Accursed Halls Playtest (Kineticist 1) *spoilers*


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Fresh from success after his Society confirmation, young hydrokineticist Slick set his sights on the ruins of Thornkeep.

This was a first time run-through never played or ran this module.
Slick
Human
Kineticist 1
ST 10 DX 17 CN 16 IN 10 WS 13 CH 10
Traits: Reactionary, Indomitable Faith.

Feats: Point-blank Shot, Precise Shot.
Special combat gear: none.

AC 15
HP 11

Skills: Perception +5, Stealth +7, Prof(Brewer) +5

minor spoiler about scenario:

Well to begin with his sad lack of knowledge was once again keenly felt as he was unable to glean any background of the complex before heading in. Even armed with the foreknowledge of goblin activity he was could not capitalize by obtaining any kind of language magic to assist.

encounter log:

Combat reports
Encounter 1: centipedes
1 critical, 3 rounds complete misses, 1 round normal hit.
---
Encounter 2: goblins
1-out of range. 2 rounds of misses, 2 rounds of hits. Unable to use Slick(grease) ability due to distances and mob placement.
---
Encounter 3: shadow
Only divine in group was surprised and took deid before being able to act.
1 round hit for half damage. 2 rounds missed.
Lack of knowledge of what he was fighting was a severe handicap.
---
Encounter 4: wight
Two extremely TPK-worthy mobs back to back. Very tough.
Slick fortunately tripped all both zombies and the wight, which our barbarian capitalized on. Instead of damage, he continually kept the mobs down, denying them extra attacks until only 1 zombie was left.
Again not having knowledge religion made this battle more difficult.
---
Encounter 5: more undead (4 of ???)
Whatever they were, they were immune to cold damage much to Slick's dismay.
---
Encounter 6: Water room
Failed all skill checks.
---
Encounter 7: Cloud room
Failed all skill checks. Failed all saves, trap almost one-shotted him.
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Encounter 8: Moldy (fungi?) crickets
Slick used twice. Worked once on one mob.
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Encounter 9: boss goblin
Goblins out of range.
Almost one-shotted by goblin leader.
Slick failed to work on goblins due to their high reflex saves.
---
Encounter 10: gambling goblins
1 critical from a surprise shot, rest of combat was over once the psychic dropped a color spray.
---
Encounter 11: Stirges
First shot missed, second shot injured one of the three mobs.
---
Final door puzzle.
I solved this entirely without using the character.
---

Summary: Lack of knowledge skills or for that matter having significant (skill focus) areas of specialization in skills profoundly impacted his performance. Even skills he was trained in routinely failed to make the DC required of any checks he was asked to make.
I considered dumping str and charisma for more skill points and a better will save, or even to increase his dex/con. However I wanted to run more or less a baseline character. I have a gnome in a home game who will be running optimized stats and I want to see if there is a significant difference in performance.

In combat targeting touch AC even with point blank and precise shot, he often failed to connect (miss rate 60%). Only his high con saved him from being one-shotted on no less than 3 occasions.

While heavy on the flavor and roleplay, mechanics-wise he feels somewhat lacking.

However I am looking forward to level 2. Defense bump and plan to pick up a utility power. Though currently not sure if cover, healing or extended range is the way to go.

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