Durable or Improved Rageblood Vigor

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.
 

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*scrolls his eyes up four lines* "Half-Orc boosts these scores for a 20 str and 16 dex. The Half-Orc was built for charging,"

I carefully read the OP's first post -- where it would logically have been mentioned -- but failed to read the followup comment carefully enough. Please forgive this tragic oversight on my part. The kittens that perished needlessly due to my inattention will be sorely missed.
 

Belt of Feral Might (D380)

That's a nice item. It's a shame none of my DMs allow Dragon material.

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?

Absolutely YES by RAI and RAW. A +0 Con mod is still a mod. In D&D as well as in mathematics, a thing with a value of 0 is NOT the same as a thing that does not exist.

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.

Wow. Just wow. You said you keep getting outvoted, but hasn't anyone in the group learned from the experience that maybe you are the one that they should listen to and not the other person?
 

I carefully read the OP's first post -- where it would logically have been mentioned -- but failed to read the followup comment carefully enough. Please forgive this tragic oversight on my part. The kittens that perished needlessly due to my inattention will be sorely missed.

Just doing your part to support Bob Barker's mission to help control the pet population.
 

I think they will figure it out soon. They're just a little slow on the uptake. Next time I may just run and let a few of them die. Although given their learning speed, they may just blame me. I'm sure I'll find out during our next session.

My last DM for 3.5 didn't allow Dragon Magazine either. I think he just thought I would try to break the game. Although he was probably not wrong.

He banned my Planar Shepard, and then later disallowed all Eberron Books after I got to a 6th level Escalation Mage. lol
 

Odd

The DM not adjusting the encounters is fine, unless they are at the extreme spectrum of difficulty and then expanded again. More resting may be necessary though. The main problem that needs to be addressed first has to do with teamwork. Your DM, regardless of the number of people involved, is going to continue to kill all of you if the group continues to act retarded.

There isn't much reason that a runepriest couldn't be a decent tank, they just lack the marking mechanic and their AC is a bit lower. The HP and defenses will be a bit lower, but that can be compensated with AC, especially since their class feats suck pretty bad. Make sure that you stick close to the runepriest though, or he is a lot less effective.
 

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