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Sticky: 4e ask a simple question, get a simple answer
4 months ago  ::  Jan 20, 2013 - 11:00AM #16761
pinkisthenewred
Date Joined: Jan 1, 2013
Posts: 551
Yep, i knew that one. Problem with Bloodsworn is, that it's half a Bloodied, half a Second Wind theme, so it's pretty hard to gain all benefits of that theme at once. Any other themes you know that could be strong?
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4 months ago  ::  Jan 20, 2013 - 11:16AM #16762
Xanetsu
Date Joined: Jan 9, 2013
Posts: 9
Ok, So I know that I am missing something here, but I'm starting to get frustrated. 

Building a battle cleric, and his innate AC is 15. Dex mod being 2. Lvl 6. 

If i equip chainmail his AC become 19. So i only get a +4.

What exactly is the rule that dictates "Once your natural AC is X high then it is essentially pointless to use heavy armor."?

Nothing I have found explains this very well, just stating that if I use light armor then I get to use my Dex or Int mod.

Can somebody clear this up for me please. 
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4 months ago  ::  Jan 20, 2013 - 11:28AM #16763
Forehead
Date Joined: May 13, 2009
Posts: 63

Jan 20, 2013 -- 11:00AM, pinkisthenewred wrote:

Yep, i knew that one. Problem with Bloodsworn is, that it's half a Bloodied, half a Second Wind theme, so it's pretty hard to gain all benefits of that theme at once. Any other themes you know that could be strong?



Nope, 'fraid not!

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4 months ago  ::  Jan 20, 2013 - 11:50AM #16764
baldhermit
Date Joined: Apr 3, 2010
Posts: 1,011

Jan 20, 2013 -- 11:16AM, Xanetsu wrote:

Ok, So I know that I am missing something here, but I'm starting to get frustrated. 

Building a battle cleric, and his innate AC is 15. Dex mod being 2. Lvl 6. 

If i equip chainmail his AC become 19. So i only get a +4.

What exactly is the rule that dictates "Once your natural AC is X high then it is essentially pointless to use heavy armor."?

Nothing I have found explains this very well, just stating that if I use light armor then I get to use my Dex or Int mod.

Can somebody clear this up for me please. 





At level 6, you should be grabbing a magic armor +2. Light armor wearers tend to want to start with at least 16 in Dex or Int, and keep boosting it.

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4 months ago  ::  Jan 20, 2013 - 11:59AM #16765
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jan 20, 2013 -- 11:16AM, Xanetsu wrote:

Ok, So I know that I am missing something here, but I'm starting to get frustrated. 

Building a battle cleric, and his innate AC is 15. Dex mod being 2. Lvl 6. 

If i equip chainmail his AC become 19. So i only get a +4.

What exactly is the rule that dictates "Once your natural AC is X high then it is essentially pointless to use heavy armor."?

Nothing I have found explains this very well, just stating that if I use light armor then I get to use my Dex or Int mod.

Can somebody clear this up for me please. 




You're a Battle Cleric.  You should be wearing Scale Armor (likely +2 at L6), and have a +2 Shield Bonus from Battle Cleric's Lore.

That's AC 22, and you're done here.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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4 months ago  ::  Jan 20, 2013 - 12:06PM #16766
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
Earthforger is +1 to defenses on second wind.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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4 months ago  ::  Jan 20, 2013 - 12:27PM #16767
bogakbridgetaker
Date Joined: Jan 14, 2009
Posts: 354
I'm in the planning phase of creating a level 11 character. One of my friends is likely creating a Lightning Fury Storm Sorc. We were talking about it and decided it would be hilarious to partner up: Thunder and Lightning.

So, the question then becomes: is it viable to do a Thunder Sorcerer? If not, what about Wizard? Are there any magic items to repeatedly add the Thunder keyword onto a power (barring Elemental Prism which is a few levels above me right now, sadly).

I'm pretty sure there's a Paragon Path that adds +1d4 Thunder damage to all attacks which would be perfect, but that's also a few levels above me. 

Gah. I'm flailing here. Any help or recommendations would be appreciated! Thanks in advance!
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4 months ago  ::  Jan 20, 2013 - 12:28PM #16768
Fardiz
Date Joined: Dec 22, 2010
Posts: 2,199
See erachima's Very Small and Incredibly Loud.
Back to Basics - A Guide to Basic Attacks

You might be playing DnD wrong if...

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
Albert Einstein
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4 months ago  ::  Jan 20, 2013 - 12:35PM #16769
zelink551
Date Joined: Feb 26, 2011
Posts: 3,354
Dragon Sorc as well.
The Elemental Man (or Woman): A Genasi Handbook

The Warlord, Or How to Wield a Barbarian One-Handed

The Bookish Barbarian

Fardiz: RAI is fairly clear, but RAZ is different

That's right. Rules According to Zelink!

Self Reference Links Show

http://community.wizards.com/go/thread/view/75882/28317541/Barfcheeze_help?pg=1

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4 months ago  ::  Jan 20, 2013 - 2:23PM #16770
Be3Al2
Date Joined: May 14, 2012
Posts: 140

Jan 19, 2013 -- 11:50AM, Bohrdumb wrote:

Is there anyway to decrease the casting time of a Ritual or Martial Practice? Specifically ones to create magic items/weapons/armor. I'm hoping to get them down to <1 hour.


Paragon Artificiers with Ritual Caster feat can get Enchant Magic Item and Transfer Enchantment down to 1 minute by taking the Dungeon Enchanter feat.
www.wizards.com/dndinsider/compendium/fe...

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