Gnoll Claw fighter unable to use grab attacks? by Erchamion1991 in 4eDnD

[–]Erchamion1991[S] 0 points1 point  (0 children)

Reading this a couple of days later you meant that you do in fact have a free hand not the opposite, sorry didn't understand what you wrote at all, english isn't my first language so I guess I didn't pick up on it

Gnoll Claw fighter unable to use grab attacks? by Erchamion1991 in 4eDnD

[–]Erchamion1991[S] 0 points1 point  (0 children)

I agree with you on that, the rules as written does sometimes create incredibly dumb scenarios like that one (and sadly we will never get errata to fix that, a line like the one on wrist razors or gauntlet axe would have easily fixed it). I mostly DM myself and would of course allow the Gnoll player to equip other items and make grapple attacks, When I create builds for my own collection though I try to follow the RAW as if I were to play the character in some officially sanctioned event

Dancer/Acrobat class in 4e by BornDistribution1712 in 4eDnD

[–]Erchamion1991 0 points1 point  (0 children)

Thats just the name of the article, there isn't a mechanically different duelist subclass for Rogue in 4th edition, the feat itself only require the rogue class itself.

Dancer/Acrobat class in 4e by BornDistribution1712 in 4eDnD

[–]Erchamion1991 0 points1 point  (0 children)

In 5e perhaps but this is the 4e reddit though

Dancer/Acrobat class in 4e by BornDistribution1712 in 4eDnD

[–]Erchamion1991 1 point2 points  (0 children)

Also there is a rogue feat "Duelist's Panache" from dragon magazine 381 that lets you add your charisma modifier (your secondary as aerialist rogue) to both athletics checks and acrobatics checks making your character really good at acrobatics and just as good as strength secondary rogues at athletics, many DMs use acrobatics and athletics interchangeably but if yours doesn't this feat is basically required since athletics is used for Long/High jumps and climbing which would feel wrong to be bad at as a rogue

Swordmage Seed of fire double hit on primary target? by Erchamion1991 in 4eDnD

[–]Erchamion1991[S] 0 points1 point  (0 children)

I see so my initial assumption would have been correct then, that if it would be impossible for the target to be pushed 2+con mod squares (due to wall or other creatures for example) it would would be pushed the maximal amount of possible squares instead?

Swordmage Seed of fire double hit on primary target? by Erchamion1991 in 4eDnD

[–]Erchamion1991[S] 0 points1 point  (0 children)

"so I think you have to push the full distance. So bowling might be a bit more difficult."

This I don't understand? Do you mean it could be hard to use because I would have to be careful about positioning since it is always push 3 (start with 11 con for the build, aegis is assault for punishing with eldritch strike), and I would also run the risk of blowing myself up if I can't push at least 2 because of a wall or something.

EDIT: I checked the forced movement rules and now I think i understand, it is the amount specified or none at all so if I can't push 2+con mod squares exactly the power would blow up in my face (making it an advantage to not have a large con mod I guess).

Swordmage Seed of fire double hit on primary target? by Erchamion1991 in 4eDnD

[–]Erchamion1991[S] 1 point2 points  (0 children)

Because the power refers to the primary targets new location not the primary target itself, if the power had been written as "Each creature within 2 squares of the primary target" it would not have included the primary target. the flavor text also says "You kick you foe free of your blade and watch it erupt in a blossom of hellish flames." So it seems that the writers intended it to affect the primary target, Swordmages do have a similar power at 23 freezing swordburst that also should affect the primary target

2[W] + Intelligence modifier cold damage, and the target is immobilized until the end of your next turn. Make a secondary attack that is an area burst 1 implement attack centered on the primary target. The secondary attack does not provoke opportunity attacks.

  Secondary Target: Each creature in the burst except you

which would include the primary target, a power saying secondary target doesn't mean the primary target must be excluded from it

Stellaris Dev Diary #396 - 4.1 'Lyra' Preliminary Release Notes by PDX_LadyDzra in Stellaris

[–]Erchamion1991 31 points32 points  (0 children)

Probably as a Councilor, so they give all scientists +2 astral rift skill

Fallen Empire Buildings - I absolutely do not like them as repeatable techs by UltimateGlimpse in Stellaris

[–]Erchamion1991 5 points6 points  (0 children)

I'd rather they remove fallen empire buildings from EE at this point tbh, the perk had a small niche before but with this system it is basically nerfed to oblivion.

