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About Warmaster Horus

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August 12, 1961 (57)

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Quick rules question on Dark Vision Yesterday 06:56 PM

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Thursday, 18th July, 2019


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Friday, 30th March, 2018

  • 09:11 PM - Ancalagon mentioned Warmaster Horus in post The Derp Snake
    Hello Inspired by Warmaster Horus in this thread http://www.enworld.org/forum/showthread.php?629459-AI-Creates-New-D-amp-D-Monsters , I started asking myself questions. What would being bitten by the Derp Snake *do*? Disadvantage on everything? Sure, but that is more or less what being poisoned does. Also, note the subtlety - Warmaster Horus doesn't say his PCs, he says his *players*. So his *players* are affected, not the characters! How do we represent this, gaming statistic wise? Well you know what is a derpy thing to do for a player? Roll a d12 instead of a d20. So I now proposed a new condition: DERPED All attack rolls, skill checks, saving throws etc made with a d20 are now made with a d12. This condition lasts until the GM has mercy, or the player rolls a Critical Derp (a 1) on a check that matters. Note: Effects that are based on a "flat" value of 10 (such as passive perception or reliable talent) now have a baseline of 6. Note 2: A derped character can have advantage or disadvantage,...
  • 04:36 PM - DEFCON 1 mentioned Warmaster Horus in post Dealing with stupidly high rolls.
    I really don't understand how hide works... You can only hide if you have no line of sight. How is your rogue benefiting from his Stupid Stealth if he is out in front and can be seen? What is the point of his stealth roll? I would imagine he means that the super high stealth is referencing his inability to be heard, rather than not seen. Obviously if you are walking down dungeon corridors you won't be seen by anyone until you come upon them, so the Stealth check is for how quietly you are moving and whether the sound is echoing down the halls possibly alerting people. I could be wrong about what Warmaster Horus was saying, but it doesn't sound like it.

Tuesday, 20th March, 2018

  • 08:40 AM - CubicsRube mentioned Warmaster Horus in post Should fighters be skill monkeys?
    Warmaster Horus and on a tanget to my own post, i dont see the reason that we should have a class skills list! What if i want my fighter to be proficient in medicine, or my cleric in animal handling? I know, backgrounds etc. But it seems easier just to remove the restruction.

Friday, 2nd March, 2018

  • 10:29 PM - Ovinomancer mentioned Warmaster Horus in post Feats: Do they stifle creativity and reduce options?
    Yes. That supports my contention the more rules you have the less freedom ultimately you have. But, as described, I think this is an issue of gradations, and it's more prominent with feats than with most other rules. In fact I suspect it's one reason it's an optional rule, and one reason old school players sometimes don't like those options. Eh... if we go with unfettered make believe as the purest form of freedom, but I'm not sure this is true. The rules provide both a framework to corral and focus imagination and also the means by which players can agree who's imagination is in charge in various points. What Warmaster Horus says above is very true: the rules can assign authority to who's imagination rules. If we went freeform, then we'd have a hard time claiming we're playing the same games and finding others to play our special versions of games. Freedom that reduces the ability to play may not be an unquestioned good. Or, I suppose where I'm headed is that freedom as you've posed it doesn't necessarily improve the game.

Tuesday, 27th February, 2018

  • 09:42 PM - Blue mentioned Warmaster Horus in post Why do people dislike the Zealot
    I don't hate the zealot, but I also don't think it's perfect. Divine Fury is more that half of Sneak Attack for a good chunk of many campaigns, on chassis that already has extra attack, easy advantage, and front line survivability. It's only after 8th that it drops below half of SA. Warrior of the Gods works best with a certain playstyle that may not be shared with the table, and really works best with a very limited selection of other player's characters that have access to the correct spells. And those are your two 3rd level abilities that shape your playtime with the class. The subclass capstone at 14th is not a "get out of jail free" card, which implies it works once. It's a constant "neh neh you can't kill me" while a rage is going on, and with 5e's "heal from zero" it's ridiculously easy to avoid death at the end. Especially with Persistent Rage at the next level. EDIT: Added everything in italics to correct my math error Warmaster Horus caught it for me.

