Author Archive

Pathfinder Society Core Campaign

January 29, 2015 1 comment

With the announcement of the new Core Campaign option for Paizo’s Pathfinder Society Organized Play comes a new way to play. The Core Campaign only allows the Pathfinder Roleplaying Game Core Rulebook, the Character Traits Web Enhancement, and the Guide to Pathfinder Organized Play. This is a perfect opportunity for new players to jump in on the fun and learn the game without being overwhelmed with all of the different options and tricked-out characters of current players. It is also an opportunity for veteran players to take the challenge to create characters with less mechanical fluff and play characters with more role-playing substance.

It seems like they have taken a page from Fifth Edition Dungeons and Dragons to create a sort of ‘Pathfinder Simplified’ where it is still Pathfinder, but on a much more simplified scale. But the advantage that Pathfinder has over D&D 5th Edition is the amount of original, quality adventures available to play. Granted the veteran players have played a large number of these adventures, but returning to them in the Core Campaign will have a decidedly different feel of play, especially if they are played from the beginning and in order (not randomly).

Now to present the Core Campaign Pregens (what you really came for). The challenge was to create characters that could still rock and not have a watered-down or too simple of a feel. The results came out better than expected; an archer, an undead controlling, fire-slinging cleric, a dwarven berserker, a gnomish sorcerer-wizard, a beautiful noblewoman paladin, and a slippery half-orc rogue with a big sword. Each character has a little gold left over to purchase traveling gear (backpacks, pouches, etc.) as a player deems appropriate. And you can always change the sex, ethnicity, etc. to fit your play style. Have fun!

Click on their name to view their character sheet:

Vrandall Greenleaf (Human Fighter)

Tall and thin, Vrandall has left the forests and his home of Falcon’s Hollow for the bustling city of Absalom and the Pathfinder Society. Known as one of the best young archers of any militia in Andoran, he has pledged bow and sword to Major Colson Maldris, a fellow countryman, to preserve freedom and expose corruption throughout the region.

Notes: Vrandall can deal damage, plain and simple. With Point Blank Shot, Rapid Shot and Deadly Aim at 1st level, he is the quintessential archer. As he advances in levels, he should take feats and equipment that enhance his capabilities. The first order of business would be to purchase a composite longbow (Str +2) to take advantage of his strength.

Claudiss of Egorian (Human Cleric)

Dressed in red and black robes draped over his armor and tapping the heavy mace on his belt, the glib-tongued young barrister Claudiss is an expert at crafting contracts. Hailing from Egorian in Cheliax, he calls on the fires of Hell to execute the contracts made by undead creatures and turn them to Asmodeus’ service. He has heard of the vast vaults of magical items held by the Pathfinder Society and joined them for the chance to research the magics of Golarion.

Notes: Claudiss is an interesting build for a cleric. He channels negative energy, throws fire bolts and his mace and commands undead. He has decent damage dealing capabilities in melee and at range and is tough enough to handle several roles in a party. He may not be able to channel energy to heal in a pinch, but he can perform those duties outside combat with ease.

Durn Trueaxe (Dwarf Barbarian)

One of the toughest dwarves he knows, Durn is a warrior at heart. He learned early to channel his anger into the swing of his waraxe and crush evil under the heel of his boots. Originally joining the Pathfinder Society as hired muscle, he decided to stay on as the temptation to adventure had overtaken him.

Notes: Durn is tough. He is a decent damage dealer with a good Armor Class, but his hit points set him apart. You could alter him to be a human (Bonus Feat = Toughness; 20 hit points at level 1) or half-orc, but dwarves need some barbarian action every so often. You could also lose the waraxe and shield to wield a greataxe or greatsword for more damage, but you lower his Armor Class considerably (especially when raging).

Zerkesite and Wart (Gnome Sorcerer and Toad)

Always too exciteable to sit down and learn wizardry, Zerkesite found that he was a gifted natural and was able to do many of the things his wizard friends had to study so hard to accomplish. He is a curious young gnome with a thirst for knowledge that has led him (and his faithful toad, Wart) to the Grand Lodge of the Pathfinder Society in Absalom.

Notes: To keep the wizard role in this party somewhat simple and without some of the technical parts of the wizard class, he is actually a sorcerer with the Arcane bloodline. He may have less spells, but he is more flexible and that will help newer players until they get used to the game.

