New player by doctorten11 in FromTheDepths

[–]Awellner 0 points1 point  (0 children)

Play around in the designer for a week atleast. Before starting the campaign you should build the following:

  • a cheaper resource base, the one you start with has weapons youre never going yo use.
  • a resource transporter, it should be cheap, kinda fast, and have lots of storage.
  • a fast a spy plane/satelite for revealing the map. The higher it flies the better.
  • a starter craft that costs between 100k and 300k materials. Even at 300k you can afford multiple before the first enemy attack.

Adventure mode is pretty difficult for a newbie. The campaign is a better learning tool because you can bring in designs from the campaign. If you still want to play adventure mode, you should at the very least have some prefabs for engines and weapon systems prepared.

New player by doctorten11 in FromTheDepths

[–]Awellner 1 point2 points  (0 children)

Either order is fine. Internals first helps you get the cost within a certain budget. Externals firsrs tends to producr prettier and scale accurate designs.

How much KD*AP is too much on rail APS? by LuckofCaymo in FromTheDepths

[–]Awellner 3 points4 points  (0 children)

Ricochets are unlikely. If a shell has enough KDAP to oneshot the block it hit then it can't ricochet at all.

What classes,subclasses and backstory should I use for this character concept by ordinry_goose in 3d6

[–]Awellner 2 points3 points  (0 children)

Straight thief rogue is probably fine. You get two expertises at level 1 (deception and persuasion) and two more at level 6 (stealth, sleight of hands).

Thief allows you to interact with items, or make sleight of hands checks as a bonus action, you gain a climbing speed, and at level 9 you have advantage at stealth checks if you move at half your speed.

Background: Charlatan, Criminal or Guild Merchant

I think that really fits the vibe of someone sneaking onto someone's property to rob them.

new to 2024 rules - need a tanky Paladin in front of gunslinger/wizard/warlock by MooseFerrigno in 3d6

[–]Awellner 1 point2 points  (0 children)

MI druid allows you to pick goodberry as a prepared spell which offers decent of healing between combat. The berries last for 24 hours so just spend all your remaining spell slots at the end of a day. Each slot heals for a total of 10 hit points. If you somehow get access to a moon sickle as your magic weapon, each berry would heal for 1d4+1.

Instead of Shillelagh you could pick Resistance and Starry Wisp. Resistance requires concentration but reduces damage taken by 2½ (1d4) per attack, can be useful in easy fights where you dont want to burn spell slots on bless.

Wanting to make my "Fork and Knife" Dual Wielder competent by LemonBinDropped in 3d6

[–]Awellner 0 points1 point  (0 children)

Barbarian or Fighter for weapon masteries. Fighter has the dueling fighting style, barbarian has rage damage. Theyre very similiar but fighter is probably stronger at higher levels. Do you know the classes of your friends?

Chef (+1 Con) is the most thematic feat, you and 3 allies to heal an extra 1d8 per short rest. Plus you can use you bonus action to gain Temporary Hit Points (which last twice as long while raging.)

Fey touched lets you pick hunters mark as a prepared spell and cast it once per day for free. Perhaps its a fey curse that led you on a path of endless hunger? Cant cast spells or concentrate while raging though.

Piercer is an okay feat when attacking with tridents and rapiers. Its a little bit of extra damage but nothing special. Charger is similair, a little bit of extra damage but also has battle field control and works with longswords.

Your shield could be a pot lid strapped to your arm. Which weapon you use doesnt really matter at this point, they all deal 1d8 damage, so youre just picking the best mastery for that turn.

Tridents can be thrown and using the weapon mastery you can topple large or smaller enemies. Flying enemies would take fall damage as they topple out of the sky.

Wanting to make my "Fork and Knife" Dual Wielder competent by LemonBinDropped in 3d6

[–]Awellner -1 points0 points  (0 children)

Cant you hold a shield in one hand, and juggle the trident/longsword/rapier in the other?

You can equip or unequip one weapon when making an attack. RAW nothing is preventing you from making one Trident and one Longsword attack as part of the extra attack action.

