DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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With a swift action no less! So they got full attack rounds. And don't dare look at them either.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus begged the White Rabbit to stay in the back! It did not work!

Welcome aboard our marvelous magic carpet ride! I am your insane clown posse...err...your insane in the membrane (actually quite apt) witch here for all the free popcorn!

Yes; it's all true what the others said; although their words have sugar in them....


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2
DM_Delmoth wrote:
With a swift action no less! So they got full attack rounds. And don't dare look at them either.

Mara's going to have nightmares about them for some time.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Hmm… sounds like I should with rebuild or create a different monk, either way taking a WIS-based archetype (or no archetype).


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

I believe there are some monk archetypes that could help fill our Knowledge gaps, like Perfect Scholar (available both Chained and Unchained).

Between Dervak and a warpriest I think melee damage should be doing pretty well, although more is usually okay if that is what you want to do.

I am hesitant to recommend Zen Archer... that might be OP, and I have in fact seen a campaign destroyed by a 12th-level archer sucking all the challenge out of it (Carrion Crown). Archery is the strongest combat style by a wide margin, I think. Even though we lack ranged capability, it is an area to use restraint IME.

But whatever you do, yeah, that Will save is pretty important. A Cha-based Unchained monk loses out twice.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Note that the Irrepressible trait allows you to use Charisma instead of Wisdom vs charm or compulsion effects. Suggested characters include Keleshites, so it's easy to work in.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary
Mara bint al-Katheeri wrote:
Note that the Irrepressible trait allows you to use Charisma instead of Wisdom vs charm or compulsion effects. Suggested characters include Keleshites, so it's easy to work in.

And Steadfast Personality lets you add Cha to Will saves vs mind-affecting. Doesn't stack with Irrepressible but is broader, encompassing fear effects.

There are some pretty nasty Will saves that are not mind-affecting - curses, teleportation effects, possession, and various monster abilities where they just decided to not add the mind-affecting tag.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Howdy howdy, I've read over the last two pages of discussion. I was planning on leveling up Allegra but if you've still got reservations, I'm happy to address them or reroll. I will note that Allegra started down the path of hellknight and got expelled from the order, so although she still worships their pantheon, she's not necessarily quite as hidebound to having a stick up her butt as the typical hellknight, especially under the extenuating circumstances of taking the fight to cosmic horrors and/or tax evaders. Also, as much as I love hellknights, I really don't have it in me to consistently play lawful-stupid at the expense of party unity.

If a reroll is preferred, I can look into a smartypants trapper of some sort, but it might take me an extra day or two, work is busy and I'm prepping for a vacation later this week.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

The White Rabbit can learn trapping....hehe! I say play what you envisioned for the AP.
Are we a party of 5 or 6 now?


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak would totally evade taxes. The paperwork intimidates him.

Play what you like - I've never seen a high-level warpriest in action but I understand they are fairly well balanced.

And personality-wise, Delmoth assures me it can work.

At least someone maxing Knowledge (Dungeoneering) would help... aberrations are plentiful and very diverse in their abilities so it helps to know what's what. So rather than retraining into a Knowledge expert, just max out one skill and among all the PCs we should do okay. Although I guess Religion is more suitable for a Warpriest.

Dervak cannot be much help on Knowledge skills.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Well, Mara has Knowledge Dungeoneering +1. :)
I felt compelled to take a rank since Mara has the Foe of the Strange campaign trait (which does not give dungeoneering as a class skill).

She spent a fair number of skill points on Heal, to help out with a certain occult ritual (needed to reliably hit a DC of 29 at 7th lvl).


Hey all... thanks for the welcome!

I decided to make a fresh new monk. She’s a half-elf, and will specialize in trips and grapples.

In case you’re wondering about the avatar, I was once in a karate tournament hosted by a guy who was demonstrating techniques (causing his students to shriek in pain) while wearing a suit. He was a jerk, but while looking for a much rougher looking character I saw this half-elf and PM’d Delmoth on discord.

So here is Sister Jilly Li.

(PS- I’m well aware that the dad in the backstory has a Mandarin surname but a Cantonese given name.)

As far as knowledge skills go:
•Religion
•History
•Geography


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Greetings all. I think I have Ci Ci properly fixed as far as stats and abilities go. I just need to type up a short back-story. Thanks for having us aboard!

EDIT: Okay, backstory is up. Ci Ci is working for Allegra as a spell-slinger for hire.


How do you guys feel about lightning for my elemental fury? I was going with ice in the pirate game, but since we’re not at sea I’m going with more air-based monk skills, like ethereal form and insane jumping.

