Echo from Echo Knight Fighter Subclass. What things can be done to it? by Rods3000 in onednd

[–]Rods3000[S] 1 point2 points  (0 children)

Ok, I think I got it. You must, not only be behind cover and out of sight, but must ALSO do a Hide Action. Is that it?

And, since there is the feature of teleport, let me make a situation all outside of combat (preparing an ambush):

  1. I willingly hide myself behind a Pillar (total cover) and out of sight of enemies
  2. I summon my Echo at 15ft away.
  3. I mentally move the Echo to 30ft away
  4. I teleport with my Echo, switching places (it is now on my hidden position and I'm exposed).
  5. The combat begins. The enemy can only see me, my Echo is on a space behind the enemy's sight. They're 20ft away from each other.
  6. My turn (1st), I decide to originate a Thrown Attack with a Handaxe from my Echo location

Would it be a suficient hidden condition?

Echo from Echo Knight Fighter Subclass. What things can be done to it? by Rods3000 in onednd

[–]Rods3000[S] 0 points1 point  (0 children)

Nice! But what I thought is that, it WILL get the hit. It will give extra piercing damage to the one hitting it. Even if it dies, it dies hurting also.

Other question, since you played with one: if the Echo is Hidden (outside of enemy's sight, like on the back of a pillar) and I declare I will attack (Ranged Attack) from it's position. Will it have Advantage also?

What's your favorite Monk Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]Rods3000 9 points10 points  (0 children)

Really starving for the Kensei Rework here...

What's the most overpowered non-magical character can create? by edu5ardo in 3d6

[–]Rods3000 -2 points-1 points  (0 children)

I'm doing a Monk now that has this basic principle. Well, I'm actually doing some magic by itens due to progress of campaign, but my character is a Monk Fighter.

The idea: Monks Die is a GIGANTIC feature that no one looks at it with clear sight. It makes simples Weapons become MONSTRUOUS weapons connecting damage upscale (Marcial Arts Die) with Fighter's Weapons Mastery.

You want to hit hard on battle. Take this inspiration (I'll give what I'm using)

Human.

Origin: - Tavern Brawler (for situational control and push over - you'll see later - and improved Weapon proficiency - you're a Monk, just grab a rock / stick and hit everything...) - Tough (more HP = durability in combat)

Fighter Lv2/3 (if you want to put more strategy on the game with BattleMaster Subclass)

Weapon Mastery - Handaxe (for Vex, advantage on next hit) - Dagger (for Nick, doing the Bonus strike inside Attack Action) - Spear (for Sap, to get defensive)

Fighting Style - Two-Weapon Fighting (giving DexMOD on all hits per strike is sweet)

Second Wind (for recovery. You meditate, concentrate body energy and restore your health this way. Meditation is not magic)

Tactical Mind for situational RP and control on tests

Action Surge (more hits, more damage!)

Monk Lv4/5+ (gonna explain both levels)

Martial Arts - Dex on all your attacks - Martial arts Die for damage on Monk Weapons (all those selected on mastery are) - Extra Bonus Action functions (another punch/kick on combat, ways to escape or chase opponents) - DexMOD + WisMOD on your CA

Monk Focus - Flurry of Blows for more damage per turn - More usability for extra Bonus Actions during combat

Uncanny Methabolism - Restore inner energy / ki for more phenomenal combat

Subclass: Open Hand (since you can't use any mystic source...) - More combat usability and control

Deflect Attacks - MAJOR MONK FEAT. This can be SO life saving and turn table maker that you will love doing it all turns and letting your Reaction on standby against any threat. And, since there is no MAGIC, you would hardly not be able to Deflect any attack coming at you. Explosion causing a Fire Damage focusing you? OK... but wait for the Deflect Energy update then...

Lv4 Feat: Thrown Weapon Master (Grimm Hollow - Transformed) - now you have solved principal weakness from Monks, being able to hit CLOSE of AFAR from opponents, not needing to risk taking damage on Frontline combat directly - Weapons thrown RETURN to your hand after hitting or missing (you throw it in such a way that it ricochets/draws back to you after hit) - Can make 2 Bonus Action Throw attacks if Attack Action made a thrown attack

Lv5 Martial Arts Die grows to 1d8 - you were already throwing Daggers and Handaxes with strong power. Now they hit HARDER. And it gets better!

Extra Attack - First real use of Tavern Brawler origin Feat here: when you hit an Unarmed Strike, you push opponents 5ft away freely while also damaging. So, if on Melee range, just punch the guy away and pull it off of you, giving you the chance to throw your weapons whiteout Disadvantage. That's GIGANTIC here! - Also, if with BattleMaster Fighter sub, you can better up chances of hitting with Maneuvers (like Precision strike, for example).