Wednesday, 21st February, 2018

  • 09:22 PM - Wednesday Boy mentioned Warmaster Horus in post Reincarnate: Good spell or best spell?
    With such delicious randomness, what's not to like?? (Aside from it not being on the wild magic sorcerer's list.) That said, I too have never seen it used and I think Warmaster Horus captures the reasons why perfectly.
  • 05:44 PM - Gadget mentioned Warmaster Horus in post Reincarnate: Good spell or best spell?
    I'm afraid I agree with @Warmaster Horus on this one. It is a really intrusive spell for some types of players, and really unnecessary when the likes of Revivify & Resurrection are around. While I like the idea of death with a cost, and I could see this spell getting more use in a game with other Resurrection type spells removed, it seems in most situations a player may just decide to roll up a new character, barring a 'must start at first level' rule.

Tuesday, 13th February, 2018

  • 11:59 PM - Hawk Diesel mentioned Warmaster Horus in post Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
    ...hieves what I'm setting out to accomplish. I'm leaning more towards after 2 encounters characters are automatically considered to have a short rest, as suggested by Fanaelialae. I also like the idea proposed by mellored in theory. But in my experience, having a round go by where you are not active as a character in some way is boring. Especially if you have a new group that is slow to act on their turn or a larger group, causing it to take a long time to get back around to you. Similarly, I've noticed in my game experience it is exceedingly rare to use the dodge action (in fact, I don't think I've been at a table that has used it yet) because focus on defense is boring. If I were to implement the idea, I might instead have it done as a free action, but there would be a cost associated with it. Maybe 1/4 of your hit dice or something. That way a character does not have to sacrifice an action and can continue to feel like they are contributing and active in the combat. As for Warmaster Horus I have a counter to that point. What ability or power does a fighter, rogue, or barbarian get that can in some way equate to meteor Swarm, Shapechange, or Wish? I'm not trying to be contentious mind you, but genuinely curious how others see the classes line up balance wise. I recognize the argument that non-caster classes can do their abilities and powers more often, allowing them to do roughly equal damage over time to what casters can do in a round or two. But is that in fact accurate? And even if that is true, given that 5e combats are only supposed to go to about 5 rounds tops, is that even relevant? And also, what about those utility spells casters have access to? What do non-caster classes get in response to those things to create a semblance of balance? I recognize my perspective may be limited, I may be asking the wrong questions, or I may be focusing on the wrong things. 5e certainly has made casters vs non-caster more on par with one another, but I still have a visceral or in...

Monday, 29th January, 2018

  • 05:45 PM - Coroc mentioned Warmaster Horus in post Why Lichdom?
    To clarify some things pls correct me if i am wrong: afaik Liches do not Need to sacrifice souls to their phylactery, it contains their own Soul Warmaster Horus If seperated from the Soul the lifeforce of a lich which is downed, can seek out the nearest corpse and animate in there (which may Need some time). Phylacteries can take about any form and they can be Close to indestructable. When the phylactery is destroyed the soul Returns to the Liches current corpse, it is therefore connected to the lifeforce again and if the lich is slain it goes to the afterlife meaning final death for the lich. Whatever afterlife may be in this case. You still Need to fight the Lich though, it is not automatically slain when you destroy ist phylactery. I think creating a phylactery is not that difficult it is a Variation of the trap the Soul spell (at least it was in former Editions) The clone Thing in 5E straight from the book had some Limitation, i think you can only have one clone at any given time, so if your enemies are on your heels the cloning strategy (creating the next one) is dangerous

Friday, 5th January, 2018

  • 06:39 PM - iserith mentioned Warmaster Horus in post Anybody ever want to change characters a lot? How do you prevent that?
    This might help me, but it isn’t always the builds that get to me. I really can’t place a finger on it, just that I get kinda bored. I think @Warmaster Horus' idea is good: Have a plan for character advancement. This gives you a goal toward which to orient yourself along with built-in steps you have to take to get there. That's good in both D&D and in life. The question then remains whether your rate of advancement is sufficient that you don't stagnate. Could that be it? That's both on the DM (in how he or she sets up the means of advancement) and on you (in how you pursue the things that allow you to advance).

