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Damage Reduction in MotW

Eccles

Ragged idiot in a trilby.
I play a barbarian/cleric in our campaign, and with a combination of a vicious number of hitpoints and self-healing ability, I am invariably the party ‘tank’. Problem is, there aren’t a lot of feats that really take my fancy.

I just picked up the Masters of the Wild book, and noticed there’s a feat in there that can give me damage reduction 1/- (I forget the name). Its only prerequisite is ‘Damage Reduction as a class feature’.

I’m only a 2nd level barbarian, but damage reduction is a barbarian class feature.

What do you think – can I take the feat? Or do I need to wait until I actually have damage reduction myself (ie. at 15th level)?
 

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Don't wait... take it now!!!

It's a class feature. Just because you don't have it yet doesn't mean anything... Just like 1st level Paladins and Rangers can use curing wands, because they have cure spells as part of their class spell list.

Now if it had said "the ability to use" or similar... then you'd be SOL. ;)
 


Glad you agree!

I was worried that I was suffering from a touch of Munchkin's disease...

I figured I was right, but wanted to check it before I hit 6th level.

Although as a GM, it concerns me to think of 1st level barbarians potentially running around with damage reduction!
 

Re: Glad you agree!

Eccles said:
Although as a GM, it concerns me to think of 1st level barbarians potentially running around with damage reduction!

But we are really only talking about +1/-... There are just so many good feats out there, and Barbarians don't get anything close to what Fighters get... And you can only take this once. Seems fair...

If you want to limit it a bit, make it available ONLY at 1st level... either you were born with it or you weren't.
 

Re: Glad you agree!

Eccles said:
Although as a GM, it concerns me to think of 1st level barbarians potentially running around with damage reduction!

What's the problem with 1st level barbarians potentially running around with a damage reduction of 1/-. That's only 1 point less damage from any type of damage, not a big deal really. Now if the 1st level barbarians are potentially running around with a damage reduction of 10/+1, then there's a problem. But 1 whole point, WOW:eek: with power like that they could...

Wait a sec... it says here that Clerics can use a spell called. K.. k.. cure.. L L lite... woo-ends???? for 1D8 +1/lvl!!!!!!! what the hell?! screw the over powerd 1st level barbarians potentially running around with a damage reduction of 1/-. I'm taken' a GOD LIKE pc, like this cleric thing'a'ma'bob. Here I go with my all powerfull & unbalancing 1st lvl cleric, off to kill Elminster!:D ;)
 

In addition to taking Damage Reduction (which, technically, I don't think you can) you could try taking the Toughness feats-like Dwarf's Toughness, Giant's Toughness, or Dragon's Toughness. As a barbarian/cleric, your Fort save will be very good.
 


The feat is called Greater Resiliency, and barbarians may take it at any time. I would take Extra Rage before this feat, however, especially at lower levels. My group has a first level dwarf barbarian with this feat. His ability to rage 3 times per day is quite valuable.
 

As a Class Feature, means you have it AS a class feature at your level. Jeez, why are some people so eager to cheese the game. If you are so eager to make uber-powerful guys, just frickin' cheat!

The whole thing with wands involves the CLASS SPELL LIST. Spells being on Lists is unrelated to Class Features.
 

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