lonebrendan
First Post
At fourth level theres not much available for retraining. The fullblade is key, and I would be sad to see Weapon Expertise absent for a couple levels.
I was thinking about getting this item.
Belt of Feral Might (D380)
Property: When you gain temporary hit points from your Rageblood Vigor class feature, you can add your strength modifier to the temporary hit points gained.
This way I can essentially have Durable and Improved Rageblood Vigor. Maybe even take the actual feat later for a total 10 temp on a kill (heroic levels).
Correct me if I'm wrong, but I think this should still work. Even though I have a +0 con mod, (and will be gaining 0 hp from the rageblood vigor class feature,) I still activate the belt? My feeling is yes with RAI but does RAW agree?
As for my group I have concluded the following:
1. The DM likes to see players drop, and is too lazy to scale encounters more than once.
2. None of us fully understand the risks involved with extended rests while in a dungeon. Barricading a room is our best strategy, but it doesn't really make intuitive sense.
3. The self proclaimed party leader (ie that guy who tells everyone how to play their turn) doesn't know anyones limits.
4. They listen to the guy above and thus are kind of dumb.
I was thinking about getting this item.
Belt of Feral Might (D380)
Property: When you gain temporary hit points from your Rageblood Vigor class feature, you can add your strength modifier to the temporary hit points gained.
This way I can essentially have Durable and Improved Rageblood Vigor. Maybe even take the actual feat later for a total 10 temp on a kill (heroic levels).
Correct me if I'm wrong, but I think this should still work. Even though I have a +0 con mod, (and will be gaining 0 hp from the rageblood vigor class feature,) I still activate the belt? My feeling is yes with RAI but does RAW agree?
As for my group I have concluded the following:
1. The DM likes to see players drop, and is too lazy to scale encounters more than once.
2. None of us fully understand the risks involved with extended rests while in a dungeon. Barricading a room is our best strategy, but it doesn't really make intuitive sense.
3. The self proclaimed party leader (ie that guy who tells everyone how to play their turn) doesn't know anyones limits.
4. They listen to the guy above and thus are kind of dumb.