Skip Navigation
InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)PY
pyrflie @lemm.ee
Posts 3
Comments 725
‘Really, Really, Really Happy For You, Kamala,’ Says Hillary Clinton, Not Letting Go Of Handshake
  • Not Voted/No candidate represented an 86% super majority of the US during the 2016 election. This is a fundamental failure of both parties to produce a candidate.

    Had "No Confidence/Vacant Office" been an option neither could have been elected.

  • What's the cutest animal that you'd be terrified to get close to?
  • I've met a few in person and my personal preference is a range of 100 yards/meters. They are a lot bigger than people think.

    A notable encounter was on the 4th of July Pass in Idaho, one crossed right in front of my vehicle (Geo Metro) and was about the same size of said car.

  • How do I make enough money to live?
  • Do you have a drivers license, clean driving record, and don't use drugs. Then City Public Works or Garbage Collection both pay well, have low entry requirements, and provide on the job training for tons of equipment that translates well to a bevy of warehouse and construction positions if you decide to move on afterward.

    If any of the three above are a problem though you might look into a Plumbing or HVAC apprenticeship. These tend to be more flexible on things like drivers licenses, driving record, and even criminal record. It's basically on the job training for a couple of years until you pass your Journeyman exam. Some places start at min wage until you reach Journeyman, but depending on location (and need) it can be $15-17 starting and goes up to about $1000 per week once you get the Journeyman license. This applies to Electrical and Glaziers as well but they are also quite a bit more dangerous.

  • Please Help Reverse This
  • Two points. First Eugenics has an outsider making breeding choices not the breeders that's the point of self selecting. Second I don't think you even conceptually understand theoretic/metaphoric modeling and if you do you are purposely ignoring it for rhetoric benefit. If it's the former then Wikipedia would vastly simplify any further discussions, if it's the latter then this discussion need not continue.

    As to the purpose of the satire it's an absurd mirror to modern life and a thought experiment on the consequences of free breeding without external pressure (see earlier discussion about how intelligence is expensive). It's also an optimistic and comedic take on NIMH when you take it too further conclusions and comparisons.

  • Please Help Reverse This
  • I think there is a fundamental miscommunication happening here and it's basis may lay in time. Idiocracy is set 1000 years after 2001. A millennia is evolutionary significant.

    The movie suggests a self selecting breeding program that de-prioritizes intelligence. 100 generations is significant. This would likely result in reduced brain mass and simplified structure. This would be a measurable genetic result.

    Again this isn't likely due to circumstances I outlined above, but Judge's model has a basis on different environmental benefits from reality. As he has stated about his satire.

  • Please Help Reverse This
  • Eugenics seeks results, Evolution seeks to understand how we got to where we are (maybe what we could do, CRISPR is pretty damn cool).

    Intelligence (the ability to learn and reason) is based on brain size and composition/structure, both of which have a basis in genetics. It isn't totally reliant, but it provides the framework.

  • Please Help Reverse This
  • Intelligence is inheritable, brain size is a selective trait. Arguably one of the five defining traits of Homo Sapiens. Repetitive de-prioritization is an environmental pressure as maintaining said size is a significant energy expenditure.

    It isn't eugenics it's evolution. If the size doesn't provide a reproductive benefit it doesn't continue after a few generations. Ironically our internal special conflicts/predation help to maintain intelligence value.

  • Maiden of the Luminous Moon Build Guide

    Companion: Shadowheart - Respec required

    Stats: 8Str 16Dex 15Con 8Int 17Wis 8Cha

    1. Cleric - Light Domain, Guidance, Resistance, Sacred Flame, Light(Domain)
    2. Cleric
    3. Cleric
    4. Cleric - +1Wis/+1Con, Blade Ward
    5. Cleric
    6. Cleric
    7. Cleric
    8. Cleric - War Caster
    9. Cleric
    10. Cleric - Conjure Flame
    11. Cleric
    12. Cleric - Medium Armor Master

    Weapons: Club of Hill Giant Strength -> Handmaiden's Mace, Darkfire Shortbow

    Shield: Ketheric's Shield

    Chest: Luminous Armour

    Head: Helmet of Arcane Acuity

    Hands: Luminous Gloves

    Feet: Boots of Striding

    Neck: Amulet of the Devout

    Rings: Coruscation Ring, Callous Glow Ring

    Cloak: Cloak of the Weave

    Elixir: Elixir of Battlemage's Power

    I designed this as a companion builds as it's main focus is debuffing enemies and doesn't really have much in the way of skills to serve as a useful party face. Plus Shadowheart is right there begging for an MVP build. It's even lore-friendly depending on your choices.

