dnd 5e – What’s the maximum (average) damage that can be dealt in one round by a 20th level character with at least two levels of Fighter?

Expected Average Damage: 641.354, Maximum Damage: 1185

No items or spell components, no special circumstances. Legal for use in Adventurer’s League. Attacking with Surprise.

Half-Orc (Arthur) (Savage Attacks add an extra die of damage on every critical hit)

Divine Soul Sorcerer 4 (Favored by the Gods, Shadow Blade spell, Subtle Spell meta-magic, ASI)

War Domain Cleric 1 (War Priest – make one weapon attack as a Bonus Action)

Assassin Rogue 3 (Assassinate – if surprised, advantage on all attacks, critical on all hits, 2d6 Sneak Attack with Finesse weapons per turn, Expertise: Stealth, Perception)

Battle Master Fighter 3 (Action Surge, 4 Maneuvers, including Precision Attack, Menacing Attack, and Disarming Attack, Fighting Style Dueling)

Paladin 2 (Divine Smite, Divine Sense, Fighting Style Armored)

Divination Tradition Wizard 2 (Portent)

Gloom Stalker Ranger 5 (Dread Ambusher: in the first round you gain an extra attack on every Attack action in the first round, +10 movement, extra 1d8 damage of the weapon’s type on this extra attack, Primeval Awareness, Pass without a Trace, Longstrider, ASI, Fighting Style Archery)

Strength 14 + 2 + 2 ASI

Dexterity 13

Constitution 8 + 1

Intelligence 13

Wisdom 13

Charisma 13

  • To-Hit: +11, +12-19 with Precision Attack
  • Hit Points: 92
  • AC: 19 (Breastplate, Armored Fighting Style, Shield)
  • Stealth: +23 (Expertise and temporary boost from Pass without a Trace)
  • Initiative: +2 (+1 Dexterity, +1 Wisdom from Dread Ambusher)
  • Perception: +13 (Expertise)
  • Level 10 spellcaster (4 Sorcerer + 1 Cleric + (2 Paladin + 5 Ranger)/2 + 2 Wizard)
  • Movement speed: 40 feet (50 feet with Longstrider)
  • Darkvision: 90ft

The crux of it is that you have created a truly dreadful ambush character which has significant precision-boosting skills and tracking skills for his enemies. Beyond just being able to hit things hard, they also are able to do so with uncanny accuracy. This character goes patrolling for evil and predators in the woods, using his Primeval Awareness (L1 spell slot) to identify that there is evil in his land. As he uses his hunting ability to stalk his prey, his high perception and natural stealth make it difficult for his quarry to hide and make himself similarly difficult if not nearly impossible to spot. He’d use Pass Without a Trace, perhaps subtly, so that he could sneak up on his quarry. As he draws near and identifies his target, he casts Longstrider from his Ranger spells using the Subtle Spell meta-magic just to give himself that extra boost in movement that he’ll need in order to close with his quarry before it realizes the danger. He knows how long it will take him to get into striking range, and stealthily moves to within 50 feet of his target. He has foreseen this day’s events, and knows that death awaits his enemy. Patiently, he waits until it’s his turn to strike. In terms of the sequence of events, I imagine it would look like this:

Primeval Awareness of the quarry, Subtle Pass without a Trace + Subtle Longstrider during the hunt for the quary. In the preparation round, cast Subtle Shadow Blade L5, from which the surprise round begins. Portent determines the initiative order for the target and the attacker: + Assassinating Critical: Action Surge + Dueling Attacks + Divine Smites + Dread Ambusher + Sneak Attack + Bonus Action War Priest weapon attack with Divine Smite.

  • Spending 2L5, 3L4, 3L3, Spell Slots, all maneuvers, action surge, divine favor, War Priest ability
  • Optional for flavor Spend another L2, 2L1 Spell slots: use a level 1 spell slot for Primeval Awareness to identify that your enemy exists nearby, then cast Pass without a Trace and Longstrider using Subtle Spell to hunt them and ambush them successfully.

