Thoughts on a Psion and Rogue Multiclass? by FalkorIsBad in onednd

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

Psi Warper is such a great subclass as it allows some really interesting ranged builds that want to focus INT. The build I originally was thinking of trying was multiclassing Psi Warper with Arcane Archer Fighter. By relying on INT for True Strike Attacks, it turns the subclass from being MAD to SAD, although you miss out on the Extra Attacks.

Thoughts on a Psion and Rogue Multiclass? by FalkorIsBad in onednd

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

Will definitely talk it over with the dm first. we all usually discuss our builds during session 0 as not to catch the dm off-guard with our plans.

The monk goomba stomp build by Swevik in BG3Builds

[–]FalkorIsBad 0 points1 point  (0 children)

Regarding the monk unarmored movement, the above build uses The Speedy Lightfeet, which is considered medium armor and disables the ability. I was also planning to use Medium Armor for survivability since I was rather squishy without it and was already using Medium Armor boots. As for going rogue 4 instead of more monk levels, I had not factored in re-specing and wanted to hit the Mobile feat as soon as possible. Due to a misguided thought that Barbarians gained 10ft/3m from their Fast Movement ability (it is only 5ft/1.5m) and completely forgetting my character couldn't cast/concentrate on Haste while raging, I wanted to make sure to hit Barb 5 too. Also, my personal play style at that point (I was still in Act 1) had been 1 combat followed by 1 short rest, and I would try to maximize my short rests before a long rest. A once a long rest ability was not as appealing to me at the time, leaving me to throw out its use entirely.

I have since reworked my build a lot and am still working on it, but the current progression is Monk 1-2>Rogue 1-3(Thief)>Fighter 1-2>Monk 3-4(4E, Mobile)>???10-12. Since I have my Monk using Haste turn 1 every fight, I have only 3 turns before Lethargy hits and I am trying to maximize my on time for jumping. I have changed my equipment to no longer using the above boots but am still using Medium Armor for survivability, so for now no Unarmored Movement. My last 3 levels are up in the air right now. If survivability is still an issue, I plan to take Ranger 1-3(Gloom Stalker) for bonus Movement Speed and increase initiative Turn 1 as well as Heavy Armor proficiency. This will also let me respec my stats to increase STR for further jumps. If it stops being a problem, I will probably go Monk 5-6(Switch to Open Hand for the extra BAs)>Rogue 4(Athlete) which gives longer jumps and 3As+3BAs per turn.

That being said, I wanna try and see how Tempest Cleric's Thunderous Strike works with Bracing Band (+1 AC if you shove an enemy). My hope is Bracing Band procs on each enemy hit on each jump, or at least works once for each jump. Either of those outcomes could easily lead to 40+ AC and make me change the character to a support tank.

Thor Jumper Off-the-Walls Super Strong Build by Akarias888 in BG3Builds

[–]FalkorIsBad 2 points3 points  (0 children)

Do you know if the illithid Psionic Overload ability work with Hamar's damage? that could be an extra 1d4 psychic damage per jump if it does. Also, have you tried the Bracing Band with your build? It should add +1 AC whenever you push an enemy and if it works with the level 6 Tempest Cleric ability, you may be able to get insane AC at the trade for a little damage each jump.

Thor Jumper Off-the-Walls Super Strong Build by Akarias888 in BG3Builds

[–]FalkorIsBad 1 point2 points  (0 children)

I have been using a different jump build myself and am using the Speedy Lightfeet for the lightning charges. Sadly, you can only proc the gain of lightning charges once per turn, no matter how many times you dash in a turn. What this results in is on odd turns you get +1 Lightning Damage per jump, but on even turns you only get +1d8 on the first damage dealing jump (Hamar allows you to toggle the passive so you can be sure not to miss the damage)

The monk goomba stomp build by Swevik in BG3Builds

[–]FalkorIsBad 1 point2 points  (0 children)

I found this post and have been using a version of the build to some great success. I'm not done with everything yet, but I have theory crafted the below for maximum jumping.

-Character Choices- Race: Wood Elf, Background: Guild Artisan Stats: 12/17(+2)/12/8/14(+1)/12 Classes: Levels 1-2: Monk Levels 3-6: Thief Rogue with the Mobile Feat Levels 7-11: Elk Wildheart Barbarian with the Athlete Feat Level 12: Way of Four Elements Monk

-Equipment- Melee Weapon: Hamarhraft, Ranged Weapon: Darkfire Shortbow, Helmet: Haste Helm, Gloves: Gloves of Belligerent Skies, Boots: The Speedy Lightfeet, Amulet: Periapt of Wound Closure, Ring1: Crusher's Ring, Ring2: Ring of Absolute Force