Thursday, 14th December, 2017

  • 05:37 PM - hawkeyefan mentioned Warmaster Horus in post Setting Party level vs an Ancient Red Dragon
    Reynard As a rule of thumb, I'd add +2 to Hit and Damage rolls, and add a 1d6 to the fire damage from its attacks. I think the CR rules in the DMG would only indicate a +1 to attacks, but I'd go a little more. Raise its AC to 21, which won't make a huge difference, but will turn a few hits into misses Raise the DC for Frightful Presence, Breath Weapon, and Wing Attack by 1 (Wis DC 20, Dex DC 22, Dex DC 23, respectively). I'd also add a good amount of HP...probably about 100. Or give it some other means to help mitigate damage. A simple Potion of Invulnerability would allow it to take half damage from all of the PC attacks for 10 rounds. These increases put it somewhere between the CR 17 Adult and the CR 21 Ancient. However, I think the key to this will be to increase the number of Legendary Actions and uses of Legendary Resistance. I think you could double each, at least. And as Warmaster Horus suggested, maybe create a couple of unique Legendary Actions that you think would work well given the encounter design, terrain, party, etc. Maybe a "Tail Sweep" that allows a tail attack against up to 3 adjacent enemies, that also forces a save or fall prone. Maybe a "Snatch and Grab" that allows the Dragon to move up to half its movement without provoking, and make a grapple against one enemy. If grappled, the enemy is held in the dragon's claws and needs to succeed on a Dex-Acrobatics or Str-Athletics check to escape.

Thursday, 26th January, 2017

  • 10:25 PM - hawkeyefan mentioned Warmaster Horus in post When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
    Well, a great many DMs - myself included - find that he dies in a round or two of open fighting, so he clearly can't be that strong. There just isn't time to make use of those abilities if he - as happened in my game - only gets a single action before dying. This was while standing in a large chamber with four Vampire Spawns and a heavily-wounded Rahadin backing him up, and friendly NPCs in the way of AoE blasts. The line one hundred adventurers is about the graveyard in Barovia Village. I think you were likely not playing him up to his full capability. He should never only get one action before dying...he can use Legendary Actions to get up to 4 turns per round! If he's that badly hurt that quickly, he should retreat rather than remain and die. His abilities make it pretty easy for him to get out of a battle; he's incredibly mobile. As Hemlock and Warmaster Horus point out, he's very dangerous. I had my group of level 9 PCs just about dead in their first major fight with him in his treasure vault (his location based on the tarokka reading) and then a second battle at his crypt, where everyone was basically on their last legs. In the first battle, he often used his lair action to be able to move through walls and floors to get around the battlefield. At one point, several of the heroes had moved into the vault....he fled using his Legendary Action to move without provoking, and then used his Lair Action to shut the door behind him. That left a few of the stronger martial types uselessly stuck within the vault while the bard and wizard were stuck outside with him. Those are some seemingly minor actions that can have a huge impact on play. But they have to be put to use to be effective. I think that this is a big part of why we see such varying opinions on this stuff....there are such varying degrees of tactical play. Some DMs seem to want the...

Thursday, 5th January, 2017

  • 04:43 PM - iserith mentioned Warmaster Horus in post How do you run Perception and the Gelatinous Cube?
    You may not spot the Cube, but instead notice signs of it's occupation - area is remarkably clean, slight acid-washing of a piece of metal on the ground, etc. Maybe toss that out to players with a good enough PP and let them work it out from there. That will usually be enough. What @Warmaster Horus is referring to here (bolded) is called "telegraphing." That is, providing clues of possible danger to the PCs and letting them take action to avoid a potentially disastrous fate. I recommend providing some level of clue without a check (passive or otherwise) and then ask what the PCs do. Further investigation to draw conclusions based on the evidence may call for an ability check of some kind. If they start keeping watch for danger (assuming they hadn't already established that), then you can apply passive Perception to see if they spot the gelatinous cube while they continue their travels in the dungeon. Telegraphing is what in my view makes a gelatinous cube encounter - or really, any encounter with a hidden monster - fair. Without some clues heralding potential danger ahead, the players can wander blindly into an unavoidable problem and that's neither fair nor fun in my opinion. As I see it, this game is all about the ability of the players to make meaningful decision and without ...

Saturday, 19th November, 2016

  • 07:50 AM - Blue mentioned Warmaster Horus in post Spell components. Anyone have a DM actually enforce them?
    My experience is very similar to Warmaster Horus - we need to buy and keep track of individual expensive components (how much diamond dust, a jade pendant worth at least 100gp, etc.), and if the caster has been captured / rogue has stolen the component pouch. Had a great time in a 3.5 game where my wizard was kidnapped, trying to see what spells I had memorized would work without components (or with my hands tied) and what common items I could get for components. I remember spending a round grubbing on a dirt road still tied up to get a white stone, wish I could remember what spell it was for. A more recent example is the start of Out of the Abyss, where things like sand for sleep was gotten in preparation of breaking out.

