Permanent Dispel Good


Rules Questions


I am getting ready for the BBEG fight tonight, running a third party module. It states that a "permanent dispel good" is in effect for the lair. What mechanical effects does this have? I've been trying to suss it out for a while now and can't quite get my finger on it.

Thanks!


It's an instantaneous effect and can't be made permanent. In this case, I'd probably read it as:

Whenever a spell with the good descriptor is cast in the area, a dispel check is made against it (with an effective caster level as the listed spell. If CL is not noted, more or less APL is probably fine, depending how often you want these spells to fail).

Scarab Sages

Since it's a boss fight, you could also read it as the BBEG (and/or his minions) permanently having the effects of Dispel Good running (in terms of the touch attacks auto-dispelling, etc.). But that's extraordinarily powerful, so you'd want to think through if that is appropriate for the difficulty level as written in the module.


It will power up all of the evil people.

1) They gain a +4 deflection bonus to AC against attacks by good creatures.

2) On making a successful melee touch attack against a good creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (Spell Resistance applies). This use normally discharges and ends the spell, but not in this case.

3) With a touch you can automatically dispel any one enchantment spell cast by a good creature or any one good spell. Spells that can't be dispelled by dispel magic also can't be dispelled by dispel good. Saving throws and Spell Resistance do not apply to this effect. This use normally discharges and ends the spell, but not in this case.


Agreed it breaks the rules a bit to be permanent and area. However, being a Frog God (Necromancer) module it does tend to bend things towards the harsher end of the spectrum.

Thank you all! It should be an epic fight tonight.


I am also running Rappan Athuk (I assume that is what you are running) and how I handled that encounter was that I gave all the evil people +4 deflection but not the touch options.

I based this on the fact that it is an area effect rather than on any individual.

My group hit it at level 7 and...TPK. But it is all good, more candidates for the Kenny Award (we are going to give an award at the end for the player with the most/best qualifying deaths).

Spoiler alert:
The Paladin did a 'last stand' to buy the group time, the Demon got her.
The Arcanist and the Alchemist tried to retreat through the trapped door that they had suppressed earlier (but did not disarm). They got Feebleminded as a result.
The Druid/Fighter and the Cleric tried in vain to save the Arcanist and Alchemist but the Spectre got all 4 of them.


Yeah, definitely breaks the normal rules so you just kind of have to make up what the effects should be.

I might simply run it as though they had a chance to precast the spell prior to combat.


Yes Rappan Athuk

Plot Spoiler:
The group is hitting it at Level 10. They are bringing a few paladins of Iomodae with them. I don't expect it to be a TPK, but won't be surprised if it goes t%%! up quickly.

Druid / Ranger / Paladin(Stonelord) / Cleric / 4 NPC Lvl 6 Paladin

The priests will be very prepared for the assault. Subtlety is not a strong suit.

Great to know others are running the modules too. Hopefully FGG gets the obituaries page back up.

So far we have 6 character deaths. Four from the same TPK. Plus ~5 familiar deaths. Love the Kenny award.


So far, 14 deaths (by level 7) including the TPK.

Best Kenny award candidate so far was the Monk who died twice inside 5 minutes.

spoiler alert:
The first time was in room 2B-15. The Monk (level 4) got the paralyzed effect while the Samurai in the group got hit with the hallucinations effect. I told the Samurai that all his buddies now looked like terrifying monsters and he acted accordingly and attacked them (player's call, not mine). The Monk died before the rest of the party could knock out the Samurai.

The Monk's second death was at 2B-32. The monk was brought back to life by the wishing statue. Then the Monk wished for more experience and the Statue ate her.

On the plus side, the group is having lots of fun trying out new characters. :)

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