Preparation Round:
Level 5 Shadow Blade. (4d8 psychic damage per melee attack)

Surprise Round:
Initiative: Use Portent rolls to guarantee Assassinate feature works.
Action: Attack action (2 attacks from Ranger, +1 attack from Dread Ambusher feature)
*Bonus Action: 1 attack through War Priest
Action Surge: Attack action (2 attacks from Ranger, +1 attack from Dread Ambusher feature)

The Math on the Damage:

(All dice are doubled because these are critical hits because of Assassinate)

Every attack that hits results in this: 2$times$4d8 Psychic (Shadow Blade, Level 5) + 1d8 Savage Attack + 2 Dueling Fighting Style + 5 Strength modifier = 9d8 + 7 Psychic damage

7 attacks (3 attacks per action, plus 1 attack from War Priest) yield: 63d8 + 49 Psychic damage

Gloom Stalker Ranger allows us to adds 1d8 damage of the original weapon’s damage type to the extra attack of every Attack action we take in the first round of combat through the Gloom Stalker feature. Since we take two Attack actions through Action Surge, we get extra 2d8 Psychic damage, which is doubled since they’re critical hits. 67d8 + 49 Psychic damage

Assassin Rogue allows us to add 2d6 Sneak Attack damage because Shadow Blade is a Finesse weapon. Sneak attack rules for rogues do not require you to use Dexterity when using Finesse weapons. Since the attack is a critical hit, the damage gets doubled. 67d8 + 4d6 + 49 Psychic

As a paladin, every successful hit allows us to add 2d8 + (spell slot level-1)$times$1d8 radiant damage, maxing out at 5d8 for an L4 spell slot or higher. As a 10th level spellcaster, after casting Shadow Blade at level 5, we can use 3 L4 spell slots, 1 L5 spell slot, and 3 L3 spell slots. All of this, of course, gets doubled on critical hits, which these will be. This results in the following additional damage: 2$times$(3$times$5d8 + 1$times$5d8 + 3$times$4d8) = 64d8 Radiant damage

Damage Total:

(67d8 + 4d6 + 49 Psychic) + (64d8 Radiant) = (67$times$4.5 + 4$times$3.5 + 49 Psychic) + (64$times$4.5 Radiant) = 364.5 Psychic + 288 Radiant = 652.5 total

In order for the Assassinate feature to work, during the first round of combat the Assassin must act before their quarry. By having access to Portent, we will have two dice rolls which can be used for any ability check, which includes initiative. Because the quarry has a +0 to their initiative and our character has a +2 to initiative, regardless of what we roll, we can substitute the lower of the two Portent rolls to the target and use the higher of the two rolls for ourselves.

Damage, adjusted for accuracy:

The following probability calculations below were made with the help of the table in the article “D&D 5e: Probabilities for Advantage and Disadvantage” to figure out the likelihood of rolling particular numbers on a 20-sided die with advantage.

At least one attack will always hit. It’s true that it’s mathematically possible for a 1 to be rolled on every single attack die (7 attacks, all with advantage), but the odds of that are ridiculously low: $left(left(frac{1}{20}right)^2right)^7$ = 0.0000000000000000006103515625. In other words, the Sneak Attack will always be added.

Precision Attack maneuvers and the Favored by the Gods feature allow the player to use them after the attack roll is made and any of these three abilities can be used in conjunction with one another.

With our target having an AC of 20, and our character having a starting +11 to hit, we need to roll 9 or higher in order to successfully land a hit, which from the table we can see that we have an 84% likelihood through advantage.

