| Post/Author/DateTime | Post |
|---|---|
| Sargon06-06-05, 11:06 PM | Can anyone help me with how the protective slime works? A DC 18 saves a magic weapon from taking damage.. Is that using the wielders rflex save? Do non magic weapons automatically take damage? What charts tell you how much Hp given weapons have? and a +1 enchamnet adds a total of 10 hp to the weapon right? |
| Kelldahr06-06-05, 11:40 PM | Is that using the wielders rflex save? Attended (i.e. held by a character or creature) items normally make saves using the wielder's save bonus. Magic items are a bit of an exception since they have a save bonus of their own (2 + half the item's caster level for all three save categories), so attended magic items use either the wielder's bonus or their own, whichever is better (the item still gets a save using its own bonus when unattended). In most cases, the wielder's save bonus will still be higher than the item's. (this is from PHB3.5 p 166-167) Do non magic weapons automatically take damage? Normally, a non-magical weapon would still get a save using its wielder's bonus, but the Protective Slime ability description specifically mentions that magical weapons get a save. I would therefore assume that a non-magical weapon gets no save and automatically takes damage. What charts tell you how much Hp given weapons have? Check out table 9-8 on page 166 of the PHB3.5. and a +1 enchamnet adds a total of 10 hp to the weapon right? This is correct. It also applies to armor and shields. Each +1 enhancement also adds 2 to the hardness of armor, weapons and shields. (PHB3.5 p165). Have fun... |