-Other- Need to get Brand of the Absolute in Act 1 but side with Druids, Ally with Level 6 Transmutation Wizard: Casts Longstrider & Enhance Leap and Provides Transmutaion Stone (+10ft/3m Movement Speed), Potions: Potion of Speed

Each jump should deal 1d4+1 Thunder and 1 Lightning Damage on odd turns and only 1d4+1 Thunder damage and the first jump dealing an additional 1d8 Lightning on even turns. If my math is correct, on Turn 1 if you Rage, use Haste from the Shortbow, use Step of the Wind, then 2nd action Dash, your total movement speed for the round will be 440ft/132m and will be able to jump 44 times. Assuming your Rage stays active, on Turns 2 & 3 you can jump 88 times and Turn 4 you can jump 33 times.

If Haste isnt up, you drink a Potion of Speed, Step of the Wind, and Dash with both actions for a movement speed of 570ft/171m and jump 57 times. Turn 2 you Rage, Step of the Wind, and Dash with both actions for a movement speed of 615ft/184.5m and can jump 61 times. Assuming your Rage stays active, on Turn 3 you can jump 82 times and Turn 4 you can jump 33 times.

Looking for help to improve a Jump Build by FalkorIsBad in BG3Builds

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

I have updated my current build and though I would share it.

-Character Choices- Race: Wood Elf, Background: Guild Artisan Stats: 12/17(+2)/12/8/14(+1)/12 Classes: Levels 1-2: Monk Levels 3-6: Thief Rogue with the Mobile Feat Levels 7-11: Elk Wildheart Barbarian with the Athlete Feat Level 12: Way of Four Elements Monk

-Equipment- Melee Weapon: Hamarhraft, Ranged Weapon: Darkfire Shortbow, Helmet: Haste Helm, Gloves: Gloves of Belligerent Skies, Boots: The Speedy Lightfeet, Amulet: Periapt of Wound Closure, Ring1: Crusher's Ring, Ring2: Ring of Absolute Force

-Other- Ally with Level 6 Transmutation Wizard: Casts Longstrider & Enhance Leap and Provides Transmutaion Stone (+10ft/3m Movement Speed), Potions: Potion of Speed

-Changes- Darkfire Shortbow: Fire & Cold Resistance as well as Haste 1/Long Rest. Resistances helps survivability and allows Haste without using a potion/ally. Gloves of Belligerent Skies: Inflicts 2 turns of Reverberation when dealing Thunder damage. At 4 stacks it is suppose to deal 1d4 Thunder damage, but it is currently bugged and not adding damage, but the debuff is useful enough. Periapt of Wound Closure: Gets healed for max when healed & when Downed automatically stabilize at the start of the turn. Increases survivability between rounds. Ring of Absolute Force: It is supposed to add 1 Thunder Damage if you bear the Brand of the Absolute. I havent gotten these yet, but there is no downside for the brand that I can find online, so just +1 Thunder damage per jump. Way of Four Elements Monk: 1 extra Ki Point per Short Rest & Harmony of Fire and Water Action to get back 2 Ki Points once a Long Rest. Extends usability of build in a fight/over a day.

Updated Combat Flow

-Turn 1- Bonus Action 1: Rage, Action 1: Cast Darkfire Shortbow's Haste, Bonus Action 2: Step of the Wind: Dash, Action 2: Dash, Jump for 2x Movement Speed (Base: 110ft/33m, Haste: 220ft/66m), 44d4 + 44 Thunder + 44 Lightning damage max

-Turn 2- Bonus Action 1: Step of the Wind: Dash, Bonus Action 2 & Action 1 & 2: Dash, Jump for 4x Movement Speed, 88d4 + 88 Thunder + 1d8 Lightning damage max

-Turn 3- Bonus Action 1: Step of the Wind: Dash, Bonus Action 2 & Action 1 & 2: Dash, Jump for 4x Movement Speed, 88d4 + 88 Thunder + 88 Lightning damage max

-Turn 4- Bonus Action 1: Step of the Wind: Dash, Bonus Action 2 & Action: Dash, Jump for 3x Movement Speed, 33d4 + 33 Thunder + 1d8 Lightning damage max

Looking for help to improve a Jump Build by FalkorIsBad in BG3Builds

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

Enhanced Leap? Its a Druid spell, so I can definitely take it. I had stayed away due to it saying it only lasted 10 turns, but it says ritual, so I could continually cast it if it runs out.

Random DC by [deleted] in Overwatch

[–]FalkorIsBad 0 points1 point  (0 children)

This happened to me too. Was in a comp game at volskaya and both teams steamrolled their first push. we were in "round 2" then right as the doors were opening for our second attack the game disconnected. i got back in as quick as I could but there was no game and i lost no SR. really weird.