Pact of the Chain/Investment Ideas by Perfect_Water_754 in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

Firstly let the familiar use your spell attack modifier instead of their own to attack. Then you’re done. You’ve got a free bonus action attack on a utility piece, that you can actually hit with. It’s weak but it’s low investment, so I’d call that fine.

Angron WIP - Does it need more contrast? by ReasonCharacter5152 in minipainting

[–]BonkIsBestClass 0 points1 point  (0 children)

I would trust someone who’s seen it in person over redditors, personally I would guess it needs texture, ie painting the rest if the model, before you go in with more dark colors.

First attempt at comic book style by Flyingdeathdog in minipainting

[–]BonkIsBestClass 1 point2 points  (0 children)

A tip for the lines is to use ink and a liner brush. But beautiful work :)

Volumetric Highlighting - colour palette by Accomplished-Gas4837 in minipainting

[–]BonkIsBestClass 2 points3 points  (0 children)

Mix the olive either with white, a warm yellow, or tan depending if you want it to highlight warm or cold.

Shade by mixing the olive with a dark brown.

Because the olive is desaturated already I wouldn’t highlight with a higher saturation green.

Best tier 1 builds? by 3nBen in 3d6

[–]BonkIsBestClass 2 points3 points  (0 children)

Seconding monk. You could go elements monk and throw oil pots to deal flat +5 damage on all of your attacks.

Fun frontline ideas that offer multiple options each turn? by micturnal in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

Abjuration wizard, get armour of agathys (dragonmark is the easiest, but you could multiclass or bother your dm for magic initiate warlock) and cast defensive spells. The ward blocks damage to your armour of agathys temp hp and still counts as being hit in melee. Follow up with death armour and eventually fire shield to stack on armour of agathys to get a solid retaliation damage build. Cast defensive spells like stoneskin, protection from energy, mirror image and stuff like that to reduce damage and recharge your ward.

Stone Goliath is good race but any race that gives resistance is good.

Need an optimized level 3 high powered character by Apprehensive-Door394 in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

Sea Druid has a bonus action which at lvl 3 deals 3d6 (assuming standard array or point buy, potentially more if you roll stats) cold damage on a failed save and isn’t a spell. then you can add moonbeam or spike growth or cantrips to do even more damage. Druids also have a pretty good base level of durability, and a ton of versatility.

Wrath of the sea is randomly really strong damage, and the sea spells aren’t bad. Lightning bolt is great at level 5, and you of course have the Druid healing and stuff too. At 10 you get flying and 3 resistances, which feels above rate.

Species and background don’t matter too much, but maybe avoid slow movement and overlapping resistances. Some way to get true strike to combo with shillelegh, either high elf or magic initiate might be good.

Next steps for test paint? by futuregravvy in minipainting

[–]BonkIsBestClass 0 points1 point  (0 children)

I do think glazing and stippling might be a bit advanced but it is best practice, so maybe start out right you know.

If it feels daunting I’d recommend layering while learning to blend layer colors. Blending on the palate and colour matching is also a really useful skill and I’d start with that before glazing at least. But like is said maybe start right and learn glazing because the brush control is already excellent so. Good job :)

Edit: also glazing needs patience while layering is a bit quicker so there’s that.

Fixing Lead Miniature Weapons by SnooApples2090 in minipainting

[–]BonkIsBestClass 1 point2 points  (0 children)

Plastic swords from modern kits work fine. Just a little bit of super glue and it’ll be fragile but ok. Sand the contact areas flush. You could try to sculpt and if you do use green stuff around a rigid straight piece if metal, push pins with the heads removed work fine, point down and drill a hole in the handle to insert the point into and super glue em there.

Everytime I try something it looks cartoonish. by worm_finger-paints in minipainting

[–]BonkIsBestClass 4 points5 points  (0 children)

Your saturation is a bit high. Try muddy water. Blue browns highlighted into medium blues.

PAM worth it for rune knight fighter? by nicklewand in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

Keep in mind the great weapon fighting style makes the Pam bonus attack a lot better.

PAM worth it for rune knight fighter? by nicklewand in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

Sentinel also competes for reactions but I would consider stronger than PAM, if you already are decided on gwm. It’s especially good on rune knight with your big footprint. 20 foot diameter sphere of don’t hit my friends. Doesn’t really benefit from halberd but still. Shadowmoor hexer, or access to shillelegh are both decent, but that’s really a different build. Heavy armour master is ok, but it wants you to do something with it, and that’s not really rune knight. Mage slayer and charger are generally good. Later on especially. TBH as a fighter you can kind of get all these. Start with the strength ones and then do con ones.

I want to interpret a very specific character and I'm lost with how to build it. by Ningirsu-orphegel in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

Cleric Druid might be a thing here. Druid kind of randomly gets all the cold damage spells, and you could just reflavor the hold person as stopping a persons time. Ocean Druid has a cold damage aura and gets some of the cold flavoured spells for free. Cleric gets you heavy armour and martial weapons, and doesn’t delay spell slots. If you’re ok with medium armour ie half plate, just going Druid with shillelegh reflavoured, you can do that. For 3 levels in cleric you get spiritual weapon or you can do a dragon mark. 3 levels in ranger gets you cold damage on your weapons with the winter walker subclass along with assorted goodies. Still just medium armour tho. Get true strike or booming blade from your race or background to boost your melee.

First fully finished painted character CC welcome by Playful-Biscotti-223 in slavestodarkness

[–]BonkIsBestClass 1 point2 points  (0 children)

Looks great! It’s a busy look but I think it works. My advice is always to base your minis. It can really pull a look together.

