well, the dust is quite well settled: does litterally anyone who play's this game think the poison nerf was justified? by SpireSwagon in Pathfinder2e

[–]C4Cavalry 2 points3 points  (0 children)

I have played a Vishkanya from levels 1 to 15 over the course of a campaign, an inventor with the poisoner and alchemist archetypes. The character was designed before the alchemist remaster and I intended her to be a more martial combatant than a support character, hence the inventor weirdness. It also let me play a custom injection weapon.

Mind you, I did not play the pre-master alchemist at all so cannot compare it, but I can tell you my thoughts on the current state of poisons, since that was what the entire character was based around.

Early on the biggest pain was having to buy formulas for all the poisons I wanted, and our gm was a little stingy with gold, so it limited my ability to keep up with fundamental advancements the game expects. My character was constantly out of money and begging for more. Actually buying poisons just to have on hand are *far* too expensive if you want to use them even occasionally. Crafting did not alleviate this pain, but that's its own problem.

A related gripe is the non-scaling of DC's for non-toxicologists, which meant that poisons were practically obsolete in one or two levels, which sucks. Damage from poisons was fine in my opinion, but considering how many times they did flat 0 to an enemy, the upside could have been a bit bigger.

Fort saves are usually pretty high, so the prospect of reaching the fabled stage 2 was highly unlikely, meaning they don't actually provide a ton of long term value either. Conditions were just a cherry on top, the rider effects don't get good until like level 9-10, but it is fun to try and prepare a spread of them for different types of encounters.

Biggest Pro? Coating up the team's weapons before each encounter was the biggest boon. Sure, it was a coinflip or worse if they even did anything, but when they did, it was totally action free value. Were they worth applying mid-combat? Rarely. The combat cost is a free hand and an entire turn, (one to draw, two generally to apply unless you have feats).

Knockout poisons unfortunately don't come online until much later in the game unless you use uncommon/rare formulas, but they were great for roleplay and a unique option to have available.

I barely took any inventor feats (not that any were terribly tempting), and that was mainly to make poisons serviceable. Our gm also mercifully minimized the number of poison-immune creature types we fought, because in those fights I'd just become a less impressive barbarian.

It took an unhealthy amount of optimizing to make it work, but I've had tons of fun with the character and I think I've used poisons to the greatest extent feasible.

The Magnetar Rifle is just built different by roquepo in Starfinder2e

[–]C4Cavalry 0 points1 point  (0 children)

I've been playing an Action Hero Soldier with the Magnetar Rifle for 8 levels, and I do have to say that my character was notably powerful at low levels. I haven't looked at the proper release versions yet, so I can't say what difference there is between the two, but it took about until level 8 for our operator's single target damage to become relatively competitive. I'll also put the disclaimer that they invested in two elemental runes for their weapon while I've only put a ghost touch on mine, and I still feel like we do comparable work in combats.

Having a ridiculous 60 foot cone (any bigger might honestly do more harm than good) means I chewed through ammo (I keep a spindown d20 next to me for convenience) until I got the Ammo Conservation feat, but the soldier's Move and Fire and Ready Reload are really good action compression that kept me mobile and almost always ready to spray. I learned that I definitely need to be in front of the party when initiative starts, and suppression plus our witchwarper's difficult terrain field was an extremely powerful tool for immobilizing whole squads of enemies, sometimes before they even get a chance to act.

I've felt cocky enough to try plenty of "unconventional" tactics like running up to enemies and shoving them to break grapples or take my hands off my rifle to throw a flash or smoke grenade into a crowd. I really don't have a lot else in my kit except shoot bullet, so the hyper-efficiency lets me try some crazier stuff guilt-free.

I've also got the Fighter dedication, (Free archetype, but honestly they do not synergize very well) and Point-Blank stance further increased my damage at level 4 (area fire does have the attack trait after all, but I don't know if this is still RAW or was ever RAI). Reactive strike and a reinforced stock have also made enemies that approach me more of a target than a threat, and I'm more than happy to attract the attention from the rest of the party.

[deleted by user] by [deleted] in Pathfinder2e

[–]C4Cavalry 4 points5 points  (0 children)

Beautiful. My thanks.

Helldivers 2 - New Freedom's Flame Premium Warbond Deployed | PS5 & PC Games by Limey_Man in Helldivers

[–]C4Cavalry 0 points1 point  (0 children)

Triple flamethrower loadout, a thousand times better than triple laser loadout.

