The Petrifern familiar is described as "This tiny, unassuming tree is shaped like a miniature person, with branches for arms and roots for feet." If I were to play an eldritch guardian would I be able to give this familiar combat feats usable with weapons. Example: half elf 2nd level eldritch guardian with a petrifern familiar could in theory share his exotic weapon proficiency gained from a racial trait with the petrifern because it is described as being humanoid shaped.
I am very aware of the lack of the classic adventuring party. I personally am a big fan of this page's theories on party dynamics. The anvil, the hammer and the arm.
So I am running a pathfinder module for a few of my friends. One of them is a long time player. He doesn't have a lot of time due to his job. Another one played in a short lived game for a few months. Relatively inexperienced and most of his gaming experience involves yelling fireball (his character was a fire themed sorcerer). The other 2 players have never played before and are not really sure what to do character creation wise. I am running the pathfinder module: The Dragon's Demand The players have asked me to make them some character's to choose from as they aren't really sure about character creation methods and the more experienced player just doesn't have the time. Now I want to create 4 characters that sum up the quote unquote "classic adventuring party", which is to say a fighter, a rogue, a wizard and a cleric. I know that using those actual classes wouldn't be that balanced or exact, so I was wondering what people would suggest class wise to fill these roles for an effective 4 person party? A melee type character A skilled character An arcane character A divine character They don't have to fit into these exact roles, I am just curious what peoples suggestions for PATHFINDER classes would be for a new mostly inexperienced party.
I received some gift cards and some money from the holidays. I am currently mulling over which and what book to get. I currently own: Core Rule Book
I have been mulling over getting a few books. Advanced Class Guide - not sure if I should wait until a reprint or not
I am looking for any suggestions for books. I have a few pathfinder modules and adventure paths, any suggestions for good modules and adventure paths would be greatly appreciated as well.
You can always have them accost the party demanding for the location of the body of the half drow. Perhaps they need the body as proof of the death to bring back to their superiors. Maybe the body was actually needed for some sort of horrible ritual that needed a half drow. Your imagination is the limit. Still I would recommend dropping them in demanding the body or doing something sneaky to demand the body from someone who was close to the half drow from the party. Nothing says sneaky like waking someone up in the middle of the night in their inn room all by themselves and having a brief conversation asking about a deceased former adventuring party. It would definitely bring the world to life by showing even dead characters still matter. Heck they might even not believe you that the half drow is dead and demand to know where they have run away to.
In terms of god or goddesses of the drow in Golarion I suggest taking a look at the adventure path Second Darkness: Armageddon Echo. It has a nice section on the drow as well as a listing of the demon lords that they worship. Abraxas
if you are not already in this situation you can prepare for it and sheathe the weapon if you prepared with the appropriate scabbard etc... Sheathing a weapon is a move action. To get the weapon back the BBEG would have to use a CMB Steal to take it back, which: "items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD." So harder to due and also: "If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver." Unless they have the improved steal maneuver, but what are the chances of that? It is also a standard action to perform a steal maneuver, so besides moving its pretty much the BBEG's turn.
Brawler? The archetype Winding Path Renegade If you take the school focus: Mystery of Untwisting Iron (Su) At 2nd level, metal weapons and armor in the winding path renegade's possession are treated as masterwork unless they have the broken condition. At 8th level, the winding path renegade gains a bonus equal to 1/2 her level on Craft checks involving metal, and she gains the benefits of the Master Craftsman and Craft Magic Arms and Armor feats when crafting items made of metal. At 14th level, any weapon the winding path renegade wields is treated as adamantine. So while mundane it does offer some fun boosts of turning weapons you wield masterwork and later turning them adamantine. It also gives your mundane brawler the option to enchant your own weapons.
