User talk:Anastacio

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Welcome to D&D Wiki![edit]

Welcome!

Hello Anastacio, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your user preferences match your preferences.

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Thanks[edit]

Thank you for the helpful edits to my page.-Cjscorpion

Thanks for fixing my Chain Warrior page it is my first attempt at class designing.-Tankman 830

Thank you for helping transfer the bone read spell into something that was worded better and for correcting all the mistakes I made. I completely agree with the skull requirement more than a random bone. - Jb2002

Pedido de desculpas[edit]

Tive a oportunidade de fazer um personagem multiclasse e meu DM me deu a chance de utilizar uma classe não oficial e a capacidade de "editar livremente" uma classe que só precisava de algumas alterações para ficar perfeita ao meu uso fez com que o poder me subisse à cabeça. O Energy Mage foi uma classe muito bem editada e seus argumentos contra minhas alterações me fizeram abrir os olhos. Sinto muito pela confusão que causei. -o carinha que tava bagunçando a classe

Ta tranquilo meu caro. Equilibrio é uma coisa que é difícil de acertar de cara, não precisa se desculpar. E se você discordar de qualquer coisa só falar aqui ou na "discussion page" do Energy Mage. E fico feliz que você tenha gostado, se você jogar com ele me fala como foi! Anastacio (talk) 21:35, 4 March 2021 (MST)

let's talk[edit]

Anastácio would like to review some changes you made in the storm razer class, and get to improve some things in it, could you talk?. By the way, are you BR?

Of course, lets talk about it! I am Brazilian, yeah!

Opa fico feliz em saber que você é brasileiro :) Eu ainda fico meio confuso em conversar aqui kk

Sensacional cara! É meio esquisito mesmo as vezes, mas manda ai! Você tem algum problema com as edições que eu fiz?

Antes de falar sobre isso, queria saber se poderíamos conversar pelo whatsapp acho melhor lá até passo o meu número.

Podemos cara, mas não recomendo você passar seu número por aqui. Você ta no discord? Qualquer coisa me passa por lá, é mais seguro pra ti.

Tudo bem, bom meu nome no Discord é Zefniyr#1063.

Would you know if there is anyway to transfer the data to the Mobile app Fifth edition character sheet. That way it can be used with its intended uses in an actual character sheet app? -Tankman 830

Ancient Soul Backup[edit]

Hey, and chance you have a backup for the Ancient Soul from when it was 3 separate variant classes? Looking specifically for the Ancient Intelligence Soul, and what features it had back before the merge. Would be a big help!

Hello! I unfortunately do not have it. But you could attempt to check in with the mods, they have a way to retrieving old pages back, sometimes, maybe they have it! Best of luck! Anastacio (talk) 09:08, 28 June 2022 (MDT)

Thank you[edit]

Hey. I just want to say thank you for what you've done. I am the original creator of the bullet saint article and I just now checked back to see you made changes to it. I made an account just to say thank you so much. It meant a lot to me.

Sonamagaful

Sup dude! I'm pretty glad you liked it. I tried to make the changes, but staying true to your original idea, so i'm happy that it worked! Tell me if you ever do a playtest!


Werewolf Class Balance[edit]

Hello, excuse me for the poor syntax, its my first time posting here, but I'd like to discuss balance about this here class [[1]], specifically the Power Bite feature in werewolf form. It seems to be a sort of all-or-nothing attack, however it's currently more like a-bit-more-or-nothing. I think doubling the strength bonus to it along with the extra or changed damage dice is ok because as it is now you're removing a minimum 5 attack bonus, basically making it the same penalty as great weapon master, for just an extra die, a CHANCE at higher damage. It needs to have more oomph, more strength that's also a bit more guaranteed for it to be worth using over just doing a claw or bite attack, besides, you already can't use it more than your proficiency bonus allows. What do you think? Elco

