dnd 5e: How can I use multiclasses to make a fighter launch True Resurrection and use a Barbarian's Fury and Defense without armor?

When several classes are held, you cannot choose specific characteristics of different classes and combine them: you can choose levels in those classes. For example, a level 4 character can have 2 levels in the fighter class and 2 levels in the wizard class: they will get all the characteristics of a level 2 wizard and all the characteristics of a level 2 fighter. It is a bit more complicated when it comes to multiple kinds of pitchers and there are some requirements when it comes to skill points; See the player manual on page 163 for more details.

In other words, to get all the functions you want, you must find out what classes have access to them, at what level and choose those levels. The barbarian's defense and unarmored anger is a level 1 feature, so it's easy. On the other hand, the true resurrection is a level 9 spell that is available at level 17 for clergy and druids. That leaves room for 2 fighter levels, assuming your character is at level 20.

However, keep in mind that at this point the character would be more a cleric / druid, with some levels in barbarian / fighter. Also, while using the wrath of the barbarian, you will not be able to cast any spell, so the synergy is not very good.

A possible low level alternative would be to choose a cleric or druid of a level that allows you tried to launch True Resurrection through a scroll. It would be a DC19 check, based on your spell casting ability (WIS) and if it fails, the scroll is destroyed. To avoid control, you can choose 13 levels of thief thief that allows you to use a magical device.

under armor white soccer cleats

people Active people, all with soccer armor around the world, wear New Balance discount shoes online to help them exercise safely and comfortably. If you plan on jogging or going to the gym, it is a good idea to look online for New Balance shoes for men. UK customers can save a lot of money when they buy discounted New Balance shoes online, compared to buying similar brands on the street. Are you ready to update your list of most popular shoes? Prepare your eyes for the wonderful designs of the Corso Como shoes, where women are totally dazzled with their fun style and colors. The 2012 collection of Corso Como shoes has versatile and modern styles for the hot days of the year.

If you want a bold and exciting look, choose the striking tones that these shoes have, it seems that it is by far the fastest route! Get in beautifully under the armor with thick and colorful Corso Como shoes! Subtle ruffles, beautiful ties, polka dots or tones such as tangerine and pink are undoubtedly tempting alternatives for female glamor lovers. Naked tones, golden touches and suede are elegant and timeless, while dark tones and studs are fabulous options for those looking for an avant-garde atmosphere. Fame is well justified when we consider track trends and preferred options among those looking for a timeless refinement charm in a matter of seconds.

As we all know, O & # 39; Neal was a "Superman" by heart. His main action was to cover the head of the people when he made a dump, and then made a pull-up, which always made a mistake or broke the board. Thus, the famous dump movement became the character of the flag of O & # 39; Neal. The first Under Armor symbol shows that its appearance was in the second generation shoes that Reebok launched for O & # 39; Neal. According to unofficial records of shoe fans, after O & # 39; Neal terminated his contract with Reebok, O & # 39; Neal bought the special personal logo designed for him from Reebok and, therefore, made his own logo of brand. Therefore, we go to the Nike basketball race of O & # 39; Neal.

What confused people was the regressive technology, there was no cell and pump damping technology, it only retained the carbon plate technology in the soles of the shoes. But, in any case, his teacher was strong enough to take him to Dream Team II, to participate in the World Championship. Although the popularity of O & # 39; Neill has been high, but the sale of his shoes continues to decline. After the contract with Allen Iverson, the new high-profile basketball star, Reebok's shoes were on a hot topic, which was quite incredible. Since Reebok terminated the contract with this shoe center, O & # 39; Neal has not signed with other brands, while choosing to establish its own DUNKMAN brand and its shoes are called Shaq series.

Therefore, it does not sell well as Vibram. People divide the Stealth into rock shoes under the armor project into five different categories. Each category has its own color and label. People can distinguish these five categories easily. First, let's see the red stealth. This type of stealth is suitable for those who walk on the rocks. This type of stealth has good friction. Yellow stealth is a bit soft. It also has strong friction. In addition, this type of rubber cushioning is also very excellent. We cannot ignore this important feature. We can't forget the orange Stealth. It is said that the orange Stealth has the best friction. [Image: under% 20armour% 20project% 20rock% 20shoes-752sxi.jpg] Therefore, the orange Stealth is suitable for rock climbing.

dnd 3.5e – Can you put marvel ring / item enchantments on weapons and armor?

If you have too many rings / charms / etc., can you add effects to your weapons and armor, such as adding Jump to your sword for a Frost Evasion Mark or making a series of minor improvements to end up with a Dwarf Plate of Healthy Elves (+ 2) (Boots) Resistant Elves (Cloak) (+1) Wise to see the minutes with ogre power (+2) Protection (+1)?

