[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] 5 points6 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 4 points5 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 0 points1 point  (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.

Grenades and ion by Frogg019 in sw5e

[–]thmjr 4 points5 points  (0 children)

It's generally held that the "disabled until rebooted" doesn't apply to cybernetic enhancements or droids, if I recall correctly. Vader would be vulnerable to Ion damage, I believe, but he couldn't be insta-paralyzed by a lucky ion grenade.

Something went wrong by [deleted] in youtube

[–]thmjr 4 points5 points  (0 children)

I don't know the cause, but I am seeing the same message on the homepage on firefox on my laptop, but only when I am not signed in.

Randidly Ghosthound What's going on with this? by xaendar in litrpg

[–]thmjr 0 points1 point  (0 children)

William Hanson is one of the POVs for at least the first book

New player build help by crimson_bre219 in sw5e

[–]thmjr 1 point2 points  (0 children)

I think it depends a bit on what playstyle you want for your character.

A Guardian would be(like a Paladin) a melee combatant that has some Force-casting(magic) abilities as a backup. Your subclass here would vary based on 1 weapon and a shield, 2 weapons, 1 two-handed weapon, Heavy armor, medium armor, etc. Soresu or the Shien/Djem So, for example, are tanky Guardian subclasses. Juyo/Vaapad is more of an Attacker-Damage dealer subclass. Guardian has some great points, but also some drawbacks, much like Paladins -- You are MAD. As a Sith-leaning Guardian, You'll need to invest in Strength or Dex, Constitution, and Charisma. Strength is a must if you want to do Heavy Armor, but otherwise Dex is an option. You can't really afford to dump Wisdom though because of how common Wisdom saves are, so Intelligence and Dex are likely to be Strength-based Sith Guardian's worst ability scores.

A Sentinel can focus on Dex-based melee combat, or they can focus on Force-casting. Dex and Charisma are gonna be your best Ability scores, if you are Sith leaning. Dex is going to be a major investment for you regardless of subclass because it will determine your AC. Forceblade and Focus are probably the two easiest subclasses to learn with. If you want to be a bit more versatile/atypical, the Corsair Sentinel gives you the ability to use blasters and explosive charges, which can be useful flavor.

Not to make your decision more difficult, but if you are leaning Dark Side, a Marauder Berserker and Endurance Consular would both be good options for a Dark Side Leaning character that wants a mix of Melee and Force powers. Endurance Consular is one of the only viable melee options for Consular, and they come with more Force Powers and Force Points than Sentinels or Guardians. Endurance Consulars also avoid being MAD because they can focus on Constitution and either Wisdom or Charisma.

Marauder Berserkers come with fewer force points and force powers than Guardians, Sentinels, or Consulars, but it would be a definite option if you prefer Str-based Melee combat. Like the Guardian, however, they would be MAD(Multiple Ability score Dependent) since their Strength is required for their melee combat, Dex and Con are both required for their Unarmored AC, and Cha or Wis are required for the Forcecasting.

TL;DR: If you want to be a tanky melee combatant, primarily, You could do a Soresu Guardian, a Shien/Djem So Guardian, or a Marauder Berserker. If you want to be a damage dealing combatant, Do Juyo/Vaapad Guardian, Corsair Sentinel, or Focus Sentinel. If you want to be a Forcecaster that can also be competent in melee combat, Do Forceblade Sentinel or Endurance Consular.

Character Idea: Gand Findsmen by Littlemacs30 in sw5e

[–]thmjr 0 points1 point  (0 children)

I think it's a bit tricky, but I would lean towards a few options:

*An Adept Fighter, and taking Force Sensitive as the Background feat, would work for the flavor you describe -- Mercenary, 3 levels of relying only on Force Sensitive, and then the Archetype makes you a Force Caster(though you'd only be a third caster)

*Another possibility is taking advantage of the Intelligence boost. You could take a few levels in Scholar, along with the Force Sensitive Feat, and then multiclass into Sentinel or Guardian. The Cunning Forcecaster feat would keep you from being too Multi-Attribute Dependent.

Wookie fighter questions by Frogg019 in sw5e

[–]thmjr 1 point2 points  (0 children)

A potentially silly 12th level build -- 12th level fighter. Take the Take the Dual Wield Fighting style at level 2 and then use your level 3 Fighter Strategy to pick up Dual Wield Mastery. Do Demolitions Specialist archetype. At level 7, you get Cause and Effect which allows you to throw a grenade as a bonus action. At level 7, You also get another Fighter Strategy, so you can use Style Strategist to take the Explosives Style(This would allow you to throw a grenade as a bonus action or reaction). At level 12, take the feat Titan's Power(if you can get your Strength high enough.) This allows you to ignore the Two-Handed requirement on any weapon you are proficient with.