The Precision Attack maneuver from the Battle Master, adds 1d8 to attack rolls, yielding 4.5 average increase in likelihood. This can be used on 4 attacks, resulting in +15.5 to attack rolls, since we have 4 superiority dice from the Battle Master. In addition, the Favored by the Gods Divine Soul Sorcerer feature will allow us to add 2d4 to one attack that misses, turning it into a hit on average, due to effectively adding +5 to hit (resulting in a +16 to hit) for one of the two attacks which we cannot add the Battle Master die to. As a result, for 1 attack we need to roll 4 or higher through advantage to score a hit, and for 4 of the other 5 attacks we need to roll 4.5 or higher through advantage in order to score a hit.

The optimal strategy of their use should look something like this:

  1. Our attacks, whenever possible, should be sequenced from most damaging to least damaging, in order to take advantage of our ability to lazily add attack bonuses.
  2. Similarly, we should use our spell slots for Divine Smite in a decreasing progression. The Bonus Action attack will use the L5 spell slot, the first three attacks of the first Attack action will each use an L4 spell slot, and the three attacks of the second Attack action will each use an L3 spell slot.
  3. If an attack misses and we still have a superiority die, we should use the Precision Attack adds an average of 4.5 to the attack roll.
  4. If the total for the attack roll is still too low and we still can use Favored by the Gods, we should use it.
  5. If the number of attacks remaining is less than the number of superiority dice remaining and we haven’t applied a maneuver to the attack, we should apply a damaging maneuver like Menacing Attack or Disarming Attack.

The Bonus Action weapon attack will average (2$times$4d8 + 1d8 + 7) Psychic + 2$times$5d8 Radiant = 47.5 Psychic + 45 Radiant = 92.5 damage. Adjusted for the likelihood of a natural 1, the accuracy adjustment reduces the expected damage total by: -92.5*(1-0.84) = -14.8

When using Favored by the Gods, our to hit becomes +16 on average, which means we need to roll 4 or higher through advantage. On the referenced table, we see that for this we have a 97.8% likelihood. The damage for this attack will be (2$times$4d8 + 1d8 + 7) Psychic damage and (2$times$5d8) Radiant = 9d8 + 7 Psychic + 10d8 Radiant = 47.5 Psychic + 45 Radiant = 92.5 damage. Adjusted for accuracy, this means that the damage total is lessened by -(1-0.978)$times$92.5 = -2.035.

When using the Precision Attack maneuver, since the AC of the target is 20 and we will need to roll “5.5”, the average (I think) will be (97.8% + 96%)/2 = 96.9%. This means that each of the 4 attacks with maneuvers has a 96.9% chance to hit. So, we will on average do 96.9% of the expected damage for those 4 attacks. The damage of these 4 attacks of the two Attack actions is: 4$times$1d8 + 2$times$4$times$4d8 + 2$times$1d8 + 4$times$7 Psychic + 2$times$(4d8 + 4d8 + 5d8 + 5d8) Radiant = (38d8 + 28) Psychic + (36d8 Radiant) = 199 Psychic + 162 Radiant = 361 total damage. Adjusting for accuracy, this means that the previously mentioned “total damage” is also lessened by -361$times$ (1 – 0.969) = -11.191

On each of the 4 attacks on which we use a superiority die, if the attack doesn’t need the accuracy boost, we can apply the die to the damage by using a different maneuver, such as Disarming Attack, doubling it because of the critical hit. This results in 2$times$1d8 damage = 9 damage. How often would we get to add this extra damage? Since the original to-hit modifier is +11, hitting AC 20 would happen 84% of the time. Thus, 84% of the time, we can substitute a damaging maneuver instead of the Precision Attack Battle Master maneuver. Thus, the expected damage is increased by: 0.84$times$9 onto every attack, for four attacks: 0.84$times$9$times$4 = +30.24

The 3rd attack from the second Attack can do (2$times$4d8 + 1d8 + 7) Psychic damage and (2$times$4d8) Radiant = 9d8 + 7 Psychic + 8d8 Radiant = 47.5 Psychic + 36 Radiant = 83.5 damage. As such, the damage expected for the last attack will be 83.5*(1-0.84) = -13.36.