(This means you have the exploits for weapons / armor manufacturing and spells and stuff)

Google Cloud Endpoints with Cloud Armor

Is it possible to protect the Google Cloud Endpoints URL with Google Cloud Armor against DDoS attacks? Google Cloud Armor only accepts non-CDN load balancers as a target.

dnd 5e: What is the cost of magic armor over the cost of worldly armor?

In this case, the DM comes with a pricing system. We really have no idea what that system is and you should discuss it with them and solve the problems and interactions that interest you.

DMG prices

The DMG (page 135) has a table of price ranges at different levels of rarity of magic items.

If your campaign allows you to trade magic items, rarity can also help you set prices for them. As DM, you determine the value of an individual magic item based on its rarity. Suggested values ​​are provided in the Rarity table of the magic item. The value of a consumable item, such as a potion or parchment, is typically half the value of a permanent item of the same rarity.

Unless you decide that your campaign works differently, most magic items are so rare that they are not available for purchase. Common objects, such as a healing potion, can be obtained from an alchemist, herbalist or spellcaster. Doing so is rarely as simple as entering a store and selecting an item from a shelf. The seller can request a service, instead of a currency.

The price ranges are the prices of those items, it does not say they are additional to the mundane cost for that type of item. The DMG only provides the range for that item.

More optional guidance on Xanathar's guide to everything

Chapter 2 of this book has some additional pricing options. These are likely to include everything because there is no language to "add this cost in addition to the regular price of the item."

dnd 5e – Can elves trance in armor without inconvenience?

No negative effects

Including details about the Elven Trance function here:

Trance: Elves don't need sleep. Instead, they meditate deeply for 4 hours a day. (The common word for such meditation is "trance"). While meditating, you can dream one way; Such dreams are really mental exercises that have become reflective through years of practice. After resting in this way, you get the same benefit that a human gets from 8 hours of sleep.

As he says, you are not sleeping, but you get the benefit of 8 hours of sleep (a long rest). Since the negative effect of wearing armor applies specifically to sleep, and would not be considered a benefit, it would not apply to an Elf in Trance.

dnd 5e: can you improve the armor of the armor to the average?

Agar the Ranger wears a shell of psychic resistance (DMG, 152), wants to improve its amour to half plate while retaining the magic resistance.

"Half plate consists of shaped metal plates that cover most of
user body " PHB 145

Presumably the half plate would include a breastplate; Can RAW Agar wear half-plate armor and retain the magical properties of the original shell?

balance – What is the design reason for having armor mechanics and magic penetration?

I think there are three aspects of this:

  • Significant decisions
  • Balance.
  • Mechanical complexity

In the aspect of meaningful decisions … well, if the response to armor is more damage, then that is not a decision. It is good that there are multiple ways to deal with a situation. I mean, multiple different in type (not only in raw numbers) forms. Do not simply choose the attack with more dps.

If only the answer is always more harm, then deciding which attack to use is NOT interesting. It could also be automatic. There could also be only one type of attack (and unique equipment).

The ideal would be to have a unique mechanic instead of more statistics. However, from the point of view of a significant decision, the option of avoiding armor is valid.

The answer is often not obvious.

It should not be from the point of view of balance, if there is only one way that is clearly the best, then the options are not balanced. On the contrary, the use of armor penetration or simply more damage should be mainly of the preferred play style (and then of tactics and availability).

It also makes sense that there are ways to counteract or prevent armor penetration. It can be something that denies the damage, something like evasion (if it makes sense in the game, for example, turn-based tactics) or user agility (if it makes sense in the game, for example, action rpg), it can attack from a greater distance, whatever.

To me, this seems unnecessarily complex.

This applies to the particular case of each game, how exactly the mechanics were implemented and with what other mechanics it is synergized. Armor penetration can be direct: it does this amount of damage by ignoring the armor. Done.

It can be complex, if the way to counter armor penetration is with armor that has some kind of resistance to armor penetration … then it is not really armor penetration, right? I mean, the designer may have a strange logic for these mechanics.

If the player has to …

search definitions and statistics on the web

… to be able to use it. So we have a clarity problem. The mechanics are not clear, it is not easy to understand. It could be that the mechanics should be reevaluated, or it could be just a matter of a better user interface (if it's not so bad), in fact, if the user interface designers or writers have trouble explaining the mechanics, Game designers should probably take another look.

On the other hand, if the player has to …

search definitions and statistics on the web

To decide which one is better, although both the use of armor penetration and the greatest damage (and hopefully other options) are perfectly viable and easy to use options … we have an optimizing player. It's good to have those. And it is good to have mechanical depth for them. There are people who like to discover those things. There are people who take pride in having or using the optimal solution.

