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If you're attacking a monster with a ridiculously high AC, such that it can only hit on a natural 20, do abilities/spells (such as Weapon Mastery/Bless Weapon) that automatically confirm crits still function, or does the fact that you couldn't confirm a crit mean that they don't?

That is, unless a crit confirmation roll counts as an attack roll and another natural 20 would auto-crit? I'm honestly not sure if that is the case though.


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Thanks for your input all. Overall, people seem to think that AM should work on demigods, but it's a risky play for either the party or demigod to try.

That's kind of where I was at in my own thoughts, so if this pops up in a campaign, that's probably what I'll run with, maybe with some caveats for mythic stuff.


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Diego Rossi wrote:
Onestep wrote:


From a gameplay perspective, it's another toss up. If anti magic field does suppress demigods, then it's basically a huge button to remove many of their most powerful traits immediately and render them vulnerable to say, a bunch of NPC's with bows. Which doesn't seem that fun.

Where does it say that an Antimagic field suppresses DR?

It suppresses the magic of the arrow, so they count as mundane arrows, but Monster Damage Reduction is "Ex or Su". You should check on a case-by-case basis to see if it is affected, and most of the time the Bestiaries don't say if it is Ss or Ex.

Plus, most of the demigod's DR requires epic weapons to bypass it, and epic weapons are lesser artifacts. If it requires a lesser artifact to bypass it, there is a good argument to say that a demigod DR is equivalent to a lesser artifact and unaffected by the AM field.

Fair point on the DR not being mentioned, though my natural assumption has been to follow 3.5's example of which types of DR are supernatural and which are EX.

I'm not certain where you got 'Epic weapons are lesser artifacts' from though. You just need a weapon with a total of +6 (including the enhancement value of additional traits like Vorpal) to overcome Epic DR. By that standard, a +2 Brilliant Energy longsword would overcome Epic DR.


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So I saw an interesting question posted the other day. Does Antimagic field suppress the magic and supernatural abilities of beings like Demon Lords and Empyreal Lords?

On the one hand, they're entities capable of granting divine spells, so they are technically deities. On the other hand, it's often made clear, both in lore and expectations of what players should be fighting and killing, that there is a distinct difference between a true deity and a being simply capable of granting divine spells. A player can become the latter, if you're using Mythic rules.

From a gameplay perspective, it's another toss up. If anti magic field does suppress demigods, then it's basically a huge button to remove many of their most powerful traits immediately and render them vulnerable to say, a bunch of NPC's with bows. Which doesn't seem that fun.

If it doesn't, then any given Demon Lord or Empyreal Lord could cast Antimagic field, fly into the air and be functionally immune to 95% of player builds while retaining near full lethality, which also seems kind of unfun.

What are your thoughts?


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Background: The party has recovered two rings belonging to a legendary Magic Knight. The first grants an additional 2D6 Force Damage to weapon attacks. The second grants 3d6 additional Force Damage to Spells and Special Abilities. After some discussion, the party decided to split these among the primary damage dealers of the party, a Magus and the Alchemist.

Only we're not sure who get's which, as there's some debate as to what exactly a bomb is. Per RAW, a bomb seems to be a weapon. But it exists almost entirely outside normal weapon rules. Until generated by a supernatural ability, it's just a vial of fluid. It has more in common with Ray attacks than a genuine weapon. Indeed, it is the ability that affects every aspect of the 'bomb' weapon. So would an increase to the abilities damage affect the damage of the produced weapon, if we treat it as such?

Basically, my question is, should the damage of the bomb be increased by the ring that increases weapon damage, the ring that increases ability damage or both?


As per thread name, how tight are alignment restrictions on worship of a Deity, if that worship doesn't provide mechanical benefits?

I was really keen on playing a True Neutral Ascetic Wizard who worshipped Irori, who pursued that which improved himself, while casting away that which did not. But I got into a slight debate with the DM, who said that to worship Irori, said character had to be Lawful Neutral. This didn't really fit with the coldly utilitarian way I envisioned the character pursuing power.

Of course, I originally envisioned said character for a game of 1E, where the one-step alignment rule made this a non-factor.


Jeff Morse wrote:
well since the book came out 2 years after pathfinder was released probably close enough. least you thought it over. i have seen this in rise of runelords game and was just sad

Yeah, playing one in Rise of Runelords would be very odd, unless you went super-heavy on a Cyphermage background.


I was just wondering, when, lorewise, is an appropriate time to play a Thassilonian Specialist? My new group is just starting up a Kingmaker campaign, and I love the aesthetic of playing as a Greed Wizard, but given that the story of Kingmaker happens about two years after Rise of the Runelords, it feels too soon for Sin Magic to have become a thing yet.