http://www.systemreferencedocuments....sage/home.html
Doesn't matter if the class is in the SRD or not. The SRD is the core of all d20 D&D rules.
Again, if Turbine decided that the FvS's resistances stack with spells, it's a departure from the core rules.
Favored soul isn't on that site at all. Sure you quoted it from there?
From Complete Divine
Energy Resistance (Ex): At 5th level, a favored soul
chooses an energy type and gains resistance 10 against that
type. At 10th level and 15th level, the character gains resistance
10 against another energy type of her choosing.
What you quoted was Resistance to Energy which ability of some monsters and wizard variant. It duplicates a spell and therefore won't stack, but the rules for Energy Resistance have no such limitation.
Last edited by Letrii; 09-11-2009 at 02:38 PM.
Monsters that are naturally resistant to energy have their abilities stack with the spell....and so should favored souls.
Basically your spell stops the first 30 damage or so....and then the rest comes through as normal....you happen to be resistant to that type of damage though so take even less then someone who was not.
So for instance if you have fire resistance 30 from an item equiped on you....the item protects you from the first 30 points of damage...after which the rest comes through as normal.
You are harder to hurt with fire then a normal player though...it takes a more intense fire to burn you...so the 60 point spell that will cause 30 points of damage to a normal human after passing through fire resistance will only do 20 points of damage to you (because you can naturally take a higher degree of heat.....or your skin is naturally resistant to acid....or cold etc.
I just wish we could choose the same element each time. Having the ability to stop an additional 30 points of one elemental type would be very useful (fire I think for lava?).
I dunno about this one...an extra 10 points off of the 250 they hit you for doesnt really seem like much. Hell, a full protect lasts all of about 5 seconds against the shadow fiends. I dont know how the raid is being beatin on other servers, but the way we've been running it the party never even comes close to them for it (ie if the group starts taking cold damage its already too late)
That being said...
Fire is obvious. With the FS Greaves and a 40 point resist there are a number of situations where that is kind of a big deal.
Acid would be my next choice, immunity to acid arrows\acid fog without having to worry about buffs is coolio to me and coupled with fire does well against the burning blood.
Electricity would be good to me as well...many of the end game pit fiends cast chain lightning and it would be helpful for a non-evasion toon.
I went cold, electric, fire with mine, I'm regretting going cold - it just doesn't happen that much - I kind of picked it when I heard about the raid, but then now I've run it I know that an extra 10 isn't going to make any difference when they hit for 250 pts of cold damage, I'm almost certainly going to switch cold for acid for the reasons people say above.
Sonic might be a consideration given the sonic dmg from all the orthons in recent mods, but I still think acid, fire, electric comes up tops for me.
And yes it does stack, and no it doesn't matter if it's not PnP rules - this is DDO not D&D.
Garth
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
IMHO, acid over cold, seems like there are acid rain spells popping up everywhere, lol. **** trog shamans, it's like their favorite spell evar!
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