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15:30, 16th April 2024 (GMT+0)

OOC part 2.

Posted by MittensFor group 0
Elric
GM, 300 posts
Elric is not currently in
an active thread.
Mon 7 Dec 2020
at 14:49
  • msg #440

Re: TotOM Prep

Well, the convenient thing about extradimensional spaces in extradimensional spaces is that you can save to resist/ignore the effect and most BBEG will often have legendary resistance so can't fail that save so long as they have charges of legendary resistance left.

But I agree a simpler solution is just a house rule such as any extradimensional space placed into another stops functioning and possibly dumping its contents out around the outside of the other extradimensional space or something like that.

They used to do something similar in Spelljammer since extradimensional spaces did NOT function in the void between crystal spheres (also divine spellcasting didn't work there either with few exceptions)
This message was last edited by the GM at 14:50, Mon 07 Dec 2020.
Barbara Naur
Player, 80 posts
Wed 2 Jun 2021
at 01:48
  • msg #441

Re: TotOM Prep

Margreve Narrator:
Dib had a Quirky Camper's Respite which is an uncommon magical rod. While a normal camper's respite only functions as a torch when lit as a rod, this Camper's Respite functions as a burning Alchemical Torch when its brazier is lit. Also while the brazier is lit, the wielder can freely use the Control Flames cantrip, which must have been how Dib prevented the Wagon of Doom from catching on fire.


Ah.  That makes sen...  Waaaait.

https://www.dndbeyond.com/spells/control-flames

Casting Time
1 Action

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube.

Option 1:  The magic item allows the wielder to freely use a modified version of the Control Flames cantrip that takes no action to use, works on magical flames, and can work on flames that fits within a (insert largest dimension of the wagon here) cube.

Option 2:  Retcon that the flames were extinguished repeatedly on not-Dib's turn.

I vote for Option 1 because that would be more fun.  And give it to Pyrus so he can play with fire all day.  :)
Amalar Sylvaranth
Player, 58 posts
Elemental Dancer
Amiable Drow
Wed 2 Jun 2021
at 23:00
  • msg #442

Re: TotOM Prep

Answers from Seth:

Effectively, he allowed the spell to be used thus on Dib's turn:
"Put out any and all fires during the round."

So while it took an action, the action applied all round.

The mass of the wagon could fit in a 5-foot cube, so he admitted he fudged it to work for mass more than area.

The fire we used was magical, but any flames after as a result of that were nonmagical.

So!

If we have a flammable wagon of doom, we can do the same thing Dib did. However, it will still take an action to keep the wagon not on fire throughout the round.

Personally, I don't have a problem with Pyrus having a rod that controls flames since that spell is usually pure flavor and is more utility than anything (which cohorts are allowed to do). Pyrus won't be allowed to use it as a weapon since cohorts are not allowed to be used in combat, but I don't really see him charging into combat with a 1d4 flaming stick anyway.
Barbara Naur
Player, 81 posts
Thu 3 Jun 2021
at 04:15
  • msg #443

Re: TotOM Prep

Amalar Sylvaranth:
we can do the same thing Dib did.


YAY.  I'm seeing a future combat where there's 11 billion fire bushes that all start fires and we would have been blamed for the property damage if not for the ultimate fire fighting stick.  :)
Mittens
GM, 1493 posts
Shifter
change job kupopopo!
Tue 13 Jul 2021
at 05:01
  • msg #444

Re: TotOM Prep

Can't decide what class to make Mits in Ancient Wounds.  I vaguely remember I was originally thinking of playing a swordlock way back in SiW's kickstarter.  But I'm technically playing that class in Jon's Skyhole game.  (I say technically since so far that place has been 99% RP and I can't even remember how much I liked swordlock's mechanics in combat.)

In 5e I've played paladin a couple times, wizard a couple times, cleric, fighter, bard, something that got slaughtered by a beholder at 1st level, barbarian / sorcerer, yadda yadda.

Guns and robots in fantasy world sounds like a cool setting.  So was thinking making Mits a robo cat.  With guns.  But then I see "depending on the gun you might be jamming every 6th shot or so" in some online thingy about 5e guns.  Granted, that's better than the standard nerd tendency for masochistic flubs that have the gun break or explode.

I dunno.  Maybe I should just bite the bullet and play another swordlock while reflavoring eldrich blast as laser eyes or shoulder cannon or whatever.
Joe Darkthorne
GM, 463 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 13 Jul 2021
at 15:05
  • msg #445

Re: TotOM Prep

Mittens:
Can't decide what class to make Mits in Ancient Wounds.  I vaguely remember I was originally thinking of playing a swordlock way back in SiW's kickstarter.  But I'm technically playing that class in Jon's Skyhole game.  (I say technically since so far that place has been 99% RP and I can't even remember how much I liked swordlock's mechanics in combat.)

