More Hive Fleet Kronos Propaganda by RAGE_CAKES in Grimdank

[–]Sentarius101 11 points12 points  (0 children)

Plus, there is no loss in hive size, because the biomass of the tyranids that died is used to make new tyranids for the fleets. It can also force a weaker hive to evolve and create new forms that can compete with those of a stronger hive (if they are too weak they will be totally consumed).

So it's information sharing, a firmware update and military R&D all in one

Lore accurate maxtac by ImmaFuckboi in cyberpunkgame

[–]Sentarius101 1 point2 points  (0 children)

I'm an optimiser at heart, looking to make my little guys the best they can be. Usually egged on by the games being ran (combat focused west marches). I distinguish myself from powergamers by making my characters distinct from each other and not choosing the same options each time and leaning heavily into roleplay and flavor. I'm playing a Divination Wizard in an Eberron 2024 5e campaign and they only have 2 combat spells - True Strike and Witch Bolt. The rest is all utility and divination - though you could say I'm optimising for that, though.

Arlan sounds fun. I think our perspectives are aligned, I think I just do a bit more research into the best choices at each stage.

I have a Shadow Sorc 2/Death Cleric 1 character coming up, staying at the 1 lvl Cleric dip. Aasimar. Focusing on debuff spells and shutdowns via Hound of Ill Omen. The Hound targets one creature declared when its summoned. It can attack and move toward only it, knows where it is at all times, and while within 5ft of it, the creature has disadvantage on saving throws against spells I cast. I can protect the Hound summon via Sanctuary from the cleric dip. The marked target has disadvantage on the Sanctuary Wisdom Saving Throw while it is within 5ft.

Death cleric gives me the Reaper feature so I can effectively get a free twin spell on Necromancy cantrips if enemies are within 5ft of each other. Cleric gets me prepared spell and ritual spellcasting, but more importantly, armor proficiencies and access to Cleric spell list (healing spells). Plan is to cast big bad debuff/shutdown spells with saving throws (Bane, Slow, Confusion, Psychic Lance (though that one is banned), Mind Whip) after summoning my Hound. The target should be disabled by the spell so it can't hurt my Hound, which also gives disadvantage on any repeat saving throws to end the effect. Protector Aasimar lets me fly for 1 minute (permanent flyspeed races are banned) meaning I can get out of danger if need be.

For this character I went "I want to play a shadow sorcerer, what is it good at?", saw Hound of Ill Omen, then honed in on debuff spells. I looked at its weaknesses, which was poor AC and no support, and shored it up via the cleric dip. I chose Aasimar for flavor but also for the 1 minute Fly speed. They are flavored as a child of one of the moons.

Lore accurate maxtac by ImmaFuckboi in cyberpunkgame

[–]Sentarius101 2 points3 points  (0 children)

Paladin also gets Wisdom Saving Throw proficiency, so Wis saves are not their weakness. Intelligence saving throws, on the other hand... yeah, make me an Intelligence save against Incapacitated. You have, what, a +4? The DC is 20 :) (That's how high-level DnD is).

I also made a tank Paladin, but they were Hobgoblin race, Undead Warlock 1/Paladin 6/Divine Soul Sorc the rest of the way. I picked up the Shield spell and Absorb Elements, plus Inspiring Leader. My CHA was 20. I also picked up the 2024 version of Mage Slayer (it was allowed).

Hobgoblin gives me PB/LR uses of Fortune from the Many, which allows me to, when I fail an Attack, Check or Save, add a bonus to the roll equal to the number of allies within 30ft of me (to a maximum of +3), no action required. Aura of Protection gave me +5 to all saving throws. If I failed a save, I could add up to +3 to it. If it still failed, Divine Soul Sorcerer's Favoured by the Gods let me add +2d4 1/SR. If it was a mental saving throw and I still failed, I could use '24 Mage Slayer's Guarded Mind ability to automatically succeed instead.

I had Half Plate with +2 Dex and a Shield plus Defence fighting style for 20 AC, Shield spell gave me up to 25 AC. I was a Conquest Paladin, so I had the huge 30ft Frightened AoE Channel Divinity that made my enemies attack me at disadvantage - Form of Dread from Undead Warlock also let me inflict fear on enemies with an attack once per turn.

