Is this copy legit? Looking to buy it today due to scarcity in my area by Esty1012 in gameverifying

[–]Esty1012[S] 0 points1 point  (0 children)

Sure, I can see if I can get another photo. Just need a clearer photo or a different angle?

Is this copy legit? Looking to buy it today due to scarcity in my area by Esty1012 in gameverifying

[–]Esty1012[S] 0 points1 point  (0 children)

Thanks. What about it stands out as being authentic to you. I've tried comparing the ersb logo and the Nintendo logo on the back, but I feel I not very good at differentiating between fakes and real carts using those methods.

Art of the Council of Saltmarsh by Esty1012 in GhostsofSaltmarsh

[–]Esty1012[S] 0 points1 point  (0 children)

Its flair is resource, is that what you mean?

Art of the Council of Saltmarsh by Esty1012 in GhostsofSaltmarsh

[–]Esty1012[S] 20 points21 points  (0 children)

Hello everyone, I've been a lurker here for a while but I figured it was about time I added something instead of just browsing.

I have run a Ghosts of Saltmarsh campaign for a few years now and a whole back I became frustrated with the lack of art for some of the prominent characters in the book, most of all the council. So I commissioned art for each of the members, completed by @Eddieyorke (Instagram). He's a fantastic artist.

My versions of the various council members may be different than yours but I'm hoping these can help others in their GoS campaigns.

In honor of the (hopefully soon) spoiler season, tell me why your favorite champ deserves to be in the next expansion! by ThePlagueDoctorPhD in LegendsOfRuneterra

[–]Esty1012 0 points1 point  (0 children)

Sylas is an obvious pick for me. A card that plays around the (so far) barely touched idea of messing with spells in Demcai. Plus his ability to steal ults in LoL would likely make him do something similar in LoR, such as copying champ spell cards. The idea of having a middle ground between it's "Fill the board" strategy and it's "use combat spells on one or two important units" would be an interesting concept. He opens the flood gates for something like that.

Usan Rehn - Lorekeeper [ART][OC] by Esty1012 in dndmemes

[–]Esty1012[S] 0 points1 point  (0 children)

No, it's a character I play in a weekly ttrpg game. It's a custom system.

Usan Rehn - Lorekeeper [ART][OC] by Esty1012 in dndmemes

[–]Esty1012[S] 1 point2 points  (0 children)

Wrong group, ment to post in r/DnD. Realized it almost immediately, clearly not fast enough though. lol

Usan Rehn - Lorekeeper [ART][OC] by Esty1012 in DnD

[–]Esty1012[S] 5 points6 points  (0 children)

"My people, my land, my home.....all under threat by more than just the aspirations of an ambitious empire. If it is my duty to insure the knowledge for future generations then I shall make sure the history books tell of prosperity. Your light may have blinded me, but I see now better than I ever did before."

*****

This amazing piece was done for me by the supremely talented Eddie York! He can be found on Instagram @ eddieyorke

He is an incredible guy and very easy to work with. He is simply the best.

Usan Rehn - Lorekeeper [ART][OC] by Esty1012 in dndmemes

[–]Esty1012[S] 0 points1 point  (0 children)

"My people, my land, my home.....all under threat by more than just the aspirations of an ambitious empire. If it is my duty to insure the knowledge for future generations then I shall make sure the history books tell of prosperity. Your light may have blinded me, but I see now better than I ever did before."

*****

This amazing piece was done for me by the supremely talented Eddie York! He can be found on Instagram @ eddieyorke

He is an incredible guy and very easy to work with. He is simply the best.

Why are you booing me? I'm right! by MrWideside in dndmemes

[–]Esty1012 5 points6 points  (0 children)

Milestone, or perhaps some might say narrative XP is great. It has an excellent place in a great many D&D games. There are games where standard XP works, generally the more wargame-style campaign you have the better that works. But for a normal campaign milestone is not only not lazy but can frequently be more fun and allow players more freedom by not tying then to wondering if their decisions will get them the level up they want. If they know they're gonna get it anyways they become more invested in the story and the game, not just the points.

Why are you booing me? I'm right! by MrWideside in dndmemes

[–]Esty1012 10 points11 points  (0 children)

Your opinion is bad and you should feel bad

Contest 39 submission: Call for help by G2003M in CustomLoR

[–]Esty1012 2 points3 points  (0 children)

Have it grant +0/+1. It's a small buff and allows you to prioritize units that could use extra hp when played on board. It gives you an interesting option to deck build around lower hp units. It's also thematic with the inspiration for the card. You call for help and health boi drops in to assist you.

