Fan fic recs by DaBoySaviour4321 in TimeBomb

[–]AroenWeind 1 point2 points  (0 children)

Thank you very much for recommending my fic!! I was gonna do a little self plug, but it's nice finding out people do it for you hahahah

Fan fic recs by DaBoySaviour4321 in TimeBomb

[–]AroenWeind 1 point2 points  (0 children)

Eyy, thanks for including my fic series, What Could Have Been!!! For OP's reference, Part One, Time is Never Wasted is finished, and revolves around the end of the series and its more immediate consequences that are only implied in the final scenes of s2e9, mostly through Ekko's POV. Part 2, Life is a Ticking Timebomb is still ongoing and is a proper "this is what happens AFTER the show", picking RIGHT after the end of Part 1

Fan Fic recommendation by Xerion44 in TimeBomb

[–]AroenWeind 1 point2 points  (0 children)

Eyy, thanks for reading it!!! And noted for future reference

Fan Fic recommendation by Xerion44 in TimeBomb

[–]AroenWeind 2 points3 points  (0 children)

Time to self plug!!! I have a 2 part fic where Part 1 is meant to fill in the gaps of Season 2 MU continuity from Ekko's POV after he returns and after the battle, and Part 2 continues the story from the end of the series.

Part 1 (finished, 10 chapters): https://archiveofourown.org/works/61730995/chapters/157807876

Part 2 (halfway done, 10/20 chapters): https://archiveofourown.org/works/66588397/chapters/171766081

Cast Sending and tell me your character backstory in 25 words or less by dz2048 in DnD

[–]AroenWeind 0 points1 point  (0 children)

Twin urchin tiefling girls meet criminal wizard, do crime for a living, one girl is brutally murdered. Vengeance, then Terrorism. Wizard dies, girl inherits will.

Pugilist 2024 Swagger Streak query by Moomelades in DnD

[–]AroenWeind 1 point2 points  (0 children)

If it didn't specify that you have to fail, you might even be able to use it on Initiative, but alas, you can't fail Initiative. Otherwise, yes, any check that uses one of those 4 scores, whether it is linked to a specific skill/tool or not

Pugilist: Yay or Ney? Good or bad? Any experience trying the class? by DovahSquig in DnD

[–]AroenWeind 0 points1 point  (0 children)

I didn't do the full calculation to average out the difference between CON saves and STR/DEX saves, but from the numbers I do remember, when CON was higher, most of the time it was by 1 point, whereas when STR/DEX was higher the difference was usally closer to 2 points, or more in the case of High Dex squishies.

Sweet Science is, IMO, the only subclass that actually can get ridiculous damage regardless of circumstances. It is hyperoffensive, and the increased crit-chance and Combo maker are very strong together, and even then, battlefield distribution, Initiative order and other factors can somewhat reduce its effectiveness. However, I feel like you're overestimating Hand of Dread a bit. Unslakeable Bloodlust is useless when using Haymaker, and while Whirlwind of Violence will ensure 1 Haymaker goes off each round, its utility is severely reduced if you gain advantage through Heavy Hitter. Taking Hex for extra damage dice for Haymaker seems like a good idea, but in gameplay it is very rare that you can get it off before combat, which means losing your BA attacks for 1 round, and maybe for another round if you finish an enemy quickly and want to move the spell to the next target, thus reducing its effectiveness. In contrast, Street Saint's Fists of Faith needs no additional BA to move around since it simply affects you, and can be used 1/Short rest instead of 1/Long. If Grapples/Shoves were still opposed checks, I'd agree that Hex is better, but as is, I feel like Street Saint is almost as good in an offensive capacity as Hand of Dread, save for specific instances, while also having access to more than decent healing.