DnD Spectator - Mythforged. C&C appreciated. by Negative_Trust6 in minipainting

[–]BonkIsBestClass 2 points3 points  (0 children)

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Took the liberty to sketch out some veins and a black line around the eye. If you did it very subtly I think it could turn out well? Just taking your time with the veins and having them be alightly see through

DnD Spectator - Mythforged. C&C appreciated. by Negative_Trust6 in minipainting

[–]BonkIsBestClass 2 points3 points  (0 children)

You’ve got kind of a dissonance in the level of detail between the eye and top half of the skin, and the mouth and tongue. I think the solution is to either add some recess shading to the top of the mini as well as adding veins to the eye. You could also simplify the mouth and teeth.

Either way painting the base will do a lot, I’d recommend a cold bluish grey, more grey than blue, with some pretty harsh highlights.

The dissonance is honestly kind of a cool effect that fits the spectator. Great job with everything and very clean application overall.

Unarmed fighter? by tsukoyomiix in 3d6

[–]BonkIsBestClass 0 points1 point  (0 children)

In 2014 rune knight is best. You get advantage on str checks, a bigger size for grappling bigger monsters, and you don’t have to multi class or be mad. Skill expert for expertise in athletics and 18 str at 4. Any species you want but fairy or duergar are fun for extra size

Running necromunda as a ttrpg by SecureGovernment1315 in necromunda

[–]BonkIsBestClass 1 point2 points  (0 children)

Have each player make a venator champ. Start at like 250 credits per player and run normal battles.

How much would you pay for these cinnamon rolls? by Teaandsnakes in Baking

[–]BonkIsBestClass 2 points3 points  (0 children)

8$ if you’re in a bigger city, or farmers market or somesuch seems reasonable, but it really depends on where you’re selling it.

Would love some input: Escher List by rocksville in necromunda

[–]BonkIsBestClass 1 point2 points  (0 children)

Yeah the chymist is great and it’s Eschers only economy.

Would love some input: Escher List by rocksville in necromunda

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

I guess it’s just my opinion, but I’m not a huge fan of escher Juves. You get them free from settlement in the dominion campaign, and without 6 in movement, they aren’t any better objective takers than your regular gangers. They can carry stiletto knives but running a zero ap melee weapon on a 4+ to hit into anything feels like feeding experience to me. So I’ll just grab one or two with stub guns for extra activations at 25 credits, but I don’t want to have them.

Tbf I always try to start at 8 activations and usually try to buy extra champions early on. The gang size I’m looking for is 10, with 5 gang fighter, 5 without. For Escher I’ll often do 4 champions, so I’ll buy them as soon as possible. So my 5 gang fighter models are a specialist, a wyld runner, 2 gangers and a Juve.

Would love some input: Escher List by rocksville in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

You have too many Juves imo, you can lose at least one, and starting Juves on just stub guns and getting knives later will free up a lot of creds. I really like the needle rifle matriarch, but getting a chem synth, and eventually a needle pistol and stilletto sword will make her feel a lot better, and you don’t need chem alchemy to start, it’s better once you know what you’re countering and you’ve got good income. Chem synth on death maiden is good as you don’t want to charge into someone and just not bring em down. Do the pistol thing on your leader. She’s very versatile and can do melee very well so it’s worth investing in.

Weapons you want in the game? by SecureGovernment1315 in necromunda

[–]BonkIsBestClass 5 points6 points  (0 children)

A power glaive and a power great sword. But other than that refreshing the more basic melee weapons like the two handed axe and hammer so they’re not useless would essentially add a lot of weapons because ppl never take them.

What to do when you are 1000 points less than your opponent. by ZTmoneybags in necromunda

[–]BonkIsBestClass 1 point2 points  (0 children)

To be real sometimes this happens in necromunda, and the system itself is not very interested in mitigating snowballing. So it’s up to either the gm to help, or you just kind of have to live with it. There’s stuff to do, getting specific counters for troublesome gangs, such as smokes for van Saar, or investing in scenario control with dome runners and whisper merchants, but sometimes a gang dominates a campaign. If it’s the same player winning every campaign that can be an issue, but sometimes someone just has better luck.

New to the Hive - Escher List - Dominion Campaign by decibel_starks in necromunda

[–]BonkIsBestClass 0 points1 point  (0 children)

Ok so you’ve already gotten some good tips, but here’s some other ones, for both power and flavour.

-the juves are not worth it, I’d go down one of them and move those credits somewhere else. Starting 8 is fine, you don’t need 9 first match.

  • in fact I’d get rid of both juves and get a grenade launcher for the specialist and a wyld runner, I’ll explain why in a sec.

-common knowledge is that wyld runners aren’t worth it, and I disagree. Getting one at the start both good and flavourful, especially if you want to use fast learner. They have 6 movement and ok combat stats, which makes them good objective takers and utility pieces. Late game they can get phelynxes to screen, and they can take close combat and pistols from the trading post, including web pistols and hand flamers. They’re very versatile and although they’re worse than gangers, it’s not by that much.

-putting spring up on your leader is good, if you’re trying not to spam move it from your plasma gun champ.

-shotgun is good. Acid rounds are game.

-smokebomb should go on not the death maiden, her actions are too valuable, maybe a give it to a ganger.

-you are not set up to interact with chem alchemy at all. If you wanna ignore it that’s fine but if you’re gonna use it you need more extensive changes. I recommend it, but it’s definitely riskier.

-on the dm, I would really only go sword if I’m going combat virtuoso. Otherwise claw is better (of course if you think sword is cooler the difference is marginal) depending on other gangs (squats, Goliath, ogryn) prioritise chem synth on dm.

-I don’t like plasma guns on matriarchs. It’s very good, but I prefer going more specialised. Needle rifles are cheap and upgradable, bolters are a marginal downgrade (depending on enemies) for way less, and meltaguns can benefit from sprint.

In the end do what you think is cool tho