Questions about Bard and resistances
Questions about Bard and resistances
I was wondering if Bard songs affect on invisible enemies? Because its about hearing not seeing and can silenced bard play songs? Those resistance things (10/+3 or something like that, for example) keep bugging me... what do they mean? I mean what does those numbers stand for?
"Too wild to live and too rare to die"
Thankful, but still confused
Okay.. Thanks Aldon That helps a lot. I think that resistances in this game are weak, if I understood this correctly.. Storm shell gives you like 15/- resistance vs elements.. and Aasimar and Tiefling get 5/- racial bonuses.. so low resistances make no difference?
Okay.. Thanks Aldon That helps a lot. I think that resistances in this game are weak, if I understood this correctly.. Storm shell gives you like 15/- resistance vs elements.. and Aasimar and Tiefling get 5/- racial bonuses.. so low resistances make no difference?
"Too wild to live and too rare to die"
I'm not entirely sure what you're asking, but the elemental resistances and damage reduction aren't the same thing.
Damage reduction, the 10/+3 example, works on non-magical, physical damage only. So if you have damage reduction of 10/+3, a fireball will still do full damage.
Elemental resistances, such as those from the spells, or the aasimar and tiefling racial attributes, are particular to a given element. If you have Electrical resistance of 10, you ignore the first ten points of electrical damage from an attack. But once again, a fireball will do full damage.
Damage reduction, the 10/+3 example, works on non-magical, physical damage only. So if you have damage reduction of 10/+3, a fireball will still do full damage.
Elemental resistances, such as those from the spells, or the aasimar and tiefling racial attributes, are particular to a given element. If you have Electrical resistance of 10, you ignore the first ten points of electrical damage from an attack. But once again, a fireball will do full damage.
I've found damage resistance to be very powerful. Most weapons are 1d8 and that makes a 5 or 10 resistance absorb about 1/3 to 1/2 the damage of most hits. This can really add up in a fight.
The Boots of the North on my main tank makes the ice temple very easy. He absorbs most of their damage. A tiefling tank (5 fire resistance) can easily take out the last test at the monk monestary.
Resistances are not an all powerful advantage, but it does add up.
The Boots of the North on my main tank makes the ice temple very easy. He absorbs most of their damage. A tiefling tank (5 fire resistance) can easily take out the last test at the monk monestary.
Resistances are not an all powerful advantage, but it does add up.
Thanks for your answers And about the manual.. I don´t have it, so...
But anyway that has been huge help for me, when I´ve micromanaged my characters. Oh... and one more question The Chain Of Drakkas, in its description is said that it requires no armor proficiency, so can my Ranger/Rogue/Wizard, the ranger part that is... use that armor without it affecting his dual-wielding feats?
But anyway that has been huge help for me, when I´ve micromanaged my characters. Oh... and one more question The Chain Of Drakkas, in its description is said that it requires no armor proficiency, so can my Ranger/Rogue/Wizard, the ranger part that is... use that armor without it affecting his dual-wielding feats?
"Too wild to live and too rare to die"
[QUOTE=Darkwind]The Chain Of Drakkas, in its description is said that it requires no armor proficiency, so can my Ranger/Rogue/Wizard, the ranger part that is... use that armor without it affecting his dual-wielding feats?[/QUOTE]
The Chain of Drakkas is more meant to allow spellcasters and theives move and act freely while wearing +7 AC armor. Unfortunately, the Chain of Drakkas is considered medium armor and your ranger's ambidexterity and dual-weilding feats will not work with medium armor equiped. It sucks, but it's a bug in the game unless a patch included fixing it.
The Chain of Drakkas is more meant to allow spellcasters and theives move and act freely while wearing +7 AC armor. Unfortunately, the Chain of Drakkas is considered medium armor and your ranger's ambidexterity and dual-weilding feats will not work with medium armor equiped. It sucks, but it's a bug in the game unless a patch included fixing it.
Any man who asks for greater authority does not deserve to have it.
--Tercero Xavier Harkonnen, to the Salusan Militia
The Council of Four Perverts: (1) Magrus (2) Darth Zenemij (3) Erenor (4) Luis Antonio
--Tercero Xavier Harkonnen, to the Salusan Militia
The Council of Four Perverts: (1) Magrus (2) Darth Zenemij (3) Erenor (4) Luis Antonio
Washing your hands is important if you cook your breakfast.
Man... that really sucks. So there is a patch for it then? I was hoping that Chain Of Drakkas would work.... The only things i needed from ranger was those two free feats. otherwise that armor would have been perfect for my character as I´m not interested of wasting any points to Armored arcana... But hey... it was too good to be true then. But if theres a patch, maybe I´ll look for it somewhere. Thnx Erenor
"Too wild to live and too rare to die"
- silverdragon72
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Yeah.. i know that... But I´m getting bored of Fighters and that powergaming thing. It is easy to make a powerful party for powergaming, but imho it´s not so fun as putting in some roleplaying elements too... But hey.. thanks anyway... Somehow i´ve always hated fighters.. they are so boring... Although as mix-in classes they are peerless, especially for spellswords, but as I said....
"Too wild to live and too rare to die"
In games like the Icewind Dales and Baldur's Gates, I tend to lump paladins, rangers, and fighters in as fairly comparable. I go back to 2nd Edition D&D where they're all referred to as a group as Warrior classes. As such, my parties tend to have three Warriors in them, but what specific class of Warrior tends the characters are tends to vary.