In addition, websites, video explanations, wikis, forums and other online communities that develop around the game are a good thing.

If more damage cannot be scaled with more armor, shouldn't the damage be polished or should the armor be reduced?

Fans and nerfs are often not trivial. You should consider other mechanics. Is there a mechanic that reduces the armor? What about one that causes overtime damage? Are there invulnerability mechanisms? etc …

While it's true that developers can create a disaster, Maybe for good old accretion. That does not mean that the penetration of the armor itself is a bad design.

It might be a bad idea in any game you have in mind when writing the question, it does not mean that it is in general.

balance: are armor and magic penetration the product of a bad design?

I think there are three aspects of this:

  • Significant decisions
  • Balance.
  • Mechanical complexity

In the aspect of meaningful decisions … well, if the response to armor is more damage, then that is not a decision. It is good that there are multiple ways to deal with a situation. I mean, multiple different in type (not only in raw numbers) forms. Do not simply choose the attack with more dps.

If only the answer is always more harm, then deciding which attack to use is NOT interesting. It could also be automatic. There could also be only one type of attack (and unique equipment).

The ideal would be to have a unique mechanic instead of more statistics. However, from the point of view of a significant decision, the option of avoiding armor is valid.

The answer is often not obvious.

It should not be from the point of view of balance, if there is only one way that is clearly the best, then the options are not balanced. On the contrary, the use of armor penetration or simply more damage should be mainly of the preferred play style (and then of tactics and availability).

It also makes sense that there are ways to counteract or prevent armor penetration. It can be something that denies the damage, something like evasion (if it makes sense in the game, for example, turn-based tactics) or user agility (if it makes sense in the game, for example, action rpg), it can attack from a greater distance, whatever.

To me, this seems unnecessarily complex.

This applies to the particular case of each game, how exactly the mechanics were implemented and with what other mechanics it is synergized. Armor penetration can be direct: it does this amount of damage by ignoring the armor. Done.

It can be complex, if the way to counter armor penetration is with armor that has some kind of resistance to armor penetration … then it is not really armor penetration, right? I mean, the designer may have a strange logic for these mechanics.

If the player has to …

search definitions and statistics on the web

… to be able to use it. So we have a clarity problem. The mechanics are not clear, it is not easy to understand. It could be that the mechanics should be reevaluated, or it could be just a matter of a better user interface (if it's not so bad), in fact, if the user interface designers or writers have trouble explaining the mechanics, Game designers should probably take another look.

On the other hand, if the player has to …

search definitions and statistics on the web

To decide which one is better, although both the use of armor penetration and the greatest damage (and hopefully other options) are perfectly viable and easy to use options … we have an optimizing player. It's good to have those. And it is good to have mechanical depth for them. There are people who like to discover those things. There are people who take pride in having or using the optimal solution.

In addition, websites, video explanations, wikis, forums and other online communities that develop around the game are a good thing.

If more damage cannot be scaled with more armor, shouldn't the damage be polished or should the armor be reduced?

Fans and nerfs are often not trivial. You should consider other mechanics. Is there a mechanic that reduces the armor? What about one that causes overtime damage? Are there invulnerability mechanisms? etc …

While it's true that developers can create a disaster, Maybe for good old accretion. That does not mean that the penetration of the armor itself is a bad design.

It might be a bad idea in any game you have in mind when writing the question, it does not mean that it is in general.

unit – Duplicate armor meshes to the same transformation and become animation colliders

After many hours of tutorial videos seen on YouTube, here I am with my unanswered questions.

The goal is to have an animation with moving colliders.
Sometimes it works, most of the time it doesn't.

Here the process:
I do :
my boss's head
her body
your arms

I manipulate them for a beautiful pose.
I Apply Pose as Rest Pose.

Since I want the colliders to have exactly the same shape as my Boss tights, in Object Mode I select them (not the armor) and Copy / Paste out of the armor.

enter the description of the image here

Strangely, also paste the armor (armor named 001 in the screenshot below).
So I delete it (right click – delete), but all the collider meshes change position and rotation.

Here, everyone is 1 unit down on the Z axis and the boss rotates 180 ° on the Z axis.

enter the description of the image here

Is there any way to duplicate the meshes without the armor in the same position / transformations?

And finally, is this the right way to make moving colliders for animations?
In Unity, for each collider, I delete the mesh rendererI add a mesh collider and configure it Child to the body part in the armor.

Sometimes it works well, most of the time the collider turns incorrectly, or it is completely off, and this is a part that I don't understand since it is assumed that the collider has no other transformations besides the transformations of his father .. . I do not get it.
(If it's not clear enough, here's a 3:59 video that explains better: https://www.youtube.com/watch?v=NMQ9WGgYwCw)

enter the description of the image here