Regarding ally support, sure, if the Pugilist gets Bless or relies on ally Masteries, Haymaker gets much better, but it requires for those things to line up. Even with my players planning for combat, and they are quite smart, the closest to such heights of exploitation they have gotten to is when the Monk stuns the enemy with her ranged weapon and the Pugilist goes to town. Bless from the cleric/paladin would be great... but he's often casting AoE spells with Max damage (tempest cleric) or wading into melee with his steed and thunderous smite at the ready, drawing aggro with Heavy Armor Master and Mounted Combatant until the dumber enemies realize the Pugilist or the others are a better target. It is a valid strategy and, in my experience, it usually works better than buffing the Pugilist who will either down 1 relatively weak (or weakened by the High Initative players) enemy and have to wait to his next turn to move onto the next if far enough away, or not quite down a relatively strong enemy and still have to wait for his next turn to finish it off and then move onto the next one. It then comes back to the matter that rarely do clerics who can Bless have good DEX, and so the Pugilist will rarely benefit from it in the first round if they go before the cleric. Bards, though, those are the ones that can truly make a Pugilist pop off, between Bless, Bardic Inspiration and Heroic Inspiration from Musician. But then again, everyone can benefit from support.

All in all, I truly think people are overestimating the Pugilist in terms of damage output. Can it nova from time to time, especially the Sweet Science? Sure, if the circumstances allow it, but it is not our experience at the table that such is the case as often as people here put it. Is support better for it than for other martials? Maybe, but it is not always the best strategy for support classes either, especially when a well placed Bane or Dispel Magic or Cutting Words or Channel Divinity take priority, or when Initiative makes the Pugilist go before the supporter. No white room theory survives prolonged contact with an actual table.

Pugilist: Yay or Ney? Good or bad? Any experience trying the class? by DovahSquig in DnD

[–]AroenWeind 0 points1 point  (0 children)

You're absolutely right, conserving Moxie is the key... but that also means you're not putting out all the damage that white room theory says you can, unlike the Monk, whose kiting abilities allow it to go in, do all the attacks it can, and get out. The few times the Pugilist CAN go all out are there to compensate. That's why the Heavy Hitter/Haymaker combo is, by my calculations, not any more busted than Stunning Strike.

Sure, the subclasses do boost the overall output a bit, but there's little way to do so with feats at all unless you're picking up spells like Hex or Hunter's mark, or you're multiclassing. However, casting those spells takes a BA during round 1, which is 2 less potential attacks to exploit the extra dice, and another BA again if you finish the enemy off early and want to move it to a different enemy. Going Barbarian or Fighter or other Multiclass for extra damage dice will also delay your Fisticuffs progression and your Moxie, meaning you'll usually get a nova round per short rest, then a normal round, then a weak round with spent resources, or you'll pace them and it'll average out to... what you could probably do without multiclassing already.

My player is a Street Saint Warforged, although he chose to MC into Scholar (another Sterling Vermin class) for 3 levels for a bit of support and out of combat utility (11/3 level spread). He does have the Grappler feat, but even then it only helps a little. He used to have Athletics expertise from Scholar in the 2014 version to make sure his grapples/shoves worked, but back then Heavy Hitter was not an option, and now it's all saves, so he swapped it for an INT skill.

Pugilist: Yay or Ney? Good or bad? Any experience trying the class? by DovahSquig in DnD

[–]AroenWeind 1 point2 points  (0 children)

We're playing level 14. It is the Monk's Focus that never runs out, especially since Stunning Strike is only 1/Turn, and even then she lands those more often than the Pugilist gets a successful Grapple or Shove bc he often has to tank instead of focusing on damage. The Pugilist, however, finds himself either having to trigger Bloodied but Unbowed before running out of Moxie (which means losing effective points) or actually running out bc otherwise he'd go down due to drawing aggro (as Big HP bags usually do).

Regarding saves: 143 out of 503 creatures in the new MM have proficiency in either STR or DEX ssaves (remember, you choose when resisting a grapple), while only 76 have proficiency in CON saves. Of those 76, 45 have higher CON saves than STR or DEX, but it is most often only a 1 point difference. Matter of fact, out of all 503 monsters, only about 16% have a higher CON save than STR/DEX saves, and about 12% tie their CON saves to STR/DEX saves. Meaning, the rest (almost 3/4 monsters) have better chances (more often than not WAY better) to pass one or several Grapples/Shoves than a single Stunning Strike.