I also forgot that the goblin's small size would effect the base damage of the pistol, so that would even further reduce the damage cause by the attack sequences (again if they actually hit with everything, which isn't likely). If he is indeed a pistolero that would defintely put him in higher damage range especially with the signature deed combined with up close and deadly. This would add 3d6 damage to every shot that hits and 1/2 of 3d6 on every shot missed. In that case maybe, but as mentioned in this case of shooting that many alchemical cartridges would wind up costing quite a bit. d20pfsrd.com said wrote: Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). 3 round of combat would take you 108 gp or 144gp if he is crafting himself. Otherwise as mentioned its 72gp or 84 gp a round. Which is pretty expensive and your party members which if always in combat will definitely start affecting your wealth by level.
I am also having trouble seeing how the gunslinger is doing that much damage if the number you quoted is correct its hard to imagine even at that level. Factoring in his class gunslinger 11 He should have 6 feats from levels He should have 2 bonus feats from gunslinger. So let us assume the gunslinger has the normal feats most people would take as a gunslinger. Dead Aim (at his level it would be -3 on attacks for a +6 damage)
Let us also assume for whatever reason he has both barrels of his double barrel enchanted at +3 (yes double barrels function like double weapons) Let us also assume he has a dexterity of 20 so a modifier of +5 which we would add to the damage with the gun. Assuming he isn't using any other damage or further attacks this round then he would be doing the following damage. 1d8+14 / 1d8+14 - firing at +11 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim = +13
Assuming he hits everything on all the hits he would be doing 90-132 damage a turn on full attacks. This could be raised via other magic items etc, but at his base he's probably somewhere in this realm. If you add in the two weapon fighting rules (which you shouldn't because explain reloading guns with both hands full) it gets even less likely to hit. More realistically he maybe took rapid shot for one more attack or in this case 2 more shots with the double barreled pistol, but that would end up looking more like this: 1d8+14 / 1d8+14 - firing at +11 (bab) + 5 (dexterity) +3 (mw properties) +1 for size -4 for firing both barrels in same turn -3 for deadly aim -2 for rapid shot= +11
Again assuming you hit everyone of your shots the damage would be 120 - 176 Even adding a +6 dexterity modifier item to the character it doesn't make much sense that would just change the first scenario to 108-150 and the second scenario to 144-200 damage again assuming all of these things hits, which again is very unlikely. Also if not already stated at level 11 in a skull and shackles game of any pirate worth his weight in gold heard of a goblin gunslinger blasting people out of the water they would find a nice defense against this very fast. Im shocked you haven't run into more people wearing amulets of bullet protection or with monk body guards busting out catch arrows and deflect arrows.
his pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot. So besides cover he should be receiving a -4 on both shots if fired at the same time. As others have said he only gets the touch ac against thing in his first range increment which is 20 feet with a double barreled pistol. So besides using deeds to up this he is stuck hitting normal ac outside of that range. Also don't forget how badly water effects pistols etc. Firearms, Black Powder, and Water: Black powder becomes useless when exposed to water, but powder horns and cartridges protect black powder from exposure. You cannot normally load an early firearm underwater or fire any firearm underwater without magical aid.
Ok, but following this line from the spell using the example again of a black wyrm dragon would that mean I put down a dragon type or do I put it down as a dragon type / dragon age in the list. This would mean say if I simply put the dragon type then the dragon would be a great wyrm of whatever they role whereas if the creature rolled for age as well they could come back as a wyrmling instead no?
As the titles says what would happen if a powerful monster had gained 5 levels of reincarnated druid and gained the ability many lives? Many Lives (Ex) At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated. Now would I use the chart listed or should there be a chart made up for each creature type? Example lets say I make a great wyrm black dragon who also happens to have 5 levels of reincarnated druid. Now would it make sense for the reincarnation table to be made up of dragon types only, be random or just stick to the vanilla chart? Also would a reincarnated dragon keep any of the powers it had as a dragon? I mean some of them are learned powers not based on being a dragon solely if I am not mistaken no? Another example based on the hypothetical question. Let's say a great wyrm black dragon reincarnated druid 5 is killed by a party of adventurers and then brought back to life by his ability as a run of the mill human. He would then effectively become a human reincarnated druid 5 only I believe.... but... emphasis on the but a great wyrm black dragon also casts spells Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type. So would the human reincarnated druid also be able to cast as a sorcerer of 15th level as well or would they just lose this?
