« on: February 11, 2019, 06:11:07 AM »
Thanks, this is really helpful.
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A Zhentarim Fighter with Imperious Command can use Demoralize to make his opponent Cowering for one round then Shakened for the next 24 hours. What you're looking for is the Zhentarim's Swift Demoralization. It allows the Fighter to remake an Intimidate Check every round without interrupting his attack & movement.I know about swift demoralization but you can't demoralize the same target twice with an intimidate check, to escalete the status from shaken to feared to panicked and cowered you need another source of demoralization so my question stll stands, does extended intimidation make cowered or shaken last for 24h and why? I know you wrote shaken i wanna know why.
So basically you want to be the guy nobody to play with?No, i'd play a damage dealer if I'd want that something like a build for a 350dmg rogue I've seen on YouTube. I'm gonna play either a bard, a Druid or a healer because I want to save the party when someone makes a mistake. I want my party to succede when others struggle or di miserably.
Yes, one thing to keep in mind before dismissing summoners is the concept of Bounded Accuracy: Attack bonuses, AC, saves and save DCs purposefully all move along a narrow band in 5e compared to 3.5, and even some low CR creatures are bound to get some hits in against a high CR foe if they appear in sufficient numbers.
If you go for summoning, the Druid is by far the best choice.
As for support in general, Paladin/Bard is another combination that always boosts the rest of the party. You get Inspiration from the bard side to throw around, Lay-on hands from the paladin side for heals (which is huge as there are no longer cheap wand of cure lights wounds/lesser vigor, and as the healing from short rests is sharply limited), and the auras beginning at Paladin 6+ also have a big impact. Smites are better saved for when you get a Crit on an attack given the small number of spell slots even if you multiclass with a fullcaster.
Okay, one thing worth remembering in 5E is that by and large the numbers scale a lot less. A level 20 PC gets at most +11 to their roll before magic items come into it (and they don't HAVE to come into it, unlike 3.5), and a level 1 PC can start with +5 easily no problem.
A Pit Fiend, meant to fight a 20th level party, has 19AC. It's near impossible to NOT hit it (fortunately, HP still scales normally and damage lags behind as ever, though the lack of BAB and "all attacks happen at the same bonus" is nice--300HP on that thing), whilst it deals 15-24 damage on each of its four +14 hits. Without rolling for the damage as that's now an option. Monsters are nicer to run.
Compare this to the 40AC +30 to hit 3.5 pit fiend (only 225HP, amusingly).
Before trying to optimise for a role, at least make sure you're good on how the maths has changed.