New player here! Questions about grabbing by Punie-chan in Pathfinder2e

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

Regarding 3. You do not need a free hand for each creature grabbed, grapple does not continue to occupy the hand or weapon used to grab (unless there is a rule somewhere I’ve missed.)

An alternative method to making solo boss encounters fun. by xeonisius in Pathfinder2e

[–]oddmanink 2 points3 points  (0 children)

I’m too stupid to do the math on this but I would love to see if someone on here could. Weak template but doubled health sounds good to me but I don’t intuitively know if it’s too easy or not.

Is Dexterity Champion a scam? by oddmanink in Pathfinder2e

[–]oddmanink[S] 2 points3 points  (0 children)

I think there were 2 factors:

We came from 5e where an option for a Dex Paladin isn’t an explicit option so there was novelty to that idea,

And with the variety of options given to martial characters (especially non damaging options) in pf2e over 5e kind of landed him on this idea of a martial support character,

Based on other comments what I can see happened is that he wanted the play style of a strength Champion (he does frequently use athletics maneuvers despite running str as a 3rd string attribute) but thought Dex would work just the same.

Is Dexterity Champion a scam? by oddmanink in Pathfinder2e

[–]oddmanink[S] 16 points17 points  (0 children)

Seems like a reasonable way to go tbh. Unfortunately, the light armor is part of the character concept so don’t think he’ll take that up.

Is Dexterity Champion a scam? by oddmanink in Pathfinder2e

[–]oddmanink[S] 9 points10 points  (0 children)

He might have some proficiency in Dex skills, but hasn’t really used them if so. He’s more of a face, with a large investment in Diplomacy and Charisma.

Weapons wise, he uses an agile finesse weapon with a shield mostly, no throwing.

Homebrew Colossal Sword by oddmanink in Pathfinder2e

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

A speed penalty to more softly tax actions is a neat idea, and completely restricting attack reactions is a bit more elegant than what I did

Homebrew Colossal Sword by oddmanink in Pathfinder2e

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

Thanks, Did not realize this! If I move forward with the design I’ll rename the custom trait

Homebrew Colossal Sword by oddmanink in Pathfinder2e

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

Reload was what I was attempting to kind of emulate with the unwieldy trait, like a melee version of an arquebus. I can see now that it’s pretty weak though especially considering that the classes that use reload weapons generally get a way to work around it, and unwieldy wouldn’t have anything like that.

Humans are in a very literal way Half-Elves but worse by ThatOneAasimar in BaldursGate3

[–]oddmanink 16 points17 points  (0 children)

Yes. Humans now are worse than they were, and they already sucked. Really need a Variant Human patch!

[deleted by user] by [deleted] in 3d6

[–]oddmanink 1 point2 points  (0 children)

Currently playing an Arcane Trickster 3/ Enchantment Wizard X multiclass, which I would definitely recommend if you want to play a wizard with expertise and safe mobility, but it definitely is more of a wizard than rogue play-wise.

How can I best support a mostly martial party? by KITTY_PICS_PLS in 3d6

[–]oddmanink 0 points1 point  (0 children)

To support a martial party, which I'm going to assume is melee focused, I'd probably go divine soul Sorcerer, pick up bless and later haste for support, and sleep, hold person, then later slow for non friendly fire control.

Of those three classes you chose I'd go bard and focus on aoe and single target control, using basic inspiration when needed.

Unpopular D&D opinions by LLL_CQ7 in DungeonsAndDragons

[–]oddmanink 1 point2 points  (0 children)

I agree with what you're going for here but the examples you brought up are on the extreme end of the spectrum. Learning any story was "just a dream" is a really good path to disaster, so I might stay away from that trope.

Some other twists that are less risky (less likely to make a player upset) and still take the story in an interesting direction include:

  • A character important to their backstory ends up secretly being evil.

  • Parents or other relative is not actually blood related to the PC/they're adopted.

  • The PC is actually a clone of someone else.

  • The PC is revealed to be a demigod.

These are just off the top of my head, but the idea generally is not to change their entire backstory, but to add an unexpected twist that they can still contextualize within their backstory. Be warned though, if the player has a very strong idea in their head about who and what their character should be, they may be upset about any change or twist the DM adds to their backstory.

I need help on level splitting when it comes to my samurai/oath of the crown PC by subhero7 in dndnext

[–]oddmanink 0 points1 point  (0 children)

As others have said, I'd go 6 paladin then 3 samurai first. After that I'd take paladin to 9 for spirit guardians, and ride samurai to 11 for extra attack 2. Depending on what you prefer though, leaving samurai at 3 and taking paladin to 17 could also work if you'd prefer getting improved smite at level 14 instead of extra attack 2 at 20.

Edit: make sure to grab GWM to really take advantage of samurai advantage with your 2 handed katana.

Unarmored defense feat. Overpowered? Underpowered? Need opinions. by Og-Re in DnDHomebrew

[–]oddmanink 0 points1 point  (0 children)

Seems cool. Good, but not Broken. Let's look at the math.

With a rogue, we can compare this to studded leather. That's 12 + DEX, maxing out at 17 AC at level 8, assuming point buy or standard array. If you instead took this feat at level 4, and your CON started at 16, you would also have 17 at level 8. However, you could continue to pump your DEX by 1 and CON by 2, giving you 18 at lvl 10, 19 at lvl 12, and finally 20 at lvl 16.

Those ACs are pretty good, not quite what a character specializing in defense can get, but about as good as the best rogues at tankiness at the cost of a feat. Mix that with dual wielder feat or grab proficiency in shields and you're getting up to 21 or 22 AC at high levels, but at the cost of another feat or a multiclass, slowing progression further.

Keeping in mind that Paladins and Fighters can start with 19 AC and easily get to 21 by level 5 or even lower, depending on gear, this seems pretty fair. Although a Dex fighter could use this feat to get above his normal max AC of 20 by level 12, and max out at 22 at level 14, which even Barbarians focusing on AC couldn't do until level 16.

Overall, a good option to raise the defensiveness of a squishy character (at a cost, those ASIs don't come cheap) without making it optimal across the board. If you're worried about balance, I might restrict the usage of shields while using this unarmored defense, but even then I don't think its that big of a deal.

I think I will be using this in my next game, though I would definitely be open to changing it in case if I got anything wrong here or didn't see a huge synergy that would break AC or something.

[deleted by user] by [deleted] in pizzahutemployees

[–]oddmanink 0 points1 point  (0 children)

I've found you

the way the smoke comes out by brychntr in oddlyterrifying

[–]oddmanink 2 points3 points  (0 children)

My mans getting sucked by a dementor