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RPG Superstar Season 9 Top 16. RPG Superstar 8 Season Dedicated Voter, 9 Season Marathon Voter. Organized Play Member. 3,555 posts (3,816 including aliases). No reviews. 1 list. 1 wishlist. 9 aliases.


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RPG Superstar Season 9 Top 16

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Now that judgements are out for first wave, can we share with people what we made? Or is it still hush hush?

RPG Superstar Season 9 Top 16

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Coming back to post in support of the union!

RPG Superstar Season 9 Top 16

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This is very exciting. I never expected Pathfinder 2, since it seemed like the premise was a forever-edition in the 3.5 style, but I'm sure there have been a lot of lessons learned that can't be implemented in any other way than a new edition, and I look forward to seeing what the Paizo team creates.

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It's a little too much. No reason for abilities to upgrade at certain levels. Magic Resistance especially should be avoided (Yuan-Ti are overtuned for PC use).

Pan Pipes aren't tuned for PC use either. Maybe if it's 1/LR.

Ramming is stronger than the Lizardfolk bite, but it's probably okay mechanically. I suppose it's power-spikey for low level monks to attack for 2d4 twice instead of 1d4 twice.

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Are you referencing Fey Ancestry here? The immunity to magical sleep and resistance vs. charms?

Defensive abilities like that are different from active abilities.

Proficiency is relatively easy to have, advantage (especially consistent advantage) is difficult. Advantage is roughly +5 in value.

I can see how this might seem strange, but it's a very deliberate thing 5e does. Elves also have Keen Senses, which means skill proficiency in Perception.

When they want to show a race as being exceptional at something, they give it pseudo-Expertise. That is, they can make that skill check using twice their proficiency bonus rather what they normally might get. But this is used for fringe cases. Dwarven Stonecunning gives them this bonus to History checks relating to stonework, for example. Races don't get this to common skills.

An example of that for your races would be anthrozoomorphic rapport allowing them to add twice their proficiency bonus (instead of their normal proficiency bonus) when it comes to Animal Handling their type of critter, but not for Perception checks.

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True that small things like that you probably won't scent out, but I think some of those examples (ex. finding a specific paper in a stack) leans towards Investigation rather than Perception anyway. For awareness of enemies, the main use of perception, there's nearly always a scent.

Hobgoblins don't have free sneak attack at all in Volo's. They have a feature called "Saving Grace" which is a short rest recharge ability to get a bonus on a failed d20 when you have nearby allies watching.

I do highly recommend doing away with skill advantage coming from race, as opposed to free skill prof from race.

Maybe we can look at refining them one at a time.

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Official race product.

Perception is probably the most used skill in the game, and essentially everything has a scent.

I know that value is from the MM, but that doesn't mean it's PC appropriate. The MM monster races aren't meant to be reverse-engineered into PC races like that, because the values are nuts for PCs.

RPG Superstar Season 9 Top 16

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Kobolds are in the monster section of races in Volos, so they're not strictly balanced against PC races. Hence we see penalties.

You've put up a lot of work. Here's a tip though, constant advantage/disadvantage to things is pretty rare in 5e, so I'd avoid sticking it onto races.

Catfolk - Check out Tabaxi and use that as a base to build subraces for. At the least, Keen Scent isn't for PCs, free skill prof in Perception is.

You've used short hand so I'm not sure what you consider claw attacks. Is it an upgraded damage die for Unarmed Strike?

Changeling: Should be speed 30, or else there's an optimal non-hag parent choice.

Hobgoblin: Refer to Volo's. +2d6 every turn is nuts.

---

Okay, I'm happy to continue reviewing your work, but I think at this point my number one recommendation is to check out Volo's to get a sense of how other races are done. That should give you some solid perspective for revising.

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Divine Soul is the latest iteration of Favored Soul, so you're right there.

If they're invulnerable, I'd probably run or trash their lab or something. Another option is Grapple + Silence.

RPG Superstar Season 9 Top 16

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So this is something my group struggled with, because the rules are pretty spread out. Hopefully we got it right, and this can help others.

The section on radiation begins on p. 403, and continues into p. 404.