Sup! Although is an all or nothing attack, is a 1d12 damage die, as a bonus action and without needing you to be wielding a heavy weapon. You could potentially make this attack even with both hands occupied, that's why i chose a smaller damage at lower levels. However, i'm not against a better scaling. Maybe the bite attack could deal the natural weapon damage + the 1d12, and we could scale the natural weapon damage in wolf form a bit, which would consequentially increase the bite attack damage. (oh, don't forget to sign your posts) Anastacio (talk) 07:58, 24 May 2022 (MDT)
Thanks for the reply, I see there's been a little misunderstanding! I believed the power bite to be a regular attack you can only do in werewolf form, not with a bonus action AND in regular form, I'll add that to the description. I did not however think about the fact nothing says you can't use weapons in werewolf form, although quite a few of your werewolf form features affect your natural attacks, so that may not be much of an issue. As for scaling, perhaps we could add an ability that basically adds extra damage to it at a later level, say, 9, alongside Dire Shapeshifter? Elco
It is a good idea. Increasing the damage of all natural weapon attacks in wolf form and werewolf form (including the bite) by 1d6. Anastacio (talk) 08:39, 24 May 2022 (MDT)
Perfect. This should give werewolf attacks that edge to stand against just regular old weapon attacks. Was worried it would make weapons in regular form obsolete since you can just use natural attacks in regular form as well, but hey, Monk makes them obsolete already, unless it's Kensei Monk, and there's many other features only werewolf form has. I'll add it to the description of Dire Shapeshifter then. Elco
Neat!

Merchant Bodyguard Balance[edit]

You recently marked the merchant class that I've written up again as unbalanced, specifically looking at the Bodyguard mechanic. I can accept that the mechanic may need more work, but you specifically said that the feature is "even worse in terms of balance." I would think that this feature became a TON more balanced, since your bodyguard can now only reach a CR of 9 instead of 19 once your Merchant character reaches level 20. How is that even less balanced? WiserVisor (talk) 11:50, 15 March 2021 (MDT)

First, the bodyguard, although it has limited CR, still has a great scaling, which end up not reducing the overall power of the feature. Now, for the bit of even worse, now you start with a creature that has 8 hit dice as a bodyguard, +8 on Dex saving throw s and +8 Wisdom (Perception) checks (the most important save in the game). At and game, sure, this bodyguard will be weaker than the 1st iteration, but the previous version gave you a 1/2 CR monsters, which have a far lower survival chance. Since this feature rely on the DM to give another bodyguard, you were less likely to get another once you loose your weaker sidekick on the first version than on the second.
Also, this bodyguard is way more powerful on the most usual tiers of play, since most players cap their characters at 11th level. Is not just overall power that is factored when we talk about the power level of a feature. A 1st-level overpowered feature is more concerning than a 11th + level feature, for example.
Any other doubts, feel free to talk to me. And please sign your posts Anastacio (talk) 12:01, 15 March 2021 (MDT)
The bodyguard statblocks are all CR 1/2 starting off, according to the Monster Stats by CR table in the DMG. Each individual Aspect Increase isn't enough to increase the CR of the bodyguard with each level increase of the Merchant, which would then mean that, at every level of the Merchant except level 1, the bodyguard will be weaker in this updated version than the prior version, not just comparing the later-levels of the bodyguard. In the prior version, each level up of the Merchant would increase the CR of the bodyguard by one, whereas now it effectively increases the CR of the bodyguard once every two level ups of the Merchant character. The difference is less noticeable at the lower levels, admittedly, but this new bodyguard scaling would still be weaker than the prior version at any level (aside from level 1), regardless.
Now, if the Monster Stats by CR table in the DMG isn't all that reliable, then my argument holds no water, as the bodyguard stats may actually be at a higher CR than I thought. I also agree now that those saving throws and skill proficiencies are a bit strong. I'll work on making those scale, so they start off weaker and become good later on. I will also work on limiting the CR of the bodyguard once the Merchant reaches level 20, which would then weaken the overall scaling. Currently, the bodyguard reaches CR 9 once the Merchant reaches level 20 (assuming the bodyguard doesn't die/leave at some point and is replaced by a weaker bodyguard). I was considering dropping this to CR 8 or 7. Do you have any thoughts on that? WiserVisor (talk) 12:32, 15 March 2021 (MDT)
I would create specific statblocks without really concern for CR. If you want to use monsters, use CR 1/4 creatures and let them scale up with the class. Or take cues from Battlesmith or the new Beast Master from Tasha's to get a felling on how to balance. Using monsters is a bit complex, and if you think that using them is necessary for this class, remove the scaling with the class and use ONLY CR as a method of scaling. I recommend you to look at summoning spells. A permanent CR 1/2 creature is equivalent to a 2nd-level spell for example (look at find steed) , and a CR 2 creature is equivalent to a 4th-level spell (find greater steed). Temporary summons are harder to pinpoint, but we can look at summon fey for example, a 6th-level spell, that allow you to summon a CR 6 creature. Comparing your class to a caster (either half or full) should help if you really intend to use monsters. Anastacio (talk) 00:57, 16 March 2021 (MDT)

