how the developpers thought the classes work.
I built all of the characters, and I was not terribly enthused trying to build a mesmerist, medium & spiritualist.

Anyway, that's all for now folks.

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