lonebrendan
First Post
So I've been playing a rageblood barbarian in my current campaign. Using the "Born Under a Bad Sign" background and having a 20 starting strength. I've got a lot of hit points(the background benefit allows you to use your highest ability score when determining HP). Although it seemed like a good idea at the time I neglected Con with an 11. Giving me only 8 surges per day.
We are currently leveling up to 4 and I am deciding between Durable and Improved Rageblood Vigor.
Here is some background:
I've been there for 3 out of the four sessions. The first, at which I wasn't present, turned into a TPK. The second was uneventful. In the third session one of our PCs decided he would run away into the next room where he knew a demon waited. At the time we were still struggling through the previous room, already out of heals. This resulted in 2 out of our 5 PCs dying. (disclaimer the encounters up to this point were scaled up to handle a bigger PC party, seven, but never scaled down.)
This latest dungeon is Siege. We also only had 4 of the 5 recommended players, all level 3. A rageblood, bard, druid, and a Runepriest who tanks. With this party set up I suppose he had to, but he stubbornly plays all characters this same way.
We couldn't make it through the monastery in one go. After the third encounter the rageblood was completely out of surges and had 3/4 hp. Everyone else was at about two or so, and only the bard has his daily. The brilliant consensus was to press on without rest. The battle on the stairs was handled well tactically without much bloodshed. Now the rageblood is down to bloodied and everyone else at one or two surges.
Obviously we cant make it through this next one. NAY we press on, out-voted unanimously. Blah blah blah two turns into the last battle everyone but the bard is out of surges, and three of us are tossing death saving throws. With some Deus Ex Machina we manage to retreat.
There you have it. For this party's endurance I'm thinking of taking Improved Rageblood Vigor for a total of +5 temp on a kill, or durable. I'm not sure which of the two is most beneficial to keep us going for longer. Maybe there is something else for a feat which is better. How are you even supposed to extended rest in a place like that anyway? If you leave it's re-set up but if you barricade a door random encounters disrupt your rest. If you press on, you will die.
What do you guys think about the feat? Any other advice would be nice too.
We are currently leveling up to 4 and I am deciding between Durable and Improved Rageblood Vigor.
Here is some background:
I've been there for 3 out of the four sessions. The first, at which I wasn't present, turned into a TPK. The second was uneventful. In the third session one of our PCs decided he would run away into the next room where he knew a demon waited. At the time we were still struggling through the previous room, already out of heals. This resulted in 2 out of our 5 PCs dying. (disclaimer the encounters up to this point were scaled up to handle a bigger PC party, seven, but never scaled down.)
This latest dungeon is Siege. We also only had 4 of the 5 recommended players, all level 3. A rageblood, bard, druid, and a Runepriest who tanks. With this party set up I suppose he had to, but he stubbornly plays all characters this same way.
We couldn't make it through the monastery in one go. After the third encounter the rageblood was completely out of surges and had 3/4 hp. Everyone else was at about two or so, and only the bard has his daily. The brilliant consensus was to press on without rest. The battle on the stairs was handled well tactically without much bloodshed. Now the rageblood is down to bloodied and everyone else at one or two surges.
Obviously we cant make it through this next one. NAY we press on, out-voted unanimously. Blah blah blah two turns into the last battle everyone but the bard is out of surges, and three of us are tossing death saving throws. With some Deus Ex Machina we manage to retreat.
There you have it. For this party's endurance I'm thinking of taking Improved Rageblood Vigor for a total of +5 temp on a kill, or durable. I'm not sure which of the two is most beneficial to keep us going for longer. Maybe there is something else for a feat which is better. How are you even supposed to extended rest in a place like that anyway? If you leave it's re-set up but if you barricade a door random encounters disrupt your rest. If you press on, you will die.
What do you guys think about the feat? Any other advice would be nice too.
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