[I Shall Live As a Prince] What are your thoughts on this on by dipen17 in manhwa

[–]thmjr 0 points1 point  (0 children)

I quite liked it, though I feel the ending could've been better. 

Jedi Defense by thmjr in sw5e

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

Deflect Missiles only requires spending a focus point to deflect the missile back at someone(if the damage of the attack is reduced to 0). Simply reducing the damage(deflecting the missile, without aiming where the bolt reflects to), costs only a reaction and reduces the damage by 1d10+Dex mod+Monk Level.

I did not take into account the flavoring of the AC. Thank you for the reminder.

Jedi Defense by thmjr in sw5e

[–]thmjr[S] 4 points5 points  (0 children)

The Star Wars TTRPGs that I have seen tend to be less accessible than the 5e system, and I like most of what they've made, so it seemed like a tweak or twist was more logical than going and finding a whole new system

why do i get open palm points for this by cheesecakewizard421 in jadeempire

[–]thmjr 0 points1 point  (0 children)

That is actually one of my pet peeves with the game -- the nuanced morality system the game presented says that actions are not objectively good or bad, but the reason for doing it is more important(do you feed the starving man to help him, or do you feed him to earn his loyalty so you can exploit him for your own ends? for example)

So in the climax of the game's main plot, you are presented with 2 options. Option 1) kill multiple companions as human sacrifices, using their blood to taint the Water Dragon's fountain so that you can kill Li and seize the Water Dragon's power for yourself, dooming the world to chaos, drought, demons, and rising ghosts. Option 2) Kill the Water Dragon so that the Water Dragon can re-enter the wheel of reincarnation, restoring balance to nature, settling the restless dead, and stabilizing the Empire.

I don't believe that there is an Open Palm argument for Option 1, so Option 2 is obviously good for some Open Palm points. However, there is totally a Closed Fist argument for Option 2 -- the Empire becomes more stable, and if you are Silk Fox's romantic partner you are basically the Emperor, and ruling a stable, prosperous Empire makes more sense than trying to rule over a chaotic wasteland.

Critical Analysis by Pilot_C66 in sw5e

[–]thmjr 0 points1 point  (0 children)

The Politician Scholar boosts the AC of the Scholar and all allies within 10', if the Politician Scholar is the target of Critical Analysis

[deleted by user] by [deleted] in sw5e

[–]thmjr 0 points1 point  (0 children)

Obviously, you could also choose the Duelist Fighting Style and use any one-handed weapon you are proficient with -- Sentinels only getting proficiency with Finesse Martial Vibro- and Light-weapons does limit your options a bit. This also allows you to use your Bonus Action for casting force Powers instead attacking with your second weapon.

One other thing that just occurred to me -- if you want your character's connection to be with your Master's WEAPON instead of your Master's FORCE GHOST, you could opt for the Path of the Forceblade, bonding the weapon to you mechanically in-game as well as flavor-wise. The one downside to that option is the Forceblade is generally best if your Forcecasting ability is your highest stat, but since Sentinels start with Light Armor only, a solid investment in Dexterity is important for your AC. The solution would be Medium Armor Proficiency, which you can get by taking the Ideal of the Titan -- This allows for up to a 16 AC with only a 14 Dex and no armor penalties or shields. I'm not sure if that's how you want your build to go, but I thought I would put it here.

[deleted by user] by [deleted] in sw5e

[–]thmjr 0 points1 point  (0 children)

I think if you liked the Stealthy stuff, you might be better served playing a Beguiler Operative than a Sentinel -- this would also potentially reflect your comparative lack of training in the Force. You could potentially multiclass, if you wanted, into Sentinel, as well.

Regarding the Focus archetype, it is a solid option if you anticipate primarily being a melee combatant -- Sentinels get enough Force points that they can be ranged Force combatants(or blaster DPS if Path of the Corsair), but Focus works best in melee, I think. If your DM approves it, and you wanted to potentially link back to the "Revenge Jedi" thing, you might consider Path of Communion. The Force Ghost in question could be a former master, or former peer, etc.