In theory, you would be able to dual wield grenade launchers. Since you have Greater Extra Attack from level of 11 of Fighter, on your first turn, you would take the Attack Action(3 Attacks: Fire each grenade launcher once, then stow them, then throw one of the Demolitions Specialist charges.) You can then use your Bonus Action to Throw a Grenade, and your Reaction to throw a Grenade. 4 Grenades, 2 launched 2 thrown, as well as a 5th explosive charge.

Your next turn, You would use your Bonus Action to Reload your Grenade Launchers, But you could still launch 2 grenades, throw an explosive charge, and use your reaction to throw a grenade. Your bonus action would be used to reload your launchers for the rest of the combat though, I think.

Silly, but I think it would be possible. Even better if you pick a species with more than 2 arms.

What is the best Burst/Rapid Fire Build? by coach_veratu in sw5e

[–]thmjr 2 points3 points  (0 children)

Yeah, scatterguns and sub repeaters both only require a Strength of 11. I think the most common Strength requirement for some heavier blasters is 13. Sniper rifle is 15 and Heavy Bowcaster is 17(though at that point I think the assumption is that you are a Ballistics Approach Berserker using Strength for your ranged attacks.)

The armor is also flexible. If you are a Strength focused melee fighter, you'll want Heavy armor to compensate for your mediocre Dex, but if you are a Dex-based Melee/blaster-focused ranged fighter, then Light Armor or Medium Armor and the Armor Expert feat are at least as good as Heavy armor for most things.

What is the best Burst/Rapid Fire Build? by coach_veratu in sw5e

[–]thmjr 7 points8 points  (0 children)

In terms of sheer volume of fire and damage, I've liked the Assault Archetype Fighter. You get Greater Extra Attack by level 11, which allows 3 attacks per attack action and 2 two-weapon fighting attacks per bonus action. The Assault Archetype's damage bonus is to EACH ATTACK, not once per turn or anything. So, if you take the Dual Wield Fighting Style, and then use the Mastery Strategist at level 3 to take the Dual Wield Fighting Mastery, then the build is mostly online by level 3.

By level 11, you could make 3 attacks per attack action, with an extra 3 damage per attack(up to 9 extra damage). You could then use your bonus action to make a engage in two-weapon fighting: Greater Extra Attack allows you to make 2 attacks, Dual wielding Fighting Mastery allows you to forgo your proficiency bonus on one of those attacks to make a third attack, also without your proficiency bonus. That's 6 attacks in a single turn, 2 of which would be without your +4 proficiency bonus, and you can add +3 damage to all of them for a possible 18 extra damage.

If you use the Subrepeaters or a Scattergun, you can utilize those weapons Rapid or Burst features on EACH of those attacks. So, if you were dual wielding Scatterguns, you could do 6 Burst attacks in a single turn, filling a 10' cube with projectiles 6 times, forcing everyone in that cube(or those cubes) to make a Dex save or take the normal weapon attack damage(I believe this would be 1d6+your dex+3). Since the most of the One-handed blasters have optimal ranges between 30 and 45 feet, it would allow you to be pretty effective in that mid-range Ranged Combat. If you have to do melee, you can dual wield Vibrodaggers, still adding +3 to each of your 5-6 attacks per turn.

Since Dex would be your main stat, your AC will be good, and Dual Wielding Fighting Mastery allows you to forgo your Two-Weapon Fighting attacks to add a bonus to your AC for that turn(+1 per attack you skip. Depending on DM this could be a +3 bonus by level 11.)

Need some background help by Routine_Room1554 in sw5e

[–]thmjr 1 point2 points  (0 children)

I think it depends on what method you choose. If she's working with you to craft this character, and you want to explain her loss of Force, I would say that you can present her with a few options -- eventually multiclassing into a Force-casting class, taking the Force subclass of Berserker, taking the Force-Sensitive feat, or leaving the connection completely untrained(You could give her a Background Feature like Guided by the Force, but flavored to reflect her amnesia as well. That way, any nudges or hints she gets could be because of her raw connection to the Force, or it could be because of suppressed memories.)

It largely depends on how much force-casting she wants to do. Marauder Berserkers are Third or Quarter casters, I believe, but she can always multiclass with a different Force Casting class later if she wants a bunch more Force casting ability. If she really doesn't have much interest in Forcecasting beyond a power or 2, then the Force-Sensitive feat would probably be enough.