PM to GM coming... (discord because easier)


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

It ought to be fine. We haven't run into much elemental resistance so far.

FWIW, Theo has the possibility of learning Lighting bolt as one of his few damaging spells, and could get Chain Lightning at 13th. Mara gets a once/day Chain Lightning next level (Spirit Spell).


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Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

FYI, Mara usually buffs melee types with Barkskin and Heroism. She can cast Haste once/day (Speed of Slow Time revelation). She also knows Blessing of Fervor.


Mara bint al-Katheeri wrote:

It ought to be fine. We haven't run into much elemental resistance so far.

FWIW, Theo has the possibility of learning Lighting bolt as one of his few damaging spells, and could get Chain Lightning at 13th. Mara gets a once/day Chain Lightning next level (Spirit Spell).

Would you prefer I go with Cold then?

CHA is my dump stat, so it actually works for the personality I have in mind.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I don't think it makes much difference (mind you, I have no idea what types of creatures might be ahead). My impression is that cold resistance may be slightly more common in Pathfinder than electrical resistance.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

It looks like I am going to have to optimize much more heavily on offense to have Dervak keep pace with Sister Li. I am not a big fan of "rocket tag" - I actually like fights to go a few rounds so the bad guys can do their cool stuff. That's why Dervak has a defensive bloodline and archetype.

But the consequence of that is that, at least against opponents that can be tripped, Sister Li will do about double the damage he does each round. With much worse AC and HP.

If Dervak isn't seen as a comparable threat, enemies will target Sister Li and rip her to pieces.

I guess if we were side-by-side and both took Paired Opportunist, then he would get an AOO every time she does. Which would be pretty crazy (and it would give her a +4 on all her many AOOs). That would make him a credible threat.

@Sister Li, would you be willing to take that feat at level 11?


Male Archives of Nethys Human Loot List Roll20

The White Rabbit feels that he could step it up in melee?


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Go back to Absalom Commandant! Lol

I think we're almost ready to start moving again. I'll take a look at remade characters tonight. FYI I generally don't check for legal builds just to see what your character is about.


If the past year with Delmoth taught me anything, low HP damage dealers have a target painted on them. Committing to melee doesn’t help. (Not too late to change my Lv.10 to Snatch Arrows!)

I don’t know how I feel about the teamwork feat. I think we need to fight some battles together to know if that feat would benefit us.

I’m not familiar with the term ‘rocket tag.’ Vix uses Dragon Style to run ‘through’ allied squares and Saph uses Flying Kick to leap over defensive allies and flurry. I think we can find a way for strong defense and strong offense to make for good teamwork. I’m not entirely sure we need a feat to do that.


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@Allegra,
I like Delmoth’s suggestion that I’m working for you. Since our characters don’t actually pay each other, the convent sent Sister Li. All she does is drone on about fighting styles from around the world. The other sisters think she’s boring, and maybe if she gets out in the world, she’ll find something else to talk about. They won’t have to listen to her.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I'm personally wondering if we should revisit the idea of all taking Shake it Off.


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I'm uncertain about the origins of the term rocket tag but it evokes a tag game where you declare you're it by firing a rocket launcher.

Pathfinder is rocket tag because more often than not whoever wins initiative will have a significant advantage in the combat. It's also why Theo had built to +12 init. He is not a rocket by any means but if he's able to get a misfortune off before everyone it will typically make the enemy rocket a guaranteed miss.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

I'm still working through my updates, I've got a handful of feats and most of my equipment still but its coming together.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary
Mara bint al-Katheeri wrote:
I'm personally wondering if we should revisit the idea of all taking Shake it Off.

I would be willing to take that next level.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

You started it, good sir...lol!

Theophilus likes to go first; so that he can decide if running away is prudent. Admittedly, the White Rabbit is the brave one.

@ DM Delmoth is this the next morning that we will be finding ourselves? Full power and all that?


Okay....... close to the end, though I still need my bylines.

Questions:
• Stun and Paralyze — always Fort?
• Enchant — always Will?


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Hold Person is a paralysis will save, so they definitely exist. I believe Enchantment is always will but there could be exceptions I'm not aware of.

I'm considering getting Channel Smite, although it's not as useful as it would be for a cleric since warpriest has delayed progression. If I don't do that, I might switch to positive channeling. @Delmoth, what do you think about Versatile Channeling since I've got good, evil, and then some neutral who can do either within the Godclaw pantheon? Also, how do you feel about Variant Channeling? Thoughts/opinions from the rest of you appreciated as well.

