jplukich's page

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The Raven Black wrote:
Why the buckler? You can combine unarmed attacks with an ordinary shield just fine.

In the example given the grab would involve the one hand. The next attacks would have to be shield bashes, not unarmed. It might be relevant.


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Inquisitive Tiefling wrote:
demlin wrote:
Darksol the Painbringer wrote:
They have to pay for that AC with reduced Dexterity (which affects saves and skills) and reduced movement.
Dex Cap only affects AC and not saves and skills fyi

The DEX cap is also removed entirely if you're proficient with the armor and have the requisite STR score.

I think the statement is more meant that characters who use heavy armor are less likely to invest in their DEX at all, affecting those skills and saves, compared to investing in say, STR and CON and such.

It doesn't remove the Dex Cap, it removes the armor check penalty and a portion of the speed loss.


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HumbleGamer wrote:
thenobledrake wrote:
HumbleGamer wrote:
Saying that having 3 traits instead of reach is good is a big lie

I think you mean to say it's a differing opinion from your own.

Not a lie. You definitely wouldn't be calling me a liar, right?

Different point of view would have been tied to comparing something different and almost equal ( which doesn't exist )to the flick mace, but by bringing in Disarm, which in this edition doesn't really shine ( not to say it is useless given the fact you'd need a critical hit ) and Sweep, which has its niche, it leaves just the Trip ( 1 out of X maneuvers ) letf, compared to a higher die and reach.

Really, I said " a big lie " simply because if felt offended by the attempted comparison.

Humblegamer humbly bringing us the one true opinion.


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Mellored wrote:

Puppeteer use magical strings to control puppets from afar, while keeping themself safely away from the

What kinds of features/feats would a puppeteer have?

Key ability: dex
Hp: 6+
Trained. Fort, will, unarmored, simple weapons
Expert: reflex, performance.

Puppet: you gain a medium humanoid construct puppet companion. While at maximum hit points, the puppet can look like a generic member of any race and can pass as a real person with casual inspection. If someone takes a closer look, it is perception vs your performance. The disguise also ends when the puppet takes damage.
The puppet can wield finess weapons, using your dexterity to attack. If it is reduced to 0hp, it collapses into heap and the invisible thread that you use to control it become visible, making it trivial to trace back to you.
Durring a short rest you can recover all it's hit points and restoring it's disguise. Durring a long rest you can completely redo the disguise to be someone else, including another race.

Level 1 feats:
Doppelganger Durring a long rest, you can make your puppet look like a specific person, including yourself. You must be able to study this person durring this time.

Fake blood: the puppets disguise last until it is at half hit points.

How far away can the puppet operate? Is it going to follow the standard minion rules or will it be on an action to action basis for use? Is it only wielding finesse weapons or can it use other weapons? Can the puppeteer control more than one puppet at a time? I could imagine the puppets stealing a couple of features from other classes based on a theme selected at level 1 (but not advancing at near the same rate). What level of attack proficiency would the puppets have? What (if/any) spells will the puppeteer have?this might actually be a good place to apply the themes via focus spells.


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Claxon wrote:
The answer to the trolley problem is always to kill them all and let the gods sort them out.

I think you mean multi-track drifting.


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This is a game where you can literally ask the bear if it is ok and_or use nature to convince it that this is for a specific reason. If you dont get the bears consent (which as it is part of your character it should be understood it was gotten), then it might trigger anathema.


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Saldiven wrote:
jplukich wrote:
Ten10 wrote:
No matter how many ways I have tried to explain to him, "sure buddy you do 22% better damage at ranged you are, however, giving the enemy a +5 to hit"
So wait... this is a team game, but you try to dictate how other people play their characters? Did this player volunteer to tank? If so there is some merit to the discussion. If not, why assume they would?
Um...because it's a team game, and the Cleric's decision is making things slightly better for himself while making it simultaneously far worse for the party, thereby increasing the likelihood that the entire party fails?

That doesn't answer the question though. If the cleric didn't want to play a tank, trying to impose it on them is ridiculous. The assumption they would tank is the failing (unless they volunteered to and aren't for some reason).


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Ten10 wrote:
No matter how many ways I have tried to explain to him, "sure buddy you do 22% better damage at ranged you are, however, giving the enemy a +5 to hit"

So wait... this is a team game, but you try to dictate how other people play their characters? Did this player volunteer to tank? If so there is some merit to the discussion. If not, why assume they would?


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Seems like you could just add a personal detail or two and run with it. What experience got you interested in Dragons? Did you see one as a child? Did one save/destroy your village or a nearby one?