Tuesday, 21st April, 2015

  • 04:16 PM - steeldragons mentioned Warmaster Horus in post Empowered Evocation plus Magic Missile?
    But Warmaster Horus, they aren't "vague" or "seem to support a bonus to a damage roll." It states it flat out. "...you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast." It doesn't "seem" it says, it says. You add it to the damage. Not "per target", not "per dart". To the damage of the spell. 3 x d4+1, then +Mod. That's what it says. It's not "opinion" or "interpretation"...it's basic reading comprehension. . Does +30 to a Burning Hands spell make sense to you? A Fireball could do +40 or more. Does that make sense? It's a 10th level ability, yes. But does it make sense that your Int. mod. should be exponentially more powerful against a group than an individual? Your Int. mod. is the same no matter how many people you're fighting. Again, if you want to take "the Word of Mearls" as law/"official", that's up to an individual table...and fine/no skin off my back if you do. But the only "RAI" that is portraying is the AI in Mearls' own game...and I will ...

Monday, 8th December, 2014

  • 09:36 PM - Boarstorm mentioned Warmaster Horus in post Why should I allow Multiclassing ?
    There seem to be two different (but related) concerns here. 1) Dipping classes is fodder for Min-Maxers. 2) Going deep in another class makes for weaker characters than single class PCs. As to the first: Perhaps. I'm not sure the theoretical increase in power is actually much to be worried about, however. As to the second: If a player is willing to make that sacrifice for the sake of his vision for his character, I say more power to him. Warmaster Horus: I think they're fine, but I also believe that all characters needn't be balanced against one another.

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Friday, 12th July, 2019

  • 06:47 PM - Sacrosanct quoted Warmaster Horus in post Portrayal of D&D in Stranger Things 3 -some spoilers
    Speak for yourself. There were plenty of cos-play quality Halloween costumes back then. Not in small town America owned and created by teenagers. IF there were plenty, then I'm sure there would some evidence of it, yes? Instead, what we do have, is evidence like the photo I showed earlier. You didn't order materials online. Didn't exist. If you were lucky enough to have a catalog, it was still 6-8 weeks for delivery. So not only in small town America don't you have access to the materials to begin with, but you also didn't have the shared community of being able to look things up and learn techniques. You also didn't have access to vacuum machines, and engineered materials and paints like you do today. ST was me. I was the same age, at the same time period, in the same size town. This is an image from LA Con in 1984, with what was considered the best costumes of that time. Far cry from the quality of cosplay you see today. Especially from what you'd expect from 12 year olds in a sma...

Wednesday, 10th July, 2019

  • 09:49 PM - WaterRabbit quoted Warmaster Horus in post Should Baldur's Gate 3 be turnbased or Real Time With Pause?
    Both. You could set the original BG to pause at the end of each character's round. The problem with this (and RTwP in general) is that a number of combat tactics just don't work. AoOs and feats that support them for example. In fact, setting the game to pause at the end of each round (player's or otherwise) was generally the least fun option and made combat into a chore.

Tuesday, 9th July, 2019

  • 06:05 PM - Jer quoted Warmaster Horus in post WotC's Secret Lore Book
    The entire premise here is that somehow Wizards controls the lore in my game. While that happens when I play/run AL, there's not a snowball's chance in Avernus of that being the case for my own game. No, the premise here is that Wizards controls the lore on their publication schedule. And that some people would like to have access to the spoilers.

Monday, 8th July, 2019

  • 09:56 PM - Parmandur quoted Warmaster Horus in post WotC's Secret Lore Book
    The entire premise here is that somehow Wizards controls the lore in my game. While that happens when I play/run AL, there's not a snowball's chance in Avernus of that being the case for my own game. I'd say it is father the opposite: they gave this whole multiverse approach that allows them to publish products with links, but without overdetermining what "really" happened, as was the case in earlier editions.