What if you turn magic into a closely guarded secret. Say a corporation who churns out magic items as products? Could lead to some dark secrets, say ex employees seem to not exist... but would also leave magic as an existing thing, but with very little access outside of working for said company and even then nobody seems to know anyone who works the company but everyone has something from the company.
I honestly have very little experience outside of d and d and pathfinder. I have played in some very short lived L5R games as well as some even shorter lived Hunter games. I also enjoy pathfinder. The emphasis again would be on a world with magic but that focuses (focused) more on science. I am removing the option for casters from the get go, but would most likely grant access if the player develops a good idea or if it comes up in game play, player spends time finding books of the occult or making deals with the devil etc (tropes off the top of my head)
I am planning on doing my own thing, published adventures while great fun would have to be greatly adapted. I have done this in the past, but this is for an upcoming campaign with some new players / newish player. The players want to play in a large scale city running a Private Investigator like business where they can take on cases they find intriguing. The idea is to be sand box like, but with an overarching plot that will develop based on the cases they solve or do not solve of course. What would be a reasonable (basically less inane way) of replacing say a wand of cure light wounds at earlier levels? I am trying to avoid dropping items basically called red potions a le diablo or refillable doses of healing drugs aka charges = doses. *Thanks Imbicatus you posted as I was replying
The idea behind the game is science over magic. I understand that having no magic game in a game is almost impossible in terms of challenges by level being heavily influenced by wealth by level. I want there to be magic (low magic) but not immediately accessible by the starting the party. In terms of healing (status removals) I was thinking of re-fluffing some clerical spells etc treatments etc in bigger towns, so the party are not up blank creek without a paddle. Thank you about the hunter, I completely forgot they gained druid spells. The main goal as mentioned (and re-iterated) is the idea that magic did not develop the world, but science, but I want the world to be a fantasy world just where the choice was science over magic even though magic still exists.
I am planning a game, which will only allow classes that do not have access to magic or at least it is founded in a way that does not sound like magic. Below is a list of the classes I will be letting the characters select from. What I am asking from the community is poking holes at possible issues and problems that might arise from limiting the choices to the following classes. Alchemist
I am starting a new game that I plan to take place in the Darklands. The game will start in the Darklands not have the characters arrive fom somewhere else. I am looking for suggestions on certain things as I want to make and then distribute to players a mini campaign guide for the game with suggestions on how certain classes fit in and which races would make the most sense. I have never played in a game that featured anything from the Darklands so I am lacking any real immersion into the part of Golarion. The main idea is to start in a Duergar based community and work from there, so the main area would be in a part of the Nar-Voth. I welcome and all help with this.
no, but they have the dreamscarred press version on their srd found here and to answer your question whether it's better damage it isn't but it is the same damage see the gravity bow spell for the size table for damages. Point of reference a long sword is 1d8 for a medium sized character, so for a large sized long sword it would become 2d6 aka the same damage as a medium sized great sword. Also using a medium sized greatsword as a half giant would be ill advised as RAW as far as I can tell it just doesn't work and even if it did you would be wielding it with a -2 to hit. Also removing your hand from a 2 handed weapon is a free action rule here
Is the character you are thinking of an adult because there is also the young template, which would effectively make you a smaller child. Simply adding the young template will net you small size. However young template is a -1 CR adjustment. You could technically argue with your GM for the advanced template as well. It's cheesy, but technically legal.