Adjusted for accuracy, then, this means that the expected average damage of this character is 652.5 -14.8 – 2.035 -11.191 + 30.24 -13.36 = 641.354 total damage

Hope this math was relatively easy to follow, and hope you guys enjoyed the character and story setup as well. And be aware, the optimal use of the superiority dice and Favored by the Gods could improve this by a few more points.

*Note: Originally, I came up with a slightly higher number by using a Quickened Booming Blade. However, that spell is from Sword Coast Adventurer’s Guide, and because many of the other features referenced here are from Xanathar’s Guide to Everything, in Adventurer’s League we wouldn’t be able to use both for this character. *

It’s worth noting, since the original poster mentioned this looking like a Death Knight, that this build would probably work even better against a Death Knight, because the latter’s shield and sword can be removed through the Disarming Attack maneuver, thus lowering his AC and removing its ability to parry with his reaction.

*Note: Another poster, Herohersh (https://rpg.stackexchange.com/a/138689/49041), cleverly suggested that based on the guidelines for this math problem you could use your action to Create Bonfire during the setup round when you’re casting Shadow Blade, step into the bonfire in order to trigger Absorb Elements through your reaction, and then proceed to attack using the bonus damage of Absorb Elements. In addition to probably not working mechanically due to stipulations regarding casting any other spell during the same round during which a Bonus Action spell is cast, for my personal taste I find this unsatisfying because it breaks the immersion and idea that you could still be hidden from your enemy the round before you attack if you conjure a bonfire that gives away your position. *

dnd 5e – How do I kill a 20th level raging Zealot Barbarian?

Brute force won’t work, but any other effect will work, provided it is hit point-dependent

At first blush, the 20th level Zealot Barbarian seems unkillable, and this is true if you play the Barbarian’s game by engaging them in direct melee combat. Indeed, by RAW the Barbarian could massacre an entire army of mundane soldiers and continuously maintain their rage until they were able to find any sort of healing to recover the minimum 1 hit point necessary for them to keep on trucking.

However, 5e has a handful magical effects that can be used to reliably handle this situation, though.

  • Sleep: It’s only a 1st level spell, but if you can reduce the
    Zealot’s hit points enough (or upcast the spell high enough), you can
    forcibly end the rage by knocking them unconscious. If you do this
    when the Zealot is at 0 hit points and has failed 3 death saves, they
    will die on the spot.
  • Power word kill: If you can get the Zealot below 100 hit
    points, you have the option to drop them outright with this.

This is a fairly short list that curiously hits both ends of the spellcasting spectrum, but either will stop the Zealot on the spot.

There are a few other options accessed by turning into a creature with true polymorph or some other method to access them. These all require you to reduce the Zealot to 0 hit points, be aware that it can be difficult to do this because the Zealot can make several saves due to Relentless Rage to instead be reduced to just 1 hit point:

  • Shadow Dragon’s Shadow Breath (MM, p. 85) will instantly kill a
    creature reduced to 0 hit points by this attack.
  • Mind Flayer’s Extract Brain (MM, p. 222) will instantly kill a
    creature reduced to 0 hit points by this attack.
  • Phase Spider’s bite attack will paralyze a creature for 1 hour
    if the poison reduces them to 0 hit points, which means that the rage
    will lapse after 1 minute and the Zealot will die.
  • Swarm of Centipedes’ bite attack (MM, p. 338) will paralyze a
    creature for 1 hour if the poison reduces them to 0 hit points, which
    means that the rage will lapse after 1 minute and the Zealot will

These methods are most viable after you’ve reduced the Zealot to 0 hit points since you won’t trigger their Relentless Rage, which the Zealot can probably reliably make 2-3 times before it starts getting tricky. I’ve avoided effects that rely on trying to reduce the Zealot’s maximum hit points to 0. While they technically would work, you would find yourself spending an absurd number of rounds trying to reduce a feasible 275 maximum hit points.

