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In 1e incorporeal creatures ignored armor when attacking PCs. This makes sense as they can walk through matter.

Is this also true for 2e? Should I be subtracting the AC from armor whenever a shadow or ghost attacks a PC? .. and does it really matter if the armor is magical or not?

I was thinking of giving a PC a shield and armor of Pharasma that protects against incorporeal creatures; but I'm not sure if it makes sense with RAW.


So there are morlocks and other creatures waiting to have fleshwarp done on them on level 6... where are they coming from? Do they just come up from level 8 without Urevian or his guards stopping them? .. and once they've had their operation, do they just go back down into the dark unchallenged?

Also, isn't the vault a little small to contain an army to take Absolom?


Captain Morgan wrote:
Jed Roach wrote:
I was thinking that I would need to change it up based on whether I thought the creature had a higher fort or reflex save and that the mix of creatures was more or less evenly split between the 2. However, it looks like there is a tendency for higher fort saves in general. So, grab-trip-throw is the safer combo in general.
Yeah, but you can often tell from a creature's appearance which is higher. Big hulking thing? Time to trip. Waifish fey? Get grabby. Those big guys are also likely going to give a size penalty to whirling throw to boot.

Not if you have assurance with Athletics. Assurance ignores all modifiers, so whether they are big or really big it doesn't matter, you can still throw them as long as they fail their save.