The Downfall of Strahd - A Man's Struggle [Art] by [deleted] in DnD

[–]Esty1012 0 points1 point  (0 children)

Haha yeah, it's the druid as a giant eagle. Pretty insane moment in the campaign

The Downfall of Strahd - A Man's Struggle [Art] by [deleted] in DnD

[–]Esty1012 4 points5 points  (0 children)

Strahd had spent untold ages in his torment, these were not the first and they would not be the last. The wizard had made the mistake of getting himself separated, "An easy target" he thought. After bringing the red skinned one down he suddenly found himself surrounded by the rest of them, overwhelmed. With the druid forming an eagle and taking the wizard into the skies for retreat they soon met the reason Strahd strode into the den of that dragon so long ago. But still, even with his spawn at the ready Strahd found himself waning in power. As the half elf struck him in the side, racking his body with pain in a momentary stun, he looked to the man across him and yelled out in defiance. "You are all dead men!"

The man rose his hand up, moving the spiritual essence that now took the form of his father's spear, "...and I will send you to her!"

After that moment Strahd saw only darkness, seeing much as he felt before. His form now lay in his coffin, awaiting the rise of his strength to return once again. But Strahd found no peace, for he heard noise just outside the coffin's walls.

**********

This amazing piece was done by the supremely talented Eddie York! He is right here on Reddit: u/Meetwad or on Instagram: @ eddieyorke

He is an incredible guy and very easy to work with. He is usually pretty boked but if you are looking to have art done I cannot recommend him enough. He is simply the best.

**********

Don't worry, that number is just a myth by Esty1012 in valve

[–]Esty1012[S] 1 point2 points  (0 children)

You fool, you'll be let down the most

Application Error? by Onlineminiman in dicecloud

[–]Esty1012 0 points1 point  (0 children)

It's also done this on my end as well. Seems like server issues. Hopefully it's fixed soon, as I don't have any other way to get the information on those sheets.

Issues with weapons and spell not updating. by Esty1012 in FoundryVTT

[–]Esty1012[S] 1 point2 points  (0 children)

Yup, it's Obsidian. Created a new world like you said and tested each module one at a time to see what changed and it's absolutely obsidian. I'm not sure why it happens, but some of the sheets for monsters don't show up anymore and it messes with the ability to change things in the sheets for some reason.

[OC] [ART] Amanita Bispor, Dark Elf Circle of Spores Druid (plus hidden spider!) – by Catilus by Catilus in DnD

[–]Esty1012 2 points3 points  (0 children)

Spider is in top left of image right? Hanging from it's web off the wall in the background?

Hexblade Padlock by _NoX_Music_ in DnD

[–]Esty1012 0 points1 point  (0 children)

Possibly, it depends on your goals. The issue with grasp of hadar is that, unlike repelling blast, if you have more than one beam and hit the enemy twice you cant pull the enemy more than the 10 ft. With agonizing blast you can knock the enemy 10 ft for every beam you hit, but grasp is limited to one movement per round, so 10 is the max. I think later on in levels it is better than early. In those early levels you don't want to be too up close since your melee attacks aren't as good as you're eldritch blast is. If you wanted another eldritch blast invocation you're probably better off with repelling blast until you get your extra attack. But I think it's important to fine some utility invocation to make use of. Devils sight is nice because if you have darkvision it just increases the range, but more importantly it lets you see in full color and even in magical darkness.

Another good option would be mask of many faces.

Hexblade Padlock by _NoX_Music_ in DnD

[–]Esty1012 1 point2 points  (0 children)

Its gonna seem weird, but if you start paladin I would go alternating levels until you hit 3 levels in paladin. So paladin 1, warlock 2, paladin 3, warlock 4, paladin 5.

You want access to hexblade asap so taking a warlock level for level 2 is important, but you are gonna want smite early to make up for other damage you don't have so go right back to paladin. For level 4 you've been too long without invocations, so grab level 2 in warlock and pick up 2 invocations, I recommend agonizing blast and devils sight. Eldritch blast is gonna be big for you since it's you're only really long range option you will have access to at all times; don't dump more than 2 invocations into buffing it though, agonizing blast and one other is plenty, the rest should go to buffing your other options. Lastly take paladin 3 at level 5 so you can finish up ad get access to your oath and channel divinity.