In 5e I've played paladin a couple times, wizard a couple times, cleric, fighter, bard, something that got slaughtered by a beholder at 1st level, barbarian / sorcerer, yadda yadda.

Guns and robots in fantasy world sounds like a cool setting.  So was thinking making Mits a robo cat.  With guns.  But then I see "depending on the gun you might be jamming every 6th shot or so" in some online thingy about 5e guns.  Granted, that's better than the standard nerd tendency for masochistic flubs that have the gun break or explode.

I dunno.  Maybe I should just bite the bullet and play another swordlock while reflavoring eldrich blast as laser eyes or shoulder cannon or whatever.


The insane Binge Reads my collection of paid supplements and SiW house Rules results:

Oh my god according to the phrasing of Seth's house rules a Tasha's optional rules monk at lv 2 if you unlock prof on guns. (or vanilla supplements Kensei path at lv3... which would still be Best At Monk Guns and make guns extra magical and parry swords with your gun) can turn a single type of Non Heavy gun into a Monk weapon.

So Monk with SiW houserule firearm expertise feat, and slap a 1d10 six shooter revolver (with no misfire) into Mittens Monk hand if you don't want to just stick with a caster because E blast or the average 1d10 long range attack cantrip with stat DMG unlocked >>> all multishot guns in overall efficiency once you can add stat damage to them.

But for a monk, "1d10 revolver my feat lets me fire in melee or up to 90 feet away (105 if I pay for the 75 gold version)" it is a step up even at level 1 before applying monk BS to it and reloading wont want to make you kill yourself with a dex+gun feat build.

The downside of course, being "And then you don't get to cast any spells." if you go for gun monk. Not until lv3 if you pick elemental monk who can cast some elemental themed attacks/spells via ki points.
This message was last edited by the GM at 15:13, Tue 13 July 2021.
Mix
Player, 1 post
Thu 15 Jul 2021
at 21:39
  • msg #446

Re: TotOM Prep

here is my bullet point version (pun not intended):
-Dex Monk
-SiW homebrew gun feat
-Homebrew Bandolier
-Kensei later on



From Will:
Homebrew supplement revolvers Mittens would want to make use of are.

A: 50 gold. has light property.

b: 75 gold for +5 (1 tile) range and reroll 1's on damage once. But no light property.

Both are 1d10 and 6 ammmo. so best to stick with the light trait one juuuust in case it comes up for dual wield logic.
Mittens
GM, 1494 posts
Shifter
change job kupopopo!
Fri 16 Jul 2021
at 03:58
  • msg #447

Re: TotOM Prep

Thanks so much!  Robo-TENS is built!  Used Warforged Envoy.  Will have gun barrels for pigtails!  Detachable head rolls around like Star Wars' BB-8.  Or gets kicked around like a soccer ball.  Mouth conceals confetti launcher and silly-string nozzle.  Punchy-shooty combat style will be like Yang from RWBY.  Hoping to pick up various gundam-like things along the way like maybe rocket feet.  :3

Probably gunna go with retainer BG benefit again if only to have various robo sidekicks.  Can't think of a more fun BG benefit.
Joe Darkthorne
GM, 464 posts
Everyone suspects a Rogue
Few suspect the Ranger
Fri 16 Jul 2021
at 19:13
  • msg #448

Re: TotOM Prep

Transcribing and describing traits of the two most desirable for "Just take my word for it" types of revolvers to pick from on a Monk Mittens.

Also rereading some fine print and noticing reloading will be slightly more finicky, but still not insane for a Monk (life would be a huge painful letdown for any dual wield pistol fighters though).

Pistol: (Just pistol, it doesn't have a Seth Houserule rename to make it brand loyalty to the Ptolus setting's guns).
1d10 Pierce. 30/90 Feet (6/18 tiles). 3 Lb, 50gp.
Ballistic, Handgun, Light, Magazine(6).

Heavy Pistol: (Called the Dragon Pistol for Ptolus brand loyalty stat replacements).
1d0 Pierce. 35/105 feet (7/19 tiles). 4 lb. 75gp.
Ballistic. Deadly. Handgun. Magazine(6).
[The heavy pistol does NOT have heavy trait. Notable for Monk specialty requirements later demands not a heavy weapon for declaring a gun a monk weapon at lv2 tashas rules/lv3 kensei path]


Light:
PHB Logic. Enables stock rules Two weapon fighting with a bonus action and no stat mod DMG for Light Melee and Light Melee Thrown.
(Meaning the fact hang crossbows are light is worthless future proofing keyword, because you can't two weapon fight with a hand crossbow, you need crossbow specific feat.
See also: you munchkin trying to dual wield throw a 1d4 dart instead of a more expensive but otherwise identical dagger! Darts are a RANGED weapon you can't do that!!!).

SiW/Equipment Guide logic 'Light' guns: See 'Handguns' below.