If I don't go with some sort of channel-related feats, I've got two more 9th level feats to burn, and one needs to be a combat feat. I might go into armor mastery, or improved crit and weapon spec which are probably mechanically sound but a little boring.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Also, I'll be vacationing with unknown reception or access to internet thurs-sun, so Allegra herself may just have to show up late to the party.


Sister Jillian Li wrote:

Okay....... close to the end, though I still need my bylines.

Questions:
• Stun and Paralyze — always Fort?
• Enchant — always Will?

In my byline, I separated fort, ref and will because all three have stuff going on. If the above is correct, those +2s to fort are only active when in dragon style stance. I halve damage when failing a reflex save! Will has a racial and class bonus combined.

Note the Always Active conditions from items, and I listed my unarmed damage types. I think at this point I’ll commit to Cold (for my elemental fury) and go sans-archetype.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Whoa, since when can we use emojis?!


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |
Sister Jillian Li wrote:

@Allegra,

I like Delmoth’s suggestion that I’m working for you. Since our characters don’t actually pay each other, the convent sent Sister Li. All she does is drone on about fighting styles from around the world. The other sisters think she’s boring, and maybe if she gets out in the world, she’ll find something else to talk about. They won’t have to listen to her.

I'm cool with that, it definitely sounds like something that could have even been worked about between the convent and the Accusers? Or just Allegra herself, always good to bring more muscle. Ci Ci, would you liked to be a hired expert as well, a stranger, or something else entirely?

Delmoth, would it be reasonable to have a bit of background (like, in what little I've played so far) to represent having followed the case a little bit or would it be better to be coming in "cold?"


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My internet is down so I won't be doing much tonight. I'll try to get to some question later. If I don't pester me again.


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CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets
Allegra Gavrospex wrote:


I'm cool with that, it definitely sounds like something that could have even been worked about between the convent and the Accusers? Or just Allegra herself, always good to bring more muscle. Ci Ci, would you liked to be a hired expert as well, a stranger, or something else entirely?

I made Ci Ci’s back story as being a spell-slinger for hire. She decided it was a more interesting life than working her family’s jewelry business. I figure Allegra contracted her as a deterrent to gangs of bandits on the road or if her quarry happened to have a large number of henchmen.

We can make it that this is the first time the three of us have worked
together, but we’ve traveled a bit to get here. In other words, we have a bit of familiarity, but not the close bond of longtime companions.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary
Mara bint al-Katheeri wrote:

Well, Mara has Knowledge Dungeoneering +1. :)

Just noticed that Dervak has 1 rank in Dungeoneering, which gives him a +0.

He needed it to pick up the Rat Catcher feat with Barroom Brawler, in case there are swarms.
Or in case he needs to find dinner.


Dervak wrote:
Or in case he needs to find dinner.

Sure glad I bought that Ring of Sustenance!


Cerise "Ci Ci" Barchetta wrote:
Allegra Gavrospex wrote:


I'm cool with that, it definitely sounds like something that could have even been worked about between the convent and the Accusers? Or just Allegra herself, always good to bring more muscle. Ci Ci, would you liked to be a hired expert as well, a stranger, or something else entirely?

I made Ci Ci’s back story as being a spell-slinger for hire. She decided it was a more interesting life than working her family’s jewelry business. I figure Allegra contracted her as a deterrent to gangs of bandits on the road or if her quarry happened to have a large number of henchmen.

We can make it that this is the first time the three of us have worked
together, but we’ve traveled a bit to get here. In other words, we have a bit of familiarity, but not the close bond of longtime companions.

This works. I’m actually seriously looking into what convent sent my nun to you. The best existing monk order that fits Li’s abilities is the House of the Unfolding Wind. Her convent could be an all-female branch of that. The Sisterhood of the… well, stick to Unfolding Wind, I guess. Wouldn’t be much of a branch if they alter the name.

Maybe I should go with electricity instead of cold, then. Mara was suggesting that, so as long as you guys don’t mind half the party being lightning-themed…

On the fence between electric or cold. One fits my monk order and abilities; the other makes a nice shattering sounds when I hit enemies and provides an element the rest of the party lacks. I’ll commit before posting, but feel free to sway me in either direction if you so desire!


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M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

@Sister Li, if you are actually open to suggestions on your build, is there any way we can convince you to invest more in your defense?

A little more Dex/Con?
A more defensive fighting style, like Crane or Snake?

We have told you this is a very tough dungeon.
We have told you that hiding behind others is not a defense.
And given the damage dealt at this level, the -Con buffer does not go far.

Mara has only so many spell slots for Breath of Life and cannot spend all of her actions bringing you back.