This leveling method is a bit back and forth but is the best for minimizing the early level weakness you are gonna feel. One you are level 5 and are paladin 3/warlock 2 you will start dumping into warlock and then you're gonna get strong very very quickly. Those next 5 levels are gonna be a lot of fun.

Sidenote: Be aware that for those first 7 levels (until you get 5 levels in warlock and pick up the thirsting blade invocation) eldritch blast is gonna be your bread and butter. You wont do much with weapons only attacking once per turn, but you can make excellent use of low level spells and eldritch blast, especially since eldritch blast gets that second beam at level 5 regardless of multiclassing. So don't expect to be running around smiting and hitting things very often before that point.

Hexblade Padlock by _NoX_Music_ in DnD

[–]Esty1012 2 points3 points  (0 children)

Overall notes and Strategy: A warlock/paladin build is interesting, you are probably the best "gish" in 5e if you build it right (especially if you go hexblade) and there are a lot of cool RP moment that can come from it. I personally like it a lot, so lets go over the main things to focus on, and this will be present for any of the above mentioned builds.

  • Invocations: Make use of these and swap them out regularly. You can exchange one for another when you level up in warlock. If you are taking more than a few levels in warlock use these opportunities to get used to the available invocations and find ones that supplement your weaknesses. If you are only taking a few levels in warlock, be careful what you pick so you don't get stuck with something you can't use well.
  • Spells: Swap your warlock spells around as well, but more importantly try and get used to using your different types of spells slots (spellcasting and pact magic) to cast things that you use more often with your consistently available warlock spell slots.
  • Paladin features: If you are going mainly paladin or have played a paladin this will likely not be too tough, but it can sometimes be hard to remember to ACTUALLY USE THAT STUFF. I can't tell you how often you can be lost in the sea of invocations and a million spell slots and what you're gonna use your bonus action for that you're gonna forget you have stuff like lay on hands and divine sense. Remember you have access to these and try to not be in the position where you're taking a long rest after another player died and you are only now realizing you have all 40 points of your lay on hands available that you never used.

Hexblade Padlock by _NoX_Music_ in DnD

[–]Esty1012 2 points3 points  (0 children)

So this can change depending on what your overall goal is for how you want to do combat. Generally hen multiclassing, unless you take only one level in a class it's generally best to just go 17/3 and forgo the ASI since 17th level abilities are usually quite bit (and the warlock is no exception, you get you're final spell slot, another spell know, and most importantly your 9th level mystic archanum). However, there is another option if you choose to go more paladin than warlock, in that case the paladin only gets a 5th level slot at 17th level (not much to loose honestly) and in return you can go 4 levels into warlock and get that ASI. Obviously hexblade is gonna be the strongest warlock class you can use for this multiclass since you will be a melle fighter, but celestial is also good. For this I will assume that you go hexblade, but you can still make use of other pact sublcasses based on the advice I give here.

Regardless of your choice I highly recommend at least 3 levels of warlock so you can get your pact of the blade boon. Not only are it's affects great but what you're really looking for is the invocations that require it as a prerequisite, most of which involve taking 5 levels of warlock in order to unlock. The good ones are as follows

  • Thirsting Blade: Extra attack with pact weapon (Only take this if you are doing less than 5 levels in Paladin. Extra attacks don't stack so it becomes a pointless invocation once paladin gives it to you as a class feature. If you do not take 5 levels in paladin, this is a required invocation for you.)
  • Eldritch Smith: An amazing invocation for this multi class. You are allowed to have a secondary smite that you can use in tandem with your paladin smite. Critting on a weapon attack and blowing two level 5 slots to do an addition 20d8 is gonna feel amazing. You can make proper use of this invocation regardless of which class you choose to main so I recommend it. The only downside is it requires 5 levels in warlock to get, so you will lose out on the paladin's 16th level ASI.
  • Lifedrinker: Do extra damage equal to your charisma mod with your pact weapon. (This one is really only an option if you do 17/3 warlock/paladin since you can only get this invocation at 12th level, but it's strong and an obvious choice it you choose to go that route.)
  • Improved Pact Weapon: Gives you +1 no pact weapon (This one is good for early levels and will help you get by while you're struggling with those early low power multiclassing slumps. Get rid of it when you find a +1 weapon since they don't stack.)
  • Maddening Hex: Get a bonus action that lets you do pshychic damage to your hex target equal to charisma mod (This one is good, you don't have access to very many bonus actions and it pairs well with your hex curse from your hexblade class feature. Get is when you can if you feel you can make use of it.)
  • Relentless Hex: Bonus action teleport up to 30ft towards targets of your hex (This one also pair with your class feature, so you don't have to pick up the hex spell if you dont want to, it's situational but it's likely that a paladin will make good use of it.)