Handgun:
No disadvantage for shooting it at a hostile creature within 5 feet.
Light + Handgun = Allowed to use stock two-weapon fighting rules.
They do specify having a negative modifier means negative DMG mod
(Oh my god I can only imagine the turbo munchkinry 'My wizard has 8 DEX and 8 STR but I still demand no penalty on gun damage!' in playtesting to make them need to specify that in HOMEBREW print)


Magazine: Direct copy paste.
  A firearm with this property can hold up to the number of rounds listed parenthetically after this weapon property. Without this property, a firearm can load only one round at a time per barrel.
  As an action, you can load a number of cartridges, shotshells, or slugs equal to your Dexterity modifier (minimum of 1) into the magazine of a firearm you are holding.
  As a bonus action, you can load a single cartridge, shotshell, or slug into the magazine of a firearm you are holding, regardless of Dexterity or other factors.

TL;DR: 16 DEX Mittens with SiW guns feat can-
  Standard: Reload up to 6 (7 with bandoleer or ammo belt) bullets into a gun magazine, up to gun's max ammo capacity. (Without the feat it would be only 3/4 bullets as a standard action).

  Bonus: Reload 2 bullets into a gun magazine, up to a gun's max magazine capacity. (1 without SiW feat). Bandoleer and ammo belt do not help oops.

  Magazine trait matters not just for "reloading and ammo capacity doesn't suck as much" but also every magazine gun on the chart seth is using does not have misfire trait or problems getting wet by default. Seth adding homebrew arcane accelerators is more for the benefit of "Type 2 oldschool multi barrel fantasy shotguns with big boy 3d8-3d10 damage"


Deadly:
5th ed style "Reroll damage rolls of 1, once." Which is less of a headache with a single 1 dice weapon.


Ammo Bandoleer and Ammo Belt (1 gold for ammo bandoleer, 2 silver for ammo belt)

Bandoleers can carry 50 ammo each. Belt can carry 30 ammo. (can be a mix of all the  firearms ammo. I Mittens case 100% pistol ammo unless Seth gives you super alchemy ammo or magic bullets).
Only grants the +1 to standard action reloads if you are not wearing more than 2 bandoleers, and not more than one belt.

Fine Print: Ammo bandolier and belt only help with STANDARD action reload, not bonus action. "When using an action to load-"etc.

So as a 16 DEX(+3) minimum starting build plus SiW gun expert feat. Mittens is too fast to benefit from the bonus on a standard action (up to 7 bullets for guns that can only hold 6), and it does not help with bonus action.

(The item is still very useful for a "Type 2 multi barrel mega gun with standard reload only" build or Type3 repeater build that holds up to 7/10 ammo.).


Ballistic: 8 miles of text.

You can use a firearm that has the ballistic property to make a ranged attack only if it is loaded with ammunition. Each time you attack with the firearm, you expend one piece of ammunition. This means a combination of a load (a ball or a weight of shot pellets) and a charge (a measured weight of gunpowder). Alternately, a cartridge of any kind constitutes a piece of ammunition.
A firearm without the magazine weapon property can load only a single piece of ammunition in each of its barrels. If you run out of ammunition, you cannot make additional attacks with the weapon, even if you have a feature that allows you to make additional attacks with that action, bonus action, or reaction. You must reload the firearm before you can use it again.
Weapons with this property require two hands to reload. Reloading a piece of ammunition (powder from a horn and a bullet), requires an action. Barrel-loaded firearms with multiple barrels require each to be reloaded separately. The addition of the magazine property can quicken this process, as described below.
Weapons with this property have two ranges shown in parentheses. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
If you use a weapon that has the ballistic property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in this chapter).


TL;DR:
The main thing you care about is the explicit "You need two hands to reload a gun".

This is not a big deal for a monk with a revolver with 5th ed "EVERYONE has quick draw!" logic. Because if you are too far to punch that means you are spending your bonus action to load exactly as many shots you can shoot that round anyways.

But it is another nail in the coffin of martials getting any benefits to live for compared to casters, semi-magical warriors, and"NPCs who live only hurt you before they die now get to use homebrew weapons for the job" (or would if Seth didn't promise literal years ago to never have enemies shoot us with homebrew guns in SiW before so much as entertaining the thought of putting guns in SiW)


Final TL;DR:

Build Pistol Monk Mittens as you were already expecting. Just remember you can only reload 2 shots per bonus action (up from one, thanks to SiW gun feat), not 3 like my initial once over expectations.

(Bandoleer is only +1 ammo for standard action reloads. DEX build + SiW Gun feat lets you full reload a 6 shot revolver with a standard action naturally.)

Pack a cheap staff just in case (which can be 1 hand wielded like a 1d6 club in 5th ed too) for when your action economy can't afford to reload but you still want to deal more than 1d4 punch melee damage.

