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Could I suggest that they have disadvantage on Dex saves against damaging area effects? Seems like a fireball or lightning bolt should be more effective against a group and this is a not-too-extreme way to handle it.
No, the crafting would mostly be done by the horde of followers. The Cohort may have the feats for the stuff the followers can't do, but will mostly be using the crafted items. Although there is that one class variant that uses scrolls as weapons... Imagine, you run up to the enemy Wizard, only for the Wizard to grab two of the scrolls from their belt, then they hit you with a blade of burning magic from 10 ft away. You try to strike them, but they block with a magical shield coming from the other scroll! And then you get blasted by a Wizard with save-or-suck scrolls using the Wizard's stats instead of the scrolls.As you mentioned leadership, well of course you make your cohort the crafter, as that does not mean that you have to spend your feats on it.
Considering how the only worthwhile crafting is magical one spellcraft makes most craft booster useless , and that people that take the feat to aid you during crafting give out a non stacking bonus having level 1 followers to help with that is useless after the first.No, the crafting would mostly be done by the horde of followers. The Cohort may have the feats for the stuff the followers can't do, but will mostly be using the crafted items. Although there is that one class variant that uses scrolls as weapons... Imagine, you run up to the enemy Wizard, only for the Wizard to grab two of the scrolls from their belt, then they hit you with a blade of burning magic from 10 ft away. You try to strike them, but they block with a magical shield coming from the other scroll! And then you get blasted by a Wizard with save-or-suck scrolls using the Wizard's stats instead of the scrolls.
Considering how the only worthwhile crafting is magical one spellcraft makes most craft booster useless , and that people that take the feat to aid you during crafting give out a non stacking bonus having level 1 followers to help with that is useless after the first.
The only thing that cooperative casting is useful for is that it allows you to raise the GP that you can invest in a single item per day. Dwarfen forgemaster or dwarfen wizard are also increasing the production time while not changing costs.
Could I suggest that they have disadvantage on Dex saves against damaging area effects? Seems like a fireball or lightning bolt should be more effective against a group and this is a not-too-extreme way to handle it.
Yeah but considering that even a level 20 paladin only has 13 level 1, 7 level 2, 4 level 3, 4 level 4 and two level 5 & 6 followers the amountthat they can give you is low.I'm sorry, you don't seem to see the value of having hoards of gold from crafting nonmagical items on a large scale. Or have a massive stockpile of scrolls as a Scrollmaster Wizard, who gets to use their stats for casting from scrolls when they hit level 10. There's the value of making large amounts of low grade items and then selling them for large amounts of gold. After all, those items adventurers buy have to come from somewhere! And the effective discount on Masterwork items is a nice bonus.
Simply put, you get the money to make the massively powerful items from having the horde of low level crafters. You supply them with the materials to make their basic goods and take a cut of the profit as you have become the manager. You can essentially use the followers as a business, with the option of having lower-than-basic-price mercenaries equipped with high quality items as a part of your follower base. Tucker's Kobolds(it's on 1d4chan) prove that large numbers of well managed low power creatures are fully able to wreck everything that fights them. A squad of 5 well set up 5th level characters with a 20th level caster buffing them and supplying equipment can easily wreck massive amounts of face.
Yeah but considering that even a level 20 paladin only has 13 level 1, 7 level 2, 4 level 3, 4 level 4 and two level 5 & 6 followers the amountthat they can give you is low.
Okay DC to create the items x result of your crafting in silverpieces , lets be fancy and assume you gave them magical gear and so they make a crafting check of 40 and that they create a masterwork sword (DC20) which means that they create items worth 114 silber per day, so that they roughly need 27 day to finish a masterwork longsword. So , we get 300 gold out of 75 gold in materials or 225 gold per worker per month or on a whole 6700ish gold per month.
Ah but compare that to a regular magical crafter. You invest 500 gold a day to get 1k gold out of it. So at the end of the month a level 3 caster made 15K gold in profit.Regular crafted items turn 1 gold into 4 gold as you only need material at 1/4 of the price Which is after all one might think better then producing magical items which do so at 1/2.
Ah but now we get into the problem of crafting time. Your mundane people that are not producing magical items if we assume that they all craft 4 GP jewelery or something else with a TN of 20 Which means that if all of them make the check, you invest 30 gold, and get 120 out of it. Now one might ask, why not create something harder? Well you could go for a initial investment to boost there craft score so lets assume that you are instead giving all of them magical items for +30 crafting and so lets assume that all of them make a TN 45 check then. Which means that you are getting for the cost of 180 gold 720 gold out of it. So over 30 days that 21K gold for only 5400 gold in cost.Hey, 15600 money made off mundane items.