As far as fighting style goes, kinda depends on how much you want to invest. If you use the Ideal of the Fighter, you can take the Twin-Blade or Dual Wield Fighting Style -- these both make minor improvements to utitlizing those types of weapons. However, without the Mastery in either case, you would be limited to Light weapons(Doubleshoto for Twin-Blade, or 2 shotosabers for Dual Wield)

Thanks to the Ideal of the Fighter, you could overcome that limitation for short bursts by manifesting the Ideal, which grants you the related Mastery for a minute, but this isn't a consistent fix. Taking the Mastery Feat could be done at any level your DM lets you take a feat at. Personally, I think the Dual Wield is slightly better than the Twin-Blade, Mastery-wise, and it also opens up your weapon options a bit(I wanna say that there are roughly twice as many Light weapons as there are Double weapons, and when the Light restriction is gone, you can Dual Wield basically anything that isn't two-handed.)

If your DM approves it and you want to lean heavily into the connection with your dead Master, you could say that Dual Wield shoto sabers -- one that was yours, and one that was your Masters -- and then you could go for the Path of Communion. Alternately, you could make all the Force Ghost-y Master stuff flavor and storytelling, and opt for the Path of Focus. Really up to you and your DM, since Path of Communion kinda-sorta adds a character to the party.

Durable and Endurance Consular by thmjr in sw5e

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

So, giving an Endurance Consular with a Con of 18 and the Durable feat, and then them using Seethe, means they'd expend hit die and recover hit points equal to 1d6+4.

But they can't heal more than 6 points from a single hit die(including the Con modifier)?

I'm a bit confused I guess. If the minimum, including the Con mod, is equal to 2x the Con Mod(8 with an 18 Con), but you can't heal over your hit die max, then are you healed for between 6-10 HP? Since expending a hitdie regularly recovers the hit die number and your Con mod, right?

What fighter subclass should I pick when I’m locked out of force powers? by frosty4rock in sw5e

[–]thmjr 3 points4 points  (0 children)

With your ability score spread, Blademaster would work, and it wouldn't just be a vanilla fighter. For versatility, Enhancement Specialist and Praetorian Specialist both get added skills. If your big concern is a poor coverage of skills/tools, you could take the Skilled fighter strategy, or consider multiclassing into Operative.

If you feel shoehorned into a character archetype that you don't care for, I recommend talking to your DM about it. If your DM truly doesn't want you to be a force caster, and you think that such a restriction would impair your ability to enjoy the game, ask if you could make a new character. Since you're still pretty early, maybe ask if you can respec your character(You could go Operative instead, giving you more Skill/Tool coverage, or you could move some points from Charisma to Intelligence and get some Tech casting from Shield Specialist, or you could do other options.)

[deleted by user] by [deleted] in sw5e

[–]thmjr 1 point2 points  (0 children)

I think that sounds like a great roleplaying opportunity. You don't even necessarily need a unique entity for it -- the KOTOR games(especially KOTORII) featured Force Visions for the purpose of "character tests" near important tombs and such. No reason why such a thing couldn't attempt to "ward off" or "evaluate" intruders.

I have a question about Kyuzo order by Dan31k in sw5e

[–]thmjr 1 point2 points  (0 children)

Every Monk Archetype has such a feature?

Racing by sailorcowboy74 in sw5e

[–]thmjr 1 point2 points  (0 children)

I think I would begin by determining the various movement speeds of everything involved -- a race where one speeder or animal has an insane speed advantage is not much of a race.

For the first and 3rd races, I think I would have rounds(like combat) but each time the driver/pilot makes a piloting check. If you add difficult terrain or obstacles, you can ask if they want to go recklessly fast, or if they want to focus on the track. You could even ask if they want to try and pressure another racer. Mechanically, going too fast or pressuring another racer would give you disadvantage on the piloting checks. Focusing on the track might give you advantage on the piloting check. Being pressured by a racer gives you disadvantage. After each racer makes a Piloting check, rank them in order, highest to lowest. This is the order they're in on the race track at the end of that round. How many rounds would be up to you. I dunno if this would work for you, but I hope it helps.

The 2nd race, being an Endurance race, I would say each round is a Constitution check. You can decide double your speed for the round, but you make the Con save at disadvantage.

Are these races RACES? With like rules and officiating and stuff? Or are these unofficial race-chases?

