Spore
2019-05-04, 07:35 AM
Greetings playground,
I will play in an upcoming Hell's Vengeance AP and since the angle of Chelish nobility is sufficiently taken care of, storywise I wanted to add an angle of slavery and also chaotic evil to the AP. After building an Asmodean Advocate, I decided against it, enjoying the direct damage of martials a bit better. The DM welcomed Tieflings and Strix especially and seeing as we start at 1st level with our best "caster" being an Alchemist, flying will be an asset.
The current sheet is here: https://www.myth-weavers.com/sheet.html#id=1898930
What is allowed:
- all Paizo first party stuff
- 20 pt. buy
- 200 gold of starting gear, excess money will be deleted
What my aim is:
- play a Strix
- round out the party: vivisectionist/beastmorph alchemist, cavalier, hamatulatsu UC monk and fated champion skald
- add ranged combat but not whole hog (switch hitting or magic or animal companion as a side theme) as well as a skilled flier
- preferrably no magic or nature magic (stuff like shaman, druid, hunter is okay)
- stay a (sensible) chaotic evil: the character wants to murder humans in particular
What I currently aimed for:
- heavy focus on exterminating humans (first FE, hatred racial trait), I will move on to good outsiders second (because they protect humans)
- switch hitter build but I can already see a focussed archer could be a better idea for a flier in a melee heavy party
- tribal/antisocial feel: low cha and int not necessarily for optimization but to display the characters focus and interests. He will at best speak broken common (int 8, did not start with the language) and will be heavily scarred (defiant slave with burn marks as well as the drawback of a huge Asmodeus symbol on his face to denote his status as slave)
Where do my "problems" lie:
- unsure if my build is decent enough to hold up in an adventure path.
- group is pretty combat focussed so I want to be too
- we need some source of healing when we solve most plot stuff with fighting
- mundane flying is pretty foreign a concept to me so is +11 starting off enough? With the skills necessary I assume +20 is necessary mid-level to be decently maneuverable. (as well as feats like hover and the one that allows 90° turns), so I assume my feat starved build is taxed even more.
I will play in an upcoming Hell's Vengeance AP and since the angle of Chelish nobility is sufficiently taken care of, storywise I wanted to add an angle of slavery and also chaotic evil to the AP. After building an Asmodean Advocate, I decided against it, enjoying the direct damage of martials a bit better. The DM welcomed Tieflings and Strix especially and seeing as we start at 1st level with our best "caster" being an Alchemist, flying will be an asset.
The current sheet is here: https://www.myth-weavers.com/sheet.html#id=1898930
What is allowed:
- all Paizo first party stuff
- 20 pt. buy
- 200 gold of starting gear, excess money will be deleted
What my aim is:
- play a Strix
- round out the party: vivisectionist/beastmorph alchemist, cavalier, hamatulatsu UC monk and fated champion skald
- add ranged combat but not whole hog (switch hitting or magic or animal companion as a side theme) as well as a skilled flier
- preferrably no magic or nature magic (stuff like shaman, druid, hunter is okay)
- stay a (sensible) chaotic evil: the character wants to murder humans in particular
What I currently aimed for:
- heavy focus on exterminating humans (first FE, hatred racial trait), I will move on to good outsiders second (because they protect humans)
- switch hitter build but I can already see a focussed archer could be a better idea for a flier in a melee heavy party
- tribal/antisocial feel: low cha and int not necessarily for optimization but to display the characters focus and interests. He will at best speak broken common (int 8, did not start with the language) and will be heavily scarred (defiant slave with burn marks as well as the drawback of a huge Asmodeus symbol on his face to denote his status as slave)
Where do my "problems" lie:
- unsure if my build is decent enough to hold up in an adventure path.
- group is pretty combat focussed so I want to be too
- we need some source of healing when we solve most plot stuff with fighting
- mundane flying is pretty foreign a concept to me so is +11 starting off enough? With the skills necessary I assume +20 is necessary mid-level to be decently maneuverable. (as well as feats like hover and the one that allows 90° turns), so I assume my feat starved build is taxed even more.