Ah but you ask, what then about other profits? Well level 1&2 crafters can only be used to create scrolls and potions, and you can only create one of them per day . And as Scrolls fall under spell-trigger or spell-completion items you need to know the spell to craft them. Which is a difference to regular crafting where it would only raise the DC.
So at the most they create 500ish gold of profit per day while level 3+ caster create wonderous items which give out 2 gold for every gold invested in it. So assuming that you maxed your Leadership, you are getting 10K gold in scrolls and potions, and then 12KI from those that can craft wonderous items. Which means that you get 22k gold per day in that magical sweatshop or 660K gold
After you so crashed the local economy the "make everyone a caster" version still made so much more profit that you could buy all the mundane equipment faster then crafting it yourself.
If the crafter lack magical items then on average a level 1 craft will create , as they can take 10 goods worth 25 gold per week without material costs , or roughly 72 gold per month in Profit while a level 1 wizard will make 375 gold in profit.
So one wizard makes over time as much money as 5 experts.
The whole argument changes of course if you go with the ruling that crafted gear, like looted stuff can only be sold for half price.
Which would mean that magical crafting is not making you any money, and nonmagical makes between 36 and 112 gold per month and crafter depending on the magical aid and skill of the worker.
This is really cool! It reminds me a little of the Angry GM's Paragon monsters, which were conceptually similar--Paragon monsters were designed as several monsters crammed into one in order to create more powerful and mechanically dynamic solo bosses, akin to multi-stage video game bosses. His Volcano Dragon is a really badass example of them. Your aggregate monsters are definitely a very elegant solution to modeling large groups, which is definitely appreciated and really keeps in line with 5e monster design.So, for those of you who remember my go at the Squadlin as a mob unit, here's an attempt at a more difficulty-accurate, arguably less complex go at the same subject. As an additional bonus, this gives XP more accurate to the difficulty of fighting the Mob.
This method is what I'm gonna call the Aggregate method of creating a Mob.
Step 1: Figure out your base creature and approximate unit size. For this example we are going to be doing two groups, a unit of 20 Guards (A Guard Detachment) and a unit of 5 Veterans (A Veteran Squad).
Step 2: Multiply the XP per creature by the number of creatures in the Mob, and then figure out the Adjusted XP for the encounter. This gives us 2000 XP for 20 Guards and 7000 for 5 Veterans.
Step 3: Round to next CR. This gives us Challenge 6 (2300 XP) for a Guard Detachment (We can assume there's an officer or sommat in there) and Challenge 11 (7200 XP) for a Veteran Squad.
Step 4: Use the DM's Guide to figure out appropriate stats. Keep the following in mind: AC should remain the same as the base creature, adjust it minutely if you have to. Give it a large number of attacks instead of a few bigger attacks, and note that it can split between ranged and melee options. For most mobs, limit the number of attacks that can be made against a single opponent and give it two turns per round via the Staggered Actions trait (Remember to factor this in when checking Damage Per Round). Give it the Mob trait. (Mob (X): Immune to status conditions (Except for Frightened) if they would affect less than (X/2) number of creatures. Takes double damage from Area of Effect attacks. When under 1/4th health, attacks have disadvantage). Figure out an appropriate size. In general, Mobs with X of 5 or less are Large, Mobs with X of about 20 or less are Huge, and larger mobs are Gargantuan.
Examples
Yeah that was me being blind and ignoring the 1st level colum there Leadership - Pathfinder_OGC and acording to that you get no level 7 follower unless you count your cohort there. And uh you saw that I assumed that all followers where either expert or wizards as I compared them? So yeah that is another 3375 in profit per day thanks to level 1 wizards there or 101k gold per month giving a leadership 25 Character a roughly a million gold pieces income per month thanks to leadership. Or roughly a bit more one level 20 Wealth per level per month.I'm talking Pathfinder, given how wrong the numbers you gave are for PF you seem to be talking something else. And I have seen the tables for follower numbers, it caps out at 135 level one followers and at least one level seven follower. And that's from the core rulebook. Granted, getting a Leadership score of 25 is quite hard, but not even close to impossible. And who says that a high level wizard can't train some of the crafters as Adepts? And ~200 people crafting items won't crash the economy of a continent. Especially given that most of those items will be common, but useful things and 1st and 2nd level scrolls. Valuable, but not even close to wrecking economies.