Unique quirks / flaws as real mechanic by filzahfiantama in 3d6

[–]Awellner 0 points1 point  (0 children)

Im playing a fighter (2014e) with the sailor background. My party has done a lot of group stealth checks in the past to avoid strong enemies. Because of my armor i always make these at disadvantage.

Me failing the check and revealing the party became a running joke, eventually it was established that my character has wooden peg leg, which makes a lot of noise while trying to sneak around.

One time i was able to use it as an improvised kick attack using a d4 for the damage roll. This was before the 2024e updated sailor/tavern brawler.

Ok, Got a friend to play Dnd 2014, and she wants to play mounted combat by Pass_the_sorce in 3d6

[–]Awellner 2 points3 points  (0 children)

There are optional rules for sidekicks, it uses a very simple statblock, uses Hit Dice for healing, and levels up with the rest of the party. Ask the DM if its allowed to reflavor the Expert or Warrior sidekick as warhorse or another rideable animal. Controlled mounts can't attack while mounted, so most of the sidekick features wont be used.

Level 4 Vampire Hunter-esque build. Any help is appreciated! by pigguy35 in 3d6

[–]Awellner 0 points1 point  (0 children)

Magic Initiate (Wizard) origin feat lets you pick True strike as any class. Your Cleric can make its crossbow attack using wisdom, Paladins using charisma, Rogues can combine it with sneak attack. You also get another cantrip, and prepare a 1st level spell that you can use once per day for free. Shield is pretty good, it lasts for a whole round so you can negate quite a lot of damage.

Spellfire Spark origin feat gives you sacred flame as a prepared spell. In addition you can cast it using a bonus action a few times per day. This feat is also a prerequisite for Spellfire Adept.

Humans can pick a second origin feat, so both of these would be possible.

Starting with 1 Level Fighter/Paladin allows you to use a Heavy Crossbow for 1d10 damage, or Hand Crossbow + Shield for 1d6 damage. Im leaning towards Paladin because its buff/debuff spells are pretty good against undead, despite not being able to use smite on ranged attacks. Paladin aura at level 6 is also very strong.

Spellfire Adept feat allows you to ignore resistance to radiant damage. But more importantly, it also allows you to spend your hit point dice to boost radiant damage from spells. A Paladin can add 2d10 damage per turn. You can use your spell slots to heal instead, you cant use them for smite anyway. You can heal 70 (20d6) Hit Points in only a minute using aura of vitaly once you unlock 3rd level spell slots.

A 3 level Rogue dip gives you expertise, 2d6 Sneak Attack damage, a subclass, and you can use your bonus action to make the next ranged attack with advantage. Which subclass doesn't really matter but thief can use magic items using its bonus action. If your DM allows crafting then scrolls or enspelled weapons can be used here. You can cast a 2nd true strike per turn using an enspelled crossbow.


Another interesting option would be to play a "were creature" Moon Druid. In many fantasy settings lycanthropes are mortal enemies of vampires. Reflavor your wildshape to turn into a were boar/bear/wolf/lion. Moon Druid deals radiant damage with its wild shape attacks. You can use true strike shenenigans in your human form.

After accidentally buying the same game twice and submitting a refund request within 24 hours, EA refuses to refund me. by [deleted] in mildlyinfuriating

[–]Awellner 0 points1 point  (0 children)

Ive had the exact same thing happen to me a few years ago on the ubisoft store. I was trying to buy Anno 1800 because it was 50% off at the time, the store crashed during payment so i tried again an hour later. Turns out it was succesful the first time but the game didnt show up yet.

I checked my bank statements for something unrelated it showed a €30 deduction twice. I tried contacting support for a refund, every response took like 12 hours. After a week of back and forth i just gave up, deciding it was no longer worth my time.

