Heavy thrown implement for Invoker

I have this idea of a hybrid Fighter|Invoker, using Cleave and Deft Hurler to throw Divine Bolts. Deft Hurler (Dr 368) lets you use a ranged basic attack after Cleave:

Cleave: You can forgo dealing damage to the adjacent enemy to instead make a ranged basic attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.

RAW, implement powers used with weapon implements still count as “with a weapon”.

Power of Skill (DP) turns Divine Bolts into a basic attack:

You can use any power you have that is associated with this feat as a basic attack. (Divine Bolts is listed)

Now I just need a heavy thrown weapon with the highest damage that is usable as an implement by an Invoker.
Bonus points if it is possible without a multiclass feat, as I want to use Seeker MC in paragon to get Primal Eye.


If it matters:
Str 17, Con 12, Dex 13, Int 8, Wis 16, Cha 8
Goliath (but any Str/Wis race will do)

Photon Realtime, StripKeysWithNullValues cause heavy GC Alloc

In our current project, we use Photon room properties to sync entities. and i noticed some heavy GC Allocs while deep profiling the game and it always ends down to this method.

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Have anyone faced this issue before ? or attempted to fix it ? here is the source code of that method.

/// <summary>         /// This removes all key-value pairs that have a null-reference as value.         /// Photon properties are removed by setting their value to null.         /// Changes the original passed IDictionary!         /// </summary>         /// <param name="original">The IDictionary to strip of keys with null-values.</param>         public static void StripKeysWithNullValues(this IDictionary original)         {             object[] keys = new object[original.Count];             original.Keys.CopyTo(keys, 0);              for (int index = 0; index < keys.Length; index++)             {                 var key = keys[index];                 if (original[key] == null)                 {                     original.Remove(key);                 }             }         } 

When would you ever use a heavy crossbow over a hand crossbow if you have Sharpshooter and Crossbow Expert?

Imagine you are a level 5 Variant Human, selected a class with access to martial weapons and Extra Attack, and chose the Crossbow Expert and Sharpshooter feats.

You are able to attack two times a turn with a heavy crossbow as an action and three times with a hand crossbow as an action plus a bonus action. The damage you would do (assuming 16 Dex) with a heavy crossbow is 2*(1d10+3+10)=37 on average. The damage with a hand crossbow is 3*(1d6+3+10)=49.5 on average. If you do not have a reliable use of your bonus action (e.g. Rogue’s Cunning action, etc.), when would a heavy crossbow be superior to a hand crossbow? How would you adjust the heavy crossbow or hand crossbow to make them closer in damage?

Can telekinetic haul be used to drop heavy objects on targets

I was watching an anime and a minor character attacks by lifting large objects and dropping or throwing them at people and wanted to replicate that in pathfinder I read here that the damage of the throw is determined by your blast damage unless you treat it like a throwing attack and the weight is limited to 5 pounds per 2 levels so that won’t help. But what if I instead used telekinetic haul to drop say a boulder on top of my enemies head. That’s gunna hurt a lot. The real question is if I can lift it vertically to a significant enough degree. If it’s something like a boulder even a foot above my targets head should be more than enough to deal more damage than a blast.

TLDR can telekinetic haul be used to drop objects on people’s heads.

Is there anything that cancels out Small creatures’ disadvantage to attack when using Heavy weapons?

A party member in a D&D 5e game I’m in is playing a halfling paladin. It occurred to me (for whatever reason) to ask what weapon they were wielding, and they said their main weapon was a maul, and their backup was a warhammer/shield combo).

Upon checking the Weapons table, I discovered that mauls have the “Heavy” weapon property:

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

The player seemed to be unaware of this (a similar character in Critical Role apparently wielded heavy weapons without issue – of course, CR is not necessarily a perfect demonstration of the rules as written).

As such, I was curious whether there is anything in the rules (i.e. not homebrew or a house rule) that cancels out this innate disadvantage for player characters, other than gaining advantage from some other source in combat.

(Note: the issue has already been resolved in our game between the player and DM, so it’s purely a rules question.)

How does the reaction from rank I of the Heavy Gunner talent, Covering Fire, work with area-of-effect attacks?