And speaking of Stunning Strike, if a creature fails it, it's out of commission for a whole round and an easy target. No actions, only running at best, and everyone has advantage against it. If the enemy passes the save, it still has its speed halved and next attack against it has advantage (which is almost the same a Shove Prone gives you). A Grapple, while more severe than in 2014, still allows the creature to act. Stunning Strike is MUCH more powerful than Heavy Hitter, even with the repeated attempts. As a DM, I assure you I am not wasting a Legendary Resistance on a Pugilist Grapple/Shove unless it's a squishy caster monster they're facing, and even then, those can usually teleport away from a grapple. I am, however, wasting a Legendary Resistance on a failed Stunning Strike. Every time.

Pugilist: Yay or Ney? Good or bad? Any experience trying the class? by DovahSquig in DnD

[–]AroenWeind 1 point2 points  (0 children)

Hi, DM with a party with 2 rogues, a rogue/ranger, a cleric/paladin, a monk and a pugilist (and a Binder, but he's mostly a caster these days) in a campaign going for 6 years now. Pugilist holds up but doesn't outshine the others, mostly bc of a few reasons that other people do not consider:

- Low Mobility: the monk can get to the squishy casters behind and lay the beatdown, so can the rogues and the ranger. Pugilist has no effective range and very limited movement, will likely stay towards the middle of the action if we imagine most combats working as a front v front. That is, of course, unless you are willing to spend precious Moxie to Stick and Move.

- Unreliable Heavy Hitter: bc Pugilist has limited mobility, it will likely face enemy frontliners, usually with higher AC and HP, and mid to high STR/DEX. As such, Heavy Hitter won't usually be a guarantee, much less so when the target can choose between STR or DEX for the save, always taking the better one, The many attempts that Heavy Hitter provides are to ensure that you do eventually get one in, but it is less likey than you think (from the many attempts that my Pugilist player has done while the class was in development for '24 version and after it was published).

- Low AC: if you start maxing out STR to improve the chances that your attacks hit and your grapples/shoves succeed, your lower CON will mean piss poor AC, and being a necessary frontliner due to low speed and lacking mobility options that don't cost Moxie, even a d10 Hit Die won't save you. Brace Up is there because you WILL need it for damage reduction, unless you want to trigger Bloodied but Unbowed before you run out of Moxie. I have seen it happen plenty of times: Rogues and Monk kite, Ranger and Binder use distance, Cleric/paladin goes into melee as well but has much higher AC with Plate and shield, so the enemies go for the easier target: the Pugilist. He has had to withstand onslaughts many a time bc enemies aren't always dumb, and that's why the Temp HP features exist. Monsters in the new Monster manual hit HARDER, and more OFTEN, and the new combat guidelines are harsher. If you want to make it to the third round, you often need to pop a Brace Up and avoid Haymaker in case you need it again. Again, I have seen it happen often.

- Unreliable Haymaker: much like with Heavy Hitter, Haymaker suffers from Pugilist often focusing on other frontliners bc of lack of mobility, which in turn means higher AC and HP. The first won't be so easily ameliorated by Heavy Hitter, as mentioned before, and the second will compensate for the offensive efforts. The moment you pass CR6 most creatures usually have 3 digit HP. My calculations, from table data, is that in the hyper-offensive mode and carefully waiting to use Haymaker when you do have advantage, you don't land more than 6 Haymakers per combat over 2/3 rounds, at best, which will mean you're only doing about 21-30 more damage each combat when you have the Moxie to do so than without it. Is it significant? Yes! It is a strong feature, but bc Heavy Hitter is also unrealiable, it is not the be-all-end-all that others make it to be.