One last method that would reliably work is:

  • Forcecage: Trapping the Zealot in creates a situation whereby
    you can plink down the Barbarian’s hit points and implement any of
    the other strategies.

pathfinder 2e – If a 20th level caster fails to learn a spell, can they never try again?

On page 238 of the Core Rulebook, under “Learn a Spell”, the rules state:

Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.

Since character level is capped at 20th, does this mean that a 20th level caster who fails to Learn a Spell can never try to learn that spell again?

In Pathfinder 2e, if a 20th level caster fails to learn a spell, can they never try again?

On page 238 of the Core Rulebook, under “Learn a Spell”, the rules state:

Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.

Since character level is capped at 20th, does this mean that a 20th level caster who fails to Learn a Spell can never try to learn that spell again?

dnd 5e – Is the ranged attack bonus +27 for a maxed out 20th level archery-styled Hunter with applicable RAW magic items?

Your “to hit” bonuses are correct, but you may be overestimating Feral Senses

Your “to hit” bonus calculations are completely correct. As you indicated, this tactic will use up six very rare magical items (five +3 arrows and one Oil of Sharpness potion) in order to hit each member of the party once. That seems a rather expensive way to make a first impression, but I’m sure they have their reasons.

That being said, I wanted to warn you that the Ranger’s Feral Senses have a couple of caveats that might complicate your strategy. You mentioned that “the players’ invisibility is ignored for purposes of these attacks due to her Feral Senses feature.” If you meant that the attacks wouldn’t have to be made with disadvantage, you were completely correct. But Feral Senses doesn’t let you actually see invisible creatures: it just makes you so capable that you can still accurately attack creatures that are invisible. I mention the distinction because the rules on unseen targets state that:

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss (PHB, p. 194-195, bold added)

Feral Senses will always remove the disadvantage on an attack roll against an invisible creature, which will help quite a bit. But it only lets you know an invisible creature’s location under some specific conditions. According to the text on Feral Senses (PHB, p. 92, bold added)

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

You indicated that this tactic would be used as the PCs entered ” a large hall,” and that some of the PCs “are very good at Dex saves.” This led me to believe that there are two possible confounds to your strategy.

1.) The Ranger might not know where Hidden (read: stealthy) characters are

If your characters are “very good at Dex saves,” I assume that at least some of them may be stealthy. If the entire party is invisible, I assume that at least some of them are trying to remain silent as they move along. And since invisible creatures can always attempt to Hide (PHB, p. 177), if they roll better on their Stealth than your Ranger does on Perception, they will be hidden. And since Feral Senses doesn’t let you know the location of hidden creatures, that means your Ranger will be guessing their location, or may simply not know they are in the room. This could lead to your Ranger missing these characters, in spite of his/her incredible bonus to attack.

2.) The Ranger may not know where characters are if they are far away in this “large hall”

It is accepted that unless characters are actively Hiding, it is fairly obvious where they are while they are in combat. However, this principle becomes questionable at longer ranges. If your Ranger is 100+ feet away from the PCs, it’s a bit surprising that they can tell where the characters are from sound alone, especially if the characters are attempting to be quiet. Feral Senses explicitly lets the Ranger know the PCs’ locations if they are within 30 feet. But at that range, it seems to me like there’s a danger that the PCs will chase the Ranger down.

Naturally, as the DM you can declare that the Ranger is aware of the PCs location at any range you want: perhaps the Ranger is wearing a Robe of Eyes (DMG, p. 194), or has preternaturally acute hearing. And as the DM you are completely in charge of when stealth can reasonably be applied, and under what circumstances creatures are capable of hiding. But as you mentioned that you wanted “to do this ‘fair and square’ with a RAW-built NPC”, I thought you should know about some of the RAW limits on the Ranger’s Feral Senses.

world of darkness – Prime sphere requirements to use Tass in Mage 20th Anniversary Edition

I’m confused about what level of Prime is required to use Tass in the Mage 20th Anniversary Edition rules.