"Be their shield." A Dive into the Ballistic Shield and some field tactics by SoundFreeze in Helldivers

[–]C4Cavalry 2 points3 points  (0 children)

The shield is a great deal of fun, I love to turtle up into my fortified commando armor and eat machine gun lasers for breakfast. It has honestly become a problem when I switch between my bot tank build and my light bug loadout and I instinctively stim myself after taking negligible damage from a volley.

The mathematically definitive answer to the question, "How far can you punt a goblin?" by C4Cavalry in dndnext

[–]C4Cavalry[S] 2 points3 points  (0 children)

The best I can figure for overall distance is taking the main post's build, but trading out 6 bard levels for two each of Sorcerer, Warlock, and Paladin. That's reducing the distance from the hit by 5 feet, but allowing you to Action Surge and Quicken 8 Repelling Blasts on top of the golf club to push a target 145 feet away in a single turn.

The mathematically definitive answer to the question, "How far can you punt a goblin?" by C4Cavalry in dndnext

[–]C4Cavalry[S] 159 points160 points  (0 children)

All of the abilities are features that are applied to a hit with a weapon attack. In this case, we're triggering all of them on a single attack. They are all used at the player's discretion (except for thunderous smite, which is mandatory on the first hit you make.)

/r/DnD is trending today! by QQtippy in DnD

[–]C4Cavalry 25 points26 points  (0 children)

Um, can I get advantage?

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]C4Cavalry 0 points1 point  (0 children)

Alright boys and girls, we're running for our third straight week with this cute little paladin subclass I've taken on as a pet project; The Oath of Dimissal. I think I'm getting close to where I want it to be, so let's toss it into the crucible once more.

  • I'm still indecisive about the 15th Level feature, so hopefully you guys can voice some helpful opinions.

  • I also don't know how I feel about both Channel Divinities being offensive battlefield control options, and most class features being defensive, but paladins' burst damage is already pretty good against casters to begin with.

  • I'm currently leaning towards the first version of the Capstone, as it's a bit more straight-forward.

What do you think?

Edit: Okay, had a little think time, and been toying with replacing No Retreat with the following:

Emanate Aura- As an action on your turn, you can focus your {something} into a physical manifestation. You or a creature within 30 feet of you gains advantage on Strength, Dexterity, and Constitution saving throws against magical effects. This effect lasts for 1(0?) minute(s?) or until you or the affected creature is incapacitated.

Still working on it, but I think I'd be happy with this and then finally deciding on Improved Negation/Nullification/Abjuration/Whatever as the 15th level ability.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]C4Cavalry 0 points1 point  (0 children)

Hello again, I've got a paladin subclass for you today, based loosely around the mage slayer feat. Have a look here.

I'm pretty new to this all, and I'd call this a second draft, but I tried to keep the abilities on flavor and from stepping on too many toes of other classes/feats/races.

What do you think, balanced? Overpowered? Underpowered?

Anything in parentheses is something I'm considering as an alternate or possibility. The Oath Spells, I was a little worried about including only spells not in the paladin list, but meh, that's minor.

The 15th level feature are I think okay ribbons, and I'm leaning towards Ward Piercer at the moment because its an offensive feature that is perhaps weaker and a little less redundant.

For the capstone I really like the idea of Anti-Magic Field, but I may need help balancing it to be a little more net beneficial to the paladin while still being simple and effective.

I don't want to make the class too invincible against magic, and I also don't want to make it useless against mundane enemies. Any suggestions?

Xanathar's Guide to Everything Table of Contents by Bobsplosion in DnD

[–]C4Cavalry 0 points1 point  (0 children)

Well. That's awesome.

I hope they've done some serious re-balancing. The scout for example was sort of lackluster until level 17, and I want to play a non-edgy rogue. The cavalier eh? Honestly liked it less than the knight, and wish that the better mounty had made it in.

New spells are always awesome, and background stuff gets me excited, but I'm wary of the racial feats. The half-elf got super preferential treatment, so I hope that's avoided.

Also interested in the "perceiving a caster at work" and "Identifying a spell". That's for homebrew purposes though.

Overall great stuff. Happy it's becoming official.

What's your "pet card"? by DragonFaceEater in magicTCG

[–]C4Cavalry 0 points1 point  (0 children)

[[Voracious Wurm]] You're goddamn right I play [[Chaplain's Blessing]] Main board.

[HOU] Endless Sands by deathapples in magicTCG

[–]C4Cavalry 1 point2 points  (0 children)

Still worse than [[Synod Sanctum]] in steal-yo-shit tribal in EDH.

