Strip Club Mastery

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Strip Club Mastery

Can you reload two crossbows with Aegis Greater Extra Arms or having multiple arms and Crossbow Mastery feat in the same round?

Can you reload two crossbows with Aegis Greater Extra Arms or having multiple arms and Crossbow Mastery feat in the same round?

Extra Arms, Greater: The extra arms on the aegis’s astral suit function at nearly the same capacity as his normal arms. Each arm can now wield or use a light or one-handed weapon, shield, or any other item that he could normally use. Alternatively, the aegis can use one or both arms when wielding a two-handed weapon, possibly allowing him to wield a pair of two-handed weapons. The circumstance bonus on Climb checks and CMD against grapple attempts increases to +3 per extra arm that is not holding anything. The aegis must be 8th level and have the Extra Arms and Lesser Extra Arms customizations before selecting this customization.

and

Crossbow Mastery

Does the feat “Splash Weapon Mastery” work with the alchemist discovery “Healing Bomb”?

The feat Splash Weapon Mastery gives alchemists the following effect:

When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage.

When an alchemist with the Healing Bomb discovery hits his target with a healing bomb, would that part of the feat work?

Since a healing bomb is supposedly a splash weapon, and this feat seems to affect the splash range of splash weapons, I would assume the healing bomb could also use this effect.

But the feat specifically notes that the creatures in the area take the splash damage, and the feat doesn’t seem to have any information concerning the subject of healing bombs.

Is there any official statement made on this subject or will this just be up to the GM’s interpretation?

Advance Weapon Training (Weapon Master + Brawler + Item Mastery combo) question

For the people that doesnt know the combo heres the link to Cartmanbeck’s Guide, all credits to him. (https://docs.google.com/document/d/1G1oa8hQif08qqRdEyMnDVVFAoBN_53uhNcJc4wArQxs/edit). The scenario is this: the weapon master archetype gains weapon training at lvl 3, and he has this benefit:

Special: Fighters that have the weapon master archetype can select this feat beginning at 4th level. The benefits of a weapon master’s advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can’t select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.

in lvl 4 he picks the Advanced Weapon Training as a bonus feat, and at lvl 5 take a dip into brawler and gain Martial Flexibility.

The question is if with Martial Flex. one can take again an advanced weapon training feat ignoring the clause of the 5 lvls, despite the fact that it doesnt gains it from the fighter bonus feat as this implies

[…] A weapon master can select this feat as a bonus feat; if he does so, it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.

A player of mine is using this and im inclined to, if proves illegal, let him play it anyways. But I need to know if it is indeed legal. Thanks in advance!

How does the UA Lore Mastery Wizard’s Alchemical Casting feature interact with the Spell Sniper feat and the Sorcerer’s Distant Spell Metamagic?

This question comes from recent discussion in the question “What is the maximum distance you can cause damage from?”


The Unearthed Arcana Lore Mastery Wizard gets the Alchemical Casting feature which states:

[…] When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting […]

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile […]

I’m wondering how (if at all) this feature works with both the Spell Sniper feat and the Sorcerer’s Distans Spell Metamagic:

When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

Do these allow you to make spell have a range of 4 miles, 2 miles, or still only 1 mile total?


Note that I am already aware that ordinarily the Spell Sniper feat and Distant Spell Metamagic work together, this is supported in the question “Does Spell Sniper and Distant Spell quadruple your range on attack spells?”

Does the UA Blade Mastery feat stack with itself?

The Blade Mastery feat says this:

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Its second feature says that using your reaction, you can get a +1 bonus to AC. This lasts until you’re not holding your weapon. Does this mean that in multiple consecutive rounds you can use your reaction to get a +1 bonus as long as you’re holding the weapon, which could (theoretically) allow you to have, for example, +6 to AC after a minute like this? Or can the bonus only apply once, RAW?

Does the UA Blade Mastery feat stack with itself?

The Blade Mastery feat says this:

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Its second feature says that using your reaction, you can get a +1 bonus to AC. This lasts until you’re not holding your weapon. Does this mean that in multiple consecutive rounds you can use your reaction to get a +1 bonus as long as you’re holding the weapon, which could (theoretically) allow you to have, for example, +6 to AC after a minute like this? Or can the bonus only apply once, RAW?

Do I need to prepare Lesser Restoration to cast it with the UA Artificer’s Alchemical Mastery?

The UA Artificer’s Alchemist subclass gains the following ability as part of their Alchemical Mastery at 6th level:

In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).

Do I need to prepare Lesser Restoration as one of my spells for the day in order to use this feature, or does this ability allow me to cast it a limited number of times without preparing it?

Does Alchemical Mastery allow you to add your intelligence mod twice to a healing spell?

The new Unearthed Arcana artificer archetype alchemist has a feature called Alchemical Mastery, that, among other things, allows you to add your intelligence modifier to the healing effect of a spell that restores hitpoints.

As I understand it, cure wounds already does this: 1d8+spell casting modifier.

Would this combine so that the healing was 1d8 plus twice intelligence modifier?

Does the Way of the Long Death monk’s Mastery of Death feature protect against the Disintegrate spell?

Some damaging spells, like disintegrate, have some additional effects when they reduce you to 0 hit points (in this case, reducing the target to a pile of dust).

The Way of the Long Death monk’s 11th-level feature, Mastery of Death, states this (SCAG, p. 131):

When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

If a level 11 Long Death monk with few hit points left fails the saving throw against disintegrate (doing enough damage to normally reduce him to 0 HP) and attempts to use his Mastery of Death feature, what happens?

  1. The disintegration happens before the feature can take effect, so the monk is now dust
  2. The Mastery of Death effect happens before the dusting occurs, so the monk is safe (and alive at 1 hit point)