In the main rulebook the following statements are made:

M20 Rulebook:

  • p 332: “To absorb Quintessence energy from the materialized Quintessence of Tass requires Prime 3.”

  • p 520: Prime 1 sphere description says: “A beginning study of Prime allows the mage to perceive and channel Quintessence from Nodes, Tass, …”

  • p 520: Prime 3 sphere description says: “… the Prime-skilled mage can draw both free and raw Quintessence from Nodes, Junctures (special times) and Tass …”

How do you DO That Rulebook says:

  • pp. 43-45: “Any mage with an Avatar Background cab absorb that Background’s worth of Quintessence from a Node or Tass …”

First off – are there ways to use Tass other than absorbing the Quintessence into your pattern? Can you spend Tass to gain Quintessence effects like lowering the difficulty of a roll without absorbing it into your pattern?

And with regard to what levels of Prime are required to do these things, I can see support for any of these positions:

  1. You don’t need any Prime at all to absorb Quintessence from Tass into your pattern, as “Any mage with an Avatar Background” can do it (How do you DO That pp. 43-45)
  2. You need Prime 1, as the description for that sphere says Prime 1 allows you to channel Quintessence from Tass. (M20 p. 520)
  3. You need Prime 3, as that is stated on M20 p. 332 and p. 520 explicitly

I have reviewed other answers at: How does the Prime Sphere affect gaining and storing Quintessence in M20? but it left me more confused than enlightented.

From a gameplay perspective, requiring Prime 3 to use Tass seems to defeat much of the purpose of Tass – as it can’t be readily exchanged between mages as portable Quintessence unless they have Prime 3.

dnd 5e – What is the maximum number of Cantrips you can get by 20th level?

How to get the most, 38, cantrips (on the side of not-viable): (You only miss out on 6 and a blaster doesn’t need Shillelagh, Green-Flame Blade, Booming Blade, or Lightning Lure. The other two I didn’t include are Spare the Dying and Encode Thoughts, but you can substitute any of these 6 where you like)


You may want to shuffle cantrips with shared lists around to land your attack spells on your primary casting ability or get the cantrips that I didn’t choose, for this list I’ve assume Charisma.

  • Warlock 4 (The Celestial, Pact of the Tome): Light, Sacred Flame, Eldritch Blast, Magic Stone, Toll the Dead, 3 cantrips in your Book of Shadows✝ +8
  • Sorcerer 1: Acid Splash, Chill Touch, Ray of Frost, Shocking Grasp +4
  • Cleric 1 (Arcana Domain): Word of Radiance, Guidance, Resistance, Sword Burst, Poison Spray +5
  • Bard 10 (College of Lore): Thunderclap, Blade Ward, Friends, Mending, Primal Savagery, Thorn Whip, Mage Hand, Message +8
  • Druid 2 (Circle of the Land): Infestation, Control Flames, Druidcraft +3
  • Wizard 2 (School of Illusion): Minor Illusion, Mold Earth, Gust, Create Bonfire +4

✝ See Races for which ones to choose.


  • Magic Initate: Two cantrips✝ +2
  • Spell Sniper: One cantrip✝ +1

✝See Races for which ones to choose.


  • There are multiple races that work for this build and which one you choose determines which options you select for your feats and Book of Shadows. You want to select attack spells so that they coincide with your primary casting ability. Frostbite and Fire Bolt are fully interchangeable in every list. +1

    Elf (High)

High elf gives you one wizard cantrip (choose Fire Bolt) and sets your primary casting ability to Intelligence (this is where your 1 ASI should go to reach 18 Intelligence).

Tiefling gives you Thaumaturgy and sets your primary casting ability to Charisma or Intelligence (choose either, this determines whether you choose Wizard or Bard/Sorcerer for your feats).