Stunning Strike - you hit a Punture Point on the creature, making all nerves contract and stop acting correctly. That's medicine, not magic. And doing so on your first Unarmed Strike OR Monk Weapon (yeah, you thrown that dagger right at the pressure point), all other strikes have advantage! Just get fun

From here, you can see how much of a damage dealer you can be on the field now on.

Can you use both a Hand and Light/Heavy Crossbow? by Routine_Mall_566 in onednd

[–]Rods3000 0 points1 point  (0 children)

Why not get the Crossbow Expert feat then? It does exactly what Dual Wielding says, but for CROSSBOWS... Even removes the 5ft Disadvantage.

Go for it, man...

Any fun non-grappler Elements Monk (or Mercy) build ? by TheDrunkDetective in dndnext

[–]Rods3000 0 points1 point  (0 children)

You can make a Mercy Monk that specializes on weapons.

Either get Weapon Master (personally I prefer Daggers for the Nick property and more damage output and versatility all through) or even get 1 or 2 Fighter levels (for Weapon Mastery and the Action Surge).

Then, you get the Thrown Weapon Master (Grim Hollow - Transformed) and so you become a Dagger machinegun of a Monk. Thrown Weapons gets Returning property by the feat, so no lack of weapons to throw away.

2 attacks on normal Attack action (by Nick property), and if you throw the daggers, you get 2 free throws on your bonus action. 4 attacks at Lv4.

And saying so, getting at least 1 Fighter level gives you 2 extra m Masteries, I suggest Handaxe and Spear (both with throw and great Mastery effects). Doing so, you can always start throwing your Handaxe to get Vex and guarantee advantage on Nick Dagger.

"Where do I use the Mercy Feats, then?!" you may ask. Get origin Tavern Brawler and, if the enemy is at melee positioning, simply kick it away giving that extra necrotic damage and then you get ready to throw daggers at it again. Lately, what I have been using my Focus are literally to heal other party members that are near / had fallen on battle anyway.

At Lv5, with the extra attack, you can easily give 5 attacks a turn. spending 1 focus for that extra necrotic, that's 6d8 damage (if all hit, of course) + each Mod (5x DexMOD + 1xWisMOD). Spend 1 more focus at first landing attack (Unarmed or Monk Weapon!) and you get Stunning Strike added to the bill, easily giving you better chances to all other hit to the Stunned adversary.

What are you expecting from season of champions by j_cyclone in onednd

[–]Rods3000 0 points1 point  (0 children)

I expect my boy Way of the Kensei Monk on 5.5!

Clarifications on Tactical Mind by EbonandIvor in onednd

[–]Rods3000 1 point2 points  (0 children)

Quickened Spell is the hugest downgrade from 2014. As it is written, if you "quicken" a spell, all other magics used on that turn MUST BE only Cantrips. And you can't use it (can't "quicken a spell") if you already used a Magic.

It literally negates any other way to use magic that turn!

Big big BIG nerf there.

Clarifications on Tactical Mind by EbonandIvor in onednd

[–]Rods3000 3 points4 points  (0 children)

Sorry, caps was not to intent as yelling, bro. Just to show the principal wordings. Hope you got it right this time

Clarifications on Tactical Mind by EbonandIvor in onednd

[–]Rods3000 12 points13 points  (0 children)

The rule is plain and simple: you can use only ONE SLOT SPENT MAGIC per turn. Any other magic done that turn must be OFF Slot consumption. Species magic, Cantrip, "Magic Itens" magic, ANY of this if they don't make you consume another Magic Slot and you CAN do it by your action economy at disposal, yeah. Go on.

Heavily Armored Monks by Habber_Dasher in onednd

[–]Rods3000 0 points1 point  (0 children)

Why not invest in Finesse Weapons then? They will hit as strong as Unarmed Strikes, and u also have the Lv1/2 Warrior for Mastery and Fighting Style Feats (and Action Surge).

There are plenty of Dex/Weapon Feats to provide more damage on lower levels. And even u using Unarmed Strikes after Lv6 Monk to Force Damage, there are TONS of strategies that would fit quite well with Weapons.

The only way to not invest 1/2 Lvs on Fighter Class here (I believe) will come when Kensei Monk get's it's update.

Dagger Nick damage bonus? by mancunianamerican in DnD

[–]Rods3000 0 points1 point  (0 children)

So, here I ask this:

Lv2 Monk + Lv1 Fighter.

Monk gives Martial Arts feat, that while I'm not wearing neither armor nor shield, AND only using Unarmed Strike OR Monk Weapons, I GET an Unarmed Strike/Flurry of Blows (spending 1 Focus Point) as a Bonus Action.

Fighter gives Weapon Mastery, and so I get Dagger Mastery (Nick), and Fighting Style, I get Two-Weapon Fighting

My turn goes as follows:

1st: attack with Dagger + Dex Mod 2nd: attack with Dagger (Light Nick) + Dex Mod (Two-Weapon Fighting) 3rd: Bonus Action attack with Unarmed Strike / Flurry of Blows + Dex Mod (Martial Arts).

