Firefox apparently isn't a fan of your map Lexi :P keeps giving me a untrusted connection warning without the option to add a certificate. time to download IE haha.
Edit: Fixed it, I'm gussing the tents completely block LoS?
HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd
Sorry about the stupid-long attack post. I need to work out a way of spoiling Vash's attack patterns to save space. It's 1am here, so I'm going to leave it as is and experiment with formatting on my next round.
Yeah... between Dert and Vash Terra can just end her spell and she'll have a seat, probably take a little nap. you can wake her up when you need a cure or something. Oh wait we got a cleric for that.
Also, Terra, I'm pretty sure you took an action out of turn. I act at the end of the round, and lexi acts at the beginning, so lexi is between you and I.
HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd
Don't sell yourself short Terra, I looked at your spell list.
Meld into Stone and Stone Shape are great utility spells. Stone Shape in particular is one of the most absurdly useful spells in the game.
Wall of Stone is an encounter-ender when played right. It can also be used for construction. A few days down time and you can build yourself a fortress. That's pretty amazing.
And then there's Stone Call, which might be my favorite low level spell in the game. "Hi. Everyone in this enormous area of effect, go ahead and take a greatsword to the face. Yeah, no save. Just take it. Oh yeah, also, you can't charge me on your turn either. I'm just gonna hang back here while you try to pick your way through all those boulders, and then next round I'm going to back up a ways and do it again. So, f@*! you, ok?"
You're set up to be a combatant, but with Durt and I in the party, you're going to have a little trouble shining. Remember that beating face is all we do. You have a whole lot more options.
If I were going to build your character, I'd keep things exactly the same, but I'd rearrange my gear so that I could afford a Lyre of Building (and then re-fluff perform: strings to perform: kata) so that I could do meditative martial arts dance that would build castles, tear down walls or carve statues for me.
Just so you guys know, I'm going to make an awful pun every time I cast hideous laughter, and its my most useful combat 1st-level spell, so get ready for a lot of puns :D
I hate to rain on your parade Vash, but Crane's Wing is only if you aren't flat-footed, which you are due to being flanked. I made a MoMS in a RL game who combined Snake and Crane, it was awesome.
Hmmmm... I guess my whole group has been using flanking wrong... Idk how lmao. I swear I saw something about flanking causing you to be flat-footed. *shrug* As you were then! XD
DOn't forget your haste if you use a full-attack guys!
Lol... I think you mean the GM will love me ;) And the Ninja(me) will hate me :P
Bah... hard enough to hit things cuz we have so many people the CR on creatures is ridiculous, not getting flat-foot will be awful lmao.
HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd
Is your party extra large?
Is your GM having you fight extra-high CR creatures to compensate?
If that's the case, I feel for you. You might consider telling your GM that there are easier and better ways of compensating for large party size. Your GM might not realize that they are seriously crippling most classes by doing it that way.
HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd
Don't want to derail the thread too much, so-
Rant about CR System and Large Groups:
I've run into this problem in more than one game, as both a player and a GM. I've looked into it a lot. Here's what I've found-
The game is built and balanced around a 4 person party. What Challenge Rating X means is "this creature is an average challenge for a character of level X."
Larger groups have more actions per round. That means more attacks and more damage. Large parties need to face monsters with more hit points.
At first glance, it seems like picking a higher CR monster is the answer to the problem because higher CR monsters have more hit points (because they have more hit dice)
And that is where the problem comes from. A lot more than just hit points are tied to Hit Dice.
If all the party runs into are CR+3 to CR+5 creatures, that means that all the enemy ability DCs are going to be practically impossible to resist. Their saves are going to be so high that they will almost never be fully effected by PC abilities. Their AC is going to be so high that only full bab classes have a chance of hitting them. Their damage is going to be high enough that a full attack will murder any class with D6 or D8 hit points.
Players will have to start compensating by concentrating on "no save" effects and/or buffs. They'll also spend a lot more time summoning, because they know that they can't afford to ever be hit and need more meat shields. That slows play down a lot.
Every fight becomes varying degrees of "how many debuffs can we stack on so that our abilities work on this thing"
Basically, the only thing pitting high CR creatures against large groups fixes is the Hit Point issue. Everything else becomes even more of a problem.
My Solution:
The game is built around a party that is comprised of two Melee characters (each capable of dealing 1/4 to 3/4 of a CR equivalent creature's HP in one attack), one support class (buffer/debuffer/controller, specializing creating or mitigating weaknesses and/or stacking the deck in the PC's favor) and one Primary Caster (save-or-die/AoE focused)
The combination of Hit Points, AC and Saves is designed to be a challenge for that group make up. Larger groups have to be compensated appropriately.
For every additional Primary Melee increase all monster HP by 50%.
For every additional Support class increase monster Saving Throws and Armor Class by 2.
For every additional Primary Caster add one monster of party-equivalent CR, or a combination of lesser CR creatures that add up to CR equal to the party's average level.
This system isn't a perfect fix because things still need to be tailored to the specifics of the party, but it's pretty good for a quick fix to the problems large party's present.
The thing is, though, that if you aren't going to be simple and just increase HPs, then why not just change creatures? I mean, the real solution is to just add more creatures to every encounter to balance out action economy. At least, to me.
HP 91/91, AC 24/32, t.AC 25, ffAC 16, Fort +10, Ref +13, Will +8/+10 Kick 3/4, 9 AoO's/rnd
Adding more monsters is generally the way to go, I agree. Unfortunately that doesn't solve the problem of larger parties steamrolling big-bads if they manage to isolate them.
It's tough to make individual monsters tougher in the right ways without making them unbalanced in others.
That's the thing about adding monsters. We beat the big monsters, and if the GM put a horde out instead, we'd run it over in probably 2 rounds if that, we have 7 people in our group.
It's just one of those damned if you do, damned if you don't (IMO) because it's either "Over CR slow play, which gets boring" or "destroy all the tiny things in a giant wave in 2 turns, also boring"... But doesn't matter much to me, I play to hang out with friends, and either way that happens ;)
The circles above Terra are just a function of roll20 which I'm using to make maps cause I like it ... they're not sekrit black baddies or something, I just forgot to close the health options for Terra before I screen shotted.