Pistol: (Just pistol, it doesn't have a Seth Houserule rename to make it brand loyalty to the Ptolus setting's guns).
1d10 Pierce. 30/90 Feet (6/18 tiles). 3 Lb, 50gp.
Ballistic, Handgun, Light, Magazine(6).
This message was last edited by the GM at 19:21, Fri 16 July 2021.
Ancient Wounds Narrator
Narrator, 5 posts
Mon 19 Jul 2021
at 00:16
  • msg #449

Re: TotOM Prep

Actually, I guess my original interpretation of the Ammunition Bandoleer (of which you can benefit from up to 2 at once) and the Ammunition Belt applying to the Bonus Action reload is a house rule... as it wasn't until Will pointed it out that I realized that as written it doesn't apply. I have no qualms with it applying to bonus action reloads, which will mean you could reload up to 8 rounds with a bonus action and up to 8+twice your dex mod with a standard action. I'll update the necessary thread to include that rule.
Joe Darkthorne
GM, 465 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 20 Jul 2021
at 04:32
  • msg #450

Re: TotOM Prep

An initial once over on a pile of feats (and warlock invocations a cleric or paladin would qualify for via invoke feat).

Both zerry and lucy with a revision would have one stat pick and one feat pick to add to their current stuff.

Mobile would be +10ft speed and make zerry an absurd 80ft (16 tiles) speed.

Heavy armor master: +1 STR and resist 3 mundane physical (blunt slash pierce) harm.

Ye olde mage initiate for 2 cantrips and a lv1 single use a day spell.

Observant for zerry?

Skill expertise: Any race can take this one (as zerry can't take prodigy, and lucy can't take prodigy twice).
+1 any stat.
+1 skill.
+1 expertise to a proficient skill.

Resilient: +1 Any stat and gain prof bonus to save throws on that stat.
(for example, +1 dex to unlock prof on dex saves)

Skilled; +3 skill prof

Fighting style (fighter legal style only) if you think more would help, such as the blanker +1 AC when wearing armor feat. or duelist for if lucy ever hits something with melee again this decade.

Telekinetic:
+1 mental stat (wis, cha, int)
Learn special mage hand that is invisible, no verbal component (if you already know mage hand somehow, also +30ft extra range)
Grants a bonus action within 30 feet to push/pull something. Save throw based on chosen metal stat gain

Tough: +2 HP per level retroactive.

Weapon master (which I saw lucy eying): +1 str or dex, and +4 simple or martial weapon profs.

War caster: holy classes don't worry about the spell focus elements, but ADV on concentrate plys "allowed to make AoO with a single target cantrip or slot spell with an action use type".

Seth loves sentinel. While I'm more iffy on it not due to AoO's essentially never happen and the reaction attack is very hit and miss with the usual enemy placements. But would trigger for flanking helpers. (if you are within 5 feet of an enemy attacking ONLY someone else, who also does NOT have sentinel too. Then you can reaction to make a melee attack)


Warlock invokes everybody loves while hating to actually invest in being a warlock.

Devil's sight: the infamous 120 feet of magical grade 'see in magical darkness' darkvision.

Eyes of the rune keeper: the "read all writing" trait we have house ruled to be universal translator including spoken. So in Seth land, linguist feat is now obselete.

Gift of the depths: gain water breathing and swim speed of your walk speed.
"Zerry also climb water!"

At will disguise self. (Mix would probably love this to double up on top of racial shapeshifting)

Because party is lv 10. Lv9 req "at will cast speak with dead" invoke.
Mittens
GM, 1495 posts
Shifter
change job kupopopo!
Tue 20 Jul 2021
at 05:27
  • msg #451

Re: TotOM Prep

was not aware you could pick up warlock goodies with a feat.  which one is that?
Elric
GM, 301 posts
Elric is not currently in
an active thread.
Wed 21 Jul 2021
at 08:25
  • msg #452

Re: TotOM Prep

The Eldritch Adapt feat from Tasha's lets you take a single invocation, although if it requires a warlock level you can only select that invocation if you have that many warlock class levels.
Mittens
GM, 1496 posts
Shifter
change job kupopopo!
Tue 14 Sep 2021
at 07:20
  • msg #453

Re: TotOM Prep

Having fun with Mits.  And Kensai is cool.  But I'm finding that the propensity for narrow hallway combat is making the "spend a bonus action to gain d4 extra damage on your 1 attack" feel like it's going to be all mits ever does.  (Granted, I wasn't expecting the gun-fu concept to be hamstringed with "you must be in a wide open room in order to do the -fu part" when I originally took the first step down this path.)

Which brings me to other idea:  Way of the Four Elements has this as an option...

Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Mits is stuck behind frontliner.  Spends ki point to start punching with fire.  Punch, ki-point flurry of blows, punch, punch.

Compare to: shoot + d4.

So my question is...  Exactly how many more narrow hall combats can we expect?  'cause if Mits isn't going to be a frontliner, Kensai's "+2 AC" and monk's "punch as a bonus action" features are gunna collect dust.