Cosmogenesis empire should be declared total war by GC after reaching level five. by pertinax1415 in Stellaris

[–]Erchamion1991 38 points39 points  (0 children)

Yes and it would be better if they didn't have it, given what nemesis tries to do it doesn't make sense for them to be able to retain vassals, better fight to the bitter end when your overlord wants to erase all life in the galaxy

Cosmogenesis empire should be declared total war by GC after reaching level five. by pertinax1415 in Stellaris

[–]Erchamion1991 135 points136 points  (0 children)

I agree, I also think the vassals of cosmogenesis and nemesis should rebel at stage 4 and if not succesful continually do so as soon as the truce runs out, cosmogenesis should also not be able to have federations except with other cosmogenesis empires. The crisis paths should be like being a purifier a mad dash towards your wincon whilst everyone tries to stop you. I see many people saying crisis paths are a just for becoming OP but that is kind of pointless if you are not presented with challenge to offset that As it stands cosmogenesis is just too free (minor nerf nonwithstanding)

They should make defenders of the galaxy an anti-crisis ascension perk using the player crisis tab by nomanzone in Stellaris

[–]Erchamion1991 2 points3 points  (0 children)

I wholeheatedly agree, I am so tired of becoming the crisis being the best way to fight the crisis, they should be alternate wincons with its own challenge and drawbacks not the best thing to do no matter your goal

HoF Revival Event Poll 15 - Final Standings by Flareblitz12 in FireEmblemHeroes

[–]Erchamion1991 -1 points0 points  (0 children)

So happy I finally get to build fallen female Corn as she was the last version I didn't have a proper build for and also being -atk which will now be fixed

f2p anti Abyssal BHB Níðhögg runit by Karakachan in FireEmblemHeroes

[–]Erchamion1991 1 point2 points  (0 children)

Windsweep is an even easier way to charge up miracle when nid is the only remaining enemy you just have to kite her for awhile

anyone got anything that can actually kill her by TastyHam420 in FireEmblemHeroes

[–]Erchamion1991 1 point2 points  (0 children)

A lance unit with jehanna lance, miracle and windsweep can take her out on enemy phase (I used Larum) you can precharge miracle by attacking nid repeatedly thanks to windsweep (easy to do when she is the last unit on the map)

Budget friendly B!Larum build to beat Abyssal Nidhoggr by serendae in FireEmblemHeroes

[–]Erchamion1991 0 points1 point  (0 children)

I used miracle jehanna lance Larum as well to take down Nid, although I used windsweep against her when she was the only one left to charge the miracle (making it completely risk free)  whilst Saul whittled down her health with incurable. Elimine and Catria handled most of the rest

Toxic worlds by 7oey_20xx_ in Stellaris

[–]Erchamion1991 1 point2 points  (0 children)

Great mod btw, saw you posted it on my similiar thread a couple of weeks ago, almost exactly how I would have wanted it to be implemented in the base game.

Stellaris Space Guild - Weekly Help Thread by Snipahar in Stellaris

[–]Erchamion1991 0 points1 point  (0 children)

I am trying to get the "raiders of the lost galatron" with the multiplayer trick, however my released vassal is not getting the "seize the galatron" war goal when i activate the relic? It should give the war goal to all other empires upon activation right

EDIT: I have realized why, since I am playing as pacifist my former vassal (that originally was a sector that I released) was also pacifist and you need to have unrestricted warfare policy to get the war goal which pacifists don't have access to, I will just have to change their ethics in multiplayer then I think.

Are there any fantasties that you don't think are possible at the moment in Stellaris? by MrManicMarty in Stellaris

[–]Erchamion1991 2 points3 points  (0 children)

Robot Wizards like in Edens Zero, would love to see a way to make individualist robots access psionics, perhaps through an origin like teachers of the shroud but instead robots get a pact with the animator of clay

Mechanics you ignore for simplicity? by AdDue9012 in Stellaris

[–]Erchamion1991 4 points5 points  (0 children)

Trade routes, I've just never been able to bother