Rank I of the Heavy Gunner talent, Covering Fire, is described on page 97 of the Lancer Core Book First Edition PDF as follows (emphasis mine):

As a quick action, choose a character within line of sight and RANGE of one of your HEAVY ranged weapons, and within 10 spaces: they are Impaired until the start of your next turn. For the duration, if your target moves more than 1 space, they clear Impaired, but you may attack them as a reaction with a HEAVY ranged weapon for half damage, [Heat], or [Burn], and then this effect ends. You can make this attack at any point during their movement (e.g., waiting until they exit cover).

COVERING FIRE can only affect one character at a time – subsequent uses replace previous ones – and it immediately ends if your target damages you.

As p. 104 of the core book notes below the “Patterns” subheading in the “Weapon Tags” section, some weapons affect an area rather than a single target:

Some weapons and systems have special attack patterns: LINE, CONE, BLAST, and BURST. These attacks affect all targets within a defined area and require a separate attack roll for each target. Damage is only rolled once, and bonus damage is halved if there are multiple targets affected.

The section then describes how those 4 kinds of AoEs work in particular.

How does Covering Fire’s reaction work with area-of-effect attacks?

  • To begin with, can AoE attacks (with heavy ranged weapons) even be made using the reaction from Covering Fire?
  • If so, do they need to be centered (or otherwise focused) on the character chosen for Covering Fire? Or can they be placed in any configuration as long as the chosen character is in the AoE? (Does the answer differ based on which AoE pattern the attack has to use?)
  • Does the reaction attack only affect the chosen character? Or does it affect other targets in the AoE as it would otherwise? (If it does affect other targets in the AoE, do they take full damage/Heat/Burn, or is it also halved?)

Heavy PC falling on enemies [duplicate]

This question already has an answer here:

  • How do I adjudicate a PC jumping onto another creature from a height? 1 answer
  • If an object or creature is dropped on a monster, how much damage does each of them take? 2 answers

I have a player who’s playing as a Tortle (DND 5e) and weighs over 500 lbs. This combined with the ability for Tortles to hide in their shell led to some interesting crushing-related activities, and I had to homebrew rules on the fly. Two specific scenarios came up:

  • From a standing position, the Tortle falls prone onto a smaller creature (eg a goblin). In this case, (the goblin only had like 6 hp) I gave the goblin a dex save against being crushed (instakill) as there’s no way any regular goblin could withstand 500 lbs.

  • From a ledge above a pinned enemy, the Tortle shelled up as it tipped over the edge and fell 30ft on top of the enemy. Again, I gave the enemy a dex save but this time I used the fall damage 3d6 as damage dealt and had the Tortle take half damage because they’re shelled up and not impacting a hard surface directly.

Questions:

  • Are there any rules for crush damage? Proven homebrew alternatives?

  • Are there rules for reducing fall damage by landing on someone else? Can the fall damage be transfered?

How to deal with a min/max player that prioritizes combat over roleplay in a roleplay heavy campaign?

How can I deal with a min/max player that prioritizes combat over roleplay in a roleplay heavy campaign? They all knew what they were getting into and agreed during the session 0.

He tends to try and rush other players through roleplay and investigation and only focus on combat. He would interrupt another player while they were asking good questions to try and get to the point quicker. I can’t really say it’s part of his character because his roleplay for the character changes every week (inconsistent). There were a few occasions where he would ‘Leroy Jenkins’ during discussion (he would stop discussion and run into the dungeon alone).

This is counterproductive as the combat is often lethal and the investigation is crucial to lowering the difficulty. I’m worried that I will have to either make the combat easier or remove more roleplay to avoid player deaths or loss of interest. This would reduce the over all quality (and gimmick) of the campaign.

It’s only 1 out of the 3 players that is like this, but he tends to pressure the others, and the other players brought this up to me.

I am suffering from severe insomnia and heavy irregular pattern of sleep

I can hardly sleep
It takes hours sometimes I am so tired I cant barely function but I still cant sleep
I tried delta music,hot milk, excercise and a ton of other stuff, yes, even counting sheep..
My local Doc does not wanna give me sleeping tablets even though my eyes are black. He is adamant he has not prescribed sleeping meds in 15 years and will not start now, so he says.

I wake up in the middle of the night sometimes in the middle of the day
sometimes I sleep for 3-4 hours sometimes…

I am suffering from severe insomnia and heavy irregular pattern of sleep