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Whiskey Jack wrote:

Yowza. Thanks. It sounds like "and comedy ensues" should be part of the announcement a player should have to tack on when saying they are firing this bad-boy up.

I can't help picturing two barbarians slapping each other in turn over and over again.

I've a barb L12 and would interrupt this dance with an Improved Vital Strike attack to deal more damage and end the fight...


Bob Bob Bob wrote:
Do you see anywhere you can choose not to use the effects of Blood Sanctuary? Because I don't see a "may" in any of the language. Just "He gains a +2 bonus on saving throws against spells that he or an ally casts." This is because, usually, you don't have to save against beneficial allied spells and so this would always be a benefit. Superstition forces you to save against those spells as well, so now it's a drawback. But I don't see any way you can "turn it off".

Thank you Bob. My english is not so good but can you tell me if Blood Santuary is a drawback?


Dasrak wrote:
No you do not get a choice. The Superstition power forces you to always make a save against allied spells and Blood Sanctuary always gives you a bonus on those saves.

It is difficult to believe that Blood Sanctuary force you to resist all allied spells with a additional +2 ?


Don't you think that the Barbarian Bloodrager can decide or choose wich spells he wants to accept or resist? Let me explain this...

3 rd level Bloodrager ability = Blood Sanctuary +2
It is stated that ".. a bloodrager can stand
confidently amid the effects of spells cast by himself or his allies"

With the "superstition rage power"
I can understand the Bloodrager must save even allies spells but can stand confidently amid the effect of this spell. He may wants to confidently accept the effect of this spell by having a success on his saving throw...

Does it make sense?