more amusing myself during the game
Oct. 31st, 2010 08:32 amWe took out a potentially very lethal boss encounter in three rounds - and we got off staggeringly light for what I was expecting. Our numbers counted for a lot, rushing in to flank the boss counted for a lot, her bad luck counted for a lot, and we'd had enough time - both beforehand, buying equipment, and immediately beforehand casting spells and chugging potions - to go in with ridiculous bonuses.
+7 AC breastplate = 2000 gp and looting it off a goblin chieftain
+3 AC shield bonus = looting a magical spiked heavy shield in a fight
+3 AC for Dex and +1 AC for size = comes with being a halfling, bub.
+3 AC while smiting = several levels of fighting evildoers
+2 AC magical bonus while smiting = 2000 gp for enchanting the breastplate to be Champion Armor.
+1 AC from Haste = having a sorcerer in the party
+2 AC from Protection from Evil = having the cleric in the party
AC 32, because there are some things money can't buy. For everything else, there'sMaster Card adventuring in dark noissome holes in the ground.
The sort of bonuses that you really need to write down and track, carefully, to make sure you're actually getting your +13 to hit/2d6 + 7 points of damage, rather than excitedly forgetting and rolling your +7 to hit/2d6 + 5 points of damage. Which means explanation.
So when the cleric said, "Here. Let me tell you about the effects of Protection from Evil," my response was "Protection from Evil is not recommended for barbarians, diabetics, or characters with high blood pressure. If erection persists for more than four hours, consult a physician."
Really, I'm playing the wrong character class to make comments like that.
+7 AC breastplate = 2000 gp and looting it off a goblin chieftain
+3 AC shield bonus = looting a magical spiked heavy shield in a fight
+3 AC for Dex and +1 AC for size = comes with being a halfling, bub.
+3 AC while smiting = several levels of fighting evildoers
+2 AC magical bonus while smiting = 2000 gp for enchanting the breastplate to be Champion Armor.
+1 AC from Haste = having a sorcerer in the party
+2 AC from Protection from Evil = having the cleric in the party
AC 32, because there are some things money can't buy. For everything else, there's
The sort of bonuses that you really need to write down and track, carefully, to make sure you're actually getting your +13 to hit/2d6 + 7 points of damage, rather than excitedly forgetting and rolling your +7 to hit/2d6 + 5 points of damage. Which means explanation.
So when the cleric said, "Here. Let me tell you about the effects of Protection from Evil," my response was "Protection from Evil is not recommended for barbarians, diabetics, or characters with high blood pressure. If erection persists for more than four hours, consult a physician."
Really, I'm playing the wrong character class to make comments like that.