Other option i've read for gaining multiple reach attacks is using a whip + Ki-Fueled Attack.
Joe Darkthorne
GM, 466 posts
Everyone suspects a Rogue
Few suspect the Ranger
Tue 14 Sep 2021
at 08:50
  • msg #454

Re: TotOM Prep

Mittens:
Having fun with Mits.  And Kensai is cool.  But I'm finding that the propensity for narrow hallway combat is making the "spend a bonus action to gain d4 extra damage on your 1 attack" feel like it's going to be all mits ever does.  (Granted, I wasn't expecting the gun-fu concept to be hamstringed with "you must be in a wide open room in order to do the -fu part" when I originally took the first step down this path.)

Which brings me to other idea:  Way of the Four Elements has this as an option...

Fangs of the Fire Snake
When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Mits is stuck behind frontliner.  Spends ki point to start punching with fire.  Punch, ki-point flurry of blows, punch, punch.

Compare to: shoot + d4.

So my question is...  Exactly how many more narrow hall combats can we expect?  'cause if Mits isn't going to be a frontliner, Kensai's "+2 AC" and monk's "punch as a bonus action" features are gunna collect dust.

Other option i've read for gaining multiple reach attacks is using a whip + Ki-Fueled Attack.


While I can't speak for hallway zone life?

A big reason I shilled for Kensei is because it would have been entirely mandatory for Gunslinger Monk Mittens, until Tasha's optional rules came along to allow you to declare a single (not heavy, not special) gun a monk weapon.

ALSO! 1d4 Whips are obsolete for Mittens, because you have a 1d10 pistol that works in melee range.

That said? Because of your desires, and due to Tasha's and GUNS easing up the reasons you would "Need" kensei? Then my current runner up Not kensei suggestion to mittens would be Astral Self. Because that is the most economical "Punch past your ally in a hallway" path. But we will get back to that.


The big deal about Kensei aside from "more than one weapon to add as a monk weapon!", is that the initial perks do not cost ki points. They are free to use at will.

Meanwhile, the example of elemental path fire fists is a huge ki point hog for... reach that only lasts a single turn. For only your fists. For still baby 1d4 punch damage early on. And tempts you to spend even more ki points so the damage is bigger. Instead of spending it on bonus action dodge, the new tashas extra damage, etc.

Even though they are short rest recharge, for a long time you will have hardly any ki points to play with. 1 per monk level. So you would hardly be able to solve your problems at all with elemental path.

In turn, your attraction to whips earlier is another reason I shilled for Kensei. Whips are not monk weapons, and Tashas optional rules only lets you pick ONE extra monk weapon, not two. So while you could do Whip monk without kensei thanks to Tashas? Without Kensei, Mittens would have to give up her Gun if she wanted to make whip her monk weapon instead.

Also even with a whip? In a campaign where guns do not exist? You would still be sad in the hallways because only the whip has reach, not your punches/flurry.


This leads us to Astral Self. The initial unlock at lv3 is what would actually give you what you want for crowded hallway punching.


Arms of the Astral Self

3rd-level Way of the Astral Self feature

Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes
these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:

    *You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
    *You can use the spectral arms to make unarmed strikes.
    *When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
    *The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.


Lasts ten minutes (usually the entire fight).
Makes your unarmed attacks have 5ft reach, and count as force damage.
This means your flurry of blows also has reach. Because those are listed as "make more monk unarmed strikes"

Monk Gun means you can shoot with a 1d10 gun from behind an ally, then ghost punch past someone.
Monk whip means 1d4 whip can reach 1 tile past an ally, good job? And then ghost punch past someone.

So.

TL;DR:

A: Kensei is mandatory if you want BOTH a Gun to count as a monk weapon, AND A whip to count as a monk weapon. Because whip can't chain into monk unarmed/flurry of blows unless it counts as monk weapon, and Tasha's optional rules only lets you pick ONE weapon as "This now counts as a monk weapon".

Also, only the whip would have reach. So your punches still would not make it past allies in a hallway crowd.

B: Astral Self >> whips, with or without a Gun, for a monk who wants to punch people in a crowded hallway than ki hogs like elemental.

As then Tashas optional rules for Gun=monk weapon, so you can still do cool monks stuff with your gun. While Astral self's starting power is bonus action 1 ki point for TEN MINUTES of "floating ghost hands with 5 ft reach that count as force damage (oh and can use WIS for strength checks and saves in this mode)" so even your flurry of blows has reach. This, BETTER THAN WHIP INTO FLURRY. Where only the whip would have reach, and flurry would not.

Monk whip with flurry. Only the 1d4 whip has reach, your unarmed the flurry punches do not. So only the whip would reach past allies.

Monk with astral fists. Your 1d4 ghost fists have reach. So your unarmed/flurry of blows can now reach past allies. After you shoot your 1d10 gun past your allies.

...Also, you have a GUN, that works in melee range without penalty. Which makes whip obsolete.