Each round you are exposed to radiation, you are exposed to it as a poison, and make a Fort saving throw based on the level of radiation you are in, lest you progress down the Constitution Poison track on p. 415.

Also on p. 415, note that upon initial exposure to radiation (or any type of poison), whether you make the save or not, you lose HP equal to the DC - 10. As written this bypasses Stamina.

If you have failed 2 saves against Radiation (poison) and are Impaired in the Con Poison track, not only do you have -4 to Fort saves and some other stuff, but you also risk getting Radiation Sickness (DC 18), per p. 404. I believe each time your state deteriorates due to the poison effect, you risk catching Radiation Sickness again.

We were confused for a while because all it said for Effect was that "Radiation sickness isn't contagious", but it's a Physical track Disease, which means p. 414 details the effects.

Also very relevant and at least for us, easily missed, armor provides protection against radiation (poison). On p. 198, you'll see that all armor grants immunity against low levels of radiation, and offers a +4 bonus against higher levels. Level 7 and higher armor protects fully against medium radiation as well, and offers a +6 bonus against higher levels.

So those nukes you launch in starship combat, just by virtue of dealing hit point damage by exposing those within to poison, might kill unarmored folks. Probably just the civilians though.

RPG Superstar Season 9 Top 16

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Right, it's hard to determine what happens.

1) I would think that it does not, because Starship combat doesn't present an immediate threat to the characters themselves. Does Stellar Mode activate if the building you're in is getting shelled, but you don't have any control over it?

2) Technically, Starship Combat is a form of combat, so Stellar Mode should activate.

3) Also technically, "Combat" as described on p. 238 is different from "Starship Combat" on p. 317. Starship Combat rounds don't represent 6 seconds as a Combat round does.

That's the 1-2-3 of my thoughts on the matter. 3 sounds like rules lawyering, but it also lines up with your expectations of intent (also my expectations of intent).

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Perhaps I wasn't clear. I meant that weapons and armor gear really depends on your class and goals.

Non-combat gear kits, such as clothes, rations, personal comms, rope (I mean, cable line) IS something that would be useful to me.

RPG Superstar Season 9 Top 16

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Another MTG Plane Shift from WotC.

Backgrounds: Initiate, Vizier, and Dissenter is an alternate feature for both.
Races: Human (PHB Variant), Aven (Bird People), Khenra (Jackal People), Minotaurs (Ram People), Naga (Snake People)
Cleric Domains: Solidarity (Oketra), Knowledge (Kefnet), Strength (Rhonas), Ambition (Bontu), Zeal (Hazoret)

Aven can fly, and hawk-headed ones make compelling monks. They make good casters either way.

Khenra actually have a mechanic for their twin (which is very interesting to explore in a game I think, though I'm surprised it's actually coded in as a mechanic). They are Lucky together, and have nothing left to lose without each other.

Minotaurs are pretty much horned half-orcs.

Naga have their racial capital mostly spent on both a Bite and a Constrict. I could see Constrict being a potent option, since it restrains the target rather than just grapples. If you don't plan to use either of those moves, probably skip the Naga.

This one also discusses being Planeswalkers without any special extra powers aside from traversing planes as if overland traveling. I guess that means Gideon's invulnerability is a cheat, not a feature.

This was a very good Plane Shift IMO, aside from a few quibbles I have.

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captain yesterday wrote:

My problem with 4th edition forgotten realms isn't that they got rid of NPCs and gods. It's that they assumed we were all f***ing idiots and wouldn't want to know what happened to the NPCs and gods that died. "Who cares how Bruenor died, that was a hundred years ago!" "Malar? Oh he's gone, but we won't tell you where, or how, or why".

And don't get me started on the whole "but they were two worlds and now they're one b!*%@~%&".

And the maps!! My god, the maps were terrible!! I could draw the forgotten realms on a paper bag with finger paints and a pen and get the same s!*+ty maps.

So no, it was more than "omg! They killed Khelben!"

I haven't read the FR lore, so I don't want to excuse the poor writing if that's what it is, but the way you framed it here makes it look like investigating these deaths could be a fun adventure hook for the group that really wants to know.

RPG Superstar Season 9 Top 16

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Hello everyone!

I'm excited to announce the DM's Guild release of my first solo work, the Poisoner archetype for Rogues!