This is the exact wording from the playtest advanced class guide: Grit and Panache
Good day (or night depending on when you read this, I recently have had to change my character in a Kingmaker Campaign. First of all, I did not die. I was playing a modified version of the Artificer from Eberron and my GM / me realized that later on in the game the character would be able to heavily abuse the kingdom building rules and heavily unbalance the wealth by level of the game. Therefore we have both decided that the character will be changed seeing as how we have just returned to a point where this is feasible and with enough time between games for me to change the character sheet. Ok so as far as a concept I have had a few flying around in my head, but the one that I keep coming back to is a gunslinging type character. I chose the mysterious stranger archetype for its charisma synergy and also for the fact that in terms of leadership roles later in the kingmaker adventure path the party is lacking a character with high charisma for the ruler role. My issue of course being that seeing as how mysterious stranger / pistolero no longer play nice together it leaves me having to depend on my swift action and charisma for damage instead of getting dex at level 5, which in turn makes me only want the 1st level of mysterious stranger. The other synergy I noticed was with the class swashbuckler from the advance class playtest. Panache + grit combine according to the playtest with the classes. This would mean that if let's say I was a mysterious stranger 1 / swashbuckler 1 with a charisma of 18 I would then have a combined pool of 8 instead of 4 for either class alone. So far the only restriction I have character wise is I cannot change my race: Aasimar, but I can changed the descended from alternatives under the aasimar race from the blood of the angels (i think that was the source) Currently the stats I am working with (rolled) are 17, 16, 13, 11, 11, 11 Issues I am debating: 1) Should I just stay straight gunslinger (mysterious stranger)? 2) Should I just stay straight swashbuckler and then take feats to use guns? 3) Should I forget the mysterious stranger altogether and take a completely different archetype that lends itself to charisma / having a gun. P.S. Before anyone suggests the holy gun archetype it is semi off the table as most of the group has been demonstrating evil tendencies and the GM has warned me not to be too far off the morale / immorale compass. P.P.S. I briefly considered the bard (archaeologist archetype) or the ninja class for multiclassing into, is that crazy or possibly so dumb its genious? Any thoughts or ideas will be greatly appreciated.
Might also consider giving him some of the more powerful item crafting feats and then having apprentices / business partners who make the other items. Nothing says he can't be a high - ish level wizard / sorcerer who has an alchemist friend, some apprentices and a friend who's really good at making insert item here. Also even if just one guy with all this stuff, you have to imagine he keeps the good and dangerous stuff with himself and is more then likely to use it. He might not have metamagic x, y or z, but he might have metamagic rods abcdefghi... etc on him! My 2 cents anyways!
Very true, based on the entry for the artifact, "Refusing to give up their fallen heroes so easily, a contingent of knights marched to Geb. What they found shocked them. Arazni had been defiled, her body wrapped in the gowns of a princess of Geb and reanimated as a undead terror. The knights attempted to destroy the newly risen abomination, but found their six brethren, reanimated as graveknights, standing in their new queen's defense. Those few knights who returned to Vigil in subsequent months carried with them a tale of horrors, warnings never to return to Geb, and four crimson jars, each with one of Arazni's still-living organs pulsing within." So I would assume the jars ended up in different allying nations, which would make the most sense.
I am looking to run a game that involves the Bloodstones of Arazni. My idea is for the campaign to eventually lead to having to recover all 4 missing bloodstones. I was looking for some interesting suggestions for the bloodstones locations throughout Golarion. Right now this is only an idea and I am trying to think up the campaign story and ideas so any recommendations would be greatle appreciated.
Sorry I should've mentioned that previously. The party plans to rescue him while he is being moved from point A (the building with the cell he is being held in) to point B the Gallows. He is essentially being marched there by armed guards to be hung for alleged necromancy performed in and around town along with 2 accomplices.
So recently in a game my players have decided that they want to save a local cleric from the gallows. There plan involves turning one of the strongest party members invisible and casting fly on them. Then having the party member swoop by the cleric, grab the cleric and fly away with said cleric. My issue is how would the rules apply in this situation? The only relevant rule I can find is in the description for Fly, which states: "The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears." My issue is should there be an attack roll or CMB roll to grapple the character before flying off with them, in my mind this seems like a multi step process. Any relevant rules I am not finding or suggestions will greatly help.