C: elemental ki fire fists is a resource hog you will get to use like, twice, that only lasts a single turn, and then have no ki points to dodge or do other cool things with. (And all the coolest stuff like "Wow! Monk can learn fireball!" is delayed until lv 11 anyways).


For your current demands of wanting to be able to unarmed/flurry past allies in a crowd better? Astral Path.

A pistol makes whip for reach on your weapon attack obsolete, and if you really wanted a whip you would need to give up guns working with monk stuff unless you took Kensei.

Also astral self (eventually, at level 11+) starts stacking damage extras to your ghost unarmed. But until then the primary perk is a dirt cheap 1 ki point per encounter "flurry has reach now holy @##%"
This message was last edited by the GM at 08:55, Tue 14 Sept 2021.
Mittens
GM, 1497 posts
Shifter
change job kupopopo!
Tue 14 Sep 2021
at 22:10
  • msg #455

Re: TotOM Prep

In reply to Joe Darkthorne (msg # 454):

Oh wowzers!  That's infinitely better!  Thanks a zillion for the suggestion!  Even better flavor wise...  "You determine the arms’ appearance"

that's gunna be sooo much fun!  XD
Timothius
GM, 390 posts
Paladin of Bahamut
Shifter (of sorts)
Sat 18 Sep 2021
at 19:05
  • msg #456

Re: TotOM Prep

I used astral self for a level 9 one shot of Tomb of Annihilation. Worked wonders!
Joe Darkthorne
GM, 467 posts
Everyone suspects a Rogue
Few suspect the Ranger
Sun 19 Sep 2021
at 04:57
  • msg #457

Re: TotOM Prep

Timothius:
I used astral self for a level 9 one shot of Tomb of Annihilation. Worked wonders!

Ah, the joys of "Frequently reduce your flaws instead of occasionally buffing you" meta.

One of the most 'people might look crazy calling you OP for taking your Entirely Normal Turn' of metas.
Mittens
GM, 1498 posts
Shifter
change job kupopopo!
Wed 2 Feb 2022
at 04:17
  • msg #458

Re: TotOM Prep

Wanting to flavor up a familiar for Pyrus in a different game.  Most of his extended family was murdered, so his familiar will be a flaming skull that looks like a kobold skull.  (Kinda important to have immune fire familiar 'cause Pyrus is an AoE fire sorc.)

Question is: how do I stat that out?  I remember us talking about it and figured it'd be a simple web search away to get the answer, but instead I find a whole lotta nothing.  Are there better options for creepy fire immune familiar?
Joe Darkthorne
GM, 468 posts
Everyone suspects a Rogue
Few suspect the Ranger
Wed 2 Feb 2022
at 22:41
  • msg #459

Re: TotOM Prep

Mittens:
Wanting to flavor up a familiar for Pyrus in a different game.  Most of his extended family was murdered, so his familiar will be a flaming skull that looks like a kobold skull.  (Kinda important to have immune fire familiar 'cause Pyrus is an AoE fire sorc.)

Question is: how do I stat that out?  I remember us talking about it and figured it'd be a simple web search away to get the answer, but instead I find a whole lotta nothing.  Are there better options for creepy fire immune familiar?


Off the top of my head, without reaching to homebrew supplements or house rules.

You need to be a chain pact warlock and then take Imp which is allowed for chain pact warlock opening that option.

Which expands their legal list to Imp (fire immune, can turn invisible, immune to non magical attacks physical because haha devil). Pseudodragon (not immune). Quasit (not immune to fire), and a sprite (not immune to fire).

Which is one of the million cases of "Warlock is OP! And by that I mean I would like the one nice thing only a warlock can have for my more optimal player class setup please!" everyone rushing to cherry pick Warlock traits for their non purist warlock/not the least bit warlock.

As a reminder, Preston the flying snake is house ruled in. Because Ben is not a pact warlock, and flying snake isn't on any of those lists anyways. Though the fact I'm not chain pact means that is just essentially "Owl with blindsight instead of Advantage on good perc checks". So as always, my brand of homrbrew BS is still more fair than vanilla options.

So the fast option: Play a pact of the chain warlock with an Imp familiar reflavored as a spooky skull. Enjoy immunity to fire, poison, and all non magical physical attacks. Resistance and advantage vs magic anyways. magical darkvision. at will invisibility. 3d6 poison sting. and can polymorph into a rat or spider for giggles.

Pros: Right out of the box vanilla PHB rules BS.

Cons: "Hey remember that time Will picked a book imp and the GM immediately made it evil because obviously an imp familiar would work for satan not the player." meta risks unless you are sure the GMs involved are over that sort of thing these days.


I might be missing something at the moment, but the quick glance at the official "yes I paid for this" warlock page on beyond just rattles off the PHB 'if you are a chain pact, then-' options.

Fastest non PHB options I googled was "People hype up volo's saying 'crawling claw and-' but that noted it was meant for NPCs not players" and.. I don't think a flying monkey, horned rabbit, winged cat, are immune to fire. An abyssal chicken might be?

