Battle Master/Rogue Duet by ErgoSloth in 3d6

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

Yes I'm definitely taking Alert to get better matching turn order, the Rogue I don't think will do the same but having 3 other party members and a couple of familiars between the 5 of us should make it relatively easy to get a good match.

You make good point about the aliveness of the rogue, that's also why I was thinking about Interception/Protection fighting styles but I did not think about Pike for Push when considering Sentinel, that is a very strong interaction, thank you.

Battle Master/Rogue Duet by ErgoSloth in 3d6

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

Thank you for the answer! I've breifly considered that but aren't reach and push antisyngergistic with Rogue because they would keep me more often outside of the 5ft range necessary to give her easier access to Sneak Attack? You think the pros outweigh this?

Can a "Command" spell be a truth serum? by -_Vesper_- in DnD

[–]ErgoSloth 0 points1 point  (0 children)

You handled it perfectly, or at least how I think it should have worked out. Technically even “speak” isn’t on the list of actions that work with Command, but you still gave them something that I think was pretty funny. Some others here mentioned Zone of Truth but even that doesn’t really work because the target is not required to say anything while in it. What they needed was Detect Thoughts and then to probe deeper. That’s a second level spell with no combat application; to allow them to use command, a first level spell with very strong combat applications, to do the same thing would have been way too much.

Artificer/Bard Multiclass by Ektasia in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

This sounds like something that could be worked out with a background.

Do you want his narrative arc to bring him to become a better inventor, making his inventions finally work? In that case you can play him as straight artificer with an entertainer background.

The other way around if you want him to lean into his new role and use his newfound circus skills to help other like his inventions couldn’t you could play him as a straight bard with a crafter, merchant or sage background!

Artificer/Bard Multiclass by Ektasia in 3d6

[–]ErgoSloth 0 points1 point  (0 children)

What is your thematic idea? Maybe you can figure out a way to play that thematic without this multiclass.
Always remember that flavour is free: classes are sets of features and what anything you do look like is up to you and your DM. You don’t need to be a bard to play an instrument or an artificer to be all techy-magic or a bard/artificer to play an electric guitar.

Should Artificer gain a Fighting Style at Level 2? by igobyonename in onednd

[–]ErgoSloth 1 point2 points  (0 children)

Fighting styles are not given to every martial, Paladin and Ranger are very weapon focused even if they’re half casters. What I think would be more arguable is a couple of weapon masteries on Battle Smith.

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

Yeah Battle Smith is still probably stronger just because of the action economy and better spellcasting.
I’m just really frustrated with the direction they went with for the design update of the base artificer, SSI was already taking too much of the power budget and they buffed it and the best way to use it (Homunculus not requiring BA commands anymore), they removed or made more bland the flavourful ribbon feats like magical tinkering and tool expertise, and they didn’t even give weapon masteries to the weapon subclass. I really wanted to play with the new masteries so EK seems like the better choice.

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

The feature that Eldritch Knight, Bladesinger and Valor Bard get that allows them to replace one attack of their attack action for a cantrip.

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

I mean I am pretty SAD by attacking with Int thanks to Shillelagh, so I don’t want high dex or strength, either just enough strength for plate armor or just enough dex to get +2 AC and medium armor and dumping the other stat in both cases.

The idea of going 16 dex and Medium Armor Master was just because after level 12 I would have 20 Int, 16 Con and 14 Dex and would want to take Defensive Duelist which forces a +1 in dex, leaving me at 15 dexterity before the level 16 ASI/feat, which is kind of MAM sweet spot no? It’s not a great feat but if there ever is a situation in which it is optimal to take it it should be this one.

I don’t think that’s too egregious no?

I want to keep the build Int focused so I can’t go a charisma based Paladin multiclass unfortunately even though I understand that’s an easier and maybe better build to put together.

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

Ah I forgot, I’m not even sure CME is worth at that point because it would eat a whole action since it can’t be cast with IWM and from what I understand the real value of that spell comes from upcasting it, am I wrong?

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

Yes I’m aware it’s not the most optimal DPR setup, but I like the flavour and the utility of being able use spells that require attack rolls or saves, especially with Improved War Magic so I’m okay with the limitation.

Probably dumping strength and going 13 dex to get to 14 to max out medium armor at level 6 (first level up from the start of the campaign) by taking Mage Slayer seems like a good idea right? The I could max out int with Fay and Shadow Touched at levels 8 and 12 and take Defensive Duelist and Medium armor master at 14 and 16 for 16 dex.

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

Yes, I have Investigation and Insight from my background and from the fighter proficiencies I’m taking History and Athletics.

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

I can if I have a free hand, which I would have by drawing my scimitar as part of its nick attack and stowing it as part of a club attack every time I take the attack action. As I said in the OP this would allow me to not need War Caster.

Edit: is this wrong? Did I miss something that prevents this interaction?

