Vox Machina’s Weaknesses

Anonymous asked: What are the weaknesses of VM’s individual members?

Good question, anon! This was going to be included in Quick Answers 38, but we kept thinking of stuff to add, and it sort of grew out of control into its own post (big surprise, right?). Note that this list isn’t in any particular order and isn’t intended to be exhaustive- you may well come up with things that we haven’t thought of.  And don’t worry, we’ve got a post on individual and group strengths coming tomorrow, so stay tuned!

Grog

  • Ranged Attacks: It’s difficult for Grog to do damage and tank at range (caveat: his new boots may help nullify some of this difficulty).
  • Intelligence checks and saves: That -2 modifier is killer, so when Grog’s up against little brains with legs or trying to see through illusions, he could get into some trouble. This is, of course, except when Travis’ uncanny ability to crit at the moment most likely to bother Matt comes into play.
  • Fatigue: Grog takes a point of exhaustion every time he comes out of a frenzied rage.
  • Armor Class: An ancient red dragon in the MM has +17 to its melee attacks, so outside of a Natural 1, Thordak is guaranteed to hit Grog (AC 15) every time.

Keyleth

  • Spell Choices: Keyleth, like Pike and Vax, chooses spells at the top of the day, so she runs the risk of “bad” situational choices if she picks the “wrong” buff or protection spells.
  • Spellcasting When Transformed: Keyleth can’t cast spells when using Wild Shape, so she generally has to pick one or the other. She’s gotten around this in the past by casting concentration spells like Call Lightning before shifting, but in emergencies, she has to transform back before casting, often wasting the form.
  • Armor Class: An ancient red dragon in the MM has +17 to its melee attacks, so outside of a Natural 1, Thordak is guaranteed to hit Keyleth (AC 17) every time.

Percy

  • Bad Rolls: Percy’s guns can misfire and break in the (admittedly rare until Ep 77) case that Taliesin rolls badly. Additionally, he takes damage when Animus misfires.
  • Darkness: Percy is the only current member of VM without darkvision.
  • Melee Attacks: Percy’s damage-dealing capabilities drop off significantly when enemies get close (possible exception: dragons, if he has the dragonslaying longsword attuned, which he currently does not).
  • Armor Class: An ancient red dragon in the MM has +17 to its melee attacks, so outside of a Natural 1, Thordak is guaranteed to hit Percy (AC 18) every time.

Pike

  • Spell Choices: Pike, like Keyleth and Vax, chooses spells at the top of the day, so she runs the risk of “bad” situational choices if she picks the “wrong” spells.
  • Mobility: Gnome legs only carry Pike 25 feet per round.
  • Stealth: Plate armor and being sneaky do not mix.
  • Goodness: Pike is a cinnamon roll: too good, too pure for this world.

Scanlan

  • Fatigue: Scanlan takes a point of exhaustion for using Mythcarver’s awakened ability.
  • Mobility: Gnome legs only carry Scanlan 25 feet per round.
  • Wisdom Saves: Jack of All Trades saves him on Wisdom ability checks, but Grog’s not the only one with negative modifiers on some saves. Wisdom saves are used for a lot of spells.
  • Armor Class: Scanlan’s armor class dropped to a mere 14 since the Fort Daxio battle, making him very easy to hit. An ancient red dragon in the MM has +17 to its melee attacks, so outside of a Natural 1, Thordak is guaranteed to hit Scanlan every time.

Vax’ildan

  • Solo Attacks: For Vax to really be able to do a ton of damage, he either needs ways to hide himself or allies nearby to harry his targets (caveat: once per short rest, he can now use Vow of Enmity to get around this requirement). He’s generally in trouble if he’s out in an open field alone trying to fight, or, say, in an open fighting pit 1-on-1 against Grog.
  • Hit Points: He just barely crested triple-digits when he leveled to 16. He’s picked up some healing capabilities that can mitigate this somewhat, but Vax is still pretty squishy (105 HP + 17 HF).
  • Spell Choices: Vax, like Keyleth and Pike, chooses spells at the top of the day, so he runs the risk of “bad” situational choices if he picks the “wrong” buff or protection spells. The vast majority of his available spells are also concentration, meaning he only gets one at a time.

Vex’ahlia

  • Melee Attacks: Vex’s damage-dealing capabilities drop off significantly when enemies get close.
  • Hit Points: Vex has relatively low hit points (117 HP + 17 HF), so if Grog’s not there to tank and something gets close, she’ll be in trouble quick.

Vox Machina

  • Fatigue: All of Vox Machina has equipment or abilities that are only recovered after a long rest.
  • Magical Items: Nearly all of VM’s equipment is magical or magically enhanced. They are at major disadvantage in, say, a room with a magic siphon. Not that we know any of those.