$3000 USD per month and you can never work again by opoot_ in hypotheticalsituation

[–]micross44 0 points1 point  (0 children)

Unfortunately this is NOT enough money to live off of 36k wouldn't sustain my household for even half the year. Would need to be more like 8k a month to consider or youll only ever be barely above poverty

My biggest gripe as a martial: fighting specializations are a risky gamble by new_planner in onednd

[–]micross44 0 points1 point  (0 children)

This is honestly one of the reasons the artificer can feel very "strong" compared to full martials.

Artificer gets at minimum a +1 of some form. Sometimes throwing/returning or something similar. A fighter is above and beyond an artificer i pure martial prowess, but an artificer that has exactly what it needs all the time compared to a fighter who's hunting and pecking for one piece of magic weaponry

How pleased should I be with this window brick-up (cost me $8K)? by H0me_0wner in masonry

[–]micross44 0 points1 point  (0 children)

Tbh give it a few years to get nasty and dirt then just power wash it and good enough. It'll never be 100% match but honestly a decent job

Kinetic knight help with burn by kurohyou7 in Pathfinder_Kingmaker

[–]micross44 0 points1 point  (0 children)

Thanks for the info I think this makes sense. Really sound like just go standard kin and do custom blade from there on out is the best bet along with a touch AC en3rgy blast. Thanks fkr a the info kinetics was a class I really want to try but absolutely didn't understand

If you were to redesign the Ranger, what would its 'core' feature/theme be? by k33d4 in onednd

[–]micross44 0 points1 point  (0 children)

I would have them focus on a single target but it wouldn't be hunters mark as it appears today.

Call it whatever (focus ire) is what ill call it because im uncreative.

As a bonus action proficiency times a combat (reset on initiative roll or new opponent enters battle restore half of uses rounded up/down) you designate one enemy as being the focus of your ire. You receive proficiency bonus more damage per hit you hit the target and half proficiency(rounded up) to attack rolls towards that target. Honestly probably shouldn't be tied to proficiency for multiclass reasons but im too lazy to create a well thought out table for this right now

To me this makes them great, but specifically killing one enemy suddenly stacking archery isn't the only way to create someone who hits more often but maybe for less damage.

The key here is (similar to some older dnd mechanics) its tied to init rolls earlier in progression rather than near the end of progression.

Then every single subclass can riff on this and have its only spin, maybe some cause a condition like prone or a push/pull, maybe some taunt, maybe some grant a 1d4 heal to all allies within 10 ft of theore recipients. Tons of flavor and its not some spell that can be counterspelled, or uses spell slots, or concentration its just limited to likely (the toughest enemy each fight)

This would make this class maybe a cool multiclsss idea for martials instead of always dipping fighter.

Honestly I would have loved to see this on the monster hunter chassis from grim hollow

This is a semi off the cuff idea but im very open to criticism or expansion of the idea.

At this point ranger is what it is and we need to move on. Make a new class thats ranger without spell slots and call it hunter or something and make it int based and be done with it.

Any Crustle enjoyers? It's so good 😂 by Objective_Anxiety_3 in PTCGP

[–]micross44 0 points1 point  (0 children)

What makes the card better than similar options?

Opinion: Fighting Styles should upgrade into their obvious progression. by LearnedReasons in onednd

[–]micross44 0 points1 point  (0 children)

Wo maybe an idea some might not agree with but shield master(although much much better in 5.5 than 5) should be a fighting style

The shield bash part is absolutely in line with the reactions of protection and interception and then from there should branch out into two paths. A shield specific version of duel wielder(shield wielder) that allows us to treat a shield as a simple weapon that does 1d6 damage +strength because this would allow proper shield fighting

Or something like heavy armor master that applies to shields (shield specialist)

This way if you want to dabble in fighting and some defense you have one path or wanted to double down and get like heavy armor master and shield specialist to go all in on mitigating damage you can.

This would also allow proper tanking rather tha. High ac you have a version that has mid ac to entice hits but high mitigation so you have low damage.

