Quick Question: How does the new Enter the Eternities interact with Slumbering Trudge?
Is this a turn 2 6 loyalty Planeswalkers? I don’t think PWers care if they are tapped right?
[[Enter the Eternities]]
[[Slumberjng Trudge]]
Is this a turn 2 6 loyalty Planeswalkers? I don’t think PWers care if they are tapped right?
[[Enter the Eternities]]
[[Slumberjng Trudge]]
I'm losing my mind. I keep replaying the part where Dan says to turn it up in his headphones. He called it Ninja Gaiden this week. Does anyone have a link to this song? I need to listen to it on repeat for the next 72 hours to cleanse it from my system.
Basically the title. Does it work like this? Also, can I make a Kill Team out of this box for either the marines and/or the Orks?
Thanks!
Disclaimer: I have no agenda here. I just want to share my character with awesome people. If stuff wouldn't go this way at your table, then please adjust or disregard accordingly.
Ok, lets assume the following things in this set up:
- Small Char, Origin Feat = Mark of Handling, Level 4 Feat - Greater Mark of Handling
- 18 Wisdom
- Beast of the Land
- I'm a small character mounted on my beast
- The average monster AC at level 5 is 15
- The average monster can be knocked prone
- 65% chance to hit with a normal attack and 88% with advantage
Out of Combat Set Up (Our mileage may vary)
- Both of my DMs allow me to assume I've cast Shillelagh ahead of time on combats where we aren't surprised either mechanically or RP-wise. If I'm expecting a fight, I've cast this ahead of time. He doesn't need me to interrupt the description of a room or something to say this over and over again. If a rest is interrupted, if I'm attuning to something, if I'm crafting something, if we're ambushed, if my character is taking a poo, then it doesn't count and I don't have Shillelagh up. But during the normal "this makes sense, scenarios" my character has cast this ahead of time.
Concentrating on Summon Beast
- It lasts an hour. That's crazy long. This will definitely not be up if any of the situations described above for Shillelagh, but if we're about to enter a dungeon, siege a castle, or whatever.. I think its fair to include because of its crazy long duration.
Find Familiar
- Both of my DMs, who have never interacted, ruled independently that familiars act on your turn. It's 100% not RAW. But its the only way I've ever played. In both cases, it just stream lined the game. I'm throwing out the idea that others play this way, but I won't assume it either. If you roll initiative for your familiar as the DnD gods intended, skip STEP 0. If you play like we do, then follow STEP 0.
Let's do some maths:
STEP 0: If you're familiar acts before you do or if your DM rules they act on your turn, have it use FLYBY and use its action to HELP giving you advantage on your first attack. This is really important but if your DM doesn't allow it, then I'd recommend burning whatever resource necessary that you might have to make sure that STEP 1 hits.
STEP 1: Your beast charges at your enemy and uses a bonus action to have it attack. This attack does 1d8+2+4 damage on hit plus an additional 1d6 and knocks the enemy prone. If this one hits, everything else is advantage from here on our. 88% chance to hit is nice!
STEP 2-3: You get 2 attacks that each deal 1d10+4. If Step 1 missed, they also have a good chance to knock things prone due to the Quarterstaff's Weapon Mastery. Then you get advantage from that.
STEP 4: Thanks to Greater Mark of the Handling, you can burn your Beast's Reaction to have him attack again! This is another 1d8+2+4. This should be with advantage.
STEP 5: After all of that, your Summon Beast will finally be able to attack the Prone Target thanks to your commands. It also has an 88% chance to hit and does 1d8+2+4 damage.
If all 5 attacks hit, that's an average of 54 damage per round at level 5. I personally think that's pretty decent. With all the variability and whatnot, AI is telling me that a more accurate average given 15 AC and +7 to hit, and all that advantage baked in, its probably closer to 46 damage per round if you factor in the misses.
I can't wait to figure all this out again once he hits level 11 and the beast attacks twice per "Attack Action" and can potentially benefit from Hunters Mark.
Sorry I know this is dumb. I have a pretty deep voice and I like doing little accents and voices for my characters. I’m playing like a teenage gnome character in an upcoming campaign and although I like my general speech patterns for this character, my voice just sounds too low. When I try to make it higher, I lose the accent/speech patterns I’m trying to go for.
Has anyone found a simple voice mod that just raises my pitch a little bit? I’d like it to just be subtle and it would be amazing if it was like a button key so I could toggle back between my OOC voice and my in character voice.
Thanks for your help!