gardengoth
First Post
Also, steam deals fire damage, for example the Steam Mephit's breath weapon. (Based on that I'd consider the damage from Murderous Mist - Complete Divine - to be fire also).
Bad Paper said:The elements are air, earth, fire, metal, water, and wood.
The energy types are corrosion, freezing, heat, shock, and vibration.
Thus, protection from energy becomes protection from heat or corrosion or whatever.
Fire doesn't hurt you; heat does!
Wrong. Even all the fire protection in the game world could not protect a metal weapon from being slagged. It takes a large amount of fire damage to ruin a metal weapon, 22 for a dagger, 40 for a greatsword or 60 HP for a heavy mace {fire damage normally divides by one half before hardness and HP on objects]. A magmin can effect a lot larger weapons [as they diervalle said:This raised the question of was it the fire or heat that would cause metal weapons to melt.
One of the players asked if the Magmin were immune from Fire or Heat. As they were only immune to Fire this would mean they would take 'heat' damage.
I gave it up as a bad idea and decided that Endure Elements saves them from temps below 140 and Pro Fire from Fire and Heat above that. And their weapons were safe as well.
Was that right?
Melt Weapons (Ex)
Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.
frankthedm said:Wrong. Even all the fire protection in the game world could not protect a metal weapon from being slagged. It takes a large amount of fire damage to ruin a metal weapon, 22 for a dagger, 40 for a greatsword or 60 HP for a heavy mace {fire damage normally divides by one half before hardness and HP on objects]. A magmin can effect a lot larger weapons [as they die] Maybe 100 fire damage would be about right, allows someone with heavy fire protection and a +5 adamant blade not to slag away, does not make magmin a joke when fire protection is in play.
Reducing the magmin's main defensive ability should definitly reduce the creature's CR to 1. Maybe 2.