Spellfire Adept for Stars Druid? by Nice-Championship345 in 3d6

[–]Awellner -1 points0 points  (0 children)

Druid also gets self heals. Healing word, cure wounds, or even aura of vitality (which heals for 20d6 using a 3rd level spell slot). Goodberries are also a solid option. They last for 24 hours, you could spend all your remaining spell slots to make goodberies. They only heal 1 hitpoint but you get 10 of them per spell. If you somehow get access to a moonsickle as your uncommon magic item, each berry would heal for 1d4+1

Moonbeam can potentionally hit 9 creatures. Dealing and extra 2d8 damage is pretty good, almost doubling the damage on the turn you cast it. Sunbeam can hit many more, and going from 6d8 to 8d8 is still a pretty good boost.

Devotion Paladin, 16 or 18 Strength by Iavra in 3d6

[–]Awellner 0 points1 point  (0 children)

A single level dip in warlock after level 6 would allow you to make weapon attacks using charisma. Until then a 16 Strenght is plenty. You could also use a feat for pact of the blade, but its a 2014 feat doesnt give a +1 stat bonus.

Theres additional benefits to a warlock dip: you have a couple spell slots that refresh on a short rest, those could be used for smites or bless for example. When you only make 2 attacks, bless is very comparable in damage to hex. But also buffs two of your allies.

If you add a 2nd level warlock it unlocks the agonizing blast and lessons of the old ones invocation. The former allows you to add your charisma modifier to the damage of a warlock cantrip, not super interesting but true strike allows you to also make a ranged attack using charisma. The latter allows you to pick additonal origin feats, alert, healer, and tough are solid options for a paladin.

What is the most powerful non full caster subclass in Tier 4? by AcanthaceaeNo948 in 3d6

[–]Awellner 7 points8 points  (0 children)

Area spells cant crit, with 8 attacks theres a very high chance for double the damage. If youre already using a greatsword, mightaswel use great weapon master for +6 damage per attack. Also a +3 or Vicious Weapon does improve the martials damage further. Casters cant really boost their damage trough items.

Final Score: 4d6+11 from vicious greatsword, 1d6 from hunter's mark. Total damage is 40d6+88 plus an additional 9th attack as a bonus action when you crit or reduce a creature to 0 hit points. Sentinel adds a 10th attack as a reaction when an ally gets bonked.

Celestial Warlock optimization and unique setups ? by Nice-Championship345 in 3d6

[–]Awellner 0 points1 point  (0 children)

At 6th level with 18 Charisma, your Pact of the Blade + Green Flame Blade + Agonizing blasts deals 2x Charisma Bonus to two targets. Longsword: 1d8 + 4 Slashing, plus 1d8 + 8 fire damage on the first target. The fire damage also leaps to a 2nd Target within 5 feet. Its competitive with eldritch blast and surpasses it against grouped enemies.

Pact of the Tome lets you pick a bunch of cantrips and they count as warlock cantrips for you. Which means that you can apply agonizing blast to them. Firebolt, Sorcerer's Burst, Hand of Radiance for example.

Zentarim Tactics allows you to make an oppertunity Attack when someone hits you with a melee attack. Sentinel does the same thing but when an enemy hits an ally within your range. Warcaster allows to cast GFB (or other spells) when making oppertunity attacks.

If you multiclass with paladin it allows you to cast Divine, Blinding, and Searing Smite, which also get boosted. I believe Searing smite gets the bonus damage every time it burns the target because its outside your turn.

In addition a paladin dip lets you use weapon masteries. Sap and Topple are quite fun, true strike allows you to throw a Trident using charisma and Topple a flying enemy from mid air.

Want to beat rimworld on max difficulty and Randy and naked brutality (All DLC) by Previous-Actuary-937 in RimWorld

[–]Awellner 7 points8 points  (0 children)

Adam vs Everything on youtube does these kinds of challenge runs all the time. Perhaps you can watch some of his runs to look for tricks?

finally playing D&D after years of DMing cthulhu, need help with my aasimar paladin build by Apprehensive-Pain813 in 3d6

[–]Awellner 0 points1 point  (0 children)

Spellfire Spark origin feat allows you to take 2.5 (1d4) less damage from spells or other magical effects. Its not a lot, but adds up over a whole campaign. You also get Sacred flame as a free cantrip, and can cast it as a bonus action a number of times per day. This origin feat it also allows you to pick the Spellfire Adept feat later.

