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Dwarf's Toughness
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<blockquote data-quote="Guilt Puppy" data-source="post: 571454" data-attributes="member: 6521"><p>"Fortitude negates"?</p><p></p><p>Bring it on. He can be sick for a day <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(Even at ninth level -- the level he'd be set back to by a seventeenth level caster, assuming the spell rolled max, and he was facing someone of equal level -- his Fort save is still +19, +21 versus spells... oh, except he'd have +6 enhancement to Con, not +2, from his magic item <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Not sure how closely this mirrors the way negative levels work, but it's pretty certain that they wouldn't become permanent.)</p><p></p><p>Re: Harm, the Monk variation helps against this, esp. if he focuses on deflection bonuses... And he's no more prone to this than virtually any other character would be, so I'd hardly call it a "weakness"... At least not of this munch specifically <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Re: Character background, this is of course a purely meta-game rule-stretch, but yeah, I couldn't help but take that into account when making the character... Of the high-Fort classes, those five seemed to fit together the most naturally, so I went that route. (With the added bonus of being able to take Barbarian at first level, heh.)</p><p></p><p>I could actually see playing a character like this, now that I think about it, although I'd sure as hell give my DM fair warning... He has a nice pick of class abilities (spells, Rage, Track) which don't make up for his singularity of focus, but are at least kind of interesting. And while it's power-gamish, it's hard to really use Hit Points to totally dominate an encounter... It'd just be a character that can fly into combat and take hits with reckless abandon.</p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 571454, member: 6521"] "Fortitude negates"? Bring it on. He can be sick for a day :) (Even at ninth level -- the level he'd be set back to by a seventeenth level caster, assuming the spell rolled max, and he was facing someone of equal level -- his Fort save is still +19, +21 versus spells... oh, except he'd have +6 enhancement to Con, not +2, from his magic item :) Not sure how closely this mirrors the way negative levels work, but it's pretty certain that they wouldn't become permanent.) Re: Harm, the Monk variation helps against this, esp. if he focuses on deflection bonuses... And he's no more prone to this than virtually any other character would be, so I'd hardly call it a "weakness"... At least not of this munch specifically :) Re: Character background, this is of course a purely meta-game rule-stretch, but yeah, I couldn't help but take that into account when making the character... Of the high-Fort classes, those five seemed to fit together the most naturally, so I went that route. (With the added bonus of being able to take Barbarian at first level, heh.) I could actually see playing a character like this, now that I think about it, although I'd sure as hell give my DM fair warning... He has a nice pick of class abilities (spells, Rage, Track) which don't make up for his singularity of focus, but are at least kind of interesting. And while it's power-gamish, it's hard to really use Hit Points to totally dominate an encounter... It'd just be a character that can fly into combat and take hits with reckless abandon. [/QUOTE]
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