I've taken the feedback you provided a few months ago, made some revisions and additions, a little polishing here and there and some commissioned art (and a cool new logo), and now here it is!

This title is Pay-What-You-Want, so I hope you enjoy the released version of the Poisoner.
I would also really appreciate it if you left a review, whatever your impression of it turns out to be!

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Freehold DM wrote:
Digitalelf wrote:
SmiloDan wrote:
They stopped publishing new material for non-FR settings for the most part.

So a setting stops being published, and all of the material for it spontaneously combusts?

If you love a setting, and enjoy running it, why stop playing it if it no longer has any support?

Most of the settings people talk about (e.g. Dark Sun, Ravenloft, etc.) have such a huge backlog of material, that it would take several life-times to play through it all, and that's if you ONLY use the published material and never come up with any of your own!

I know, I know... "But that stuff doesn't use the most current up-to-date rule-system!"

So yeah, YMMV and all of that.

Good luck getting new players- some of whom were born after the last updates to the setting- to find, much less sift through, ancient stuff and read your homebrew material that updates it for a current ruleset.

Not being a jerk, seriously good luck, that takes cult of personality level charisma and dedication.

It can be quite intimidating to play in a setting with so much already established content and worldbuilding.

I think you could introduce players with a brief primer, first about what's special about the world, then about the area in which the campaign begins.
When players pitch you their character concepts, you can recommend places their characters might've originated from.

RPG Superstar Season 9 Top 16 , Dedicated Voter Season 8, Marathon Voter Season 9 aka Petty Alchemy

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@Jace: Always keep in mind what your item is competing against, particularly by comparing against similarly priced staple items.

Ex. Is your item ~36k? That's +6 to a main stat. It's okay if the main stat item is more attractive for the first purchase, so long as your item doesn't compete for the same slot (and thus is always passed on). As such it's very difficult to make a Headband for a caster type character that would see use over the +6 to caster stat headbands.

So for high level gear, come up with powerful unique effects that money can't normally buy. And if you are competing for a popular item slot, recognize that, and maybe include some of the flat bonus people normally use that slot for.

RPG Superstar Season 9 Top 16

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Survey for Racial Feats, and some UA archetypes revisited.

Barbarian: Ancestral Guardian
Bard: Swords
Fighter: Arcane Archer
Monk: Kensei
Sorcerer: Favored Soul

My first point of interest is Kensei. Kensei weapons are now counted as Monk weapons, which is great because that's what everyone intuitively thought they were.
Bonus AC doesn't cost an action, but you do need to toss a punch as part of your main attack, not Martial Arts. More deadly shuriken (I mean...darts too, since you can use your martial arts dice for them (if you make them a kensei weapon) and bonus action to add another d4. Or a hilariously powerful blowgun.

Next, the Arcane Archer. Starting at 3rd level, you have a minimum magic level for your bow. Arcane Shots are used on hit, not attack. The effects are quite powerful, though they only get 2/short rest, unlike Battle Masters that get 4 dice/short rest. You learn more, but never get additional uses.

Ancestral Guardian Barbarian is a very "Defender" archetype. Your target might as well not bother going for your allies, due to disadvantage and half damage. At 6th level, you can further reduce damage to allies. Your ancestors love your friends more than they love you, I think.

RPG Superstar Season 9 Top 16

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I've been playing Skyrim lately too, with firm rules to keep myself from turning into a Stealth Archer.

1: Never sneak.
2: Never use a bow.

I've just made Conjuration legendary, and mostly I summon Dremora Lords (they fit into places Atronarchs don't), summon a 2handed axe, and go to town. It's been a lot of fun.

I'm also using the Dovahbit mod to have a rabbit carry my burdens. Also it wears the helmets I give it and looks silly.

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The Sword, thank you for your feedback!

Neurotoxins is becoming Expanded Brews (not sure that'll be the final name), and will allow the creation of neurotoxins (psychic damage), corrosive poisons (acid damage), and simply more concentrated poisons (remaining poison damage).

Toxic Blood might bite the dust for some super poisons, but I was unaware of the Lucretia Borgia legend. I think perhaps I'll have a sidebar, and mention that clever poisoners may be able to poison their hands and lips, though they're likely to need the antidote themselves afterwards, and to work with your DM with other clever approaches.

