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Everything posted by gkathellar
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30 dmg treshold base value (24 on Lesser Wounds) in 1.2.0.0028 Seriously? That's insane. You're killing me, Obsidian. You're killing me. Eh, it's good if you focus on wound spending over wound accumulation. Different types of builds do well by it. The fact its autoattacks only really limits what a shattered pillar can do. Maybe if they allowed them to gain wounds from all damage dealt, but at different rates. Something like 20 auto attack damage, 40 martial ability damage, and 60 spell damage wouldn't be too OP. As-is a nalzpaca just does the whole wounds without getting hit better... plus drugs are cheap and plentiful I really hate the shattered pillar change, that really kill multiclassing synergy. It's like if cipher could only generate focus from auto attacks. Making the best of a really bad design decision, maybe it could be used with Druid, or maybe Chanter?
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Because what the Kahanga (and remember, not all Huana are Kahanga) are actually interested in is constructing a historical basis for Huana nationalism. They're not interested in history, they're interested in validation for the idea of a unified Huana kingdom. Mythmaking is a big part of nation building. Compare/contrast the Rauataian attitude towards the Tanvii Ora Toa, the Principi's view of themselves as a government-in-exile, or the Vailian Republics' compulsive disdain for Old Vailia.
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I can't help much with the second issue - ability modding is still pretty opaque to me - but the first sounds like a progression table issue. You'll find the druid's progression table under PT_Druid in progressiontables.gamedatabundle. Copy the entire PT_Druid object to your mod file, then find the entries granting the Shifter versions of Spiritshift (just ctrl-f "shifter") and change the UnlockStyle from "Autogrant" to "Unlock".
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IIRC, doesn't Lord Darryn's Voulge also have weird interactions with Might due to being elemental damage? How does that play out with Carnage's weird might scaling?
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I'm pondering an unarmed, high-deflection monk who uses Nalpazca and Dance of Death to generate a constant flow of Wounds while Trickster does everything that Trickster does. Part of the goal here is to get good mileage out of Tuotilo's Palm. All that said, I'm pretty uncertain about the end result, and I'd love any feedback people could give me on it. Here's what I've got so far. (Assume Ripple Sponge spam.) Race: Nature Godlike (for the +1 PL, mitigating the penalty to Transcendent Suffering for multiclassing) Might: Flat Dexterity: Flat Constitution: Dump Perception: Max Intellect: High Resolve: Max 1: Crippling Strike + Swift Strikes 2: Escape 3: Backstab 4: Weapon & Shield Style + Dance of Death 5: Dirty Fighting 6: Two Weapon Style 7: Swift Flurry + Riposte 8: Soul Mirror 9: Blade Turning 10: Shadowing Beyond + Enduring Dance 11: Rooting Pain 12: Persistent Distraction 13: Deep Wounds + Duality of Mortal Presence 14: Adept Evasion 15: Thunderous Blows 16: Uncanny Luck + Flagellant's Path 17: Turning Wheel 18: Enervating Blows 19: Deathblows + Heartbeat Drumming 20: Crucible of Suffering
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Oracle is functional, as Spiritshift's damage is enough to make up for its lack of melee abilities to combine with Soul Whip. I'm not sure if Shifter would restrict Cipher powers. If not, it seems like it'd be a better choice than Animist. Not really sure what Beguiler would be adding here, since druids are not amazing at handing out afflictions. Liberator is solid. Consider Bleak Walker, since druids get access to Spirit of Decay for bonus penetration on FoD (but of course nasty dispositions are nasty). Shifter will give you a huge amount of near-instant self-healing, but paladins don't really need that, so ... maybe not. Spiritualist is not great. You're going to be auto-attacking a lot, and while you'll never really run out of resources, you won't really be super amazing at building them up or using them in the first place. I would avoid Skald, which is mediocre unless you have some way of boosting your odds to crit - Troubadour, on the other hand, works for absolutely everything. I'm also not sure about Soul Blade, which tends to be best when you can get huge amounts of focus off of a single full attack and then drop it on Soul Annihilation. Hierophant is bad. Spells don't build focus and don't benefit from Soul Whip, so there's really no synergy. It's even worse with Ascendant, since spellcasters are disproportionately affected by losing PL.
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An Island Aumaua from the Deadfire gets an absolutely enormous number of special responses, many of which specifically require both the race and culture. Fire godlike comes in at a distant second. For the largest possible number of class-based conversation options, a Goldpact Knight/Priest of Eothas comes out slightly ahead of the pack at 80 total conversation nodes, with Cipher/Priest of Magran and Druid/Priest of Magran close behind at 79 and 78, respectively.
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Re: Leaflord, it's definitely doable, and at a glance looks balanced and appropriate. The Spiritshift and new summon spells would be the main challenge. Everything else is just creating duplicate abilities and modifying progression tables.
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Lots of people use roll20. It's not a perfect platform, but it's widely known and accessible, so it has that going for it. If you're looking for a slower pace, you can always try PbP, in which case Giant In the Playground, ENWorld, and MinMaxBoards all have functioning communities (albeit not specifically 5e-focused ones). Fair warning: PbP games die tend to collapse without momentum.
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We can also try confuse the enemies (esp. barbarians and AoEers). This way there is a higher chance they will hit our charmed party members. That raises an interesting question: if an enemy charms one of your people, and you charm an enemy, and the enemy you've charmed damages your charmed party member, what happens?
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Yeah but the Wizard Slayer kit being garbage is tradition.
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