Friday, 12th April, 2019

  • 06:30 PM - iserith quoted Warmaster Horus in post Should Insight be able to determine if an NPC is lying?
    No, they know what they rolled and hear me state a result. If their roll was good they can weight on the side that they succeeded and what I said is correct. But it might not. Knowing the state of another's thoughts can be a skill but seems a bit overpowering to make it an absolute science. YMMV Whether or not a PC noticing that an NPC is lying is perceived as being "overpowered" would definitely be dependent upon the game, as you say. If it is deemed "overpowered" though, as I mentioned in another thread, I think this is chiefly going to be the DM's fault due to how he or she structures social interaction challenges. If sussing out a lie is the only real challenge that is typically presented, then the players are incentivized to pump up Insight and then describe what they want to do accordingly, greatly reducing the difficulty of the challenge. It's like putting forth pit traps in every exploration challenge - pumping Perception and buying up all the 10-foot-poles is a likely result for the play...

Thursday, 11th April, 2019

  • 09:47 PM - MNblockhead quoted Warmaster Horus in post Your most used accessories?
    I use these for character sheet holders along with a wet-erase pen. They're vertical sign holders (non free standing) made of clear, solid lexan. Keeps sheets clean and (more or less) immune to table spills. 105846 That's a cool idea. I might have to pick some of these up.
  • 05:34 PM - Reynard quoted Warmaster Horus in post Should Insight be able to determine if an NPC is lying?
    When I DM I have the following method... PC Insight equal to or less than NPC Deception = Roll 1d6, on even "You're pretty sure they're not telling the truth about something", on odd "You're pretty sure they're telling you the truth". PC Insight beats NPC Deception = Roll 1d6 for fun. "You're pretty sure they're not telling the truth about something." or "You're pretty sure they're telling you the truth." based on what they're really doing. So from the player's perspective there is no effect of a successful skill check.

Monday, 24th December, 2018

  • 12:38 AM - JacktheRabbit quoted Warmaster Horus in post No Magic Shops!
    There is no lack of magic shops in 5e if you, as a DM, don't want there to be. Hell, Xanathar's has a whole section on buying/selling/creating magic items. Agree totally. Personally I find it silly that game designers would even try to make such a rule.

Sunday, 4th November, 2018

  • 02:02 AM - Maxperson quoted Warmaster Horus in post What's the point of gold?
    When were magic stores closed? If you want magic stores put them into your game. 5e removed them unless the DM specifically adds them back in. Even then there are no prices given in the core 3 books, but then pricing has been bupkis since 3e anyway. Most prices are too high or too low.

Saturday, 3rd November, 2018

  • 11:14 PM - rczarnec quoted Warmaster Horus in post [AL] Are Season 8's New Rules an Improvement?
    I've heard this before. The truth is that it is simpler for a DM to feel justified in providing ascribed xp for defeating monsters than saying they earned it via other methods. Therefore they know they are good if they give the xp for combat but might feel less inclined to provide the equivalent amount for solutions not involving fighting. Yes, it's been an option, but a more fuzzy one than just awarding xp for stomping monsters. Lastly, I ran ToA for a year and had to think of lots of extra encounters to present to my players to provide them necessary advancement because the AL allowance for 'roleplaying xp' was downright paltry. Now it's just hours played, straight and simple (provided I feel the story is being served/advanced). You say that providing XP for overcoming encounters is a "fuzzy" option, but then say that the new method is better because you can award AP based on whether or not you feel that the story is being served/advanced. That is much fuzzier than overcoming encounters. T...

Friday, 2nd November, 2018

  • 04:19 AM - rczarnec quoted Warmaster Horus in post [AL] Are Season 8's New Rules an Improvement?
    I have to agree with this. Moving from xp to advancement points is a good thing for AL. I think it's a powerful tool in enabling the DM and players to explore many kinds of resolutions to a scenario beyond fighting. That was always an option, these rule changes do not change that in the least.

Wednesday, 29th August, 2018

  • 01:03 AM - MPA2000 quoted Warmaster Horus in post Werewolf Damage Immunity Question
    Of course those without magic weapons can still grapple, bind and burn lycanthropes. I'm pretty sure that they can't burn the lyncathrope, since that is using it as a weapon. Now if the grapple it, bind it and burn down the hut they left it in, perhaps. I think that tid bit can be left up to the DM. But generally if the rule says "only" then that is the only means of destruction, IMO.

