
ComicBooker |
3 people marked this as a favorite. |

This is my first post on the forums and my first time participation in a playtest. I'm very excited to dig in.
We played Carrion Hill with a party consisting of a Kineticist, Medium, Mesmerist, and Occultist. Everyone was level 5 and 15 point-buy.
We finished the modular in one long session and it went very well. Everyone had a moment to shine and enjoyed their classes. There was discussion afterwards of what they liked most and what could use more work.
Kineticist
- The Kineticist was an Air specialist.
- The player really enjoyed the flavor of the class but felt that it was very basic and their wasn't a lot to do.
- The class had good damage output and the burn worked well, but their weren't enough utility powers to really make the class feel like it was controlling it's element.
-The player would have enjoyed some skill that gave him some form of minor air control. Something like prestidigitation he could find creative uses for, but wouldn't be powerful enough to make a difference in combat.
-He also would have liked to be able to do something other than stand back and blast which turned out to be the most effective method for just about any situation
The Medium
- The Medium was by far the class that went over the best.
- The different spirits and the switching between them each day made the class very versatile.
- For this particular session he couldn't switch between spirits that often and mostly used The Rabbit Prince and The Bear combo. This made him very effective in combat and he acted as the tank in most fights.
- The player's one compliant was he would have liked to play the class over a longer period to experiment with the different combos and really get into the influence mechanic.
The Mesmerist:
- The Mesmerist was capable both in and out of combat. The player would like to continue playing one in our regular campaign.
- The major complaint was the class seemed too powerful at times.
- The tricks he chose were focused on increasing miss-chance and he found nothing could hit him most of the time.
- He rarely felt the need to maintain the tricks because of the triggered aspect and never came close to reaching his maximum uses for the day.
The Occultist
- The Occultist was the most effective class outside of combat and often teamed with the Mesmerist to cover most skills.
- The player took the longest to get a good grasp on the mechanics, but enjoyed the item aspect of the class.
- The energy blast feature was very useful in the final fight but the player never really cast a lot of spells preferring to hit things with an ax.
All together I was very impressed by how finished the classes seem. Except for a few issues and some initial getting used to the classes everyone had a good time playing.

Mark Seifter Designer |

Thanks for your playtest!
Due to good dice luck with my new dice-based random system for new medium spirits every time someone reports a medium playtest, looks like your very first post on the forums (welcome to the boards!) also unlocked a reveal of a rough draft medium spirit. I don't have time to grab it now, so I'll let you decide between the Wanderer, the Brass Dwarf, the Paladin, the Keep, the Forge, the Uprising, or the Fiend. Other posters with spirits they want to see sooner are free to try to bribe ComicBooker while I'm gone.

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Would you mind posting the build for the Mesmerist. I played a first level one and it was good in social but not so good at combat.
I agree with you on the Aerokineticist it is a blaster class but needs more utility. It seems the Hydrokineticist has the most utility. Your player might want to play that.

ComicBooker |
1 person marked this as a favorite. |

Wow wish I could see all those spirits honestly. The Fiend wins out though just because I want to see more evil spirits.
The Mesmerist was Str 14, Dex 14, Con 14, Int 0, Wis, 8, Cha 19. He had picked up both a Belt for Dex and a Headband for Cha to boost his stats. His AC was 18 by the final fight with HP 30. He did end up tackling one of the Keepers which worked surprisingly well, but mostly he kept to support casting and color sprayed his way though most encounters.
His tricks were where he shone. He had Mesmerist Mirror, Spectral Smoke, and Psychromatic Surge. He was perfectly content to use the tricks only on himself and would often use a standard action to set another one up when the first one went off so he always had two in reserve.
Thanks for the warm welcome.