Tools of the Trade isn't meant to say that only the Poisoner can poison objects/people like that, just provide some rules for how they do it. Maybe I'll put in the sidebar that other characters can poison in similar ways, but need more time to pull it off.

The onset time is open ended (up to 24 hours), though I like giving poisoners of all levels the options to "prepare" a target for the next day. I don't think 5e uses exact character level to determine abilities, so I hesitate to go that route.

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Thanks for the feedback, SmiloDan!

I'll try to clarify the Tools of the Trade text. The way it's supposed to work is:
Poisoning a creature? They get a Perception check to catch you.
Poisoning an object? Investigation check will notice the poison.

If you have the poison's effects delayed for 12 hours, then the creature will spend the 12 hours after the trigger suffering the condition of the poison you've chosen if they fail their saving throw (as well as taking the poison dice + SA damage).

I'll think about the names some more too. If you attach "poison" to each, like "vigor poison", it makes sense, but it's good feedback that it's not intuitive.

RE: "Poison", I considered Toxin, though it is a more specific type of poison I think (like venoms are a subset of poisons).

I'd be curious what folks think, do you mind that Toxins are more specific, or is it better than Poisons (which is the name of a damage type)?

RE: Scaling damage, I did not intend to have it (as it takes the place of getting new abilities on the BM Fighter), but I actually got an idea after your critique of Neurotoxin.
At the level of Neurotoxin (which will be renamed to reflect the new ability), the Poisoner gets the option to have his poisons (toxins?) deal either poison damage (at a bigger die), acid damage (at the original die), or psychic damage (at a reduced die). I like using Acid as a damage type, particularly as they're kinda married already by a mystic discipline.

As for Epic Toxins with splashy effects like petrification: I think it's too much to have on a short rest recovery mechanic, but it could be a more fun capstone for the class than Toxic Blood. I'll consider making some capstone poisons, since it might feel like a more natural final ability.

RPG Superstar Season 9 Top 16

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Appreciate it, Aeshuura. Great to have more feedback.

RE: Antidote, it actually works the way you want it to already (if I understand you correctly).

Antidote:
An antidote is imbibed rather than applied to an object. When an antidote is imbibed, roll a poison dice and add it to all saving throws the drinker makes against any poison for the next minute. In addition, imbibing the antidote ends all effects a creature is currently suffering from your poisons, and prevents any poison you applied earlier with a Dexterity (Sleight of Hands) check from triggering at the designated time.

The 100% cure chance is only against the poisons you've made yourself (so if you're blackmailing someone and actually want to spare them, you can hold up your end of the bargain). Otherwise, it's a bonus equal to the poison die.

Perhaps there's a clarity issue in the writing.

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Survey for last week's Skill Feats, and this week: Racial Feats!.

Edit for my thoughts:
Bountiful Luck: Cool feat, definitely makes having a halfling around lucky. But...I don't see myself taking this feat. 1s don't happen that often, and you'd need to be a class which doesn't use its reaction much.

Dragon Fear: 1m AOE fear that they don't get to save against again, until they take damage. So you can just handle enemies one at a time while most can't approach (or have disadvantage). This is a fear which might actually make enemies flee voluntarily, lest they be slaughtered one at a time. Oh, and it's +1 to a mainstat of course. This is very good.

Dragon Hide: On the flip side, this feat allows you to get cat claws and isn't too appealing, unless you're a barbarian.

Dwarven Resilience: Remember 4e dwarves? Second wind is back, kinda! This gets more exciting if you can Dodge as a bonus action (as a Monk perhaps). Actually, quite a few of these feats are callbacks to 4e racials.

Elven Accuracy: I guess if you want to fish for crits, there's this.

Flames of Phlegethos: I don't like the precedent this might set for having races do some common themes better (such as pyromancer), but honestly this one isn't great.

Orcish Aggression: This seems like it would be a lot of fun, but the opportunity cost since it doesn't round an odd stat...hard to tell how it plays out. I'd like to test it.

Squat Nimbleness: Slow no more. Also another way to get expertise on athletics, if you want to wrassle.