Tenisha Reacklin (Half-Elf Paladin)

The beautiful red-headed Tenisha of the noble Reacklin family in Absalom heard the calling of Shelyn early in life. After observing some of the more destitute and unsavory conditions in the city, her temperment led her to take on a more militant stance in expousing her faith to become a paladin.

Notes: This may be an interesting one to play. She’s a noble, interested in pretty things, and used to the good life. Yet, she has a hot-head and wants to help those in need. There are plenty of role-playing opportunities here. She has a reach weapon (Shelyn’s favored weapon; a glaive) and a high Charisma. As she levels and gains more paladin abilities, she will be quite the thorn in a GM’s side.

Haddock the Sly (Half-Orc Rogue)

Once an enforcer and security for several Qadiran trade princes, Haddock had had enough of the ‘nothing-but-a-dumb-orc’ attitude towards him. Still large and intimidating with this trusty falchion, he realized that he had to carve his own fortune out of Golarion. Seeking the knowledge he needed, he joined the Pathfinder Society with a new purpose.

Notes: Half-orcs are always the bruisers of the party, but Haddock is more. He is still strong and can deal damage with a high-crit weapon (a falchion; a racial weapon) and sneak attack. Taking Power Attack as soon as possible would add to that damage considerably. He is also tough and has the other abilities of a rogue (trap-finding, disable device).


The Inselberg Clan – Dwarven Occult Playtest Characters

November 18, 2014 Comments off

To cap off last week’s reviews of the Occult Adventures Playtest material, we are presenting a group of pre-generated characters (PFS legal) to help get you in the mood to play. We chose to make a group of dwarves just because the occult does not always have to be represented by humans. As a group, this group is tough, well armored and has good damage potential, but the lack of specialized skills and abilities of the traditional roles (cleric, rogue, etc.) of an adventuring party may make them seem weaker. But, they are dwarves and dwarves are cool.

Click on each individual dwarf’s name to see their character sheet and hopefully the two done by hand are correct. Even though they are PFS legal, we did not give them factions because you may envision a different way to depict these characters. And if you aren’t quite sure about an ability or power, check out the Occult Adventures Playtest reviews here:

Now presenting the Inselberg Clan:

The Inselberg Clan is a small group of dwarves brought together because of their strange abilities. Possessing abilities not of the divine or the arcane, they struggle to find a place in dwarven society where they are accepted and can continue to develop their powerful abilities.

Samas Goldeye (Dwarf Kineticist 1) : Buried in a cave-in deep underneath the clan hall, Samas was given up for dead. Thoughts of death and dying caused Samas to exhibit sudden control over rock and earth, aiding in his escape from his rocky tomb. He now spends his days trying to control his newfound abilities as a geokineticist, or at least that’s what Jargas calls him.

Bogurr Deepearth (Dwarf Medium 1) : Bogurr found that he had gift to commune with his ancestors during a visit to his familial clan’s vaults where he heard voices calling out to him. These voices turned out to be the voices of his closest ancestors and Bogurr is allowing them to channel their energy through him to finish things that they were unable to before death.

Turk Granitesides (Dwarf Mesmerist 1) : Having served time in the militia and establishing a name for him as a capable leader, Turk became aware of his abilities as a surprise to many, including himself. He had a reputation for a steely gaze that unnerved his enemies and a calming, compassionate way with his troops that seemed to always yield surprising results.

Bogarr Deepearth (Dwarf Occultist 1) : Brother to Bogurr, Bogarr Deepearth is deeply proud of his ancestors. Noticing Bogurr’s gift with communing with his long-dead family, he discovered a way to manifest his ancestors’ might through items they held dear, from his great-grandfather’s waraxe to his grandfather’s shield.

Jargas Greystone (Dwarf Psychic 1) : The studious Jargas keeps close tabs on his fellow Inselbergs. Having discovered his own increased mental faculties, he researches ways to help both his comrades and develop his own abilities.

Burgand Midearth (Dwarf Spiritualist 1) : As the Deepearths’ first cousin, Burgand seemed to be the most in tune with his family’s ancestors. While Bugarr channels them through his body and Bogarr channels them through their possessions, Burgand has actually become a vessel for his great-great-great-grandfather, Fregan Greenstone, one of the first battleragers ever known. Burgand struggles to keep his angry grandfather from getting out of control and he depends on his fellows for guidance and understanding.


Occult Adventures Playtest Review – Day 6

November 15, 2014 1 comment

We have made it to the final day of reviews. We really hope that you have enjoyed and gained insight as to what these classes are and hopefully what is needed to take them to the next level.

