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Posted: Sun Mar 26, 2017 3:50 pm
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Mongooseh SCN_ Grey_fox I normally let players build/think as they wish, but magic weapons with the thrown(light or heavy) property return to the wielder. Pg. 232 PHB. I am unaware if they changed it with a errata. So, you could do both if you want. Edit; I am probably misunderstanding the problem... Well that and its an optics thing for me. I'm imagining this orc with two big ol axes just butchering his way through things, to change this i'd need to use shittier weapons that in my minds eye doesnt look as cool and i'd need to change my build that i've had in this game/thread since.... December 31st 2016 Edit: Whatever, I'm probably just being a stubborn c**t. Will look into making something that might be more suitable to the party composition.
It's a trap! You build your character however YOU want to. If you want to be the melee buzzsaw of death, be the melee buzzsaw of death. 3nodding
I think it was just a matter of "you CAN do the thrown-weapon melee ranger build" rather than "you SHOULD do the thrown-weapon melee ranger build". You can just carry your big axes and a bow/crossbow, and swap as needed. Doesn't even need to be a magical bow. Ranged attacks only truly matter for a melee-focused character if they can't reach the enemy any other way.
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Posted: Sun Mar 26, 2017 4:46 pm
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Posted: Sun Mar 26, 2017 6:25 pm
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As the above. I like the concept, and if you're worried about reaching things, well... between Rain and I, we should have our range down, and I suspect the warlock will be plenty competent in ranged fighting and mobility, so we should have that down. And IIRC the half orc stats on a ranger should make you quite set for charging things down when you want to. I've never statted a ranger, but Orcs-with-better-stats sure get charge support.
Now regarding leaders with a strong range presence, I think I've got some options.
Runepriests are out. Clerics I know have some good options, probably even beyond becoming a healbot or laser-gun. Bards can make range work with implements or bows, though I think their bows are pretty ranged-ally and defense oriented, and doubling up on Will. Warlords have a bow build... but I think it mostly grants RBAs?
And honestly I just don't know much about shamans. I've tried glancing them over but I never really get a great feel for them.
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Posted: Sun Mar 26, 2017 7:32 pm
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Posted: Sun Mar 26, 2017 10:05 pm
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Hey SCN, quick question. The Self-Forged Paragon Path gets the ability to make/use an item called a Battlefist. Said item was originally a warforged component in 3.5. I was wondering if I could get one or if it was stuck to the Self-Forged artificer path.
Battlefist: You have a battlefist, which replaces your hand. The battlefist is a melee weapon with which you are proficient. It is a part of the mace weapon group, deals 1d8 damage, and has a +3 proficiency bonus. You can hold items in your battlefist as though it were your hand, but you must not be holding anything when you use your battle fist as a weapon. You can use the Enchant Magic Item (Player's Handbook, page 304), Disenchant Magic Item (Player's Handbook, page 304), and Transfer Enchantment (Adventurer's Vault, page 199) rituals on the battlefist. Using Disenchant Magic Item on the battlefist does not destroy it.
If not, going to just go with the embedded battleaxe. Still deciding on what magical property to put on the weapon.
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Posted: Sun Mar 26, 2017 10:31 pm
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Posted: Sun Mar 26, 2017 10:40 pm
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Psychofish As the above. I like the concept, and if you're worried about reaching things, well... between Rain and I, we should have our range down, and I suspect the warlock will be plenty competent in ranged fighting and mobility, so we should have that down. And IIRC the half orc stats on a ranger should make you quite set for charging things down when you want to. I've never statted a ranger, but Orcs-with-better-stats sure get charge support. Now regarding leaders with a strong range presence, I think I've got some options. Runepriests are out. Clerics I know have some good options, probably even beyond becoming a healbot or laser-gun. Bards can make range work with implements or bows, though I think their bows are pretty ranged-ally and defense oriented, and doubling up on Will. Warlords have a bow build... but I think it mostly grants RBAs? And honestly I just don't know much about shamans. I've tried glancing them over but I never really get a great feel for them.
I got to say Clerics got to be one of my favorites. In my opinion they are the most customizable class in the game in the.
That being said. Play what you think you will have the most fun playing. If you have decied to go forward with a leader though then I'm going to go ahead and begin transcribing my warlock to Mythreavers.
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Posted: Mon Mar 27, 2017 4:13 am
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SCN_ Grey_fox rolled 24 6-sided dice:
4, 5, 2, 6, 5, 2, 1, 3, 3, 1, 3, 5, 4, 1, 3, 4, 5, 4, 2, 4, 2, 5, 4, 5
Total: 83 (24-144)
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SCN_ Grey_fox rolled 24 6-sided dice:
6, 3, 4, 3, 2, 2, 6, 4, 4, 3, 5, 4, 3, 4, 6, 3, 3, 2, 4, 2, 1, 2, 6, 5
Total: 87 (24-144)
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Posted: Mon Mar 27, 2017 1:38 pm
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Raganui Minamoto Hey SCN, quick question. The Self-Forged Paragon Path gets the ability to make/use an item called a Battlefist. Said item was originally a warforged component in 3.5. I was wondering if I could get one or if it was stuck to the Self-Forged artificer path. Battlefist: You have a battlefist, which replaces your hand. The battlefist is a melee weapon with which you are proficient. It is a part of the mace weapon group, deals 1d8 damage, and has a +3 proficiency bonus. You can hold items in your battlefist as though it were your hand, but you must not be holding anything when you use your battle fist as a weapon. You can use the Enchant Magic Item (Player's Handbook, page 304), Disenchant Magic Item (Player's Handbook, page 304), and Transfer Enchantment (Adventurer's Vault, page 199) rituals on the battlefist. Using Disenchant Magic Item on the battlefist does not destroy it. If not, going to just go with the embedded battleaxe. Still deciding on what magical property to put on the weapon.
Does someone want a Fallout Powerfist? xp
I am fine with it,
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Posted: Mon Mar 27, 2017 6:49 pm
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SCN_ Grey_fox Ignore the dice rolls, just me multitasking... I have only noticed two small things. Who hit ya? I want to thank them for lowering your hp...*cough* I mean, your current hp is missing 1 hit point. Not really a big thing, just wanted to point that out I have to double check, but it looks like you are shorting your remaining gold by 40.
I kept flipflopping a floating +1 between my CON and STR so my HP kept changing. I decided to flip STR and CHA and that solved my problem sweatdrop
And breakdown of gold expenditure, using 21000 gp: Gloves of Storing (4200) Endless Canteen (4200) Handy Haversack (5000) Restful Bedroll (360) Floating Lantern (680) Chime of Awakening (840) Hunter's Flint (520) A bunch o' rituals (4390)
810 gp remains Alchemical Reagents (650) Rare Herbs (150) 10 gp remains
Then I get a bunch of free mundane gear unless you say otherwise. 3nodding
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Posted: Mon Mar 27, 2017 10:49 pm
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Psychofish rolled 28 6-sided dice:
5, 1, 3, 5, 3, 6, 3, 3, 4, 2, 5, 1, 6, 1, 4, 5, 2, 5, 2, 6, 5, 3, 5, 5, 5, 6, 4, 2
Total: 107 (28-168)
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Posted: Tue Mar 28, 2017 8:50 am
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Posted: Tue Mar 28, 2017 8:56 pm
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