Demons and Constructs and Dwarves, oh my.Hi! I am trying to figure out a way to have a wider variety of potential enemies for a dungeon I'm running for 5e. The theme is demons and constructs and anything dwarves could have made. Does anyone have any suggestions on how to buff something like the Animated Armor to be a higher challenge rating? I ran the normal armor, and predictably it went down easy to my level 3 players, but they didn't gain enough experience for how long the fight took (First session, first time DM for D&D made it drag a bit, I think), and I want to keep doing animated armors and other such beings, but want them to feel like they are meaningfully progressing.
I would really appreciate any advice that could help me. Thank you!
Heh, not really. The constructs are pretty much universally fighting the demons, there's some variety in what they are and who made them, but they're pretty much all attempts to repel the demons for some reason or another. There might be a Helmed Horror somewhere in there, but that's as close as it gets to intermingling.Demons and Constructs and Dwarves, oh my.
Well, I don't know anything about 5e - so I can't recommend mechanics - but I do like brainstorming baddies.
How intermingled is the theme? Would you expect to encounter sin-powered clockwork armor, capable of smelling and hunting even the smallest evils? Could the Dwarves have captured a piece of hellfire and forged it into the heart of a metallic steam-dragon? Are there thinking machines who long ago slew their creator, now armed with Dwarven crossbows and Demon-hide shields?
No, I'm not trying to seriously strain them, I meant raise the Challenge Rating for the XP of the encounter. Like. How much extra HP or to hit whatever do you give an Animated Armor to make it Challenge 2 instead of Challenge 1?Resistances are a good way to increase an encounters Challenge since it doubles the enemies HP.
One trick I pulled on my players was having Animated Armors wielding Animated Swords, this gave them 'two attacks' per round. The players were surprised when they took down the armor only to have the swords keep fighting.
Have the animated armor use terrain and traps to harry the PCs. Have them lure PCs into rooms with elevated sniper positions manned by crossbow wielding armors. Flood areas with poisonous gas (which the armors reset) because what to constructs care?
The players walk down a hallway with lit torches, only when they get halfway down the sconces come alive and start swinging flaming clubs at the PCs. Then more animated armors attack.
Basically go play Dark Souls and learn how even 'weak' enemies can be frightening.
Do you have the Dungeon Master's Guide? Its section on creating custom monsters is a necessity for this sort of thing; it shows you how to set monster stats to reach a certain CR. A basic trick with that is to just create stronger iterations of Animated Armors: scale up their stats and their CR, and then give them a weapon, make them bigger and more inhuman, make them out of exotic materials, etc. to justify the strength increase. You can also start giving them feature like Pack Tactics for a stronger and more intelligent type, spellcasting for imbued armors, and so on.Hi! I am trying to figure out a way to have a wider variety of potential enemies for a dungeon I'm running for 5e. The theme is demons and constructs and anything dwarves could have made. Does anyone have any suggestions on how to buff something like the Animated Armor to be a higher challenge rating? I ran the normal armor, and predictably it went down easy to my level 3 players, but they didn't gain enough experience for how long the fight took (First session, first time DM for D&D made it drag a bit, I think), and I want to keep doing animated armors and other such beings, but want them to feel like they are meaningfully progressing.
I would really appreciate any advice that could help me. Thank you!
Ah, in that case you definitely just need to refer to the DMG. The section Creating a Monster from page 273 on is all you need.No, I'm not trying to seriously strain them, I meant raise the Challenge Rating for the XP of the encounter. Like. How much extra HP or to hit whatever do you give an Animated Armor to make it Challenge 2 instead of Challenge 1?
I'm as likely to kill them as seriously challenge them if I go all out, I'm very new to D&D.
Oh. I missed that section, thank you!Do you have the Dungeon Master's Guide? Its section on creating custom monsters is a necessity for this sort of thing; it shows you how to set monster stats to reach a certain CR. A basic trick with that is to just create stronger iterations of Animated Armors: scale up their stats and their CR, and then give them a weapon, make them bigger and more inhuman, make them out of exotic materials, etc. to justify the strength increase. You can also start giving them feature like Pack Tactics for a stronger and more intelligent type, spellcasting for imbued armors, and so on.
EDIT:
Ah, in that case you definitely just need to refer to the DMG. The section Creating a Monster from page 273 on is all you need.