Well here it is, Day 6’s review of the playtest Spiritualist!

Spiritualist Description: “Becoming a spiritualist is not a calling; it’s a phenomenon. When a creature dies, its spirit flees the body and begins the next stage of its existence. Debilitating emotional attachment during life and other psychic corruption causes some spirits to drift into the Ethereal Plane and descend toward the Negative Energy Plance. Some of these spirits are able to escape the pull of undeath and make their way back to the Material Plane, seeking refuge in a psychically attuned mind. Such a fusing of consciousnesses creates a spiritualist – the master of a single powerful spirit whom the spiritualist can manifest upon the world to do her bidding.” – Occult Adventures Playtest

First Glance: Oh great, another summoner. Will this one be overpowered and then get stripped down later?

Delving Deeper: When I first saw this class I was hoping that it was not just a summoner archetype and I will not compare them to this class. This has to be treated seperately.

If you did compare them to each other and had played a summoner before, you really need to note the differences between what happens when your phantom dies and then the range of abilities between the two. There are a lot of differences, thats why I would not compare them directly.

Another difference is that you have to choose an emotion, such as anger or jealousy, for your phantom. This represents its driving force and represents how it is able to stay in the physical world. Each emotion also provides bonuses and a sort of flavor for when you interact with your phantom.

The phantom basically has three settings; shared consciousness, incorporeal manifestation and ectoplasmic manifestation. Shared consciousness involves having the phantom in the spiritualist’s psyche and that is where it feels safest. There are several benefits to having two consciousnesses in one body (improved saves) and the phantom gives a couple of skill bonuses according to your phantom’s emotion. Manifesting your phantom incorporeally is basically having a personal ghost to do your bidding and has the benefit of being incorporeal. Ectoplasmic manifestation is the last ‘setting’ for a phantom. This is a full physical manifestation not unlike Slimer from Ghostbusters (even down to the ectoplasmic slime trail) and allows it to fight as a summoned creature directly with the physical world.

A player really has to pay attention as to how the spiritualist and phantom interact with spells such as dispel magic and others that dismiss summoned creatures. You have to pay attention as to how your phantom’s chosen emotion interacts with the three different settings of manifestation. Some work in a certain manifestation and not in others while others are all inclusive.

Here’s the Playtest Messageboard on Paizo’s website. It can give you even more insight as to what others are thinking about this class.

I will say that I have GM’d a game that had a spiritualist player so I have seen what a phantom is capable of. The phantom with three manifestations seemed to be the main flavor of the class while the spiritualist was less so. I was hoping to see more of an even (50/50) display of abilities. Well, maybe the shared consciousness ability is more for the spiritualist than the phantom itself, but still. It is a truly interesting class that will yield some fun characters for people to play.

Character Suggestions: A dwarven spiritualist who is bonded to his great-great-great grandfather phantom that fought in the great goblin-orc was and holds an extreme hatred towards them. Another concept is a spiritualist whose lover was tragically killed in a fit of jealousy and now has returned as a phantom with the jealous emotion tied to it.

4 out of 5 Rating: The spiritualist has a good mixture of abilities. Possessing a multitude of capabilities and spells that gels well with an interesting ghostly companion, the only real drawback to the spiritualist is the spiritualist itself; it may just be the weakest link. I want to give it a 5, but this is the barebones playtest and we need more character choices like feats and emotions to really get that rating.

If you enjoyed this review, please check out the other playtest class reviews here:

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Occult Adventures Playtest Review – Day 5

November 14, 2014 2 comments

This may be my most criticizing review so far, but I am trying to be honest and informative about these playtest classes. The victim today is the Psychic.

Psychic Description: “Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. By accessing these staggering vaults of mental energy, the psychic can shape the world around her, the minds of others, and pathways across the planes. No place or idea is too secret or remote for a psychic to access, and she can pull from every type of psychic magic. Many methods allow psychics to tap into their mental abilities, and these disciplines they follow affect their abilities.” – Occult Adventures Playtest

First Glance: We are finally going to be able to have that all-inclusive mind-melting psychic juggernaut that the world deserves.