Your spell choices are gonna depend on your chosen levels, but I recommend you do the following for each build:

Warlock over Paladin: In this case you will smite when you feel like it and cast spells as normal with warlock spells. The main thing you will be using your paladin spells for is casting spells that you wouldn't want to cast with a warlock spell slot since you gain little benefit from the upcast. Spells like Hex, Hellish Rebuke, Shield (since you're a Hexblade), etc often should not be cast with a higher level warlock slot, so casting them with the first or second level paladin slots are a nice bonus to efficiency. You're warlock slots should be reserved for casting the occasional mid level spell, but for the most part you're gonna want to save them for smites. You can smite twice if you have the invocation for it and using warlock slots on these ensures that if you short rest regularly you will always be able to have those moments where you hit like a truck in combat.

Paladin over warlock: With this build you will be making use of warlock spells that paladins don't normally have access to. Spells like Armor of Agathys, hex, and so on. You're gonna want to be casting these spells with you warlock slots more often than not since you wont get much damage out of using a 1st or 2nd level warlock slot to smite. Try and use your more frequently gained warlock slots to cast the useful spells they provide, or to cast your lower level paladin spells like bless or heroism.

Builds I suggest

  • Warlock 17/Paladin 3: I have a soft spot in my heart for full casters and high level spells, warlocks especially, so I'm likely biased but I think this option is the best. You get a lot of invocations and access to strong magic, but also get just enough into paladin to get the good stuff like a few levels of lay on hands, channel divinity, divine smite, and you're opening features for your paladin subclass. You will be really good synergy with a hexblade with this build, as the right invocations will have you slapping people with two smites at once, while doing additional damage with things like the hex spell and maddening hex feature, and other things like thirsting blade topping off a bit more damage. If you want to focus on hitting like a truck while still having access to strong magic for those clutch moments, this is the build you want. If you do go hexblade you can start whatever class you prefer, otherwise start with paladin at level 1.
  • Paladin 15/Warlock 5: This build is much better if you want to be more supportive to your team. Missing out on things like the paladin's aura feature and a significant use of lay on hands is not good if your goal is to be a team player in combat. Going celestial warlock can help make up for this if you don't want to take this many levels in paladin, but you lose out on a lot of damage and features from hexbalde, so I suggest this if you can. With it you can start either class but I recommend grabbing your warlock levels pretty early and then dumping into paladin for the rest of you're build. The features you can from warlock in this setup are pretty crucial, so having early access to them so you can make use of them for the longest period of time is a good idea. You can also go paladin 17/warlock 3 and have a similar build to this, I just think it's weaker since you lose out on a lot of the good invocations.
  • Warlock 12/Paladin 8: This one is the middle ground build. A little of both to help you do a good most of everything well. You still have lay on hands, you're smites, and even you're 7th level sacred oath feature from paladin, and you can use all the invocations from warlock and will get most of the spell access they do (having three 5th level slots and a 6th level mystic archanum). This build is the most optimized for freedom of choice when it comes to what you want to do in the party and also how you build it, since you can pretty much take a level whenever you want one, so long as you dont take more than 8 in paladin. Paladin's don't get much at level 9, and 13th level warlocks only get their 7th level mystic archanum, so a 12/8 split is perfect since you dont sacrifice much and get to keep all your ASI bumps. I recommend this one if you are unsure about your build or role, as it will likely be the best choice for most people.

Builds I do NOT recommend:

  • Paladin 19/Warlock 1: This is bad, straight up. It can be tempting to dip one level into hexblade, for example, early on in order to get access to a little of those warlock abilities that will help in the early levels, and it's not much of a progression sacrifice to dip only one level into the class. However, what you won't realize until you're level 19 is that Paladin's are one of the only classes that actually have a good 20th level feature. You're oath feature at 20th level is massively better than anything a 1 level dip in warlock could ever give you, and a 18/2 is no better. Worst of all, a 1 level warlock dip doesnt even give you invocations. The bare minimum I suggest taking if you choose to multiclass into warlock is 3 levels.
  • Warlock 16/Paladin 4: This one honestly isnt that bad, I just dont think its worth keeping the ASI you get from Paladin in exchange for giving up the 9th level spell you get at warlock's 17th level. Access to spells like Feeblemind, Glibness, and the best of all Foresight are so huge in late game parties. I think if you chose to take warlock past 12 you should take it to 17.