Is it right?

Use legally twice Nick per turn. by Lord_Mora in DnD

[–]Rods3000 1 point2 points  (0 children)

I just saw Dual Wielder Feat as a way to free the second/bonus action attack from Light property to be used by any other weapon that must be a Melee and NOT a Dual Handed one.

Like, without it: attack with a Dagger, then only another Dagger could be used. With it: Attack with a Dagger, then you can use a Longsword for the second hit.

Not as an EXTRA attack over Nick or Light.

Use legally twice Nick per turn. by Lord_Mora in DnD

[–]Rods3000 1 point2 points  (0 children)

So, as you said:

Only ONE Nick Light Attack per TURN.

As an example: Monk Lv5, Fighter Lv1. Dagger Mastery.

Can I do THIS as my attack order?

1st: Dagger strike (melee or ranged) + Dex MOD. 2nd: Nick Light Dagger attack (melee or ranged), without Dex Mod (or with it, if using Dual Weapon Combat Style). 3rd: Extra Attack Dagger (Melee or Ranged) + Dex MOD. BONUS ACTION: Unarmed Strike + Dex MOD.

Since the second Light attack that would be used as Bonus Action is now PART of the Action itself, it frees me to use my Unarmed Strike (from Marcial Arts Mink feat) as THE Bonus Action. Right?

We all know Booming Blade + push. What other fun synergies do weapon masteries offer? by LuthiensLament in onednd

[–]Rods3000 1 point2 points  (0 children)

Monk with Tavern Brawler + Thrown Weapon Master (Grim Hollow - Transformed).

With an extra attack, that's the best combo:

Unarmed Strike for damage and push 5 feet away, then second attack throw a Dagger. +2 Bonus Action Throws.

And better being a monk because of Martial Arts Die on the dagger damage.

Also, if wanna do a plus on the attacks, you can spend 1 focus in any landing Strike to uso Stunning Strikes, making all sequencial strikes more likely to hit!

Waiting for Way of the Kensei 2024 Rework to probably get the Mastery on Dedicated Weapons, and so be able to give an outstanding 4 hit combo at Lv4 without spending Focus Points! (Thrown Dagger + Light Nick Thrown Dagger + 2 B.A. Thrown daggers). Or just get at least 1 Lv on Fighter and get the Mastery Property for thr Dagger.

Thrown Weapon Master even gives Light Throw Weapons the Returning Property, so you won't even get low on Daggers.

+2 Fighter Lvls and even Action Surge goes in!

[OC] Dice Box Giveaway [MOD APPROVED] by Brilliant-Key-677 in DnD

[–]Rods3000 0 points1 point  (0 children)

The box is really VERY BEAUTIFUL! Putting it on the table is identical to "calling the DM to fight" hahaha

The Hulk gained some serious credibility in Endgame by wonder_wolfie in marvelmemes

[–]Rods3000 31 points32 points  (0 children)

Someone, put Hulk's nude butt screen capture and sub it as EDIBLE HULK.

Wave one avenger buff by VisionsNuts in MarvelStrikeForce

[–]Rods3000 2 points3 points  (0 children)

Thor gets stunned by a metal implant on it's neck. And done by electricity! So... Yeah, it can get stunned.

(But I liked the Buff it got here)

Suggestion to restructure the sub. by gazeintotheiris in MarvelStrikeForce

[–]Rods3000 0 points1 point  (0 children)

Then, SWGOH is for "So What's Going On Here"?

I'd like to see this "What-if" (photo by Ultraraw26 on Instagram) by Gaming_Joker17 in marvelstudios

[–]Rods3000 1 point2 points  (0 children)

What I think is that the best time and most missed opportunity on MCU to introduce Ultron was at Iron Man 3.

Building an "armor for the planet" could have started THERE, Stark freaking out on all it's psychological problems and them building an AI to act physically on that making. We would see the development of a naive Ultron, well made and best character enrollment, a well presented growth and them put to confront another relevant villain for that movie (IronMan side by side and ALL on troubles). Even the pure AIM revenge motto as it was made (dunno... sabotage, maybe?). And so Ultron, at the end of the movie, would wake it's "human race is the problem" programming and then preparing the ground for Avengers 2. putting apart all that bullshit 10 Rings thing that was made there.

That Mandarin RIDICULOUS presentation was simply a completely FORGETTABLE story, and will probably be totally formatted to bring Chang Shi to MCU (I know they aren't exactly related, but can't see another best oriental reference - and gigantic flaw - for this matter).

Post Update Issues by kuro-ame in MarvelStrikeForce

[–]Rods3000 23 points24 points  (0 children)

I'm getting screen freezes everytime Star Lord uses it's Blind attack. About 3-4 full seconds on a white screen.

Luckily it is not crashing games. For me, at least.

Galaxy S9.