Delving Deeper: Or not. When you first look at this class you notice the spontaneous casting for an Intelligence-based character. This is a novel idea, but poorly executed. You will notice the Psychic Disciplines that must be chosen, not unlike a school of magic or cleric domain. Each of the four disciplines uses a secondary stat (Wisdom or Charisma), which I actually like as it discourages ‘dump stats’. The disciplines seem to make the Psychic into a dual-class of sorts, with Lore closely resembling a bard or wizard and Tranquility resembling a cleric.

You will also notice the Phrenic Pool, a reserve of mental energy used to attach additional abilities to spells, but at a cost. The pool is connected to the secondary stat, but other than that it feels disconnected. The Phrenic Amplifications that the pool supports are too few to really get an idea about their effectiveness. And since you get both the pool and amplifications at level 3, the first one you would have to take is Will of the Dead (to affect undead with mind-affecting spells). Basically for 2 levels you are unable to do anything against undead and we all know that there are no undead in the fantasy world.

Check out what others are saying on Paizo’s Playtest Messageboard.

But I feel like I am bashing the psychic like Gallagher on a watermelon, but I see an interesting up-side to the way that psychic magic itself is cast. Psychic spell-casters are a separate branch of caster and effects that target arcane or divine casters do not affect them. It is a whole new branch of magic. And psychic magic’s components are different as well. They use thought and emotion components instead of verbal and somatic components. A thought component, which replaces the verbal component on older spells (color spray, etc.), is the actual visualization of the effect you are trying to achieve and requires any concentration checks to be 10 higher but spend a move action right before to center yourself to negate that effect. An emotion component, which replaces the somatic component of an older spell, requires the emotional will and desire to cast the spell. A psychic spell-caster under the influence of anything with the emotion or fear descriptor causes problems with casting a spell with an emotional component. I could definitely see a situation where a psychic is grappled, steadies his mind with a move action to lessen the concentration check, then blasts the grappler with mind thrust; all while being grappled.

And the notion of undercasting is interesting as well. Basically if you choose a spell to add to your spell-list like mind thrust III at level 6, you are automatically able to cast mind thrust I and mind thrust II as well, using the appropriate spell slot. That creates a little more versatility, especially since a psychic can switch out spells at level 4 and every even-numbered level after that. This means that if you had mind thrust I and picked up mind thrust II at 4th level, you could replace mind thrust I with another spell but still be able to use it at the 1st level spell slot because of mind thrust II and undercasting. Your spell list will grow stealthily.

Character Suggestions: Several concepts come to mind; a dwarven psychic with the Lore discipline who strives to collect more and more information about his people or an oread psychic who seeks perfection on a mountaintop with the Tranquility discipline.

3 out of 5 Rating: This class has a severe lack of psychic spells, even with undercasting as an option. At this point, I expect nothing but greater things to come from this class in future releases; more spells, more disciplines, etc. This class is just so basic as to be uninteresting and as flat as week-old Coca-Cola left on the basement table from the last gaming session. Okay, okay… not quite, but close.

Check out the previous days of reviews:

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Occult Adventures Playtest Review – Day 4

November 13, 2014 3 comments

We are up to Day 4 with probably my favorite class of the playtest, the Occultist. Remember, if you haven’t already; pick up your free Playtest Packet from Paizo before November 25th!

Occultist Description: “The occultist focuses on the world around him. While gifted psychics use their power to explore the mind and gaze at what lies beyond, the occultist is grounded in the powers that flow throughout his environment. He uses his power to study the magic that infuses everyday items to the powerful incantations that fuel the mightiest spells.”

“The occultist channels his psychic might through implements – items that allow him to focus his power and produce specific effects. While some of these implements might be magic items in their own right, most of them have a personal or historical significance to the occultist. For him, implements are much more than simple tools. They are a reservoir of history and a tie to the events of the past. He uses these implements to influence and change the present, adding his legend to theirs.” – Occult Adventures Playtest

First Glance: Don’t we already have magic items? Now normal items are magic, too? Even this pencil? Sweet!

Delving Deeper: This class is very, very interesting. You can focus your mind to draw out ancient, psychic energy from objects to use magically. There are so many possibilities for characters with this class! But first, let’s look at the nuts and bolts.

You have a certain amount of implements that you can draw power from and each implement, whether it be a weapon or crystal ball or what-have-you, has powers automatically ‘turned-on’ when empowered as well as a selection of ‘extra’ powers. You can expend your focus points to power the implements of leave some energy in them so that latent powers activate. Each implement also has a corresponding school of magic. These schools of magic determine the spells you can cast.