So, while thinking up an alternative final feature for the Doom-Seeker Path, I came up with a mutual destruction idea – as in, you declare that a particular enemy is fated to be your nemesis, and both of you get the same damaging benefit against each other. I suspect it's unbalanced, considering how good critical hits are for Barbarians relative to the likely target of this feature – on a Greataxe Half-Orc at level 20, it's an extra 26 (?) damage per attack. Even on the Dwarf this is being written for, at level 14 it's +13 damage.Path of the Doom-Seeker
"My honour is my life and without it I am nothing. I shall seek redemption in the eyes of my ancestors. I shall become as death to my enemies, until I face he that takes my life and my shame."
The barbarian lays about themselves on the battlefield in a mad frenzy, dismissing mortal blows and shattering shields with a strike. Some embody the ferocity of primal totems, or endure a maddening curse passed through their bloodline, or drive themselves into a deliberate martial fury with warchants and venoms.
Others are simply… broken.
These warriors have lost something fundamental; a home, a family, a name. Unable to ever mend their wounds, they walk a path of self-destruction, strewn with bloody rivers of collateral damage. Their dreams are haunted by the wails of those they failed, and though they may seem normal, even jovial, when the rage comes upon them it does so as the foam atop a tidal wave of grief, crashing down on their enemies with the weeping, snarling force of a warrior bereaved.
Some who walk the path of the doom-seeker die heroes, renowned for bravery by a history that failed to recognize the true nature of their reckless daring. Others are less feted in their falling, but it matters little. They found what they were looking for, regardless.
Woe-Striker
When you enter this Path at 3rd level, your maddened disregard for your own welfare allows you to launch a despairing flurry of attacks, as you hack at hallucinations of all you've lost. While raging, you can use your action to make a number of reckless attacks no greater than your Constitution modifier. Starting at 5th level, you may do so as a bonus action. You cannot take an action or move on your next turn after you use this feature, nor can you use it again until you complete a short or long rest.
Foe-Finder
Also at 3rd level, you develop a morbid homing instinct for a glorious death. You have advantage on any Wisdom or Intelligence roll to estimate another creature's capabilities. In addition, while you are in combat the DM must inform you which enemy creature you can see has the highest CR.
Wound-Stealer
Beginning at 6th level, your desire for a noble ending drives you to deny others their sacrifices. Whenever a character within five feet is hit by an attack while you are raging, you may use your reaction to change the attack's target to yourself.
Fate-Knower
At 10th level, your acceptance of your fate solidifies, rendering you immune to effects that would make you frightened or otherwise cause you to flee, such as the terror inflicted by Dissonant Whispers.
Blood-Stoker
Starting at 14th level, your joyous doom flares up whenever you are reduced to 0 hit points or suffer a critical hit while raging. You may immediately take an action, which you can only use to Attack or Dash. You can move up to your full speed, but only toward an enemy. This feature activates before Relentless Rage. In addition, you no longer age, and cannot be aged magically.
Hi! I am trying to figure out a way to have a wider variety of potential enemies for a dungeon I'm running for 5e. The theme is demons and constructs and anything dwarves could have made. Does anyone have any suggestions on how to buff something like the Animated Armor to be a higher challenge rating? I ran the normal armor, and predictably it went down easy to my level 3 players, but they didn't gain enough experience for how long the fight took (First session, first time DM for D&D made it drag a bit, I think), and I want to keep doing animated armors and other such beings, but want them to feel like they are meaningfully progressing.
I would really appreciate any advice that could help me. Thank you!
Included some fresh new alternatives of differing power levels and utilities. Which one looks best?Star-Breaker (active or responsive)
Starting at 14th level, your impatience draws rivals into ruination against the looming rocks of destiny. Whenever you enter a rage you may declare a prophecy, marking one creature you can see as your nemesis. Any reckless attack you make that hits your nemesis is considered a critical hit. Any attack your nemesis makes that hits you is considered a critical hit. The creature remains your nemesis until your rage ends, or they are reduced to 0 hit points. If you are raging but have no nemesis, you may declare one whenever you suffer a critical hit or are reduced to 0 hit points, marking the creature who inflicted the damage as your nemesis.
Star-Breaker (responsive only, but no downside)
Starting at 14th level, your destiny draws rivals into mutual ruination. If you suffer a critical hit or are reduced to 0 hit points while raging, you may mark the creature which inflicted the damage as your nemesis. Any hit you score against your nemesis is a critical hit. You cannot have more than one nemesis, and the creature only stops being your nemesis when your rage ends, or they are reduced to 0 hit points. In addition, you no longer age, and cannot be aged magically.
Star-Breaker (responsive only, with downside)
Starting at 14th level, your destiny draws rivals into mutual ruination. If you suffer a critical hit or are reduced to 0 hit points while raging, you may mark the creature which inflicted the damage as your nemesis. Any hit you score against your nemesis, or your nemesis scores against you, is a critical hit. You cannot have more than one nemesis, and the creature only stops being your nemesis when your rage ends, or they are reduced to 0 hit points. In addition, you no longer age, and cannot be aged magically.