swashbuckler[edit]

do you still have the swashbuckler variant information? dont know why it was changed to myrmidon but i had a character made with the swashbuckler variant so if you have is there a way you could give me the last stats before the changing?

The article was abandoned for more than 2 years without the issues pointed out on the templates being addressed by the creator or any other wikian, so i adopted the page and replaced its content, in an attempt to clean up the Abandoned articles.
If you go on the revision: "07:29, 17 January 2019‎ 198.41.70.106 talk‎" and click in"prev", you can see all the information concerning the previous state of the article. You also have the Swashbuckler class on the wiki, which seems to have been the inspiration for the variant, bearing lots of the same features. Anastacio (talk) 12:11, 5 September 2021 (MDT)

Binate Duelist Class Template[edit]

Do you still have the Binate Duelist Class information as a whole? Because I have an active campaign using that class, not the monk subclass you altered it to be. If you still have a text document for it, i would very much like to have it on hand.

Go in the binate duelist subclass History, then in the edit made by Nuke The Earth and click in prev. Alternatively, you also have the Binate Duelist Class https://www.dandwiki.com/wiki/Binate_Duelist_(5e_Class). Anastacio (talk) 06:33, 6 October 2021 (MDT)

Barnstar[edit]

Barnstar.png Barnstar                            
Diving around abandonment and fixing up old 3.5e articles for 5e purposes is a good way to repurpose and revitalize content. From the amount of redirects I've seen, you've plowed through a good number of them. Nice work! -- Yanied (talk) 13:42, 8 December 2021 (MST)

Arcane Bastion - wow![edit]

It's heartening to see someone take a class I had half-made as a meme (and abandoned for years), and turn it into something interesting and fun. Nice work, and thanks so much!

At this point I'm feeling fired up to return to it, and I'm hoping to polish it up until we can take off the WIP tag. You're invited to keep up with it (I'm happy to move this to the discussion for the actual page) or to say you've had enough of it, whichever you prefer. I'd be interested in hearing what you envisioned for the Force Die progression, at the least, since it looks like that column hasn't made it onto the class table.

Anyway, thanks again! --Ctenochaetus (talk) 01:57, 4 March 2022 (MST)


Thank You - Immortal Warrior[edit]

Thanks for looking out for my old Barbarian subclass. I don't check back too often anymore, but I'd hate to see an old page of mine get ripped up in my absence. --Max7238 (talk) 18:45, 12 May 2022 (MDT)

I'm happy to help dude! Anastacio (talk) 20:26, 12 May 2022 (MDT)

Gravity Warrior Questions[edit]

Since the Gravity Field of the Gravity Warrior extends only 5-ft. around the character, I don't see how the following features are useful: -"Any creature of your choice within the area have its movement speed doubled when moving towards you." (an affected creature can't have his movement speed doubled when moving toward you because it would already have to be adjacent to you give the field's 5-ft. extension) -"Alternatively, you can cause any creature moving away from you have its movement speed halved." (is the creature still affected when it moves out of the field? If not, then it only loses 5 ft. of its speed that turn since again the field only extends out to 5 ft., right?) -"Whenever a creature enter the field or start its turn there, you can cause it to move in your direction as a reaction, and make a melee attack against it. On a hit, you deal additional 1d4 damage." (when you say move it in your direction, it is already adjacent to you ... or does this not involve actually moving it in another square but merely descriptive? just confirming.)

