Artificers and power playing

Viashimo said:
I want to know if this is even remotely possible, and if it is, what other than barring and killing the character could I do about it.

Thanks

Not giving him a lot of treasure, and not allowing him to speedily convert it to usable funds and/or materials.

It's going to suck to be the artificer when everyone says, "Quick, I discovered where the evil mage teleported away to, we can get there within a week!" And the artificer says, "Hold on guys, I need two months to replenish my wands."

Be very liberal and descriptive in making it clear that the two month wait is what is responsible for the bad guy fortifying his defenses.
 

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Actually if you read the etc. Fire resistance.. it say that you can negate etc. 20 damage per round.... its not per attack but per round... So.. if 7 monsters/players are participating in a battle.. then its 20 damage total over the 7 turns..
So it doesn't really matter if its 12 burst of 4d6 or just plain 48d6 damage..
 


Goolspy - Actually, you are wrong. Sorry. From the v3.5 PHB:

Resist Energy: The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level.

It is every hit.
 


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