Hmmm that is good advice. I like the randomness of the dice rolls to determine if the items are bid on. It is actually perfect for me. That way the party will only slightly blame me and blame my dice rolls more! I've never been to an auction myself, but seen enough of them to know how they work. Generally the bids raises itself in increments based on a percentage of the perceived value or starting bid of the item. I should probably come up with a set of rules, so my players don't kill me when they get to bidding. I wasn't overly planning on having tons of mundane items. They were going to be more flashy looking mundane items, such as ornate swords or clothes. Red herrings if you will that Players and non players alike might waste money on thinking they were magical etc... that and things people might want just because they look neat. As I said though I plan on not adding too many of those, enough for flavor and for anybody (NPC wise) that wants to collect random curiosities.
I wasn't overly sure where to put this, so decided to put it on the general discussion board. If I am wrong for putting this here I apologize in advance. In any case in a recent game session my players have arrived at an outpost where there is an auction every 3 months in game. The players have never been able to arrive when the auction was happening because they are generally concerned with the story arc or adventures or misadventure they have become involved with and lost track of time in the the game world and miss the auction. This time though the characters (by accident) arrived back at this outpost a day before the auction. The premise for the auction is that their are several small cities and town a week or so away from this outpost. These settlements deal with their harder to catch criminals by outsourcing the problem to bounty hunters through a third party who pays the bounty hunters and collects a small percentage of the bounties. The auction is held far enough away in this fairly remote location because many of the bounties require that the bounty hunters give in all of the items found on the bounties when they collect their money. To make more money they started stockpiling some of the items they found on the bounties and are selling them through a small mobile auction house that sets up every third month to auction off some of the more lucrative items. The items range from small trinkets to weapons and everything in between. I was wondering if people could help me come up with some interesting items. They can be mundane or magical. I was hoping to get some random ideas for backstories for criminals who's items are being auctioned off to give the world some depth and make it seem more real. I was also wondering if people have ever ran auctions in game and if they have any advice on how to run it smoothly.
As the title says I have a friend who is possibly interested in playing. He is an avid reader and I thought giving him a book or maybe 2 might allow him to understand the game. I already invited him to a session, so please don't suggest that because I already beat you to it. In any case I was wondering what peoples thoughts were on which books to recommend. I have almost all of the paizo books minus some I thought
Any recommendations are welcome. I would love for this friend to start playing and don't want to scare him away.
I wasn't sure where to put this, but figured it is closer to a rules question then it is to advice. In any case, here is my question. When do you award experience for bloody skeletons? Gaining experience is usually awarded for overcoming a challenge, defeating a monster etc... Now bloody skeletons, if killed normally will come back in about an hour. Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water. So my question is... would you award experience for killing them without truly destroying them? Example: A party destroys a large group of them, but doesn't truly destroy them with holy water or positive energy etc... then continues through a dungeon and later camp, now after camping the skeletons are able to return to unlife start regaining hp and then seek out the pcs and try and kill them again (technically)... I feel like some pcs might abuse this and just rinse and repeat an encounter to gain experience... Am I wrong to only award experience after they are truly dead or should you award experience for "killing" them?
So I've decided that my party is going to have a run in with 1 or more redcaps. The main problem I am having right now is how to lead up to it. Currently my party has just left a location a large forest and are on there way back to a village. The village is at least a week away from where they are and they will be going through an area they have not explored. This area is going to be mostly swamp. More specific details
The party tricked someone working in a hidden fortress in the forest into getting a wagon. (clever roleplaying led to this) The party got the wagon, but the person they tricked insisted on providing a driver for the wagon. The driver is a dimwitted inbred dwarf. He was busy working in the fortress and would be the least missed if sent with the wagon. For safety purposes the duped individual who let them take the cart insisted that the other PCs be tied up in the back of the wagon. The 3 PCs tied up in the back are an alchemist, an archeologist bard and witch. The PC (a soulknife) who tricked the person for the wagon is sitting in front of the wagon with the dwarf for the moment. The party is trying to get back to the village because they believe that a previous contact in the village is up to no good. They seem more intent on getting back to the village then anything else. My Problems are mainly does anybody have any advice for creepy things to do while the party is riding back to town in the wagon? I was also hoping that I would have some good creepy ideas for something the redcaps would do out of the ordinary. They dip their hats in blood, but is there something such as collecting vials of blood as a collection in their lair creepy or just really cliche sounding? The party is APL 6, but play really smart, so anything I do usually has to be CR 7+ to even be a challenge. I toyed with the idea of making the redcap a shadowdancer on top of the normal stat block, but if I am doing the math right it will make it CR10, which seems like a lot in terms of them being only 6. The shadow dancer was mostly to hound them with shadowy images as they returned on the wagon. I planned on the redcap(s) having the scent of the party and following them for several days before having any kind of encounter. Basically I am hoping for good ideas to build suspense before the big hoopla!