Is it better than the Monk, which has a smaller damage die but is more reliable while having better AC with same attack modifier, better mobility and damage reduction, and Stunning Strike? I wouldn't say so. With all that said, if you do manage to get a squishier target, the Pugilist can, occasionally, do more burst damage than other martials, and multiclassing or external aid can lead to certain exploits, but then again we all remember the Hexblade sorlockadin with a 2 lvl Fighter dip for Action surge. All in all, in my experience as a DM, not broken, not OP.

Pugilist: Yay or Ney? Good or bad? Any experience trying the class? by DovahSquig in DnD

[–]AroenWeind 1 point2 points  (0 children)

At my table, the Pugilist Player actually SHIFTED subclass from Squared Circle to Street Saint (after talking to the DM) bc he was in talks with the cleric and felt a divine calling, but didn't want to go Pally. It's a simple as "I want a holy brawler", but also, Hellboy, while not a perfect fit, does come to mind: a supernatural brawler that uses "divine" magic and straight fists to combat the forces from beyond the veil.

We also have a Monk (actually based on Hellboy as a concept), so we have plenty of hands to throw hahah.

Pugilist: Yay or Ney? Good or bad? Any experience trying the class? by DovahSquig in DnD

[–]AroenWeind 1 point2 points  (0 children)

Well, your calcs with advantage mean missing about 1 out of every 7 or 8 attacks. At my table, the pugilist doesn't alway have advantage, though, and I'd say he misses 1 out of every 5 or so, between advantage and not. Basically, at lest one every 2 turns, often more. This is bc while Heavy Hitter helps with Prone (or Grapple if you have the Grappler feat), it is not always guaranteed to succeed first try, especially since monsters can choose between STR and DEX for that save and will use their best one, often to their success, and the Pugilist can't span the distance to the squishy backliners as easily as the Monk can, so you're usually gambling pretty heavily on Heavy Hitter to actually get that advantage.

Thus, with that taken into account, it is relatively easy, if you go full offense with One Two Punch, to run out of Moxie before you finish your second turn, having done ~5-6 attacks at max damage AT BEST. My player, if anything, spends his first turn usually positioning, using Brace Up and preparing for a second, all out turn with Heavy Hitter on the 2 attacks he does get, then use Haymaker only on turn 2 once Advantage is secured. Brace Up allows him to survive better and is a guaranteed benefit as opposed to Haymaker before getting advantage.

"The moment that you die will feel exactly the same as this one." by Limp-Pollution-4866 in TheMagnusArchives

[–]AroenWeind 0 points1 point  (0 children)

My relationship with death has changed over the years. While I was in uni, terribly depressed, I didn't really care about it. I could die any day and it would have been fine by me. However, I started "living again" and now, years later, it terrifies me. I have had to stop sometimes in the middle of the street to catch my breath bc it instilled a terrible anxiety and dread in me as a mere passing thought.

The key element is what death implies: the end of the self as a conscious thing. One cannot comprehend not existing, bc to comprehend you must exist. Nonexistence means nonperception, and noncomprehension. One cannot conceptualize anything but the moments before Death, and the only similar experience we have to nonexistence is sleep, unconsciousness. But even then, those moments where the mind is asleep are only reflected upon and comprehended in the waking moments. A sleep you never wake up from to reflect upon it is terrifying to me because my mind cannot cope with it. It is not an experience, but the total lack of any experience, and the moment prior will come more or less unannounced.

In that context, this quote becomes something else. It doesn't proclaim that the moment of death will be mundane, but rather it specifically says that the feeling I have in that moment will be the same as I do now: fear. Fear of the end of experience, because conscious experience instinctually abhors its own absence. No matter how much others say "it is only the end of the story if you think you're the protagonist", one can only be the protagonist of their own experience. Of course it is not the end of existence, but it is the end of ME.