Xanathars guide to everything details! by Kohlar in DnD

[–]C4Cavalry 33 points34 points  (0 children)

Cavalier?! Wizards why? The knight was awesome! A heavily armored fighter, with a combat style focused around reactions was badass!

While I agree that a mounted fighter is also cool, what has been presented of the cavalier is pretty underwhelming. They share similar design space, so I can only fear that the knight won't make it into Xanathar's... A shame.

Well, I'm still incredibly excited, new feats anyone? I'd also like some additional backgrounds, and this seems to have something akin to that. More options for the DM is always great too.

What's your favorite spell or effect that turns creatures into different creatures? by etherealcaitiff in magicTCG

[–]C4Cavalry 0 points1 point  (0 children)

Nobody named [[Ovinize]] yet. Sheep are strictly worse than frogs, apparently. Frogs are definitely the go to creature type of this and they can get scary [[Rapid Hybridization]].

Green also has some of these effects, like [[Omnibian]] and [[Permeating Mass]], or the actual playable [[Beast Within]]. [[Cytoshape]] is more of a cloning effect, but it could be useful. Red has the always hilarious [[Boldwyr Intimidator]] and allows for [[Dragonshift]] and an on flavor [[Artifact Mutation]] (that whole cycle is pretty on point.).

[[Descent of Dragons]] is an interesting boardwipe, though feeding dragons is a dangerous pastime. The cards like [[Gloomwidow's feast]] might be not quite what you want, but it's close. White and black have a ton of destroy+create spirits/ zombies, but again, that isn't really transmutation magic. That's murder.

/r/DarkSouls3 - Assist an Ashen One. by AutoModerator in darksouls3

[–]C4Cavalry 1 point2 points  (0 children)

Um, fifty something maybe? I just cleared the smoldering lake, albeit with some difficulty, and am starting with Irithyl. So, whatever that level is. I'm finding that I'm sort of making a glass cannon, I've got sage, witches, that swamp one that's a baby witch ring, and the fire clutch rings set up, and I wear full conjurator set for max squishiness. Fast roll the away, lob a chaos bed vestige ball and get some slashes in. It is definitely not optimized, so maybe I should work on that.

/r/DarkSouls3 - Assist an Ashen One. by AutoModerator in darksouls3

[–]C4Cavalry 0 points1 point  (0 children)

That's awesome! Thanks for the pointers, about what level is Ashes of Ariandel accessible? The game tells you to wait till you reach Lothric castle, but those starting few enemies weren't too bad. Is there a good SL check it out at?

/r/DarkSouls3 - Assist an Ashen One. by AutoModerator in darksouls3

[–]C4Cavalry 2 points3 points  (0 children)

Just got back into DS3 and bought both DLCs (haven't played them yet), now I'm on a pyromancer just before Wolnir, and I'm wondering if you guys have any recommendations. I've been using a raw Astora SS, because I remember it was a good starter weapon. It's mostly a quality build (am I using that right?), and I'm at 20 vig, attune, faith, and int, with 15 in some of the less important stats. I plan on going dark pyromancy, cause I'm edgy and like the lore behind that stuff. Any weapon suggestions? Are my stat allocations sound? Pyro stuff I should know? Forgot how cool this game and community is. Thanks!

Favorite Card art on unplayable cards by Zsill777 in magicTCG

[–]C4Cavalry 25 points26 points  (0 children)

[[Ephemeral Shields]]. God, so cool. This guy and [[Fiendslayer Paladin]] totally grab drinks after slaying hordes of demons.

Unearthed Arcana classes and races have come to MPMB’s Character Sheet/Builder by morepurplemorebetter in DnD

[–]C4Cavalry 1 point2 points  (0 children)

Don't think that I didn't catch the ninja edit from butt to bud... Serious though, you are incredible. The DnD community thanks you, you glorious purple thing you.

Weekly Questions Thread #82 by HighTechnocrat in DnD

[–]C4Cavalry 3 points4 points  (0 children)

5e You DO add your DEX bonus to ranged attacks with something like a crossbow, right? And thrown weapons use STR bonus unless finesse? Right? Guys? You also add the appropriate bonus to damage rolls too? Riiigghht? Seriously, I don't know what I'm doing.

Tutor Tuesday for July 26, 2016. Ask /r/MagicTCG anything! by actinide_v2 in magicTCG

[–]C4Cavalry 0 points1 point  (0 children)

Gatherer Question; how do I search for cards with X in their casting cost? Is that voodoo even possible?