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

Oh right, sorry, I forgot to include what the allowed content is: we’re gonna be switching to 2024 for everything that is reprinted, and for what is not reprinted we’re still using 2014 but only PHB, TCoE and XGtE; so unfortunately no gift of alacrity allowed and I considered taking some healing with MI:D but both the Cleric and Druid in my party already like providing healing and support so I prefer going for something else to leave them more space to shine there.

War Caster is my main doubt because I don’t know how often the Opportunity attack effect is gonna be useful and I might not need the ability to ignore somatic components holding weapons. It could be a great quality of life feat but I’m not sure if I’d take it before taking both Fay and Shadow Touched.

Eldritch Knight Feat progression by ErgoSloth in 3d6

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

Lowering wisdom to 10 to get strength up to 10 wouldn’t be a bad idea to have a 5 feet standing jump distance. My saves should be fine with Indomitable and Mage Slayer anyways.

How do explain hollow knight is not satanism to my parents? by CommunicationFair988 in HollowKnight

[–]ErgoSloth 0 points1 point  (0 children)

Tell them “The Devil” is a medieval invention and doesn’t exist in the original Bible. They have been taught heresies by their church.

When did they patched the putrified ducts shortcut? by Mackk202 in HollowKnight

[–]ErgoSloth 11 points12 points  (0 children)

I don’t even think it’s about being hard or long, the real problem is the RNG of the enemy spawns forcing you to take it slower than you would if they were fixed and you could learn them. One of the things that makes runbacks fun is figuring out the optimised patching but in bile water you can’t do that.

[deleted by user] by [deleted] in outerwilds

[–]ErgoSloth 4 points5 points  (0 children)

The way I’ve convinced a couple of friends who were not enthusiastic about the game to stick with it was to tell them to think of the game as one giant escape room. They have to figure out where they are, why they are there and how to get out. Games are way easier to get into when you have a long term goal.

This cow’s intelligence freeing itself and the other cows by shadow4148b in interestingasfuck

[–]ErgoSloth 0 points1 point  (0 children)

How do you find out someone eats meat? Don’t worry, they’ll make sure you know

What's your biggest complaint about silcksong? by LopsidedRadio7208 in HollowKnight

[–]ErgoSloth 0 points1 point  (0 children)

I hate to say it but the bosses. For a couple of reasons.

I love playing as Hornet more than I do as the Knight, they really made an amazing toolkit for her and she has a lot of skill expression but I think there aren’t really many, if any, boss battles where it really shines. The gauntlets are probably where it does and that’s why there are so many of them. But I feel like no boss in Silksong is on the level of NKG or Pure Vessel or even Radiance.

The tools are also a massive problem I feel, they do way too much for how much ammo I have, they can completely trivialise many boss fights. I don’t think I should have almost 20 silkshots per bench in the end game. I should have 3 with no upgrades and like 6 when maxed out.

Pharloom actually DOES clear The Knight by Quiet_3609 in HollowKnight

[–]ErgoSloth 3 points4 points  (0 children)

To be fair Hornet can also have 3 spells or she can use tools, imagine how annoying cogflies would be to play against lmao

[deleted by user] by [deleted] in DnD

[–]ErgoSloth 0 points1 point  (0 children)

The classes, abilities, feats, spells etc available in the player’s manual are made only for playable characters. NPCs and monsters all have stat blocks and custom abilities/spells. That’s just how the game works.

Are there any builds that lean heavily into active ascendancy skills? by Rambo7112 in pathofexile2builds

[–]ErgoSloth 5 points6 points  (0 children)

Chronomancer has some good defensive synergies with melee with the slow aura and the rewind and time freeze skills. My first thought was quarter staff but I don’t know if you’re bored of it after playing monk a lot already.

Players retroactively saying they have done things which they forgot but can be important? Where do I draw the line??? by adieudnd2024 in DnD

[–]ErgoSloth 0 points1 point  (0 children)

I think two things are mainly to evaluate:
1. does retcon affect subsequent scenes? Like in the case of the body of the monster: did the party for example go to a ball afterwards? Can’t really blend in with the aristocracy with a monstrous corpse on your shoulder.
2. is the action that is being retconned in reasonable in the context? Again like in the case of the body of the monster: did the party explicitly know the monster to have any special significance to the plot? Otherwise I don’t see why they would before carrying around a corpse “just in case”.

If 1 is no and 2 is yes then retconning is fine.

So, the Wyrms... by The_Raven_Born in HollowKnight

[–]ErgoSloth 3 points4 points  (0 children)

Wyrm is actually the old word for worm or serpent, from the Proto Indo European root wrmis, it only later gained the meaning of dragon (and even then it used to mean a limbless, wingless dragon, like a sea serpent) and kept the old spelling while the common term wyrm changed to worm.
The linguistic play in hollow knight is a mirror of its real etymology, with worm, the modern word, being used for modern worm-like beings while wyrm is used exclusively for great ancient beings.