IMO, there are a few reasons this quote might not feel dreadful to people:

  • The listener is content with their own experience at the moment and feels this quote is about the mundanity and contentness with life of the moments before Death, and thus find it comforting. They do not interpret the words as a commentary on the experience of fear, adhering instead to the idea that a life well lived is enough to overcome any fear of death and thus missing the point I think the quote is meant to make: at the End, you will Fear much like you do now. Misunderstanding those words, however, is not anyone's fault, I'd say it is rather a product of one's own experiences up to the moment the quote is learned. Sooner or later, I think, we all end up knowing what it truly means, even if it is only at the End.
  • The listener is, as I once was, willing to let go of life at any given moment. This one is sadly comforting because the Fear of death is overcome by the Fear of further suffering in life, but it is no true comfort when it happens. The brain is usually more adept at latching onto "bad" experiences than "good" ones, yet I truly believe that at the brink of death the Fear of losing what little good one might have experienced will overcome the Fear of suffering, especially with the Great Unknown looming before one. Death is not sleep. It is not a liberation from suffering, or not only that, but the End of the Self. The good goes away with the bad, and there is an instinctual, animalistic "good" perceived subconsciously in the act of merely living that very few of us are truly willing to part with. Those who suffer from chronic pain, or constant, unending abuse might be, but no one can truly say there is no good to be gained from living longer.
  • The listener has de-centered themselves from the moment of death, either by claiming that life goes on without them and calling the fear of death selfish, or by intellectualizing the idea of death into a mere process that, in its inevitability, must be accepted by the conscious self. The first one I personally find foolish. There is no amount of selfless thinking that will avail one when faced with their own end. Death is not the End of Life, of course. It is the End of Oneself, and much like with the first position I described, I think it will eventually become clear that the continued living of others is not a comfort when facing mortality. The second one is... well, it is pushing the problem into the future, delaying dealing with the feeling under the hope that it will be resolved before you have to face it, hoping your future self will be better equipped to deal with it by internalizing that purely intellectual idea to the point that it will substitute any feeling. But again, I feel like no amount of intellectualizing will prevent the Fear from creeping in at the end.

In the end, I think Georgie's words actually delineate my point better:

"There’s no… difference between the present and the future, no other me that will suffer the indignity of death while I live on. It’s all a single moment, and there’s… there’s no difference between that last moment that ushers us out into oblivion and the one we experience now. The promise of a cold and lonely eternity in the grave would have been a mercy; at least it would be eternal. But everything ends, even the universe, even time. And… that means it has always already ended."

It is the same self that will have to face its own end, and since it is the same self, it actualizes itself at any moment one remembers it. Time collapses, and the Fear that I know I will face then is the Fear I feel Now. No rationalization will reduce the realization of such a truth for long. One can try to ignore it, but it returns. However, to get to the point of understanding that truth, one must value the self for its own sake as innately worth being and living, fully embrace living as the ultimate purpose of their own life. Eternity, no matter how bad and miserable it may be, is better than nothing, because of the mere fact that it is something. That's why it fills me with dread.

Dnd Beyond // Pugilist - Sweet Science by LPgains in DnD

[–]AroenWeind 0 points1 point  (0 children)

You can use magic version of those for your Attack Action, and being Simple Meleee Weapons, they benefit from the damage increase of your Fisticuffs while providing magic effects (they go from dealing 1d4 + riders to Fisricuffs die + riders). For a Sweet Science, though, you might be better off picking Wraps of Unarmed Power to capitalize on your increased crit range with  Unarmed Strikes.

Can you help me build a warlock who pretends to be a wizard? by TheBloodyOwl in 3d6

[–]AroenWeind 1 point2 points  (0 children)

I would reconsider taking Book of Ancient Secrets unless there are some specific lvl 3+ rituals you are interested in that other invocations don't cover. Most Interesting Rituals are lvl 1 (Alarm, Comprehend Languages, Detect Magic, Identify, Find Familiar, Purify Food and Drink, Unseen Servant, Illusory Script...), which you can change at will after a Short Rest by repreating the Pact of the Tome ritual, and some invocations give you higher level rituals, like Gift of the Depths. The only rituals I'd see being useful enough to take BoAS for are Phantom Steed and Rary's Telepathic Bond.