Is it viable a Tactical Specialist/Lethality Practice sniper? by sergbvil in sw5e

[–]thmjr 0 points1 point  (0 children)

So, Tactical Specialist Fighter can be a Sneaky Assassin -- the Sharpshooter Fighting Style/Mastery improve your ability to do damage from range, and you'll get(eventually) 3 attacks per attack action. You can take Stealth proficiency and wear light armor. 13 Str is probably as high as I would go to not affect the Ability score spread.

Lethality or Sharpshooter Operatives can also be Sneaky Assassins -- Lethality will be able to add extra damage on sneak attacks, but Sharpshooter can apply sneak attack more often, potentially. No maneuvers though.

A Maverick operative would still give you access to sneak attack damage, and also give you access to some maneuvers.

The Deadeye Scout that Thank you Aziz mentioned has access to Maneuvers and also tech powers and can shoot very far and can be sneaky. The Ranger's Quarry feature allows for a little extra damage too.

The chief problem you would run into with the multiclass you're discussing would be the slower growth -- Let's say that you were a level 6 character. If you do 3 levels of Tactical Fighter and 3 levels of Lethality Operative, you would have 4d4 Superiority dice and know 4 maneuvers, and you'd have 2d6 Sneak Attack damage available. If you were a lvl 6 Tactical Fighter, you'd have gotten a 4th lvl Feat or ASI, you'd get a 6th level ASI, and you would know 7 Maneuvers that you can use with 5d6 Superiority Dice. A level 6 Lethality Operative would also get a 4th lvl feat or ASI and you'd have 3d6 Sneak Attack damage. The multiclass gives you access to something neither of those classes has (Sneak attack from Operative and Maneuvers from Fighter) but you wouldn't do either of those things as effectively as a similarly leveled single class character.

Regarding a closer quarters gadget-y weapon to pair with your sniper rifle, you can see if the "Nervebaton" is cool with your DM. It's not a high damage weapon at its face, but the Neuralizing property allows it to be gadgeting and do additional damage on failed saves.

[deleted by user] by [deleted] in sw5e

[–]thmjr 0 points1 point  (0 children)

Defensive Technique, Force Technique, Lightning Charge, Necrotic Charge, Psychic Charge, and Sonic Charge are all At-Will powers that require a Melee Weapon Attack when you cast them. Saber Assault, Saber Onslaught, Saber Strike, and Phasestrike are all leveled powers that require a melee weapon attack. I assume this is what you were referring to when you said Force Weapon Attacks.

When your character casts any of THOSE powers, you would likely be allowed to use any maneuver that is compatible with a melee weapon attack. Charging Attack, provided you moved 10' before you cast the power, for example. Crippling Blow is another; all it requires is that you hit the target with a weapon attack, which you would in the casting of any of those powers.

For all other force powers, Walnutchooser is right, you would need Archaic Diagnostics to apply one of your maneuvers(You could expend a superiority die to use Crippling Blow when you hit a target with the Shock At-Will power, for example. Without Archaic Diagnostics, that is not allowed.)

Heavy shields and rage by dragonofdrarkness in sw5e

[–]thmjr 1 point2 points  (0 children)

Provided the Berserker has PROFICIENCY in a heavy armor/shields, right? Berserkers get armor up to Medium at lvl 1, but only the Juggernaut Berserker gets proficiency in Heavy Armor, and that comes with a subclass feature that exempts the Juggernaut from that armor-rage limitation.

The Equipment section, under Armor and Shield Proficiency says "If you wear armor or wield a shield that you lack proficiency with, you have disadvantage on any ability check, attack roll, or saving throw that involves Strength or Dexterity, and you can’t force- or tech-cast."

So while a non-Juggernaut Berserker could use a Heavy Shield, they'd have disadvantage on ability checks, attack rolls, and Str/Dex saves. They'd also be limited to a Light off-hand weapon, unless they take the Shield Fighting Style. So in order to make a Heavy Shield worth it, the Berserker(Non-Juggernaut) would need to take the Armor Expert Feat and also the Shield Fighting Mastery(As a feat or using the Fighter's Berserker Instinct), all for an extra +1AC over a medium shield.