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Hello folks, here's a homebrew I've made for a popular theme that's traditionally hard to pull off in DnD:
The Poisoner.
It is an archetype for the Rogue, in the style of the Battlemaster Fighter.

If you've looked it over, I would appreciate all feedback (I might polish this, get some art, and put it up as a Pay What You Want), and I'm especially curious on a few points:

Feedback questions:

1: Is using the Battlemaster level structure for new poisons weird? Fighters get their maneuvers at 7,10,15, so I did the same here. If I went by Rogue archetype levels, they would get more poisons at 9,13,17 instead.
2: Should "Deadly Neurotoxin" be renamed, since it's a reference to a popular game?

RPG Superstar Season 9 Top 16

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Feats...for skills. Also downtime survey.

Did you want more feats that +1 a stat? Expertise in a skill? Some ribbon-ish benefit? This is the UA for you.

Quick take:

Brawny: Great for grappling if you don't want to dip rogue.
Menacing: Great for Cha classes with attacks to spare (Hexblades, Valbards, Paladins) to apply a powerful condition repeatedly (as long as they keep succeeding), which can't be stopped by legendary resistance. Might need changing, though a fair bit of things are immune to the condition so it may be balanced.
Historian: This feels like a fair take on Guidance, I just really like this one.

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Survey for the spells, and downtime activities (including shopping for magic items and crafting magic items). Also, foil NPCs.

Quick Read: It's not magic marts, it's more like a black market for magic items on account of how valuable they are, attracting thieves and cons and other such trouble. Even if you use the rules, there's no check a player can make that guarantees an item's availability.

Each week spent carousing in low class society carries a 1% chance of ending up married. Fortunately, this is one outcome that isn't marked with an * to indicate a potential foil.

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I've talked about it with my playgroup, but no playtesting data.

The pressure points of the class as I see them:

1) Getting your main defense ability at lvl 3 makes levels 1-2 kinda weird.

2) At-will auto-damage. I think it's balanced at save for half, though spellcaster cantrips have no damage on save.

Another concern I have: Keeping a weapon playstyle interesting (why make basic attacks when you can do cool magic combat stuff?). Metronome Strike is there to help ramp chains off basics, but it's probably not enough.

RPG Superstar Season 9 Top 16 , Dedicated Voter Season 8, Marathon Voter Season 9 aka Petty Alchemy

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I had a concept for an advanced Will-o’-wisp that used its electricity to set actual machinery into motion to terrorize and harm PCs, but I don't think they actually have a male/female divide.

Looking forward to the next challenge.

RPG Superstar Season 9 Top 16

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Still reading as well, but Ceremony is fantastic IMO.

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Those were cool abilities.
5e has decided to avoid coming up with mechanics for drinking in this rendition however, so no weird subsystem of minding your Ps and Qs.
A drunken master could in fact be sober, and just have a fighting style of free body movements that may seem drunken.

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Praise Sigmar, the Drunken Master is back!

Also an Oath of Redemption for Paladins, and Monster Slayer for Rangers.

My thoughts:
Drunken Master: Kinda neat, gets around the need for Mobility if you don't want to bother taking it (or you're playing without feats). The lvl 6 feature is a lot of fun, but very limited in use. Maybe it feels better in tests, but I'd kinda like it more if it had a ki cost instead of a 1/SR freebie. Drunkard's Luck with Diamond Body will allow you to shrug off any effect with a save at high levels.

Oath of Redemption: An oath that might not fit every playgroup. Comes into a strong AC at lvl 3, however a Dex focus doesn't work too well with the other lvl 3 feature that needs a bludgeoning weapon, so you'll want to be a little more balanced. It's a little confusing if you actually forswear weapons of war (which are what, martial weapons? bladed weapons?) mechanically, or if that's just fluff and you can use whatever you want.

Monster Slayer: Pure power, if I made a Ranger guide these features would all be light blue or gold.

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Here4daFreeSwag wrote:

Now this RWBY AMV has some 3rd season spoilers in it, so you might not be able to parse what is going on if you haven't seen that particular season.

It's still a fun look, plus as an added bonus, the lyrics used in the AMV.

Wasn't expecting a Zestiria/RWBY mashup. Man, that song was great for the Tiamat fight.

