Nola RPG (Big Easy Table Top RPGs - New Orleans Roleplaying D&D D20 GURPS) | |
http://nolarpg.com/cgi-bin/NolaRPG/YaBB.pl
Table Top Game Systems >> Dungeons & Dragons 4.0+ >> Wizard Shield power http://nolarpg.com/cgi-bin/NolaRPG/YaBB.pl?num=1215645551 Message started by Liam on Jul 10th, 2008 at 12:19am |
Title: Wizard Shield power Post by Liam on Jul 10th, 2008 at 12:19am
Wizard, level 2 Utility, Sheild, page 161
How does it work? It looks to me that as soon as I am hit I can activate my shield and my AC is now +4. If the monster got a 17 against my AC 15 he now has missed me (15+4=19). Also, for any other attacks, until my turn is done, my AC is +4. I can only cast it when I get hit but I interrupt his damage roll and might make him miss me. Anyone else read it differently? I think the cleric did something like this last game but I don't know what power he did. I know he did something we had some sort of confusion with. |
Title: Re: Wizard Shield power Post by david on Jul 10th, 2008 at 12:38am
that seems right to me. it is an interrupt so that you don't activate it and not get attacked, thus wasting it. it sucks that it is only one turn, but that could be all the difference you need some times, right? it's like they say: the best defense is not getting hit in the first place.
|
Title: Re: Wizard Shield power Post by hewhorocks on Sep 25th, 2009 at 7:32pm
As an encounter power its very cinematic. Throwing up an arcane shield that would otherwise crush your skull, it seems much more satisfying than casting mage armor even if a mage armor clone would be more effective.
|
Title: Re: Wizard Shield power Post by hewhorocks on Nov 11th, 2010 at 8:03am |
Nola RPG (Big Easy Table Top RPGs - New Orleans Roleplaying D&D D20 GURPS) » Powered by YaBB 2.4! YaBB © 2000-2009. All Rights Reserved. |