Saturday, 19th May, 2018


Tuesday, 15th May, 2018

  • 08:08 PM - 5ekyu quoted Warmaster Horus in post Shield master on twitter
    If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feel of you with your shield. It says nothing about actually attacking, just taking the Action. There's even further nuance when you look at when Bonus actions can be taken and how Attacks can be split between moves, etc. Let me be clear... when i say something is a fine house rule, that is not meant with deraogatory intent. i do not see house rules as second class to RAW. But, to me, even without clarity from official sources, it is not productive to twist and mangle RAW to shoehorn in extra edge cases rather than just house ruling it under what amounts to basically a "it is not strictly forbidden" kind of opening. Consider that you are trying to invent within the rules a difference ebtween "take an attack action" and "making an attack" to allow other stuff to be done ***between those*** and my suspicion is that there are likely a broader problem with that kind of logic scope-wis...
  • 06:26 PM - BookBarbarian quoted Warmaster Horus in post Shield master on twitter
    Okay. I declare an Attack action. The use my Bonus Action. Then execute my attacks. This is what JC says shouldn't be happening, you should declare the attack action, resolve it (including extra attacks), then use the bonus action triggered by the attack action. But... My impression is that he reversed it because it seemed complicated, not because of any mechanical problem. I think this is true.
  • 05:09 PM - 5ekyu quoted Warmaster Horus in post Shield master on twitter
    Okay. I declare an Attack action. The use my Bonus Action. Then execute my attacks.Not a bad house rule for some... But the book feat doesn't say you get the bonus action on declaring, does it?

Friday, 4th May, 2018

  • 04:16 PM - Ralif Redhammer quoted Warmaster Horus in post "Immortal Fortress" - WotC Drops Clues About The Upcoming Storyline?
    I thought the same thing. Heck, when the next D&D Open involved Acererak, for a moment at the end I thought they were going to have a secret reveal that it was actually Halaster Blackcloak. The AL Season 6 Open involved Undermountain and the re-awakening of Halaster. I was thinking that ToA would be be related but I'm not surprised if that link didn't come in for this year's AP.

Thursday, 12th April, 2018

  • 06:29 PM - Geeknamese quoted Warmaster Horus in post About the War Cleric......
    A couple of things of note. The War Priest is kicking butt with other abilities at Higher Level - Spirit Guardians and Spiritual Weapon for example, as well as taking melee attacks. They don't need other melee, just the ability to survive and contribute in the front ranks. Adding an attack puts them in the OP category, IMHO. Which is what any other cleric could do except do better because they’re ability doesn’t compete with their spell. Spiritual Weapon doesn’t do anything for a War Cleric.

Wednesday, 4th April, 2018

  • 03:18 PM - Warpiglet quoted Warmaster Horus in post Utility of Wizard "dip."
    Pretty circumstantial benefits for the expenditure of a level, IMHO. Really depends on your game and character concept. Since it's a magic-light group, could work out okay - at least you know who would get the wizard-only items! The history of the character was that he was befriended and mentored by an old wizard. His low (8) wisdom meant he was drawn into a warlock pact due to recklessness. It fits the story, just did not think about pulling the trigger on doing it. The other angle was that he had an affinity for crows and they him. So a raven familiar would be cool as well...(he imagines it is the spirit of his old wizard/mentor whether it would be or not).

Tuesday, 3rd April, 2018

  • 07:34 PM - Zardnaar quoted Warmaster Horus in post Best archer build?
    So some elements that make a good archer are... - Supporting Feats: Sharpshooter being the most important by adding damage and negating range/cover penalties. Crossbow Expert follows if you're into crossbows. Elven Accuracy is niche but could be helpful if you're shooting a lot with Advantage (from stealth, for example). - Attacks: More attacks means more damage, especially when combined with SS. At least 11 levels of Fighter to get 3 attacks for an Attack action is very nice. Also Action Surge and similar action boosters are helpful. Xbow 2-weapon style increases rate-of-fire as well. - Accuracy: Attacks are only effective if they actually hit. Although you'll hear comments that the -5 to hit on SS is a mild nuisance, it is a significant penalty that you'll want to shave as much as possible. Archery Fighting Style is a must and to-hit enhancements like Precision Attack, a +x magical weapon, Bless and others improve your ability to put damage on target. Shooting with Advantage also...


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