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SCAG has some archetypes.

For 3rd party (since you mention Kobold Press), there's a bunch of crunch out there.

Example of some crunch I found on reddit: Dark Arts Companion. I like some of the ideas and some of the execution, but there are some issues.

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A rough draft based on DMG diseases:

Con DC 13, onset time 1 day (as it is originally):

While suffering Ghoul Fever, you have one level of exhaustion which cannot be removed until the disease is cured.
After a long rest, Con DC 13:
Success: Reduce the saving throw DC by 1d6, when the saving throw DC drops to 0, the creature recovers from the disease.
Fail: 1d8 necrotic damage which reduces max HP by the same amount. 3 failed saving throws results in death. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.

You can fiddle with the numbers of course, the gist is exhaustion and repeating necrotic damage which reduces max hp.

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RE: Keijo - I think it's making fun of sports in a similar way that Konosuba made fun of fantasy. The Gilgamesh reference was something.

Fuuka - Commonly considered a garbage fire of tropes, can still be fun to watch.

Shouwa Genroku Rakugo Shinjuu - Season 1 was excellent, the voice acting and facial animations come together very well for this show. The setting of pre-war/wartime Japan is pretty different from what I'm used to in anime. I'm looking forward to watching season 2 (which is out, I just haven't gotten to shows lately).

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hiiamtom wrote:
I really don't like static bonuses sneaking into more and more.

I agree with you there. I'm glad that at least they haven't added more +1d4 ala Guidance/Bless.

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The Mystic survey is up, as well as revised Wizard options.

The Theurgy Channel Arcana seems very strong, 2/short rest increase the DC of a spell by 2. I'd also love to pick up Tempest's Destructive Wrath on a wizard.

War Mage is interesting. Very good at holding onto Concentration. A mini-Empower 1/short rest on AOE spells. Durable Magic reinforces the Concentration theme with a reward. No ribbons here.

Edit: Curses, ninja'd by 6 minutes.

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Great news everyone!

The survey for Traps is up!

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I should've waited to claim it was the mystic UA, because this time it's a Trap.

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What we've all been eagerly waiting for, the full Mystic class!

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Plane Shift Kaladesh

Sorcerous Origin: Pyromancer (quick and dirty).
Feats: Quicksmithing, Servo Crafting
Races: Aetherborn (no exciting racial stuff), Dwarves (slightly remixed), Elves (high and wild, but both use Wis), Humans (classic), Vedalken (I think this is just a gnome that isn't small).

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Kalshane wrote:
Petty Alchemy wrote:
atheral wrote:

Just watched the season finale of RWBY.

** spoiler omitted **

** spoiler omitted **
Well, Glynda can't really be a stand-in for anyone else but ** spoiler omitted **

Spoiler:
We have seen that aura depletion vfx previously, here it is in Yang vs. Merc. Based on the character's "color", I believe.
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Reading through other forums, I've noticed two types of reactions to the Raven Queen Patron in regards to the Chain pact.

1: What's even the point of the Chain pact now?
2: AAA I'M GOING TO DUAL WIELD RAVENS AAA!!!

Where do you stand?

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It is Str build friendly! Apparently it's not an oversight that the Hexblade's invocation, Cursebringer, provides a greatsword (which cannot use Cha from Hex Warrior).

So if you go for a Str BladePact build, Curse Bringer (and Claw of Acamar and Mace of Dispater) are there for you as goodies.

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@RJGrady: I don't think it becomes a SAD class with Cha for melee, it just stops being MAD. You'll still want at least decent Dex and Con as anyone entering the fray would.

+2 to DC requires burning a lvl 3 slot. Lvl 3 slots are pretty amazing, so it's probably worth a good payoff.
I'm not an Evoker fan, but to play devil's advocate: Evoker is less likely to blow up his allies with sculpt spell. Slow and steady vs. burn spell slots for burst might depend on your adventuring day.