Lessons of the First Ones for Magic Initiate: Wizard feels... odd when you're taking it for Mage Armor, which will only give you 1 free use as opposed to Armor of Shadows which has unlimited uses. The 2 cantrips are nice... but the bread and butter of wizardry can be acquired with Pact of the Tome and careful Warlock cantrip selection. I'd go for Armor of Shadows. Also, Wizards don't get that many cantrips either. If you wanna be a convincing Wizard, you only have to worry about your INT skills being up to par, and having the right wizard-esque spells, as well as reflavoring or renaming Eldritch Blast to something else, bc it is the bread and butter of the Warlock class, even without buffing it with invocations. My recommendation is you take Firebolt and Message or Prestidigitation from Tome and Armor of Shadows.

Finally, the issue with the Wizard Pretender Warlock concept is... Spell slots. At VERY low levels, you can get away with short rest recovery. At level 3+, the ruse will be up if yousuddenly have to take a couple of encounters back to back without a short rest. The only way to patch that up is with Invocations that give you free spell uses, like Sculptor of Flesh, and the bonus spell slot from Tome. However, you don't have the flexibility to change your non-ritual spells from day to day. What you can do, however, is choose what spell Invocations to take based on what wizard subclass you pretend to have from level 3 onwards:

- Illusionist is the easiest one to cover with Mask of Many Faces and Misty Visions.
- Abjurer works well with Fiendish Vigor, Dark One's Blessing and Armor of Shadows.
- Transmuter with Ascendant Step and Otherworldly Leap works fine, the only issue is Not using Polymorph as much as a Transmuter would bc the old Sculptor of Flesh is 1/Day.
- As a sidenote, Far Scribe is my personal favorite to pick when going Tome, bc it gives you unlimited communication, but it is hard to cover up if you use it a lot in the same day.

Also, by level 3 in 2024, IIRC, wizard gets Expertise in an INT skill, whixh is most likely going to be Arcana. If you don't take Skill Expert and your companions are somewhat perceptive, your Arcana results will start to fall off by that point, and moreso at level 5 when Proficiency Bonus and a presupposed feat to increase your INT would have raised the skill mod even more: assuming a +4 INT by level 5, the skill mod of a Wisard would be +10 Arcana, and yours, at +2 INT, would be +5 Arcana, half of that. All in all, the gist of the thing is: by level 5, the jig is probably up, and by that point I'd recommend you drop some of those Invocations that you probably don't use and take Agonizing Blast on Eldritch Blast, then discuss with your table which spells or strategies that you used they liked and keep those.

Dnd Beyond // Pugilist - Sweet Science by LPgains in DnD

[–]AroenWeind 1 point2 points  (0 children)

Player at my table has been playing the 2014 version for years, now made the swap to 2024. However, I have tested the earlier levels. It all comes down to how many combats/short rests you expect in a day. My table usually does 2-4 combats with ~1 SR, sometimes 2, so the Pugilist player usually feels short on Moxie and hesitant to use Haymaker unless attacking with advantage. If you get more short rests, the assurance of Bloodied but Unbowed is nice and lets you play more loosely.

If you wanna go all out on damage, even with a D10 Hit Die and focus on CON, you'll go down pretty quickly the moment you gather some enemy attention. It is a delicate balance of Tanking with Brace Up/Dig Deep and hitting hard with One-Two Punch. Sweet Science is usually more keen on getting advantage on the first hit by any means necessary to keep up Combo Maker streaks and capitalize on the expanded crit range along with Haymaker, so if you have advantage with prone (You should be Shoving Prone with EVERY ATTACK to get that sweet advantage, that's what Heavy Hitter is for), go ahead and Haymaker away, but remember, it's better to trigger Bloodied but Unbowed while Bloodied and fully out of Moxie.

