Spiritualist L1 [PFS]: 00-03 Murder on the Silken Caravan


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Ray Human Spiritualist and Slime, Small Phantom of Hatred.
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Traits: Reactionary (+2 init), Pragmatic Activator (use int for UMD)

HP: 10+1 (ALL FCB TO HP)
AC: 10+2(armor)+3(dx)=15. Touch AC 13 FF 12

Feat: Point-blank shot, Technologist.

Skills: Craft(Mech)+6 Heal+6 K_Arc+6 K_Eng+6 K_Hist+6 K_Rel:+6 Ling:+6 (Infernal) Perc:+6 (+9 if spirit not manifested)

Rest of party:
Liam Fuego.....L2 Shaman
Dorak..........L2 gunslinger
Hiro...........L2 Mesmerist
Gorum-Klar.....L1 Spirit/L1 Ftr
Archelaus......L1 bard (negotiator)

The goal of the mission was to recover and bring back the body of a hero for proper burial.

Challenge 1: Find the hero's home. Ray was unable to make any primary skill checks as they involved information gathering but he was able to assist with a lucky roll.

Challenge 2: Discover bad guys and fight. Turns out the mourners at the home were actually long time adversaries of the hero, here to do bad things to the body. Ray made a sense motive check and failed a religion check to determine the bad guys. During combat the Spr1/Ftr (Gorum) with a big 2-hander Earthbreaker dominated the combat. The mesmer was able to daze a few foes keeping it under control. Ray was able to make a few clear shots with his light crossbow hitting once for 4 hp. Slime the Phantom, moved into position, used his ability for hated target and let loose, hitting in all 2 out of 5 times for a modest amount of damage (3hp and 5 hp). However his DR 5/slash helped against the 3 minions as they were using bare hands.

Challenge 3: Get on caravan. Ray assisted a Diplomacy check, but it was the bard here who did all the work.

Challenge 4: Caravan travel across desert. Ray fails Fort save and gets fatigued due to heat. Slime makes it.

Challenge 5: Ambush during a sandstorm. Pet makes Perception check and is not surprised. Waves of goblins attack along with hobgoblin warriors.
Shaman enlarged Fighter who proceeds to lay waste to the horde. Gunslinger continually one-shots goblins with his musket. Mesmerist casts sleep and takes out 3 goblins. Ray switches between his xbow and using his spiked guantlet to semi-tank and help with flanking. Phantom hits one out of 3 times, taking out a goblin. Party rogue tries to coup de grace with a bow and fails, waking up the sleeping foes.

Challenge 6: 2 Harpies, 180 feet up. 2 of the party fails to save. Ray and Slime wait until harpies fly down. Other party members lacking long range options keep the other party members from climbing to their doom. Best moment was when our mesmer dazed a harpy who fell to her death. Ray hit once out of 3 shots for total 9 hp damage in the fight. Slime never hit once even with flanking and hated target.

Challenge 7: Boss fight. Fighter L5, several hobgoblins. Party stay together and used a combination of daze, sleep. Rogue knowing the sleep spell is coming runs into the area of effect, hides, fails save and is out of the fight. Ftr was the mainliner here again. However our mesmer had several key control spells which shifted the course of the battle. Ray knowing his combat value was lower, spent most of the combat aiding in flanks, taking hits for the casters and aiding the Fighter's attacks. Slime lasted one round, took massive hits and was dismissed by Ray before he was killed.

Overall impressions: The class had a good blend of skills and was able to contribute in most out of combat situations. In combat the pet was only marginally useful. His DR only helped in 1 out of the 4 fights as slashing was by far the most common attack type. In addition his AC was too low to front line, but the phantom does not have any ranged options. The Phantom was utterly helpless against a ranged (flying) foe. I like the class and will play him again.

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