Treyssm (A winged cat) from storm king's thunder. With "If the GM lets you" fine print literally on their page. (seth enjoys flying kitty).
Abyssal chicken from a baulder's gate supplement. Only resists fire and is a flesh monster.
Almiraj (rabbit with a unicorn horn?) from tomb of annihilation.
Flying monkey from tomb of annihilation.


Otherwise unless I'm forgetting something obvious/very new. Whatever homebrew or houserules you decided are okay for the campaign. Again, preston is a house rule.

So if you are worried about fairness, a noncombat familiar that can't farm out "technically it isn't an attack!" beyond aid other abilities? Just having fire immunity is basically nothing. It is only an issue if you want your familiar to spam 'It drops a firebomb on the enemy technically not an attack' rather than not thinking about frying them with your own spells.
This message was last edited by the GM at 23:10, Wed 02 Feb 2022.
Ben (SiW)
player, 1 post
Thu 31 Mar 2022
at 01:02
  • msg #460

Re: TotOM Prep

Ancient Wounds Narrator:
Ironically with the minibomb magnum pistol the javelin of lightning seems redundant, and the claw tattoo doesn't mesh well with your astral form, but the insignia of claws is pretty similar for the +1to hit and damage. And the insignia doesn't require attunement, unlike the tattoo. So that is probably a better option.
I also remember Will complaining about how the ring of freedom isn't that good since it does NOTHING against nonmagical means like poisons or critter abilities.

So what is mittens mostly wanting?
More offense? The insignia of claws world well for that in melee. The minibomb magnum already gives you pretty good ranged attack options. And astral form gives you melee reach.
More defense? Bracers of defense or the mantle of spell protection are nice options as is the cloak of displacement.

Also if it is more of a capability you want to gain or improve I could always come up with a custom item if needed, or possibly find a leger item you may not realize exists. Like one that ups your DC for ki and class abilities.


Replying to this in the OOC thread to keep my "Technically accurate rambling" out of the shopping updates thread.

Seth has it right about my personal experience catching the gotcha on Ring of free movement (or Ring of Free Action, in this case you need exact words).

It ignores difficult terrain (Good, but spider climb cheats past a lot of that.)
But the big eye catching anti paralyze and restrained... calls out that it works specifically on MAGIC causes.

So even ignoring "Well, it's just realistic that the web created from the web spell does not count as magical so there" Self styled fair storytellers are the biggest munchkins meta.  Literal actual natural spider webs, plant monsters, "Haha this monster has an eat you attack", 99% of paralyzing touch, kobold gadget spam, etc. No help there.


Ben the professional Bird Snake letter service and magical coward Armchair Advice corner:

1: Keep the Spider climb.

Super worth it on a Monk. They have already proven their ability to bypass terrain gimmicks meant to screw over melee players, and they will keep doing so. Right now, At will spider climb is huge, "Don't drop unless your build needs to do so to not die" huge.

As much because Level 9 monk only gets "During your turn you have wall run and water walk, the second your turn ends you fall down/sink if you are not back on the ground" otherwise.


2: Cool Punches for a Cool Mittens. Also insignia Seth said.

Normally I would favor some kind of monk legal melee weapon over punch gains because Stock punch gains are horrible with or without magic weapon (but even the most powerful magic javelin or spear in the world, 5th ed does not have them return to wielder because that would be too 4th edition! Good thing we have house rules that all thrown magic weapons return to user).

But, thankfully for both Monk mechanical reasons and Mittns like punching preference, we already have the starting basis of a punch upgrade tree item. The cold punchy fists. It would be totally worth to make those attune grade (unless they already were, in which case make them a scaling item like Ben's burny gloves).

Mittens has a homebrew gun that is monk legal due to tasha's rules interactions with homebrew rules anyways so don't gotta worry about pity javelins or a Shortbow (Can't tasha's rules a longbow, those are heavy tag).


3: Monks want Bracers More than Cloak... But also A tarrasque skin biker jacket isn't technically armor.

We are lucky enough, to be rich enough, to afford rare magic items (and also lucky enough the GM won't go maximum price is realistic!).  But ALSO, given half the party is already getting specialty biopunk materials for their outfit upgrades. It would be a safe and guilt free bet to give Mittens a No Attune Needed +1 AC Not Armor.

Monk AC gains are normally a huge pain, no matter how many times people say "But at level 19 if you spend every single stat up level on DEX and WIS, AND you started with at least 16/14 DEX/WIS, because at level 19 you finally have the same AC as mundane full plate and a shield, that makes you a TANK at level 3."

When I shill for cloak of defense over the bracers, that isn't just because of price tag range or "And also +save". That is because I give it to characters who have heavy armor, or medium armor, or are a fighter fast tracking light armor AC to not be trash ASAP with "20 DEX at level 6".