You could quite easily have an in-combat AC comparable to Dervak (around 33-35), with equal HP and better saves, and comparable damage given your many attacks. As it is, you have far fewer HP than Theo (our witch). It looks like you have put everything into offense.

It is your PC and you can build the way you want. However, if you intentionally leave a gaping hole in your defenses in order to shine more brightly on offense, do understand that it will not be the responsibility of others to patch that hole for you. Yes we will try to help you survive as we do for each other. But we can't have the party single-mindedly focused on "keep the monk upright." Dervak is not going to volunteer to charge in and soak up AOOs because he can take it and you can't - when the fact that you can't is an intentional decision you are making here. Some more investment in your own survival would IMO lead to a more enjoyable game for everyone and less risk of PC death, which nobody wants.

Again, build the way you want, but please do understand the risk you are taking by neglecting defense. If you want to be the glass cannon who does a ton of damage, draws fire, and dies in a blaze of glory, that is a choice you can make. If that fragility is an essential part of who the character is in your mind, then so be it.


Dervak wrote:

@Sister Li, if you are actually open to suggestions on your build, is there any way we can convince you to invest more in your defense?

A little more Dex/Con?
A more defensive fighting style, like Crane or Snake?

We have told you this is a very tough dungeon.
We have told you that hiding behind others is not a defense.
And given the damage dealt at this level, the -Con buffer does not go far.

Mara has only so many spell slots for Breath of Life and cannot spend all of her actions bringing you back.

You could quite easily have an in-combat AC comparable to Dervak (around 33-35), with equal HP and better saves, and comparable damage given your many attacks. As it is, you have far fewer HP than Theo (our witch). It looks like you have put everything into offense.

It is your PC and you can build the way you want. However, if you intentionally leave a gaping hole in your defenses in order to shine more brightly on offense, do understand that it will not be the responsibility of others to patch that hole for you. Yes we will try to help you survive as we do for each other. But we can't have the party single-mindedly focused on "keep the monk upright." Dervak is not going to volunteer to charge in and soak up AOOs because he can take it and you can't - when the fact that you can't is an intentional decision you are making here. Some more investment in your own survival would IMO lead to a more enjoyable game for everyone and less risk of PC death, which nobody wants.

Again, build the way you want, but please do understand the risk you are taking by neglecting defense. If you want to be the glass cannon who does a ton of damage, draws fire, and dies in a blaze of glory, that is a choice you can make. If that fragility is an essential part of who the character is in your mind, then so be it.

Thanks. Spoke to Delmoth. DEX-based monk looks doable, so can dump STR!


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Seriously, thanks for listening.

I was nervous about voicing my concerns but also anxious about what problems might occur if I didn't.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

The White Rabbit has Theo on an extensive weight lifting schedule.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Theo is of course as mad as a hatter, but his 16 Con has saved his life quite a few times...

So it's probably the cardio and the Pilates that are really doing the job.


Overkill STR was working on the other table, but it had a weird houserule which (sparing you the explanation) meant I would get DEX and CON later.

It was better you say now while I can not only rebuild (GM already permitted and gave advice), but the charter is fresh, not a rehash whose personality ‘requires’ the quirks I had in the current, soon-to-be-drastically-altered build.

Also, please don’t misunderstand me as one who uses allies as meat shields. I’ll still have Flying Kick so you’ll see what I mean.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

I am thinking of finding a Feat whereas Theo can use the White Rabbit as a shield bonus...lol.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

That actually exists... the Protector familiar archetype...

The familiar loses Improved Evasion (which makes it risky), but it does gets HP equal to Theo's at level 11.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Higher defenses are good. When we stepped inside the door to the Mysterium, four Hounds of Tindalos declared Mara as their target, and immediately swift-action teleported next to us, trying to rip her apart. If there had been room for them all to get next to her, she would have died instantly. Later, Theo caught them all in Black Tentacles, expecting the grapples to contain them, but their supernatural teleport was not affected, and they all teleported next to him and killed him on their turn — only Mara's Breath of Life revived him. That's the level of threat we've been dealing with.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

That's pretty rough. Definitely a reason to stick together, but that becomes a liability with AoEs.

I think I'm going with vital strike and improved crit. It sounds like more healing wouldn't be a bad idea either; 3d6 healing would be better to have in a pinch than 3d6 damage with a low will save for half.


So far, so good…

A question on behalf of the owner of a white rabbit:

Will WARDED AGAINST NATURE cause a problem?

The Paizo Rules Guys wrote:
Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

I’m not married to this drawback. Just find the idea of animals making a wide berth amusing.

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