Saving throw for my +1 keen cold iron wakashi


Rules Questions


Rolled a critical fumble card last night it said my weapon breaks unless it can make a reflex save.
The crit card didn't give the dc of the save but the instructions said it was the ac of the opponent by default.

We calculated the reflex of my sword at cl10 2+ half the cl =7
So the reflex Is 7 the Dc is 26
Now my sword is destroyed and I need a cl 20 make whole to repair it? Is my math correct ?
Please tell me my math is wrong the crit card seems super powerful for a fumble card. The crit cards are super lame like one point of no lethal damage and stuff


An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

Also, broken is not destroyed.

The Exchange

Shifty wrote:

An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

Also, broken is not destroyed.

Yup, the sword would use your reflex save if it is better than it's own. Also broken items can be repaired much more easily than destroyed. You just need to find a caster that can cast Make Whole or someone with a decent craft skill.


Yes the make whole spell says it has to be double the caster level which is 20
So 20thlevel wizard


It says the weapon is destroyed not broken


Lobolusk wrote:
It says the weapon is destroyed not broken

And that sir, is why crit fumbles suck. At the worst I have someone fall prone(if they're on difficult terrain), have them provoke an AoO, or eat another successful hit in a full attack.


Where is it written that it uses my reflex if greater?

Silver Crusade

I'd like to know the answer to that question, myself.

It's instances like this that I don't like those cards or fumble breaking rules. It just seems too harsh, especially if there happens to be no replacement weapon at your disposal. If I'm running the game, I'll come up with an alternative penalty that may put a damper on the moment (i.e. You lose your grip on the weapon while swinging and it falls to the ground just out of reach).


Damaging Magic Items

A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the broken condition, and might not function properly.


I actually don't mind it makes the game fun though I did not see that happening I stole an assassin dagge off a drow so I have enough weapons to TWF. In life you have to roll with the sack kicks


Lobolusk wrote:
Rolled a critical fumble card last night it said my weapon breaks unless it can make a reflex save.

OK Broken is a condition, destroyed is a condition; Broken =/= Destroyed.

Which one was specified on the card?


Lobolusk wrote:
Where is it written that it uses my reflex if greater?

Not seeing the pertinent portion in CalethosVB's post so I dug around a bit more. Note the last sentence of the quote (bolded) but note also the card may supercede the normal rules (I'm unfamiliar with critical system used):

From the CRB, Smashing An Object:

Quote:

Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

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