So I am building a character. A Tengu oracle. Now I noticed the Tengu's favored class bonus for oracle is the following: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability. Now most of this is obviously ok for the curse abilities. However a couple of them are not so clear cut. Specifically blackened and haunted. Both of these offer access to spells as benefits at certain levels. Now if I am lets say I am a level 8 oracle and I have chosen the +1/2 option for my curse. I am now considered a level 12 oracle for purposes of my curse. Now let's say I chose the blackened curse. The blackened curse's 10th level ability adds wall of fire to your list of spells known. However as intended I believe wall of fire was supposed to be added as the druid level 5 spell known. Seeing as how I would only have access to 4th level spells does that mean I would add the wall of fire as a 4th level spell (sorcerer/wizard) version instead? Take the above example and apply haunted to it. Does that mean I only gain the benefit when I get higher level for the telekinesis as the only known level of the spell is level 5?
In an upcoming part of my game the party will be encountering a large group of cultists devoted to Slandrais. The entry I linked to doesn't describe exactly what Slandrais' domains are, but they are: lechery, love potions, obsession. The cult is abusing different groups of fey. I won't go into detail because it is going to be graphic in game, so let's leave it at nsfw :P In any case I was wondering what classes would best make lecherous cultists? I am looking for cultists with around 4 levels of a class or classes. I am usually very good at building NPCs etc... but I am having issues with this one. My initial thought is cleric, but then I am like wouldn't most cultists start as something else first? Any help or any suggestions would help.
So I have an upcoming encounter (well in a few weeks) The encounter involves a half orc whip wielder. I am building a half orc fighter with the lore warden archetype. Below is the build I plan on using. What do people think. Please comment and provide feedback. Build : CN Half-Orc
STR 18 DEX 16 CON 16 INT 13 WIS 12 CHA 11 (STR boost: +2 Half-Orc) L1-7 Fighter (Lore Warden) L1: Weapon Focus (whip)
I want to know if I am A) interpreting this right and then B) Finding this check way to easy. First off the creature: Disenchanter The relevant bit I am referring to is the Disenchant ability, which reads as follows: d20pfsrd wrote: A disenchanter can use its trunk to make a melee touch attack against a target's worn, held, or carried magic item in an attempt to drink the item's magic. The disenchanter makes a caster level check (+4) opposed by the target's Fortitude save. If the check succeeds, the disenchanter drains the item's magic, rendering it nonmagical. To determine which of a target's magic items is affected, use Table 9-2 on page 216 of the Core Rulebook (though a disenchanter never uses this ability on a headband or similar head-slot item unless it has first tried to wear the item). Disenchanters may instead target specific visible items, in which case they generally target the most obvious items. Artifacts are immune to this ability. Disenchant only works against objects that a disenchanter can touch, and even a thin layer of cloth effectively protects items from it. Based on the monster entry it is a CR 3 creature meaning you should be facing a group 4 x level 3 characters. Ok a character with a weak fortitude save would imply that the character only has a +1 to start with + their con score. Ok a character with a strong fortitude save would imply that the character has a +3 to start with + their con score. Meaning on average the characters in a level 3 group would have fortitude saves ranging from +1 until +7 (the +7 is if the character has an 18 in constitution) Now I am no genius, but does it not seem a little low that the disenchanter would disenchant anything as long as it rolls a 3 or higher and that is for the +4 con modifier fighter etc... Am I missing something in the rules or is this really how it works for the creature? |