After reading the class carefully you can see that you need more mental focus and spells to choose from. Without a full BAB (or the option for a full BAB), those elements need to be increased. Having the choice of 1 spell for each implement (2 spells total at first level) is somewhat lackluster. And since the implements’ special powers are either dependent on stored energy or spent energy, burning that focus will go fast.

These issues seem to have been raised in the Playtest Messageboard.

Character Suggestions: Two concepts come to mind right away. The first is a dwarven occultist that uses his father’s and grandfathers’ and great-grandfathers’ weapons, armor and equipment, drawing out the power of his ancestors for use in battle. The second concept is a human occultist that uses a Harrow Deck and a Wayfinder for divination and conjuration purposes. This character would combine the characteristics of both implements to complement the use of the other with other abilities (feats: Harrowed, Harrowed Summoning). One of these concepts will be my character for the playtest; I like the dwarf, but I really want to use my fancy Harrow Deck.

4 out of 5 Rating: The largest issue that keeps them from getting a 5 from me is the spells. The spell progression and spell list needs work. It either needs to be bumped up to get higher level spells earlier or more spells available for use at each level

Check out the previous days of reviews: Kineticist, Medium and Mesmerist

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Occult Adventures Playtest Review – Day 3

November 12, 2014 4 comments

We hope you are enjoying the reviews and helping you decide which of these classes are for you. The third class we dig into is the Mesmerist:

Mesmerist Description: “Experts at charm and deceit, mesmerists compel others to look into their eyes and heed their words. Psychic powers, primarily those of enchantment and illusion, give them the tools they need to manipulate others – usually for their own personal gain. They very gaze of a mesmerist can hypnotize someone into following the mesmerist’s whims. Mesmerists frequently form cults of personality around themselves, and develop skills and contingency plans for when their ploys get discovered. Mesmerists draw their magic from the Astral Plane, and many consider their minds conduits to enigmatic spaces others can’t comprehend.” – Occult Adventures Playtest

First Glance: You know that creepy guy at the carnival that keeps staring at you when you pass by. Yeah, this is that guy.

Delving Deeper: This class has a smattering of everything that seems to gel really well together. As a spontaneous caster with a spell list consisting primarily of enchantment and illusion spells, the mesmerist can inflict or cure any affliction of the mind. The (no-concentration) Hypnotic Stare is useful to make opponents more susceptible to your mind-affecting spells, and then add some effects from the Bold Stare feature for a more potent combination.

By implanting psychic tricks into his allies (or himself), the mesmerist will be able to provide support according to what is needed for the situation. Tricks like false flank will definitely be helpful to a rogue or psychosomatic surge for fighters. Tricks like vanish arrow could help deal with ranged combatants; it all just depends on what type of campaign you are playing in. One of the drawbacks with the Mesmerist Tricks is that they are very situational, the need to touch the recipient and the duration of how long the trick is active before expiring. With all of these abilities at a mesmerist’s disposal, they will definitely test a player’s ability to manage their resources.

Honestly, the main problem the mesmerist has is the ability to affect creatures that are not affected by mind-affecting abilities. But that can be easily solved with feats or tricks (Psychic Inception trick) or whatever. Once that is overcome, the mesmerist is the king of enchantment and illusion.

Check out the Playtest Messageboard for concerns raised by other playtesters…

Character Suggestions: This class has me stumped. You could make the creepy carnival guy or you could make a creepy gnome guy or a creepy little halfling guy. But seriously, since mesmerists are known for their large egos and powerful personalities, a tiefling could easily be the founder of its own cult or a benevolent, supportive dwarven captain known to have almost absolute loyalty of his command.

4 out of 5 Rating: This class has a good variety of everything. Spell progression, BAB and class features seem to be rounded out nicely. And after trying to brain-storm ideas for characters, a drawback may be the lack of character options that will differentiate between characters. By having more options for tricks and stares in later releases, customization could be better mitigated.

And check out the other playtest reviews:

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Occult Adventures Playtest Review – Day 2

November 11, 2014 5 comments

Here we are with Day 2 of the playtest review! Today’s class is the Medium:

Medium Description: “Mediums channel spirits into themselves, using their own bodies as vessels for astral entities. Whether the spirits represent the souls of the departed, mental archetypes, or disembodies outsiders, the medium balances his need for the spirits’ power with the danger of allowing such beings influence over his mind.” – Occult Adventures Playtest

First Glance: We will finally be able to use that Harrow Deck that’s been gathering dust on the bookshelf.