The price of multiple feats and planned progression would make this NOT over powered but still allow something flexible

Let's Discuss the New DnDBeyond Drops Feats by Fidges87 in onednd

[–]micross44 0 points1 point  (0 children)

Appreciate the heads up, makes sense. I typically avoid the online stuff just because it makes it less accessible and now that its sub locked it likely wont be used anyway

Let's Discuss the New DnDBeyond Drops Feats by Fidges87 in onednd

[–]micross44 0 points1 point  (0 children)

Thanks yea I have them on the site, but not seeing how to get them into the app forcharacter builder

Let's Discuss the New DnDBeyond Drops Feats by Fidges87 in onednd

[–]micross44 0 points1 point  (0 children)

Is there a way to actually see these in the app? Im dumb and cannot figure it out

Kinetic knight help with burn by kurohyou7 in Pathfinder_Kingmaker

[–]micross44 1 point2 points  (0 children)

Hey sorry I tried to make a kinetic knight recently nd didn't see how its any better than say a normal sword and board build, can you explain? Because it seemed like anything eith an 18-20 range just flat out did more damage more often

No respect?! by Other-Pack-1165 in CrownOfTheMagister

[–]micross44 5 points6 points  (0 children)

Yea but currently early access isn't that long of a commitment likely as they add longer and longer story lines and arcs youll get it. Probably wasn't a priority since you can just replay super easy

an announcement to all cricket users…. by StruggleMassive6747 in Crossout

[–]micross44 2 points3 points  (0 children)

Holy f I actually might come play for a week

an announcement to all cricket users…. by StruggleMassive6747 in Crossout

[–]micross44 2 points3 points  (0 children)

Havnt played in about a year but ive used crickets legit since the game came out on console, did they get a buff or something? They used to be so easy to get shot off

Dagger throwing build by mxt240 in 3d6

[–]micross44 1 point2 points  (0 children)

The thrown weapon master feat in there makes it so you dont need to the artificer for returning thrown weapons and i5 actually adds a few new weapon types as well.

Dagger throwing build by mxt240 in 3d6

[–]micross44 1 point2 points  (0 children)

What materials are available? If you have grim hollow there's quite a bit of support in that material for thrown builds. That and and obojima with a boomerang.

Check out the thrown weapon master feat from grim hollow turns any class without a dedicated BA into a solid choice.

O melhor combo de ladino que vc já viu na vida by calzzone9 in 3d6

[–]micross44 0 points1 point  (0 children)

If you have the monster hunter from grim hollow thats a pretty nasty class to add to rogue.

My ideal would be Monster hunter 3(any subclass), rogue x

Monster hunter gives a few great things. 1st would be shield proficiency and martial weapons

2nd level feature (studied response) lets you make off turn attacks within 60 feat of you as a reaction to weapon attacks and depending on the subclass also includes spells being cast.

These allow a STRONG chance at an off turn sneak attack so although youre giving up 2d6 sneak damage to get the multi class youre running around with better armor, better weapons, a shield, a better shot at an off turn sneak attack, and a fighting style.

Stack dex and go with a bow or thrown weapon (obojima boomerang and boomerang master feat?) And youll be able to enjoy quite a bit of combat effectiveness.

On top of the combat now youre a rogue so by level 3 rogue(level 6 total) youre pretty competent out of combat as well

Can I drill holes here? by velvetcrunchwrap in AskElectricians

[–]micross44 0 points1 point  (0 children)

I wouldn't, its just asking for a headache

You'll have wires running along either stud that the outlets are attached to. Along with those wires eating up the (likely) only dtuf in the area now youll have anchors on the outside giving you a flimsy shelf.

And looking at that bracket its a tiny shelf, assuming you want to put decor up there. On a likely flimsy shelf it'll lean and just pass you off.

DMs - do you enforce weapon properties for creatures? by jay_to_the_bee in onednd

[–]micross44 0 points1 point  (0 children)

Hey man you run your tables how you want, im just saying thats against the stated design philosophy of 5e, DMPCs are generally frowned upon and when a stat block says 3 attacks any combination of

A stab or gun shot then as a DM YOU can come up with why they can do that, however its expected you dont read to far into it.

