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Frush posted:For example, I'm seeing people put in calculations for ~24 DPR for archery rangers at level 5. That seems absurd to me, since our ranger firing a longbow does ~1d8+5, a max of 13 assuming a perfect roll. Assume two hits, and an average roll (5 on a d8), and that's still only 20 damage total. What is making the difference here? An archer ranger also likely has the colossus slayer ability which deals an extra d8 in damage to a target that isn't at full health and their hunters mark which deals an extra d6 every time they hit the thing they have marked. A ranger at level 5 specced with the crossbow expert feat, colossus slayer, hunters mark active, and a hand crossbow is doing the following on their turn provided the target is already hunter's marked. Action Attack action with hand crossbow, on a hit 1d6+dex mod piercing+1d6 from hunter's mark. Extra attack- hand crossbow shot, on a hit 1d6+dex mod piercing + 1d6 from hunter's mark+ 1d8 from colossus slayer. Bonus action Hand crossbow shot, on a hit 1d6+dex mod piercing +1d6 from hunter's mark. Rangers can deal quite a bit of damage in the early game once all their abilities start to stack up. Successful Businessmanga fucked around with this message at 04:05 on Nov 3, 2015 |
# ¿ Nov 3, 2015 02:44 |
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# ¿ May 16, 2024 23:24 |
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NovaLion posted:Why Sorcerer to 5? Casting only 1st level spells until like level 6 is fairly harsh and makes you pretty drat useless to the group overall when they're coming up against things that you need to spend 3 spell slots to put down . Going to 5th level sorcerer first makes you actually useful as a member of the team, those 3rd level spells go a long way. Also keep in mind if you intend on going 1 sorcerer-> 3 warlock->sorcerer the rest of the way, you're also not going to get your first ability score increase until 7th level so you're going to fall behind math-wise a bit on your spell attack bonus and your spell save DCs, not that it's a huge issue but it's something to be aware of.
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# ¿ Nov 11, 2015 05:17 |
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The entirety of chapter six is the sidebar you're looking for , both feats and multi-classing are the optional rules. It's weirdly worded but the sentence is referring to itself basically.
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# ¿ Nov 27, 2015 07:59 |
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It's relatively safe to just take ASIs as a lore bard, you can take Observant if you want to have a hilariously broken passive perception after factoring in a perception expertise, if your GM goes like "The enemy jumps from the bushes and attacks you, surprise round!" you just shake your head and point at the 24 passive perception score on your sheet. Actor can be used for some pretty insidious purposes especially if you dip warlock and gain the ability to cast disguise self at will, just kill off the leader of a city after observing them for a while and then perfectly take over their life, bonus points if you have the background that lets you perfectly mimic someone's writing style allowing you to accurately make trade deals in the former mayor's hand .
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# ¿ Nov 27, 2015 18:31 |