    As stated above this build is all about inflicting the maximum number of Radiating Orb debuffs as possible, and thanks to the combination of Luminous Armor, Callous Glow Ring, and Light Cleric you can apply a ton of them. With good positioning and enough enemies you can apply 10+ per round. Now what does Radiating Orb do? It applies a -1 per round remaining to the afflicted creature's attack rolls. A -10 to -20 on attack rolls effectively means that enemies can't hit your party without a Natural 20 and with Warding Flare that not really gonna happen.

    A typical first round is to run into the largest clump of enemies and cast Spirit Guardians with your highest spell slot available, then run around until you have hit all of the enemies you can reach. Subsequent rounds will see you using your Channel Divinity, casting Fireball (this will proc the Luminous Armor too thanks to the Callous Glow Ring), or making melee attacks to boost your Spell Save DC; all the while running around to all the enemies you can to trigger Spirit Guardians.

    The Elixir of Battlemage's Power is super useful on this build as it's a +3 to your Spell Save DC and you can boost it further the Helmet of Arcane Acuity all the while making melee attacks. But early on you will probably want to use Elixirs of Hill Giant Strength combined with the Shining Staver-of-Skulls until you get the Callous Glow Ring.

    3

    The Harper Operative Build Guide

    Origin: Wood Elf or Gith Tav/Dark Urge or Astarion

    Stats: 8Str 17Dex 14Con 8Int 10Wis 16Cha

    Background: Soldier or Haunted One (Dark Urge)

    Proficiencies: Athletics(E), Sleight of Hand(E), Intimidation(E), Persuasion(E), Stealth, Insight, Perception, Survival, Performance?, Deception?

    1. Rogue - Athletics(E), Sleight of Hand(E)
    2. Bard - Mage Hand, Minor Illusion, Longstrider, Speak with Animals, Healing Word, Tasha's Hideous Laughter
    3. Bard - Disguise Self
    4. Bard - Swords, Dueling, Intimidation(E), Persuasion(E), Enhance Ability, Silence(Tasha's)
    5. Bard - Sharpshooter, Light, Cloud of Daggers
    6. Bard - Glyph of Warding
    7. Bard - Plant Growth
    8. Rogue
    9. Rogue - Thief
    10. Fighter/Wizard - Archery
    11. Bard - Dimension Door, Greater Invisibility(Healing Word or Silence)
    12. Bard - +1Dex/Athlete, Freedom of Movement

    Weapons: Ne'er Misser, Hellfire Hand Crossbow, Phalar Aluve or Club of Hill Giant Strength

    Shields: Sentinel Shield, Adamantine Shield

    Chest: Yuan-Ti Scale Mail, Armour of Agility

    Head: Diadem of Arcane Synergy, Helmet of Grit, Helmet of Autonomy

    Hands: Wondrous Gloves, Gloves of Thievery

    Feet: Disintegrating Night Walkers

    Neck: Surgeon's Subjugation Amulet

    Rings: Risky Ring, Eversight Ring or Ring of Free Movement

    Cloak: Shade-Slayer Cloak, Cloak of Cunning Brume

    Elixir: Elixir of Bloodlust

    Coatings: Crawler Mucus, Combustion Oil

    Specialty Arrows: Arrow of Many Targets

    Illithid Powers: Favourable Beginnings, Charm, Perilous Stakes, Luck of the Far Realms, Mind Sanctuary*

    This build is capable of a solo run ... and it can do so quite easily.

    A standard first round for the Harper is to open with a Ranged Slashing Flourish on a weaker enemy (30-40HP and lowish AC) to proc Bloodlust, then focus the rest of their Flourishes/Arrow of Many Targets on primary high value targets like mages and primary bosses. Pop a Potion of Speed or Dash as needed to one-round high value targets.