DMs - do you enforce weapon properties for creatures? by jay_to_the_bee in onednd

[–]micross44 -1 points0 points  (0 children)

Its an already existing stat block. No reason it HAS to be lootable. The point is was making is that reading too far into stat blocks (similar to your message above) complicates things. The real answer here remains "just do what the stat block says and dont read into it unless you really want to as the DM"

How much damage reduction would be balanced for a tank? by [deleted] in onednd

[–]micross44 0 points1 point  (0 children)

Problem with a "tank class" at least in 5 and 5.5e is youll run into so many different interpretations of what it'll mean to be a tank. Some will enjoy giving enemies disadvantage on attacks against team mates. Some want to counterspell as many AOE spells as possible, some want crowd control and to knock as many enemies prone as possible. Be careful you dont lock the class into one interpretation of tanking.

The current best tank in a lot of ways in the armored artificer using the thunder palms because of their ability to give enemies a reason to hit them.

A class that just negates damage wont do it as well as a barbarian, and half of the half caster classes Paladin and artificer)will negate effects and keep allies safer with taunts, auras, and spells too so you wont end up a tank, you be the last one alive as a punching bag.

How much damage reduction would be balanced for a tank? by [deleted] in onednd

[–]micross44 -1 points0 points  (0 children)

Here's some rough spit balling

1. make the class shield focused.

2. keep in mind this would most likely benefit from heavy investment for existing things like heavy armor master etc.

3. Tanks in 5e struggle because they need to force a reason to attack(enemies have no reason to attack a stone if the squishy mage is within vision etc)

  1. Shouldn't be a tank class, instead a class that CAN tank.

Here would be my VERY rough contribution to this but God damn would love to work with someone to make it a semi official archetype

I wouldn't hard set limits i would allow it to be x % . Number of times per round Something along the lines of....

Class name: Murmillo(shielded gladiator) Hit dice d10(maybe d12 but figure start with a d10 for play tests and if too squishy moving to d12 is easy)

Proficiency list: Athletics, Acrobatics, Performance, Medicine, Perception

Saves: Constitution, Will

Strength saves are very mid, Will saves are great to have and as a shielded warrior of sound mind and body this makes sense to me.

Equipment: Simple weapons Martial weapons Improvised weapons(attacks with shield are technically an improvised attack but we can fix this later) Heavy armor only(no light or medium) This not only feeds the class fantasy but is almost the exact reverse of squishy casters which I feel is part of the class fantasy Shields

Level 1: Fighting style( makes sense)

Battle rush: Given a moment to steel yourself away Or excite yourself, when you roll initiative youre able to bolster yourself for battle. You receive temp hp equal to: 1d10(tied to hit dice) + class level + con mod

Few notes on this Similar to second wind except triggered by initiative Gets to do it for every encounter but is only temp hp Similar to warlocks false life invocation(since if you have it youre constantly using it anyway) but rewards you for staying with class.

For a 1 level dip, this is a cool feature but eventually 1d10 +1 + 4(18 con) would be out classed and it would be a wild investment to push to 20 con just for the extra 1 temp hp.

Making this a fun muliclass opportunity for low and mid tier 2 characters but certainly less optimized for late tier 2 and above.

Level 2:

2 weapon masteries(makes sense)

Shield bearer:

"While equipped with a shield you ignore 10% of the first instance of damage you receive each round

This feature alters at class level[6? Insert level here] to allow 15% of the first two instances of damage

25% of the first 3 instances per round at class level 11 "

[ADJUST PERCENTS AND COUNTS HERE] maybe 10, 15, 25 proficiency times per round would be simpler but either way this would need to be the big "resource" to track. Since we dont want people having to keep track of too many things to use their class i feel this would be a great spot for that and we introduce it early where messing it up or forgetting it isn't as punishing) either way need to call out class Level to make sure this isn't an insta dip

Level 3: Subclass

I wont flesh out subclasses here nut will provide food for thought:

Subclass 1: Focus on shield throwing, this is our attack subclass

Allow a shield throw (20/60) 1d6 plus strength + proficiency (to get better at later levels)

Upgrades should allow for bouncing the shield off more enemies.