Star-Breaker (short-term responsive, but no downside)
Starting at 14th level, your impatient destiny calls forth nemesis after nemesis. If a creature reduces you to 0 hit points or inflicts a critical hit on you, any hit you score against that creature until the end of your next turn is a critical hit. In addition, you no longer age, and cannot be aged magically.
Aaah I had a post written up but now I have to take that into account too
I think generally the responsive-only options are better conceptually. With the active option, depending on how reckless the barbarian is or how optimized to take advantage of this feature their party's tactics are, you may end up with someone declaring people to be their "fated opponent" several times a day. D&D sessions are admittedly rarely srs bsns but this could quickly become more of a running gag than anything else. Having Star-Breaker trigger in response to an opponent seems more natural.So, while thinking up an alternative final feature for the Doom-Seeker Path, I came up with a mutual destruction idea – as in, you declare that a particular enemy is fated to be your nemesis, and both of you get the same damaging benefit against each other. I suspect it's unbalanced, considering how good critical hits are for Barbarians relative to the likely target of this feature – on a Greataxe Half-Orc at level 20, it's an extra 26 (?) damage per attack. Even on the Dwarf this is being written for, at level 14 it's +13 damage.
Meanwhile, Rage means the target's own automatic critical hits won't be as effacious, unless they deal a more exotic kind of damage. Might be better to replace it with vulnerability or something, to cancel out the Rage-resistance.
And I definitely need to compare it to the Assassin capstone.
Well, I'll see what you all think, anyway.
"Could you be the one to finally finish me?"
Star-Breaker
Starting at 14th level, your impatience draws rivals into ruination against the looming rocks of destiny. Whenever you enter a rage you may declare a prophecy, marking one creature you can see as your nemesis. Any reckless attack you make that hits your nemesis is considered a critical hit. Any attack your nemesis makes that hits you is considered a critical hit. The creature remains your nemesis until your rage ends, or they are reduced to 0 hit points. If you are raging but have no nemesis, you may declare one whenever you suffer a critical hit or are reduced to 0 hit points, marking the creature who inflicted the damage as your nemesis.
New trio of options!I think generally the responsive-only options are better conceptually. With the active option, depending on how reckless the barbarian is or how optimized to take advantage of this feature their party's tactics are, you may end up with someone declaring people to be their "fated opponent" several times a day. D&D sessions are admittedly rarely srs bsns but this could quickly become more of a running gag than anything else. Having Star-Breaker trigger in response to an opponent seems more natural.
On the other hand crits are random, so with that option you can find yourself declaring a random orc mook to be your "fated opponent" when Chief Slaughtermayhem is standing right there, and then you splatter the mook and the feature was kind of wasted.
Hm. I think the ideal version of this would be calling out someone, anyone, to step up and face you. But that's kind of hard to put into mechanics so this isn't a very helpful suggestion.
I appreciate the desire to have subclass features synergize with each other, but I think this might synergize too well with Woe-Striker. Up to seven criticals in one turn with Brutal Critical seems a bit... much.
I think "Responsive, but with downside" and "short-term responsive, but no downside" look best to me, of those offered.
How does the third version interact with Wound-Stealer?New trio of options!
Star-Breaker (short-term responsive, no downside)
Starting at 14th level, your impatient destiny draws rivals into a spiral of mutual ruination. Whenever a creature reduces you to 0 hit points or inflicts a critical hit on you, any hit you score against that creature until the end of your next turn is a critical hit. In addition, you no longer age, and cannot be aged magically.
Star-Breaker (active, with downside)
At 14th level your destiny acquires a ruinous gravity, dragging even the brightest stars down with you. While raging, you may use a bonus action to issue a challenge to any creature you can see. Any hit you score on that creature, or it scores on you, is a critical hit. This lasts until your rage ends. You cannot use this feature more than once per rage. In addition, you no longer age, and cannot be aged magically.
Star-Breaker (active, with downside, requires mutual)
At 14th level your destiny acquires a ruinous gravity, dragging even the brightest stars down with you. While raging, you may use a bonus action to issue a challenge to any creature you can see. Any hit the creature scores on you is a critical hit. If the creature attacks you, any hit you score on it until the end of your next turn is a critical hit. This feature lasts until your rage ends. and cannot be used more than once per rage. In addition, you no longer age, and cannot be aged magically.