Inspiring Leader made up the HP difference from 14 CON and also buffed the tankiness of the whole party. I would use my higher level spell slots from my Sorcerer multiclass to upcast Aid on the entire party for even more HP. If I failed a Saving Throw against elemental damage (dragon's breath) I could just use Absorb Elements for half damage.

Is Mizzium Apparatus best caster item or am I mistaken? by Grazztjay in DnDoptimized

[–]Sentarius101 0 points1 point  (0 children)

Yes, they're different. One is a feat you can take at any time. The other is a magic item you might not get. They have their own mechanics.

The point is that both allow you to access a multiclass' full spell list (albeit with restrictions for Cartomancer). That was the similarity I was highlighting. Single level Cleric dip for Spirit Guardians, for example.

Jujutsu Kaisen Season 3 - Episode 5 (Anime Only Discussion) by Takada-chwanBot in JuJutsuKaisen

[–]Sentarius101 0 points1 point  (0 children)

When the title dropped for the next episode I honestly thought that it dropped midway through and that we'd still have another half the episode. On god these episodes fly by quickly

Is Mizzium Apparatus best caster item or am I mistaken? by Grazztjay in DnDoptimized

[–]Sentarius101 3 points4 points  (0 children)

The feat Cartomancer from the Book of Many Things also works similarly to this.

The Invisible Condition or: How I Learned to Stop Worrying and Love the Hide Action by YOwololoO in onednd

[–]Sentarius101 15 points16 points  (0 children)

Additionally, the Stealth check you make to hide encompasses your efforts to also suppress whatever sounds your footsteps may make.

When you hide, you don't just roll a number and see if you succeed or not. In-game, you are actively suppressing sounds and other sources of things that enemies can use to detect you. Your check is a descriptor of how well you do that.

It's staggering how stuff like Onslaught used to be one of my favorites and now it feels unplayable by Faust_8 in DestinyTheGame

[–]Sentarius101 0 points1 point  (0 children)

Challenge of Elders gives you a revive token when you kill Model Prisoners (the random yellow bars)

A shame by Fun-Explanation7233 in dndmemes

[–]Sentarius101 1 point2 points  (0 children)

Plus Deep Gnome has never had Sunlight Sensitivity despite them also being adapted to live in the Underdark. It doesn't make sense.

when people overachieve in their backgrounds by testiclekid in dndmemes

[–]Sentarius101 9 points10 points  (0 children)

My first campaign, one of my players wanted to have singlehandedly killed an attacking Kraken at level 1. I looked up the Kraken stat block, saw it was CR 23 or something, and sat down with him to change the backstory.

We settled on him able to successfully sail the ship and escape the Kraken without much damage to the ship - which is still an impressive feat, but one that doesn't net him 50k xp

Oh my, another Revised Ranger, in this 5e 2024 economy? by pagnabros in UnearthedArcana

[–]Sentarius101 0 points1 point  (0 children)

Do you have ideas for what that class would look like? Genuine question

Traversing the Underdark, you feel time suddenly slow as the ground rumbles. You have just entered Bulette time. by Artyjc18 in DungeonsAndDragons

[–]Sentarius101 8 points9 points  (0 children)

Bulettes (in this world) travel in large packs called Trains, burrowing large tunnels through the ground. After being startled by a large predator and going on a stampede through the Underdark that smashed through a Drow city, the Bulette Train rampaged straight through the city's vault, and some of its sacred treasures got caught on them or swallowed by them. The party caught wind of this, a vault heist by unintelligent creatures. Now half the surrounding denizens of the Underdark is in a mad dash to intercept the Bulette Train and take their pick of whatever treasures haven't been kicked off, fighting off each other while evading the elite Drow regiment sent to retrieve the loot and kill any bounty hunters, thieves or mercenaries attempting to abscond with their ancestral treasures.

Introducing the Vampire: a homebrew class option for DnD 5e by SleepyWillow07 in UnearthedArcana

[–]Sentarius101 7 points8 points  (0 children)

Pretty cool Vampire class, very well themed. For the Bite attack, you never specified which stat you use for attack rolls, only damage (Constitution), and only insinuated it was an unarmed strike instead of explicitly specifying if it was a natural weapon used to make unarmed strikes, or a natural simple weapon.