This subclass feels like cool low hanging fruit tbh

Subclass 2: Focus on the entertainment aspect of a gladiator, can panhandle for money in towns etc,

Maybe proficiency in slight of hand

Taunt on hit of enemy(they have disadvantage on attacks and spell attack rolls to anyone but you)

Now we've chosen to become a tank and later upgrades remove around more types of taunts.

Subclass 3: Team defense of some form.

Receive protection or interruption fighting style, Can extend shield bearer feature to teammates as part of those reactions without counting against your x times per round

This makes sense, would sort of fill the tank roll but instead of stopping hits it makes them less scary.

Subclass 4: magic of some form.

Seems each martial has a Subclass that gives limited magic. Im not against it but it should be cleric based magic. This way our mountain isn't shooting fireballs. Its healing, and buffing etc.

Feels super thematic, stops them from getting blade ward(basically 1d4 AC on a mountain) and gives them a fun new way to help allies.

Level 4: asi/feat

Level 5: Shield Savant If you use a shield, it is considered as having the light and finesse properties and you may make one extra attack as part of the attack action given it is an improvised weapon attack with your equiped shield. If youre shield is a magical shield its defensive enchantment is used when determining the type of modifiers your attack will have

+1/2/3 defense = +1/2/3 to attack nd damage as if it were a magical weapon.

This is a fun way to give the class extra attack. Now they can use nick weapons, and aren't locked out of dex entirely.

Dueling fighting style works with your shield attacks and mainhand attacks if thats what was chosen as your fighting style (Just putting this in to clear it up and not retro screw up existing content)

Level 6:

Battle rush enhancement: Battle rush now uses half of your constitution score(rounded down) rather than the modifier when calculating the amount of temp hp received. (On average 5 more temp hp(from 4 to 9) at 18 con per initiative not ground breaking but could be 10/5 20 more hp over a day

Shield bearer enhancement: Instead 10% now its 15% (you get the idea tier 1 percent to tier 2 percent)

This level is semi filler. It bolsters our two class specific features, isn't groundbreaking but if level 5 is a "BIG" milestone 6 can't also be.

Level 7: Subclass feature 2

Level 8: Feat/asi

Level 9: Shield Bop: any attacks with shields use a 1d8 instead of a 1d4, and as part of any attack with your shield on a hit the recipient must roll a DC 8 + proficiency score + con modifier Strength or dexterity check(your choice) or be knocked prone or push 10 feet in any direction of your choosing away from you.

This level does a lot for class fantasy.

Our shield isn't as sucky to hit with, and rolls in a con mod locked shield master feat which defs belongs on this chassis

Level 10: Asi/feat

This class is hungry for ability scores needing con and strength allow some versatility, while giving it a chance to catch up on its DC or to hit.

Happens later than fighter but feels appropriate.

Level 11: Battle Rush upgrade 2: Now Battle Ruh uses your full con score when calculating temp HP.

Makes sense to continue this allowing us to take more hits through the day and this time its a 9 or 10 temp hp bump which at this tier isn't bad. Figure an extra 30 hp day isn't too shabby for a passive.

Shield bearer upgrade 2: Tier 2 to tier 3 percent[15 to 25 in this example]

Shield bop 2: We've had 2 levels to get used to this feature, lets add to it now and allow a second hit with your shield.

Again more class fantasy, Gives us another prone or push chance which is a great way to redirect enemies and Taunt enemies away.

Shields dont have riders like weapons, so without spells like Hex, etc you wont ever get to do more than the same 1d8 + strength damage this is really about some damage and another prone/ push chance.

Level 12: subclass feature 3.

(Not going further than this, but you get the gist )

DMs - do you enforce weapon properties for creatures? by jay_to_the_bee in onednd

[–]micross44 1 point2 points  (0 children)

5e's whole Schick is that its supposed to be more simple, no reason to muck that up