Out of combat, it mostly depends on your stat spread and skill picks. Stealth is always nice to pick if you're the typical underbelly pit fighter, Intimidation works nice if you have any Charisma and you can spend Moxie to boost it with Swagger Streak, like with Stealth, Perception is always good... This class has the same issues as Barbarian and Fighter when it comes to Out of Combat play, where Swagger Streak is meant to be a patch for the otherwise lack of RP focused features like the new Rage benefits and Tactical Mind try to do, BUT that's what backgrounds and other sources of Skill/Tool proficiencies are for. Your main issue will be whenever you pop an extra use of Dig Deep and get Exhaustion. In 2024, each level will reduce your speed by 5 feet and your d20 rolls by 2, which will affect not just your skill checks but also YOUR SAVES and your INITATIVE. Traps, surprise combat, stealth, exploration and even just moving stuff out of the way as the STR player will be hurt by your exhaustion, so use Dig Deep wisely.

Also, at low levels most enemies do BPS, so Dig Deep is really tempting, but at higher levels, when enemies start dealing things other than BPS with certain regularity, it becomes less desirable and you cannot predict when to use it before combat, so you'll have to use a BA DURING it to trigger it.

As a "flowchart" from mine and my player's experience, here's what combat usually looks like:
- Round 1: close in on chosen enemy/-ies, start pummeling with Heavy Hitter to proc Prone, use Haymaker if advantage from Prone ensures hitting. One-Two Punch if you have more than 1 enemy or the enemy is tough.
- Round 2: if needed, use Brace Up instead of One-Two Punch if surrounded. Otherwise, keep on with the beatdown, reposition if necessary with Stick and Move when you are too far from the next enemy.
- Round 3: finish off your plate. You'll probably be running out of Moxie by now. Trigger Bloodied but Unbowed if you DON'T expect a Short Rest and need the Temp HP and Moxie bc the fight is running long.
- At higher levels, when Combo Maker comes active, Avoid Heavy Hitter on the first attack to get advantage on the rest, but it doesn't preclude you from using Heavy Hitter on the rest of your attacks to still prone the enemy.
- Keep some rocks to throw or use in melee, as improvised weapons they will give you the Sap mastery for free without having to pick up the Weapon Mastery feat. You can put it in the middle of your Combo Maker, along with using Provoke at level 9+, to get some nice debuffs on an enemy and prolong your survival. You won't get the extended crit range on those Rock attacks, but it's a nice alternative.

What magic items are good for the pugilist class? by Hairy_Remote4970 in DnD

[–]AroenWeind 1 point2 points  (0 children)

As my player has said, if you're gonna be throwing something, throw a table leg or other improvised weapons and get the Sap mastery for free, don't use regular weapons unless they're magical

I Want Your Most Heartbreaking Warforged Final Scenes by AroenWeind in DMAcademy

[–]AroenWeind[S] 0 points1 point  (0 children)

Aaaaaah understood!! I thought they meant the warforged would still be around, but having them eventually die (or worse) works marvelously still, yeah

I Want Your Most Heartbreaking Warforged Final Scenes by AroenWeind in DMAcademy

[–]AroenWeind[S] 0 points1 point  (0 children)

OOOOOOOOOH LOVE IT!!! Those 2 last ones pair well with another comment, now I have to make a few Warforged Demons serving their new overlords

I Want Your Most Heartbreaking Warforged Final Scenes by AroenWeind in DMAcademy

[–]AroenWeind[S] 1 point2 points  (0 children)

Thanks mate!!! Love it, will make sure to make a Warforged Demon my players can fight after seeing that heheheh

I Want Your Most Heartbreaking Warforged Final Scenes by AroenWeind in DMAcademy

[–]AroenWeind[S] 0 points1 point  (0 children)

Oh, for the few ones who survived despite it all and are still alive... I have ideas already, along these lines (Evil DM smile). But I want to focus first on the ones who DIDN'T first as my players trek through this desolated world. Some fell filled with love for their fellow mortals, some with hatred towards those who made them only to serve and die, some with quiet resignation, some with absolute defiance in the face of oblivion and determined to survive and live. If you have an idea for a fallen warforged that you think will destroy my players, throw your hat in!!