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so had the opportunity to run another low level mod, this time i went with the spirit whose secondary power seemed pretty rad to me, the cricket. i like going fast, and for emerald spire tower ruins, ignoring difficult terrain ended up being pretty important. well, not really for me but whatever.
Sven
Male sylph medium 4
CN Medium outsider (native)
Init +5; Senses darkvision; Perception +5
DEFENSE
AC 17, touch 16, flat-footed 12 (+1 armor, +5 Dex, +1 spirit)
hp 9 (1d8+1)
Fort +0, Ref +6, Will +3; +2 bonus against [air] or [electricity] spells, or electricity damage
Defensive Abilities airy step, breeze kissed
OFFENSE
Speed 45 ft.
Melee stone cestus -2 (1d4-2/19-20)
Ranged stone light crossbow +5 (1d8/19-20)
Special Attacks Trance 1/day
STATISTICS
Str 7, Dex 20, Con 10, Int 12, Wis 13, Cha 12
Base Atk +0; CMB -2; CMD 14
Feats Airy Step
Skills Arobatics +6, Perception +5, Sleight of Hand +10, Spellcraft +5, Stealth +14
Languages Aquan, Auran, Common
SQ breeze-kissed, like the wind, whispering wind
PC Gear haramaki, stone light crossbow, 20 bolts
Spirits Known cricket
after playing at 4, i wanted to see how much a difference level 1 is. turns out, not much. i didn't have spells that i wouldn't have cast, and i had one less trance per day. my ac was one lower. i had a crossbow and did crossbow damage.
as for the mod, as soon as combat started i tranced to get the higher level power. moving 45 feet and shooting gave me a +7 attack and a d8+4 damage, which was pretty neat. and then i realized i had to reload, so i couldn't shoot again. i could just run up and punch people for a +0 attack and d4+2 damage, and i ended up doing that a couple times. most of my actions were spent running around opening doors and telling my team where the baddies were.
honestly tho, this build prolly isn't very representative of what people will do. sure it would have been nice to be able to do something other than shoot or open doors but i could've chosen other spirits to do that. which begs the question: why are there spirits that do almost nothing at low levels? is the balance set so that there are spirits that are better low and get worse high and vice versa? because if so it seems that will be confusing for a lot of people, not knowing what spirits to learn and which ones to get feats that synergize with. there have been hints of one that gives exotic weapon proficiency at high levels. what is the point of that? exotics is something you want before you buy your first magic weapon, so like level 3 or 4 (to keep it out of splashing range).
theorycrafting with the cricket, if i go medium 1, occultist (transmutation)1, inquisitor (travel) 1, occultist (flame) 1, barbarian 1, and one feat spent on fleet i can activate all my speed things to get to 110 speed before buffs. with expeditious retreat on i get to 140 at level 5, which is pretty sweet. trancing cricket, i can charge 280 feet, and get +16 attack and +28 damage for the charge, not including other things. of course that requires a thing to be 280 feet away in a straight line. i would get a sweet +44 to acrobatics for jumping at that speed, and could reliably jump over large sized obstacles in my path.
so yeah, playtest experience summary: i'm pretty jazzed there is a rogue class that doesn't have sneak attack or spells. seriously, this is a class for roleplayers, and im happy its being worked on.

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You don't believe there's any value to providing parallel perspectives about two different playtest classes played at the same table together? I'm not sure I understand your complaint. I realize this thread is about the medium, which is why I linked to my account of the game rather than posting the kineticist data in the same thread.

nighttree |

You don't believe there's any value to providing parallel perspectives about two different playtest classes played at the same table together? I'm not sure I understand your complaint. I realize this thread is about the medium, which is why I linked to my account of the game rather than posting the kineticist data in the same thread.
It wasn't a complaint...it was an inquiry...
And no I don't see anything of value in confusing the thread on one class with information on another....that's why they have separate threads for individual classes ;)
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@hangman I know this is waaaayy late, but as far as your speed build is concerned, I have a few thoughts.
1) Pretty sure you meant oracle ( flame)[though metal works better since you can also get to move full speed in medium armor at the cost of one feat called extra revelation]
2) I would go for cleric instead (extra domain plus channel)
3) Look at "Quick Runner's Shirt" (turn swift action into a move action) Sure, only once per day, but no straight line needed.
(So buy 3 or 4 and swap them out after battle ;P )
4) I built something similar... level 5 already, 80 ft constant base spring attack at level 7
But as far as Medium goes, yes, it goes dead for a few levels, but once you get the second spirit power, things get more interesting. Now, what used to be a trance, is a constant. Not so much a casting class, but of built right can take on a lot. Once they become available, I will be building a full level medium to cause some mêlée havoc.