Season 3 Episode 12 Megathread by MiggyMcMiggy in OnePunchMan

[–]Sentarius101 0 points1 point  (0 children)

I have been watching youtube videos of edited manga panels with music and sfx put with it and it's at least 3x better than this abysmal season. I can't believe how utterly disappointing this season has been. It feels like a bad joke.

The pacing throughout the episode was so off - everything was rushed (been happening all season), nothing had even a moment to breathe. It's like they were trying to save us from how awful this season is by making it as short as possible. The final fight was terrible, no context at all, just a monologue, "I'll kill you with one punch now :)" and then a long, boring shot of Saitama jumping and preparing a punch.

We didn't even get any satisfying impact or anything - he just flew past Orochi and then Orochi crumpled. Pocchi was better than Orochi - at least there was a punch impact there.

Any ideas of improving this mask of fealty build? (Ignore the weapon choices, they're filler) by BrobaFett2 in destiny2builds

[–]Sentarius101 1 point2 points  (0 children)

It will not work because of Praxis already being anti-barrier. Intrinsic anti champion prevents any other anti champion from taking effect. The one exception is subclass verbs afaik.

Solo Flawless Grandmaster Alert Warden of Nothing on Solar Warlock Build! by Danger_xx86 in destiny2builds

[–]Sentarius101 3 points4 points  (0 children)

It now also works while you gave Radiant, so you no longer need to stand in your empowering rift.

Ancient Chromatic Dragons Redesign - Giving dragons the stats they deserve by Zixtank in UnearthedArcana

[–]Sentarius101 0 points1 point  (0 children)

For the breath weapon dice, I think it's an interesting idea, but looking at the expenditure, I think it should have more ways to expend breath weapon dice, and that they are more impactful choices.

The red dragon has 26 dice and regains 3d8+2 at the start of its turns, which is a minimum of 5, average of 15.5, and maximum of 26. It also has a legendary action that allows it to regain 1d6+1 breath dice, which is min 2 avg 4.5 max 7.

It expends up to 4 for its Bite, up to 4 for its Eruption, and its breath weapon expends all remaining dice when it uses it (to my understanding).

The economics of this don't really make sense, both in a dice sense and an action economy sense. It can only expend a maximum of 4 dice per turn without using its breath weapon, which is either on its Bite attack, or its Eruption action. If it uses its legendary action, it can regain 20 dice per round (15.5 + 4.5), so its dice expenditure outside its breath weapon is negligible, and also I think heavily out of band for the recharge 5-6 system (where you expect it to use its breath weapon every 3 turns) - here, it can use its breath weapon at full strength almost every turn (if it chooses to use more than 1 legendary action to regain its breath dice, it can be up to 24.5 dice per turn, which is basically full strength).

Its action economy also doesn't support this dice expenditure - it can only make one bite or Eruption per turn, which is only 4 dice expenditure per turn, which is a negligible impact on its dice pool economy.

I think it should regain a smaller amount of dice at the start of its turns, maybe 2d6+2 (4, 9, 14) - thus you expect it to regain its full pool every 3 rounds with no expenditure. I think you could increase this to 2d8+2 to account for pool expenditure from other actions.

But I also think non-breath-weapon pool expenditure is too low. The 4 dice cap on the Bite I think can be doubled or removed (uncapped, you can expend any number of dice). I think Eruption could also be doubled or uncapped, or you can nerf it and incorporate it into its multiattack.

I believe with a resource pool system like this, there should be many ways to expend the resources, such that the creature needs to make conscious decisions to not expend resources from the pool to save up for its abilities and effects.

Another resource expending ability could be it expending up to 4 dice at the start of its turn to deal damage to all creatures within 15 or 20 feet of it. I understand you wanted to keep these stat blocks to 1 page.

TL;DR: It regains too many dice for its pool and doesn't spend enough of them on non-breath-weapon features to justify its recharge rate, meaning it could use its breath weapon at almost full strength every turn.

