PFS tripple header (Soilers, Black waters, Prince of augustana, Slave Ships)


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Ran Fuligin here through 3 sessions of PFS.

Clicky name for full build.

I was mildly annoyed at how few of the items are usable at low levels. They have a maximum number of points allowable in them that, when you do the math, means you can't use them at first level.

The basics:

Int and dex based character enchanting a kurki to be an agile weapon.

Play was pretty much where I expected it to be. I'm a very meh self buffing fighter with a pretty good skill selection.

Level 2 playtest

Slave pits of Absolom

Fight 1: Ran around back of the bar nothing to see here

Made ok use of the Int to diplomacy trait to

Fight 2: Puddle jumpers.

A couple rolls of 1 for automatic misses. When not rolling 1's , does enough damage to drop or seriously injure a few mooks. Takes a few good hits thanks to some good rolls.

Fight on a ship: Walk up and whack for 6 damage or so a round. Nothing really exciting in the combat here. The mobility from the self enchanted sandles is pretty good for flanking though.

Prince of Augustana

The psycomancy isn't as sexy as I thought it would be: only being able to look at an item for 1 day per level means you're not really getting the history of the item.

Skills are pretty useful during the investigation.

Thugs: Whack an injured thug. Drop a thug. This seems to be my niche.

More thugs! Whack a thug. Drop a thug. Suck the soul out of a thug. What? He wasn't going to make it anyway.

Dretch fight!

Some good rolls from the monsters got him pretty beat up despite his AC. Gets in a few whacks for 5-6 points of damage before the two handed fighter destroys everything.

Dark waters:

Some cool backstory. It would be nice to psycomancy objects to get more information, but the backstory is 10 years old now, so psycomancy can't do anything.

Gardener: We don't murder hobo this one.

Waterbug: LEAPS into the water and stabs down on it for some pretty good damage.

Swarms: Yay for burning hands. Being able to cast with full hands is kind of a nice option.

Ghoul fight: We pushed the elf into the cooridoor as a meathshield. Nat 1 on the use magic device for the infernal healing. A few misses around the sides, then a useful burning hands to torch the last one (should have done that sooner)

Ghast fight: Got blinded. Used the extra movement power to leave. With some distance started shooting elemental ray to moderate effectiveness.

Overall impression: the versatility is ok and useful, but hard to take advantage of so far.

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