Thanks.

First of, thanks for checking out the subclass so fast and giving me feedback on it. I have written the feature a very long time ago, and i don't remember my thought process on the mechanics. Your questions about it showed me that i need to reword and rethink them. I'll probably extend the aura to 10 feet, so that the feature has actual use, lol. Check it again later to see what do you think about the changes. Anastacio (talk) 19:53, 17 June 2022 (MDT)
Thanks for making this class. I'm preparing to try it out in a post-apocalyptic campaign. I think the 10-ft. mod is good. The only thing I see missing at this point is what are the various saving throws that enemies need to make for its various features. Thanks again.Krshwunk (talk) 23:51, 20 June 2022 (MDT)
Oh, i forgot about the save DC. Is Constitution based, i'll add there. Is nice to see people playing your brew! Anastacio (talk) 08:12, 21 June 2022 (MDT)

The Pentient Class Question[edit]

Heyo, I viewed your page and came across the Penitent class. I dunno if you plan on releasing it anytime soon but I was wondering if I could use some of the ideas that you provide with the class if at all possible. Just a simple guy asking a swift question to not be a pain. /DNDGuy3232

Sup dude, feel free to take anything you want!! I'll probably complete that class, but this is not on the foreseeable future, lol. If there's something on my page that is useful to you, please, make use of it :D !!

I've got some questions[edit]

Hey! I'm looking at the changes in the Dragon Knight Class, and I've seen that you edited the Extra Attack feature. I'm a little confused why, I mean, it's the same ability from Fighter so...

Even with the dragon, fighter gains the Indomitable ability with almost guarantee that the fighter will never fail. Comparing both, I don't get why the Dragon Knight wouldn't get Extras attacks in upper levels

Can you help me out?

The fighter Extra Attack feature is unique amongst other martials, since the sole purpose of the fighter is attack and attack again. No other class has 3-4 extra attacks that are granted to the fighter at levels 11 and 20. The focus of the dragon knight class is not attack multiple times, but attack in coordination with his dragon. That's why, instead of gaining a third extra attack for example, the dragon knight gain various bonus in combat while he is mounting a dragon (after all, a class named "Dragon Knight" should be awesome at riding a dragon). So, although i can see where you are coming from when comparing the two classes, they are fundamentally different.
No, for the Indomitable ability, it doesn't really have much to do with extra attacks. Indomitable only affects saving throw. You can also ask this question on the Dragon Knight talk page, maybe it is easier to discuss the class there :) . Anastacio (talk) 19:34, 20 October 2022 (MDT)

Warmaster[edit]

Are there any rules on Mass Combat? 23.251.23.83

Hi Anastacio[edit]

Hello, i'm the creator of the Hawk's Ronin class, and i see the changes that you've made, thanks for that, it's the first time i created a class and don't know exactly how to balance all of my ideas into the dnd 5e. And... Are you BR? (i see a comment in this page in pt-br [im BR]). --GreedyHawk (talk) 16:43, 25 October 2022 (MDT)

Howdy greedyhawk! I'm glad you liked it! Yeah, i'm a brazilian, how about you? Anastacio (talk) 16:49, 25 October 2022 (MDT)

-Show de bola então meu parceiro kkkk, espero que possamos nos dar bem, estou gostando muito de participar da comunidade... --GreedyHawk (talk) 06:15, 26 October 2022 (MDT)

Avatar of War[edit]

Do you happen to have an old version of the Avatar of War class for DND5 left? I'd be incredibly grateful if you still have an old copy!