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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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General Tabletop Discussion
*Pathfinder & Starfinder
Armor hitpoints, magic items and a Slime Wave
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<blockquote data-quote="iamrpgdm" data-source="post: 1003405" data-attributes="member: 1703"><p>I'm DM of a group and at our last session they got a Slime Wave from Defenders of Faith cast on them. </p><p></p><p>Slime Wave</p><p>Conjuration (Summoning)</p><p>Level: Clr 7, Drd 7</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: 15-ft.-radius spread</p><p>Duration: 1 round/level</p><p>Saving Throw: Reflex negates</p><p>Spell Resistance: No</p><p></p><p></p><p>You create a wave of green slime that begins at the</p><p>range you choose and violently spreads to the limit of</p><p>the area. The wave splashes and splatters as it passes;</p><p>some slime clings to any wall or ceiling. Green slime</p><p>devours flesh and organic materials on contact, and</p><p>even dissolves metal. Each creature is covered with</p><p>one patch of green slime for every 5 feet of its face.</p><p>A patch of green slime deals 1d6 points of temporary</p><p>Constitution damage per round while it devours flesh.</p><p>Against wood or metal, green slime deals 2d6 points of</p><p>damage per round, ignoring metal's hardness but not</p><p>that of wood. It does not harm stone.</p><p>On the first round of contact, the slime can be</p><p>scraped off a creature (most likely destroying the</p><p>scraping device), but after that it must be frozen,</p><p>burned, or cut away (applying damage to the victim as</p><p>well). Extreme cold or heat, sunlight, or a remove disease</p><p>spell destroys the green slime. Unlike normal green</p><p>slime, the slime created by this spell gradually evaporates,</p><p>disappearing by the end of the duration.</p><p>Material Component: A few drops of stagnant</p><p>pond water.</p><p></p><p>The characters are all around 12th level so they have a fair amount of magic items. We spent 30 minutes or so just in determining saves for all of these, so it was kind of a pain. One thing that we didn't seem to find was hitpoints for armor. There is the list of hardness and hitpoints for substances and iron and mithril for example are 30hp/inch of thickness. How thick would armor be? 1/2 inch(15hp)? 1/4 inch(8hp)? Plate mail is solid pieces of metal and chain isn't so should there also be a difference there as far as thickness or hp is concerned? A small steel shield has 10 hp and a large steel shield has 20 hp, so if armor is treated like a shield except it would be medium, does 15hp sound about right? (Note: Enhancement bonuses give an additional 1 hardness and 1 hp per +1) </p><p></p><p>What would happen to a Heward's Handy Haversack or the like if they were destroyed. Would the items just be dumped at the current location? There also isn't a listing for leather as a substance. Would it be equivalent to rope?</p><p>Any other thoughts or ideas on this? </p><p></p><p>BTW: Several magic items were destroyed that value wise accounted to about 50,000gp or better. This is a nasty spell.</p></blockquote><p></p>
[QUOTE="iamrpgdm, post: 1003405, member: 1703"] I'm DM of a group and at our last session they got a Slime Wave from Defenders of Faith cast on them. Slime Wave Conjuration (Summoning) Level: Clr 7, Drd 7 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 15-ft.-radius spread Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature is covered with one patch of green slime for every 5 feet of its face. A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration. Material Component: A few drops of stagnant pond water. The characters are all around 12th level so they have a fair amount of magic items. We spent 30 minutes or so just in determining saves for all of these, so it was kind of a pain. One thing that we didn't seem to find was hitpoints for armor. There is the list of hardness and hitpoints for substances and iron and mithril for example are 30hp/inch of thickness. How thick would armor be? 1/2 inch(15hp)? 1/4 inch(8hp)? Plate mail is solid pieces of metal and chain isn't so should there also be a difference there as far as thickness or hp is concerned? A small steel shield has 10 hp and a large steel shield has 20 hp, so if armor is treated like a shield except it would be medium, does 15hp sound about right? (Note: Enhancement bonuses give an additional 1 hardness and 1 hp per +1) What would happen to a Heward's Handy Haversack or the like if they were destroyed. Would the items just be dumped at the current location? There also isn't a listing for leather as a substance. Would it be equivalent to rope? Any other thoughts or ideas on this? BTW: Several magic items were destroyed that value wise accounted to about 50,000gp or better. This is a nasty spell. [/QUOTE]
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