Can you choose when a Scarab of Protection works?


Rules Questions


Its description says it can absorb 12 death effects, energy drain or negative energy attacks.

Can you choose which effects does it absorb? Or does it work with every attack of that kind that harms you?

Does it work when you are attacked or after you fail your saving throw?

Scarab Sages

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From PRD wrote:

SCARAB OF PROTECTION

Aura strong abjuration and necromancy; CL 18th
Slot neck; Price 38,000 gp; Weight —
DESCRIPTION
This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.
The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.
CONSTRUCTION
Requirements Craft Wondrous Item, death ward, spell resistance; Cost 19,000 gp

I would say once you put it on, it is always active. It will absorb each of those attacks until used up. So you could have 5 of one, 1 of another and 6 of the third before it is used up.

Of course, if you find one that has already used 10 charges you better hope your opponent can only hit you twice.


Agree, except the Spell Resistance 20, which usually allows the host to voluntarily suppress the effect. Otherwise you don;t need it, you should take it off.


I disagree. The description says "...can..." That means choice.


That "can" is what made me write this post in the first place. ;-)

I think that I will rule that is always active.

The problem is that my players are about to get into a gigantic castle full of undead, and I'm afraid that the expensive scarab will last 5 minutes in such environment...


It is always on, otherwise it needs to be activated by using it or with a command word.

The can is telling you what its abilities are, or in other words "what it can do". It is not saying that the character can decide when to use it.

As an example if I am wearing a bullet proof vest and the description says "it can stop 50 caliber bullets" that "can" is saying what it does. It is not saying I have the option to not stop the bullets.


Negative energy levels and death effects generally should not be spammed at the party<---Assuming this is home brew.

If there is a cleric they can have him cast death ward.

Sometimes a party can be weak against _____ just by how it made. In such cases the GM has to decide if he wants to alter the fight so they can have a better chance of success.

Example: I had a party that was weak against flying creatures before, and they got nickle and dimed almost into a TPK. Any other fight of that CR, and they should have crushed it.


if you cant choose its a pretty garbage item


Lady-J wrote:
if you cant choose its a pretty garbage item

it is not crap, 38k GP for SR 20 is really good, an object that give SR are normally price at 10K GP per point of SR over 12 (min SR 13). so the object if you remove the other thing that reduce its price like hell it would normally cost 80k GP, i will buy that object any time instead of a mantle of spell resistance which cost 90K gp since its SR 21


Negative energy attacks might be pretty common. A few level 1 evil clerics could turn your 38K item to dust in no time just by channelling.

Though it depends to some extent on when it kicks in. If you have Death Ward up, does that block the attack before or after the amulet does?


Since it doesn't specify the order, I would go with the order that the wearer wants.


John Murdock wrote:
Lady-J wrote:
if you cant choose its a pretty garbage item
it is not crap, 38k GP for SR 20 is really good, an object that give SR are normally price at 10K GP per point of SR over 12 (min SR 13). so the object if you remove the other thing that reduce its price like hell it would normally cost 80k GP, i will buy that object any time instead of a mantle of spell resistance which cost 90K gp since its SR 21

o look an enemy hits me with a thing im immune to and it still consumes a charge


You can turn it off by putting it in your extra-dimensional storage bag of choice.

As for order of operation: it absorbs attacks, it doesn't prevent the effect. So if you have Death Ward up, you become immune to effects of the attack but the attack still occurs. So the scarab absorbs it before it gets to you.

Lady-J wrote:
o look an enemy hits me with a thing im immune to and it still consumes a charge

That doesn't make it a "garbage item" by a long shot. It's only problematic in this exact circumstance.


John Mechalas wrote:

You can turn it off by putting it in your extra-dimensional storage bag of choice.

As for order of operation: it absorbs attacks, it doesn't prevent the effect. So if you have Death Ward up, you become immune to effects of the attack but the attack still occurs. So the scarab absorbs it before it gets to you.

Lady-J wrote:
o look an enemy hits me with a thing im immune to and it still consumes a charge
That doesn't make it a "garbage item" by a long shot. It's only problematic in this exact circumstance.

wich does make it a garbage item as it will most likely just run out of charges by me getting hit by things i'm immune to


Personally I have always assumed it only activates on times that you would be effected by a energy drain or death effect. I just assumed the item would know if something was about to kill you or harm you and absorb it. After all its magic.


Lady-J wrote:
John Mechalas wrote:
That doesn't make it a "garbage item" by a long shot. It's only problematic in this exact circumstance.
wich does make it a garbage item as it will most likely just run out of charges by me getting hit by things i'm immune to

If you are only playing in games where every opponent has a negative energy attack, then yes, you are correct. But if that's the case, I'd suggest finding a new GM. Variety is the spice of life.


Lady-J

energy-draining attacks, death effects, and negative energy effects are not that common normally, so it does not negate the use of the item and if they are common then the item is very useful since it will save your life, and you know what, before the attack kick in it need to bypass the SR and after that the amulet can absorb the spell if it was a spell.

and if those kind of thing are common normally the GM want to TPK the party so better find another GM, having those kind of attack is deadly, a good GM will use them sometime to give you some fear and spice up the fight, but normally its on boss fight or other challenging fight.


They can be common in certain settings. I'd expect quite a few in Carrion Crown, though I didn't last long enough in that AP to find out. Busting into a castle full of vampires and their spawn is a great time to have a scarab--even if it breaks, that means it saved you from a whopping 12 negative levels without having to see the attacks coming and use up an action to cast death ward (if you even have such a caster in the party). You could always take it off, but don't be surprised if the vampire charms you for your foolhardiness.


blahpers wrote:
You could always take it off, but don't be surprised if the vampire charms you for your foolhardiness.

I don't think taking it off is sufficient because of the language used in the description: "The scarab's possessor gains..." So as long as you have it on your person, you get the benefits. You'd need to either drop it or stick it in extra-dimensional storage.


John Mechalas wrote:
blahpers wrote:
You could always take it off, but don't be surprised if the vampire charms you for your foolhardiness.
I don't think taking it off is sufficient because of the language used in the description: "The scarab's possessor gains..." So as long as you have it on your person, you get the benefits. You'd need to either drop it or stick it in extra-dimensional storage.

It's a neck slot item; it won't work if you aren't wearing it around your neck.


blahpers wrote:
It's a neck slot item; it won't work if you aren't wearing it around your neck.

Doh! I got tripped up on the description, which is somewhat at odds with that. "If it is held for 1 round..." and "scarab's possessor gains..."

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