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OOC
#81
That was the main concern voiced way earlier in the OOC is the amount of ranged. Looks like Kaska can take a few blows but beyond that, if the monk is also an archer, we wouldn't be looking at much for a front line. That said, unless the numbers thin out we're looking at enough flying projectiles to blot out the sun.
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#82
Wand of Summon monster? Disposable front line.
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#83
Monks are actually devastating. Not terrible at all. They've driven me nuts at the games I GM. If you like, I'll post a stat block of a monk in my current Skull and Shackles game. He's 5th level but does more damage than any other PC.

Also, while I don't envy the idea of being the only front line combatant, I can make it work if that's what we need. I just need to know for when we start to level up so I can invest in survivability rather than dps
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#84
I can guarantee, if nothing else, that DPS will be handled by everyone else. Not me mind you, but everyone else.
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#85
Heck, if it becomes an obvious problem, I could have Weyna choose more up-close-and-personal feats and spells.
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#86
LOL @ Chrome
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#87
a large Ursk makes a pretty good frontline.. especially if we do use things like Wand of Summon to bolster him...
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#88
A lot of this will demand on encounter distance. If the battles are in open places with clear visibility, the party's ranged firepower could devastate opponents before they get close enough to close. If the battles are in narrow, twisty corridors with limited visibility on the other hand, Ursk is going to be at a high-level of risk. That's what makes Pathfinder so much fun though; you never know for sure how different party compositions are going to work out throughout the course of a campaign . . .
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#89
(03-05-2017, 02:05 AM)Chrome Veneer Wrote: I can guarantee, if nothing else, that DPS will be handled by everyone else. Not me mind you, but everyone else.

Utility is good to have too!
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#90
Kayla's more of the sneaky-stabby type, dancing around with the monk to set up flanks...unless we're in a tight tunnel and then she's up front to find traps and bad guys first, then slipping behind the iron wall (aka Ursk)
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.