  • Choose Wizard or Bard for Magic Initiate to get Dancing Lights and
    Fire Bolt or Vicious Mockery
  • Choose Wizard or Sorcerer for Spell Sniper to get Frostbite
  • Your Book of Shadows should contain Produce Flame, Shape Water, and
    whichever you didn’t get from Magic Initiate

    Half-Elf (Variant)

Half-Elf (Variant) gives you the option to get the High-Elf Cantrip feature (choose Fire Bolt if going Intelligence or Dancing Lights if going Charisma or Wisdom) and sets your primary casting ability to Intelligence, Wisdom, or Charisma (choose any, this determines your choices for your feats).

The Devil’s Tongue variant Tiefling gives you Vicious Mockery and sets your primary casting ability to Charisma or Intelligence (choose either, this determines whether you choose Wizard or Sorcerer for your feats).

Drow gives you Dancing Lights and sets your primary casting ability to Charisma.

Fire genasi gives you Produce Flame and sets your primary casting ability to Intelligence.

Water genasi gives you Shape Water and sets your primary casting ability to Wisdom.

Yuan-Ti Pureblood gives you Poison Spray and sets your primary casting ability to Charisma or Intelligence (choose either, this determines whether you choose Wizard or Bard/Sorcerer for your feats).

  • Choose Wizard or Bard for Magic Initiate to get Dancing Lights and
    Fire Bolt or Vicious Mockery
  • Choose Wizard or Sorcerer for Spell Sniper to get Frostbite
  • Your Book of Shadows should contain Thaumaturgy, Produce Flame, and
    whichever you didn’t get from Magic Initiate
  • Replace Poison Spray with Shape Water in the Wizard section.

Magic Items:

While you can’t know the other two possible cantrips, you can gain access to them through attuning to the following magic items:

  • Staff of the Magi: This gets you Mage Hand so you can choose a different spell for Magical Secrets. Since this also gets you light, you could choose The Undying patron instead of The Celestial for Spare the Dying instead of Sacred Flame. +1
  • Ring of Shooting Stars (for non-Drow): This one is more limited as you can only use Dancing Lights in dim light or darkness with it but its lets you choose Prestidigitation or True Strike instead of Dancing Lights in all the places you would usually choose Dancing Lights under Race. +1 ish

To make this build semi-viable ,you would have to learn the feats from a special trainer instead of from ASI (DMG 231).

This would allow your primary casting ability to be brought to 20 and 1 secondary ability to be increased once.

world of darkness: how to create a Vampire Dark Ages 20th edition character?

I am a rookie from the World of Darkness, tradition attracted me. I have bought the 20th edition of Vampire Dark Ages (last available afaik) and I am ready to go to DM & # 39; ing!

At least that was the point.

I have many problems to process even the basic interactions between the characters and how create characters correctly I have seen a lot of prefabricated characters in the "Cathar heresy" supplement, none of them seems the same in any way. In particular, the Gangrel seems to be totally invincible by any of the other prefabricated ones.

I guess it should be fine anyway, since they aren't supposed to attack each other, but the power differences really made me wonder what exactly I missed in the character's creation, but I couldn't emulate the guy.

Reread the rules of character creation really made me mental fart or whatever, I couldn't be sure of anything. About the attributes, I am quite good, it is for everything else that I am lost. The skills and disciplines are very dark for me.

In particular, why wouldn't I make all my points available in a single discipline? The differences between Fortitude 1 and 3 are huge and that is just an example. Is there anything that prevents this? Will your character have problems in the future for not having put any point in his other disciplines?

Is there any character generator known for this game?

soft question – Reference request: any 20th century German criticism of Bourbaki?

Vladimir Arnold is known, among other things, for offering a biting criticism of Bourbaki:

The Arnold – Serre debate

Recently I have been reading some of Nietzsche, and he rebukes some Germans in the wake of the Franco-Prussian War for triumphantly proclaiming that the English and French might have civilization, but we have culture.

Inspired by reading this, I wonder if there is any criticism of Bourbaki's 20th century German mathematicians.

: 2019 31

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: 2019 31
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