A monk needs raw AC gains more because they have to deal with being a bathrobe class long term in ways a wizard does not.
Mittens
GM, 1500 posts
Shifter
change job kupopopo!
Thu 31 Mar 2022
at 02:49
  • msg #461

Re: TotOM Prep

> javelin of lightning seems redundant,

I don't recall all the things that minibomb magnum pistol does.  DOES it shoot bombs?  'cause that'd be SWEET!

> the insignia doesn't require attunement

Yay!  Putting that on wish list, then!

>  ring of freedom isn't that good since it does NOTHING against nonmagical means

Is there a way to upgrade it so that it does?  I haz rocket boots, so not terribly worried about mobility so much as "this spell/ bug spit/ monster thing makes it so you lose your turn."

> So what is mittens mostly wanting?  More offense? More defense?

sure?  But outside being on par with the rest of the team defense/offense wise so I'm not a drag, main thing I was aiming for with robo gun mittens was integrating all the cool gadgets that a warforged can integrate.  A wrist compartment for a lightsaber?  Yes!  Fire extinguisher that pops out of your tail?  Sounds fun!  Hand transforms into a spiked ball on a chain!  Megatron eat your heart out!  Only thing is I've got no idea what all gadgets are up for grabs.  There a robo sears catalogue somewhere?

> 1: Keep the Spider climb.
Really?  Even though Mits has rocket feet?  (Winged boots)  Seemed redundant.

>3: A tarrasque skin biker jacket

I'M SOLD!  Do want!
This message was lightly edited by the GM at 02:50, Thu 31 Mar 2022.
Ben (SiW)
player, 2 posts
Thu 31 Mar 2022
at 03:18
  • msg #462

Re: TotOM Prep

Mittens:
> javelin of lightning seems redundant,

I don't recall all the things that minibomb magnum pistol does.  DOES it shoot bombs?  'cause that'd be SWEET!

> the insignia doesn't require attunement

Yay!  Putting that on wish list, then!

>  ring of freedom isn't that good since it does NOTHING against nonmagical means

Is there a way to upgrade it so that it does?  I haz rocket boots, so not terribly worried about mobility so much as "this spell/ bug spit/ monster thing makes it so you lose your turn."

> So what is mittens mostly wanting?  More offense? More defense?

sure?  But outside being on par with the rest of the team defense/offense wise so I'm not a drag, main thing I was aiming for with robo gun mittens was integrating all the cool gadgets that a warforged can integrate.  A wrist compartment for a lightsaber?  Yes!  Fire extinguisher that pops out of your tail?  Sounds fun!  Hand transforms into a spiked ball on a chain!  Megatron eat your heart out!  Only thing is I've got no idea what all gadgets are up for grabs.  There a robo sears catalogue somewhere?

> 1: Keep the Spider climb.
Really?  Even though Mits has rocket feet?  (Winged boots)  Seemed redundant.

>3: A tarrasque skin biker jacket

I'M SOLD!  Do want!


Your new Pistol Seth has been regaling me and the group chat over the development before posting in the new post adventure shopping thread does indeed have a mini-launcher, yes. It is super hot (and cold, and thunderous, and lasery).

I didn't even know that particular insignia existed either as it is one of the more out there supplements, handy it does!

Ring of freedom is still eats an attune slot, which is just another argument for why both spider climb or your talk of rocket boots beat it.

Good point on "Why keep spider climb when could have rocket boots?". Spider climb is Always on. To be fair part of my mindset is also "tinfoil hat proven true" meta. In a seth campaign you can actually trust Winged boots long term, so yeah that is actually a good trade up. I also forgot they don't have action economy fine print, which is great.

As for Mittens Sears Catalogue thoughts. Well, you sure are in the right group for that. Though Mittens needs to be alive to use shoulder mounted hotdog toaster. So attune slot wise priorities of Primary Offense/DC save on enemy Quota, Defense Quota, third thing is still a thing.

Though given you already have cold weapon themed punch gloves, that is an easy bet for a "Sure throw it in" fire extinguisher toy, probably. We threw in "So weak it basically counts as free" control flames cantrip onto Ben's gloves after all.
This message was last edited by the player at 03:19, Thu 31 Mar 2022.
Ancient Wounds Narrator
Narrator, 13 posts
Thu 31 Mar 2022
at 05:46
  • msg #463

AW between modules ooc chat

Actually, I had been pondering a Tarrasque skin GI/uniform that would have a +2 AC like the bracers maintain the spider climb via selective stickiness reverse engineered from the adhesion gloves and grant resistance to thunder and acid. This item will require attunement.
This message was last edited by the player at 05:52, Thu 31 Mar 2022.
Timothius
GM, 392 posts
Paladin of Bahamut
Shifter (of sorts)
Mon 18 Dec 2023
at 02:56
  • msg #464

AW between modules ooc chat

Because Seth oft references this place, I believe it is safe. But putting an Anti-deletion post here anyway.
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