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Holy rune currently reads "A weapon with this rune deals 1d6 additional good damage against evil targets. If you are evil, you become enfeebled 2 while wielding or carrying this weapon. When you activate the weapon, you regain Hit Points equal to twice the level of the evil creature.Activation Command Activation; Trigger: Your attack roll with this weapon is a success or a critical success against an evil creature.

That first ability is fine. That second ability is insane!!!. The command activation is only a reaction. Holy rune has a level 11 minimum requirement. so lets say your facing a evil creature of the same level (11). That means you're healing 22 damage each turn for the low low price of a reaction. That is significantly stronger than any other rune by miles. Not to mention the fact that in your typical Campaign i would say about 50ish% of what you face is evil, 45ish% is neutral and 5ish% is good. The reason why i think it may have been a mistake in production is that the unholy rune only activates on a critical success, if this ability only worked on a critical success as well then i would then say it would be balanced.


Monk Whirling throws states "you propel your grabbed or restrained foe a great distance. Choose a distance in feet of up to 10 + 5 × your Strength modifier that you want to throw the creature. Attempt an Athletics check with a DC of 5 plus the total distance in feet you’re trying to throw the creature. At no point does it say the destination has to be horizontally perpendicular. So as only every second square worth of movement gets classified as 10ft. And the distance is calculated from the thrower. You can throw someone 5 feet in front of you but 10 feet vertically up. This means the target takes 5 points of falling damage and gets knocked prone along with the regular damage of whirling throw.
But it gets better/worse. If you are being attacked by 2 opponents within 5 feet of you, you can throw 1 of them 10 feet above the other foe. that way the target falls on the other opponent and that means that opponent also takes damage. Is this ruling valid RAW? and if it is, is it intentional by the design team? or just something noone thought of and should be fixed in the beta?