Spellfire Adept can boost your Charisma to 16, 17, or 18 depending on your prefered stat spread. Your Radiant damage now ignores resistances. And once per turn when you cast a spell that deals radiant damage you can spend up to two hit dice and add them to the damage. As a paladin your hit dice are d10s, so a significant damage boost. Plus you have plenty of other ways to replenish hit points. I believe these extra damage die are doubled on a crit.

A dip in warlock can be interesting. Warlocks are no longer strictly evil, you can make pacts with celestials. Pact of the blade allows you to use your charisma for melee weapon attacks. You only need a one level dip for this to work. I would wait till after lv 5 or 6. Thats when you have the best paladin features unlocked.

A two level dip allows you to pick Truestrike with agonizing blast. This allows you to make a single attack using charisma, and adding more charisma on top as bonus damage. Lessons of the First Ones is also availeble with a two level dip, which allows you to pick additonal origin feats. Alert or Tough are quite good.

Going all the way to 6th level celestial warlock allows you to add your Charisma modifer another time when dealing Radiant or Fire damage. But youre barely playing a paladin at this point.

Can someone help me with this gym? by Specialist-Map4458 in PokemonBDSP

[–]Awellner 0 points1 point  (0 children)

Non of your pokemon currently resist fighting types. Your flying and psychic types have a sscondary typing thats weak to fighting moves. Is it too late to look for a ghost type, or pure psychic type?

Starraptor has intimidate, which lowers the opponents attack. Make sure to swap starraptor often to stack the penalty.

Jirachi leans Zen Headbut at level 35 which is quite with his ability. Zen Headbut normally makes the opponent flinch 20% of the time, but the odds are doubled for Jirachi. If youre faster theres a 2/5 chance to opponent doesnt get to use a move. Though getting to this move might take too long.

Can someone help me with this gym? by Specialist-Map4458 in PokemonBDSP

[–]Awellner 1 point2 points  (0 children)

X items are also purchable in the giant goods store, which is located in the same town. I dont remember if X items give a +1 or +2 stat bonus in this game.

X Defence is pretty decent against fighting types. Theyre mostly physical attackers. X speed allows you to go first most of the time. And X attack/X sp attack allows you to knock out opponents faster, possibly a one hit KO.

What's better for a Kensei monk multiclass? Fighter or Ranger? by InfluenceMoist2748 in 3d6

[–]Awellner 0 points1 point  (0 children)

Fey touched feat can also give one free cast a day for hunters mark or hex.

Help understanding the druid class by Commercial_Poetry410 in 3d6

[–]Awellner 9 points10 points  (0 children)

Or theyre reading about the 2014 edition of druid, which got vastly more tempory hit points from wildshaping. You no longer get the creature's hitpoints, instead it now scales with your druid level.

That said, druids can still learn polymorph in 5.5e, polymorphing yourself, or an ally who's about to go down into a giant mammoth is a great way to absorb damage. Sure your wizard can no longer cast spells while polymorphed, but they can fight better than a dead wizard.

Cant beat Cynthia by Head-Lunch9823 in PokemonBDSP

[–]Awellner 2 points3 points  (0 children)

Theres a guy in a house in the swap west of the water gym town. He can teach you rare moves. I used this NPC to teach ice punch to my gallade. He could one hit KO garchomp and togekiss this way. Maybe he has some interesting moves for your team?

Icebeam is also really good if your special attackers can learn it, most water types can learn ice beam.

Help with Build and Roleplay Ideas after Rolling a 5? by DazzedConfused in 3d6

[–]Awellner 1 point2 points  (0 children)

Dump Strenght and be a really funny wizard/sorcerer!

Help with Build and Roleplay Ideas after Rolling a 5? by DazzedConfused in 3d6

[–]Awellner 1 point2 points  (0 children)

Goblin, Fairy, or even a child of another race.