    The Soldier or Haunted One Background is key due to the Pentakill Inspiration. This gives an inspiration point any time your character kills 5 enemies in one turn. This is increadibly easy to do with this build, so you should basically always have an inspiration point on hand if you need it. Most of the time this is spent on dialog Wis saves since that is the build's one weak point.

    Wood Elf and Gith are probably the strongest racial choices due to proficiencies. Astral Knowlege is ridiculously OP and Stealth/Perception are super good proficiencies to gain via race.

    Start Rogue to maximize Proficiencies. Athletics Expertise is really strong early on as Shove is key for clearing threatening enemies. Sleight of Hand Expertise is extremely useful early on until you have built up a supply of Inspiration and Thieves/Trap Toolkits. The build takes Persuasion and Intimidation Expertise later as you won't really see any high DCs for these checks until late Act 1. Starting Rogue is also fairly important for Saving Throws: Bards get Dex and Cha while Rogues get Dex and Int. This is a campaign against Illithids so you want Int save proficiency, especially since that is your dump stat.

    Swords Bard is key for Ranged Slashing Flourish which will pretty much double your damage output. You need a minimum of 6 Bard lvls to regain you Bardic Inspiration on a Short Rest and to get Extra Attack. This also nets Song of Rest (+1 Short Rest) so you can spend your Flourishes in every encounter to a total 24x per Long Rest. The Bard Fighting style doesn't matter much since you can't take Archery FS, I tend to prefer Dueling since I like to use a shield for passive abilities. Generally speaking though, I like to go 7-8 lvls of Bard since the 4th lvl spells are super powerful in both combat and exploration.

    Fighter 1 grants Shield Proficiency and the Archery Fighting Style. Fighter 2 for Action Surge is nice but if you want 4th lvl spells you need the spoiler item below. Wizard 1 is another option to take here as it grants up to 5th lvl Wizard spells due to the spellbook mechanics though this choice might want to respec for some different Bard spells.

    Spoiler required for Min/Max Fighter 2

    Strait up if you are skipping the second ASI you need the Hag's Hair this +1 Stat increase lets you skip Bard 8 in favor of Action Surge.

    This build will also want to take the +2 from the Mirror of Loss to reach 20 Dex.

    This build doesn't take any attack spells as attacking with your dual hand crossbows is going to be a better use of your action 99% of the time. That said there are some key spell picks that really amplify the Harper's utility. Glyph of Warding, Dimension Door, and Greater Invisibility are all incredibly effective spells both in and out of combat. Enhance Ability basically means you will be rolling every skill check at advantage. You could take Hold Person instead of Silence, but Silence is super handy and I found items/coatings to be a more reliable means of paralyzing targets.

    For Items: The Ne'er Misser is probably the best as Force Damage is way better than Piercing, but the Hellfire Hand Crossbow is really nice for making your off hand attacks more accurate for moping up enemies at the end of the round. You melee choice mostly matters for passives as you won't really ever be attacking with them. Phalar Aluve is the best for combat due to it's songs, but Club of Hill Giant Strength is great for Jumping and Carry Capacity. Diadem of Arcane Synergy is +3 to attack and damage rolls, but gets edged out in Act 3 by the Helmet of Grit for a 3rd Bonus Action. The Helmet of Autonomy is to swap in during dialog when you know you will be making Wis saving throws. Wonderous Gloves give and additional Bard Inspiration so effectively +4 uses per Long Rest. Risky Ring is permanent Advantage on Attack Rolls. The other ring is kinda tricky though as both Darkness and Hold Person are popular in Act 3 and weather you find Paralyzed or Blinded to be a bigger issue will probably depend on your party and playthrough. Surgeon's Subjugation Amulet is key as combined with Luck of the Far Realms this is a once per day At Will, Unsavable Paralyze on a target combine with Perilous Stakes for single rounding just about any enemy in the game.

    0

    How many of you are using alchemy?

    I was just curious because I don’t usually interact with this type of system. Most of the time they just provide +2% lockpicking speed or something niche like that. You know stuff that only really matters on some builds for the highest difficulties.

    But Potions of Speed, Elixir of the Colossus, and Elixir of Bloodlust are so damn good I started brewing them up anytime I got enough ingredients. It’s become almost as habitual as checking every barrel and box.

    23