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New playtest fighter and warlock
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<blockquote data-quote="HammerMan" data-source="post: 9014602" data-attributes="member: 84112"><p>We hit the ground running when a mummy lord/Necromancer attacked the town. He had mummy and vampire spawn and wights with him and dropped more than half of town guard. </p><p></p><p>Mid fight a refluffed young white dragon showed up and almost dropped all of us. </p><p>We did have NPC priestess and acolytes of the raven queen along with town guard protecting the town. </p><p></p><p>Having said that I also know at least some of the wights were modified to have swords that dealt d6 damage but had the vex mastery. And that is evil cause if they hit they get advantage on that life drain. </p><p></p><p>The mummy is also a shader Kai or was in life… and had blessing of the raven queen </p><p></p><p>We got 3 combat encounters a bit of exploration and 2 rp scenes all in tonight and we are off into the dessert searching for where the mummy lord calls home. (We assume a dungeon) </p><p>Take away. The fighter wasn’t much more dynamic. It was a let down even with mastery. The blade lock worked much better than the fighter (especially since he also had mastery). </p><p>I will say indomitable may have gotten its best showing ever when the fighter rolled a 2 (so like 7ish) vs HARM and was going to drop… but she used it and rerolled adding 13 to it so she rolled a 6 and made it. </p><p>Now that didn’t help when she made her save vs the Dragons Breath-weapon and dropped anyway from half damage but hey it all worked out… sort of. </p><p>Also kind of funny we have a fighter with a +12 and a fighter with a +9 but both warlocks hit with +10s so the fighter doesn’t feel that much like a combat focused class .</p><p>My wizard warlock acting as healer was okay but I wish I got slots back on the short rests. </p><p>We used HD to get back in fighting shape it’s a good thing I took remove curse though since both our blade lock and front line fighter ended the first fight with Mummy Rot. I don’t know WHAT we would have done if I didn’t have it. </p><p></p><p>I wanted to modify spell to make remove curse a ritual for a day, but we read and only spells that take longer to cast can get rituals tag added. </p><p>Also my poison spray is a wasted cantrip but to be fair if I had taken toll the dead it would not have been much better. Chill touch and sacred flame though came in handy. </p><p>Also Archery fighting style is still GOAT I feel like it should be changed but fighters should just get a generic +1 to hit with weapon attacks. </p><p></p><p>Oh and the warlock DOES get some benefit out of the arcane spell list instead of the short warlock one. Both disintegrating and teleporting were used to good effect. </p><p>Also my expertise in Arcana was a big deal too while learning about the mummy. </p><p>Our gunslinger fighter rouge and me having about 90hp each but the blade lock and fighter in the front line 120 and 150 didn’t seem to make much of a difference. Our melee characters just took too many hits. At 13th level the melee of 19 Ac is not enough. </p><p></p><p>Also Hexer giving advantage on con saves to hold spells was less useful than I expected. Life drinker though adding damage and a healing component mixed with the temps every time someone on melee dropped meant the blade lock with 40-50 less hp ended up tanking a bit like the straight fighter. (But he too got knocked down)</p></blockquote><p></p>
[QUOTE="HammerMan, post: 9014602, member: 84112"] We hit the ground running when a mummy lord/Necromancer attacked the town. He had mummy and vampire spawn and wights with him and dropped more than half of town guard. Mid fight a refluffed young white dragon showed up and almost dropped all of us. We did have NPC priestess and acolytes of the raven queen along with town guard protecting the town. Having said that I also know at least some of the wights were modified to have swords that dealt d6 damage but had the vex mastery. And that is evil cause if they hit they get advantage on that life drain. The mummy is also a shader Kai or was in life… and had blessing of the raven queen We got 3 combat encounters a bit of exploration and 2 rp scenes all in tonight and we are off into the dessert searching for where the mummy lord calls home. (We assume a dungeon) Take away. The fighter wasn’t much more dynamic. It was a let down even with mastery. The blade lock worked much better than the fighter (especially since he also had mastery). I will say indomitable may have gotten its best showing ever when the fighter rolled a 2 (so like 7ish) vs HARM and was going to drop… but she used it and rerolled adding 13 to it so she rolled a 6 and made it. Now that didn’t help when she made her save vs the Dragons Breath-weapon and dropped anyway from half damage but hey it all worked out… sort of. Also kind of funny we have a fighter with a +12 and a fighter with a +9 but both warlocks hit with +10s so the fighter doesn’t feel that much like a combat focused class . My wizard warlock acting as healer was okay but I wish I got slots back on the short rests. We used HD to get back in fighting shape it’s a good thing I took remove curse though since both our blade lock and front line fighter ended the first fight with Mummy Rot. I don’t know WHAT we would have done if I didn’t have it. I wanted to modify spell to make remove curse a ritual for a day, but we read and only spells that take longer to cast can get rituals tag added. Also my poison spray is a wasted cantrip but to be fair if I had taken toll the dead it would not have been much better. Chill touch and sacred flame though came in handy. Also Archery fighting style is still GOAT I feel like it should be changed but fighters should just get a generic +1 to hit with weapon attacks. Oh and the warlock DOES get some benefit out of the arcane spell list instead of the short warlock one. Both disintegrating and teleporting were used to good effect. Also my expertise in Arcana was a big deal too while learning about the mummy. Our gunslinger fighter rouge and me having about 90hp each but the blade lock and fighter in the front line 120 and 150 didn’t seem to make much of a difference. Our melee characters just took too many hits. At 13th level the melee of 19 Ac is not enough. Also Hexer giving advantage on con saves to hold spells was less useful than I expected. Life drinker though adding damage and a healing component mixed with the temps every time someone on melee dropped meant the blade lock with 40-50 less hp ended up tanking a bit like the straight fighter. (But he too got knocked down) [/QUOTE]
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