Delving Deeper: By channeling spirits the Medium at first glance seems to be very versatile. But after choosing the number of spirits that you are allowed to channel, you quickly find that you have to be extremely saavy in how they interact with each other in order to gain the most benefits. With a possible 54 spirits up for grabs in later releases, the 18 spirits in the playtest do not seem as daunting, but that is still a lot of data to cull character options from. Heads may explode from information overload…

There are other issues with this class that need to be addressed. The spell progression is possibly too slow and the ‘Trance’ ability needs to be more often. It seems to need a few tweaks to make it take off. See what people are saying on the Playtest Messageboard and see if you agree.

After all the negative, I can see this class being extremely fun and diverse. I can envision an entire party of mediums channeling their spirits in many different ways with different effects (See Character Suggestions below). By carefully choosing which spirits you channel, every role of an adventuring party could be covered.

Character Suggestions: Some characters to think about on Day 2 is the dwarven medium who channels the spirits of his deceased herioc ancestors, whether they be of his clan or all of the dwarven people. Another option could be the medium who is unable to properly summon demons or devils and offers his body as a vessel to make them able to interact with the physical world. There are options beyond the Harrow Deck!

3 out of 5 Rating: If you are about flavor, this class is a can’t miss. But with that being said, this class needs some oomph; maybe not a full BAB, but better saves or a quicker spell progression could possibly get it to a level on par with other classes.

Did you read Day 1’s Review of the Kineticist?

Occult Adventures Playtest Review – Day 1

November 10, 2014 6 comments

Paizo is at it again! They have released a new set of playtest classes based on a theme not of the arcane or divine but of the occult. At first glance some of these classes are either overwhelming with lots of elements or very underwhelming with a lack of perceived spell power. Grab your free Playtest Document (Hurry! It ends November 25th) and every day this week we will delve into a different playtest class. First up is the Kineticist, so let’s start digging!

Kineticist Description: “Kineticists are living channels for elemental matter and energy, allowing them to manipulate the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinesis during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom simply passed from parent to child, kineticists are rarely able to find a mentor figure to help focus this raw power, so they must delve into the mystery on their own to learn to control their gifts.” – Occult Adventures Playtest

First Glance: Have you ever wanted to create a bender or martial artist from your favorite cartoon series? Well, here’s your chance!

Delving Deeper: By using your internal reserves of energy and accepting ‘burn’ (nonlethal damage), you can do some really spectacular things with your kinetic blasts. You can use wild talents to change your blasts into blades, cones or even clouds. They can also be shaped into defenses or allow you to fly. At higher levels you can focus squarely on your original element to make it more powerful or you can pick up a second element to combine the effects of those two to get entirely different results.

There are a couple of items you should definitely pay attention to; spell resistance and ranged attacks. Since kinetic blasts are spell-like abilities, they are subject to spell resistance, but some blasts have effects that specifically state that spell resistance does not apply. When choosing wild talents and infusions for your blasts, look at how you are to deliver that blast. There is a huge difference in your capability to hit when it is a ranged attack or a ranged touch attack. By carefully choosing feats, such as Point Blank Shot and Weapon Focus, you can offset some of the medium progression BAB and more effectively.

Since this class is so different and slightly more complex (12 pages long) than a normal class, it can be a bit overwhelming, but by carefully reading through the material you will find an interesting class. Also check out the Playtest Messageboard for the Kineticist. You will find clarifications on rules and even ideas on what you can do with this class.

Character Suggestions: Since the majority of Pathfinder is fantasy-based, we need a few ideas for those types of characters. A dwarven terrakineticist would be an outstanding character, especially since dwarves are closely attuned to the earth and the main ability score for kineticists is Constitution. A sylph aerokineticist could be very graceful and then use combinations of air for controlling the battlefield then electricity for damage-dealing. A human telekineticist is the perfect opportunity to play a true ‘psionic’ telekinetic, able to use their ‘powers of the mind’ for fine manipulation and also outright destruction.

4 out of 5 Rating: Power versatility and options give this class a high score, but complexity and lack of high BAB and skills may make this class a one-trick pony.

5E & Me

August 11, 2014 1 comment

HERO_StartBoxLast week, Scott D wrote his ARTICLE about the pleasant surprise he experienced with the D&D 5TH EDITION STARTER SET. Well, I was there! He was the Dungeon Master and I was actually playing; enjoying it all. (Having been unable to consistantly play RPGs for a little while, it was refreshing to be able to play.)

