ithuriel
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Everyone who does not have a positive natural armor bonus has a +0, same as everyone not wearing a shield or using certain spells has a +0 shield bonus.
Even if the target had a natural armor bonus they would still be a valid target. Barkskin provides an enhancement bonus to natural armor. That lets it stack with natural armor.
| BigNorseWolf |
Description of the spell is rather confusing.
Target with no natural armor bonus are considered having a +0 bonus. Does this qualify them as having a natural armor bonus for the purpose of being valid target?
Yes.
Barkskin is an enhancement bonus to your natural armor bonus, just like enchanting armor is an enhancement bonus to its armor bonus. Its worded this way so creatures who have natural armor can benefit from the spell. (in 3.0 druids were annoyed they couldn't barkskin their companions effectively)
| Oliver McShade |
The biggest problem with barkskin is the duration; 10m/level. Usually means you will not have it on before a fight if caught unaware.
Even before a fight, you are spending a 2nd level spell slot for a little bonus armor vs casting spells: Fog Cloud, Flame blade, Summon Nature Ally 2, Flameing Sphere.... etc.
Spell like Magic Vestment, Mage Armor, and Barkskin should have all been given just 24 hour duration only. So one could cast this spell on themself or other once per day.
| BigNorseWolf |
The biggest problem with barkskin is the duration; 10m/level. Usually means you will not have it on before a fight if caught unaware.
Even before a fight, you are spending a 2nd level spell slot for a little bonus armor vs casting spells: Fog Cloud, Flame blade, Summon Nature Ally 2, Flameing Sphere.... etc.
** spoiler omitted **
They went with that approach in 3.0. Clerics could power up in the morning and whalop barbarians and fighters at their own game all day and still have enough spells left over to heal or SOD/SOS their opponents
| Dire Mongoose |
The biggest problem with barkskin is the duration; 10m/level. Usually means you will not have it on before a fight if caught unaware.
Even before a fight, you are spending a 2nd level spell slot for a little bonus armor vs casting spells: Fog Cloud, Flame blade, Summon Nature Ally 2, Flameing Sphere.... etc.
Barkskin isn't the best spell when you first get it -- it's one of those low level spells that takes a while to get really good.
Take, say, a 10th level druid with a strand of prayer beads, an orange prism, and a lesser extend rod (all stuff you'd want anyway) and you're casting it for a 5 hour duration.
A lesser extend rod (a great value at 3k GP) makes most of the spells that you think should be all day actually-RAW-all-day pretty early on, too.
| Ravingdork |
Hour/level spells are the kind you cast at the start of the day and effectively last an entire adventuring day. I always assume these are precast at the start of an encounter (both as a player and as a GM).
10 min./level spells are really good too as they can last several horus in their own right. These are the kind when you think there is a possibility of trouble, such as when you are about to raid an enemy stronghold, or when you enter a dark dungeon that gives you "a bad feeling." When used properly, a few of these can easily cover an entire adventuring day as well.
1 min./level spells are for when you KNOW something is about to happen, such as you hear orcs on the other side of the door and your barbarian friend is about to kick the door down. Also useful for casting during out of combat scenes such as a high speed chase.
1 round/level spells are only really ever meant to be cast during a combat or scene.
In the end, you just have to know how to manage your resources. Personally, I LOVE the first two types of spells, and cast them as often as I can.
| Oliver McShade |
Dire = Barkskin duration is 10 minutes per level. So at 10th level thats 1 hour 40 minutes. Extended thats 3 hours and 20 minutes.
Was only pointing out that it has a short duration, so at the level in which you get the spell, it is usually not your best spell option at that level.
I know that many protection spell are great at high levels, which is directly related to their long durations at high levels AND there improved effect. To bad low level character can not take advantage of these spells when they get them, due to low durations and low effects.