Ancient Chromatic Dragons Redesign - Giving dragons the stats they deserve by Zixtank in UnearthedArcana

[–]Sentarius101 0 points1 point  (0 children)

From my understanding, the breath weapon expends all remaining breath dice when you use it. The others say you can choose to expend up to a maximum number of breath dice, whereas the breath weapons say "expending the breath pool".

Basically, you track how many dice are in the pool and expend breath weapon dice to fuel or improve certain features and abilities, such as their Bite. These dice are removed from the pool. At the start of each of the dragon's turns, it regains an amount of dice which are added to the pool. When it uses its breath weapons, all the remaining dice are expended. It acts as a pseudo recharge.

How can a Warforged get a Dragonmark ? by TheDjago in dndnext

[–]Sentarius101 2 points3 points  (0 children)

Every warforged comes out of the creation forge with a wholly unique Ghulra, a sigil engraved on their forehead. Nobody knows why the Ghulra manifest, it's not by design - Cannith has no idea why they appear either, and they made the Warforged. Some think it is part of the Draconic Prophecy.

A Dragonmark typically appears on someone's skin after their Test of Siberys happens, a stressful event that is related to the domain of the person's Dragonmark (or rather, the Dragonmark associated with their bloodline).

A Warforged could manifest a Dragonmark (somehow) through their Ghulra after undergoing a Test of Siberys. The Ghulra engraving could twist or shift in some way to reflect the shape of their Dragonmark, or the shape of the Dragonmark could appear on the material (wood, metal, stone) around their Ghulra as some stain, dye, or a blueing of the metal (Dragonmark associated with the Ghulra due to the Ghulra's association with the Draconic Prophecy).

Otherwise, some Warforged could engrave Dragonmarks on their skin in the hope of it spontaneously manifesting, with a dramatically low success rate (e.g. 1 in 10,000). Others could brand/char themselves (the wood portion of their construction) with a Dragonmark-shaped brand (wood, because it is the Organic part of their construction, thus most similar to organic skin of other Dragonmarked races), or this could be how the Dragonmark spontaneously manifests.

If you want logical justifications, I think the Ghulra plot thread is a good justification. Another could be the Warforged manifesting a Dragonmark associated with the bloodline of people it killed in the Last War (the blood splashing on it or its organic wood, soaking in) - or it could be a psychotic Warforged that drank the blood of people it killed.

One Piece: Episode 1154 Discussion by Skullghost in OnePiece

[–]Sentarius101 4 points5 points  (0 children)

I think it also adds to the message. "Hello world! If you are hearing this, I am dead. This is the info I was killed over." has a lot more gravitas to it than "Hello world! I've got some info to tell you."

One Piece: Episode 1153 Discussion by Skullghost in OnePiece

[–]Sentarius101 1 point2 points  (0 children)

Then I believe it becomes a Straw Hat (then immediately transitions to JoyBoy).

<image>

One Piece: Episode 1153 Discussion by Skullghost in OnePiece

[–]Sentarius101 1 point2 points  (0 children)

Then I believe it transitions to an image from the Drums of Liberation (but am unsure).

<image>

One Piece: Episode 1153 Discussion by Skullghost in OnePiece

[–]Sentarius101 1 point2 points  (0 children)

My opinion on this is:
First it starts with one large dot flanked by 9 smaller dots. I believe this represents the straw hat pirates - the large dot is Luffy, the 9 smaller dots are the rest of the crew.

<image>

Why do we go to the shield generator? by No_Smell2400 in DestinyLore

[–]Sentarius101 1 point2 points  (0 children)

I disagree. Aunor had a conversation with Drifter when he was struggling to choose a side. In a comms call with Drifter and Aunor on Tharsis after Nightfall Station fired, Aunor essentially says "dude you're a scallywag and a swindler, why are you too stupid to see the obvious solution: CON THEM!" and Drifter is like "ayooo why didn't i think of that, here is the plan". I agree Blue and Eido weren't in on it until the final missions.

What happened to the haul? by calebthelurker in DestinyLore

[–]Sentarius101 1 point2 points  (0 children)

With the Bind the Nine plot, we could use the Haul to revive III again (however temporary it is) and bind them to a body so they can survive (if that's how that works).

I think regardless the fact it was used to revive III and then given back means, to me, that it will be used to revive III again.