I will say that I purposefully did not partake in the playtest of 5th edition in the last year or so. First off, I was playing other stuff like Pathfinder and Edge of the Empire and Dungeon Crawl Classics. Secondly, I did not want to be one of those guys to be sitting at the table and say, “Oh, that changed from the second revision? Well, that totally screwed up my strategy.” And finally, I just did not know if I believed in Dungeons & Dragons anymore.

While playing the Starter Set I came to the conclusion that I liked the new edition. It fits right in the middle of everything that is out there right now. You do not have to be a calculus professor to crunch the numbers and you do not have to rely on the dice for every single decision that is made about your character. It fits in between all of that, with, from what I could see, the potential to swing in either direction, depending on your group’s play style. It has easy to understand mechanics and more story-telling opportunities over the long term that could easily entice new players to join the fold.

I jumped at the chance to play because it was so new to me. I had only downloaded the BASIC RULES that day to familiarize myself so I would not slow play down and became hooked (Especially when I got to character creation; more on that later.). See when I play Pathfinder and see the problems that so many have with keeping the rules straight from 3.0 to 3.5 to Pathfinder, it is sometimes a turn off. Especially if it takes 10 minutes to find the correct rule. And then there are the arguments about which edition is better. I was not looking for that; I wanted that fresh RPG feeling. And I think I got it.

Honestly, I was not sure that I believed in Dungeons & Dragons any more. My personal RPG journey did not start like most did in Dungeons & Dragons (I actually started with TMNT), so even when I played it, it was always reluctantly. I went through a tiny bit of AD&D, 3.0 quite heavily and then onto 4th Edition. Now do not get me wrong, I enjoyed the vast majority of my experiences with D&D, but I always felt like there was something out there that had to be better and more fulfilling than the current edition. I know I just played one session of 5th Edition, but it has something about it. I just cannot put my finger on it… yet.

phb5eWell, enough of all that sappy, critical thinking mumbo-jumbo. Let us get to the fun stuff! I thought the pre-generated characters in the Starter Set were interesting, but they lacked oomph. They lacked complexity. They lacked… my touch. So I took the bare-bones character creation rules in the free rules set (Those are the only rules available right now; payday cannot come quickly enough for the PLAYER’S HANDBOOK.) and turned them upside down. My first creation attempt was lacking until I decided that there just had to be an entire party created.

I only provided blurbs about each character because I wanted you to get a general sense of who they were but not totally define who they are and how they came together. Every DM and every group would play them differently. And that is why I am liking this 5th Edition of Dungeons & Dragons; definition without definitions.

For your enjoyment:

  • Sgt. Carse Youngblood is a young, upstart officer in the king’s army charged with investigating arcane threats to the crown.
  • Azure is a somber elf obsessed with exacting revenge on the dark elves; all in the name of Shevarash.
  • Bilgar Hilrock is a studious dwarf bent on reviving a university dedicated to dwarven warfare.
  • Gilygan Hairyfoot is a tender-hearted Yondalla-loving halfling cobbler who once stood up to a greedy tax collector.

Download their character sheets HERE!

Categories: 5e, Adventure, DnD, DnDnext, Pregens, Reviews, RPGs

Exercise in Character Creation, Part 3

May 12, 2014 Comments off

We have finally made it to the end of this little journey! If you have not been following along for the past month or so, read up on these two past articles (Part 1 and Part 2). Here are the results from the last round of voting (from 33 responses):

  • Personality – Lady Redfalcon (39%), Adris Redwing (33%), Longfang (27%)
  • Class – Slayer (39%), Urban Ranger (33%), Swashbuckler (27%)

I now present Adrian Redfeather’s alternate persona while adventuring with the Pathfinder Society; Lady Redfalcon. To disguise himself from his father’s peers and keep his identity an upmost secret, Adrian decided to make over himself the most drastic way he could think of; as a woman. Borrowing a pair of fighting fans from his father’s collection of the Far East along with a kimono that was given to his mother and a long, black-haired wig, he is incorporating them into his new persona. Drawing upon skills learned from his father, Adrian is able to combine aspects of rangers and rogues to create the mystique of the shy and demure, yet positively deadly, woman known only as Lady Redfalcon.

I want to thank everyone who voted for voting. I think this was kind of an interesting process that I will definitely have fun with the results. Thank you all again!