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Continued for invocations:

Burning Hex: I'm not sure if it's good, but it's very funny for me to imagine a warlock, sword against sword with his opponent, just wishing they'd combust.
Caiphon's Beacon: I like this one a lot. Two fun skills, and advantage against Charmed targets makes it a build-around-me, which is somewhat rare in 5e. Now you just need to find some good ways to charm creatures.
Chilling Hex: Probably a better version of Burning Hex, making enemies not want to stand next to the one you're fighting.
Patron+Pact Combo: Interesting design space, but so restricted...Would probably feel bloaty to make some of each combination.
Claw of Acamar (GoO, Blade): A rare combo, but a powerful invocation to incentivize it. Reach + reduce speed to 0 allows you to abuse medium or smaller martials, and if you go rogue 2 for bonus action disengage, you can kite anyone without a ranged option.
Curse Bringer: Now here's a pact/patron combo that will be common. This is great for cutting a swath through weak enemies, but if you don't get the final hit, that's it for your curse. Still, you get the option to smite. Concern: You get a greatsword here, but it doesn't specify it's an exception to the 2hander Cha rule, does it?
Kiss of Mephistopheles is great, I love EB as a fireball delivery system.
All of the EB flavor by patron invocations are cool, I like the ability to make the Warlock's bread and butter feel more unique depending on their patron.
Looks like Blade pact gets flavored by patron invocations for everyone as well, which I also like.
Tomb of Levistus: Is that you, Mei?

In case it isn't clear: I love this UA, 10/10 homerun in my opinion.

RPG Superstar Season 9 Top 16

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Here's the UA for Warlock and Wizard.

Warlocks:
Hexblade (while you were socializing with fiends, fey, and Cthulhu, I studied the blade)
Raven Queen patron.
New hexes (including uniques for some older pacts!)

Wizards:
Lore Master - So the bard stops upstaging you. Can also change their elemental spells to another damage type on the fly, which is something I wish my wizard could do. Once per short rest, they can change the type of save a spell targets, which also seems amazing (not quite Portent tier, but the next best thing). They also get their version of metamagic, not as powerful as the sorcerer's (no twin or quicken), but they can add some oomph, significant range, or the DC, by spending additional spell slots.

Edit: Okay I went back and read the Warlock stuff.

Hexblade:
Most of their bonus option spells don't scale, which is unfortunate because Warlocks always cast at max level. Shield is probably still worth it.
They get to use Cha when not 2handing, and wear medium armor and a shield. This is truly a warrior class. The Curse is 1/short rest, nifty - Use it on a boss, or use it on one of his minions to get some decent mid-combat healing.
The Shadow Hound is mostly a ribbon ability, but can help you land some parting Eldritch Blasts when the target flees. It gives you essentially permanent information on where your quarry is, unless they take some powerful magical means to be rid of it.
Armor of Hexes is fantastic, when you already have a solid AC (let's say non-magical, Breastplate (14), Dex 14 (+2), Shield (+2) = 18 AC), now you curse a heavy hitter and it has 50% miss chance against you.
Lvl 14 removes the rest limit from your curse, which is like capstone christmas came early.

Raven Queen:
Spell List: Also scales poorly in general. I like Spiritual Weapon in general (not a Concentration spell), but the Warlock may want to use his bonus action to cast Hex (and switch it when targets die). Still, an extra attack with Hex damage is a good boost to DPS.
You get your own Raven familiar! Except it gives you its take of Alertness when perched on your shoulder, and it's immune to damage and anything else that would harm it as long as it is with you (You hear that David?! You can't kill this one! RIP Muninn). If it does die while flying about, it comes back a day later (or at next short rest), and meanwhile you have advantage to hit the person who dared kill your bird for 24 hours.
At 6th level, you can fuse with the raven (shrinking down, not turning into Swain from League of Legends), so you can fly wherever you'd like (but you can't rain death from above in this form). I'd still send the raven to scout first, before going there yourself.
The later abilities, eh, not too cool, but okay.

RPG Superstar Season 9 Top 16

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Expected on 2/16. I hope it will be more like the Zendikar article than the Innistrad one (new crunch rather than just flavor guidelines).

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.
atheral wrote:

Just watched the season finale of RWBY.

** spoiler omitted **

Spoiler:
Yup. People have always tried to fit in Ozpin's circle as the Wizard of Oz characters, but it looks like it may be meant for the headmasters: Lionheart is shaping up to be the cowardly lion.