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Magic Weapons - 2 specific questions
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<blockquote data-quote="skelso" data-source="post: 4512693" data-attributes="member: 54189"><p>Well, I'm running a Pathfinder campaign rather than writing my own. Most of the time, everything is fine. Occasionally, a fight that's supposed to be hard is a little too easy. The campaign I'm running uses a lot of advanced hit-die monsters and npcs with class levels rather than just straight-from-the-book monsters of an appropriate CR. I don't want it to sound like the game is just totally broken. I'm mostly just curious if I've been running magic weapons correctly.</p><p></p><p>I was concerned about magebane at first, but so far it hasn't been bad. It's at the high end of a +1 ability, but definitely not to +3. I'm fairly strict about what he can use it on. The monster has to either be an actual arcane spell-caster, or the spell-like abilities have to be clearly arcane. If a creature has abilities that seem to be a mix of arcane and divine and doesn't clearly specify what sort of magic it's using, I usually declare it to be divine unless the abilities are mostly sorceror/wizard spells.</p><p></p><p>I do like to squeeze in demons and devils whenever possible, though the adventure path doesn't make very frequent use of them.</p><p></p><p>Hmm, Modrons would be good. Not evil, immune to criticals, lots of resistances, divine spell-like abilities. Most of them can fly...</p></blockquote><p></p>
[QUOTE="skelso, post: 4512693, member: 54189"] Well, I'm running a Pathfinder campaign rather than writing my own. Most of the time, everything is fine. Occasionally, a fight that's supposed to be hard is a little too easy. The campaign I'm running uses a lot of advanced hit-die monsters and npcs with class levels rather than just straight-from-the-book monsters of an appropriate CR. I don't want it to sound like the game is just totally broken. I'm mostly just curious if I've been running magic weapons correctly. I was concerned about magebane at first, but so far it hasn't been bad. It's at the high end of a +1 ability, but definitely not to +3. I'm fairly strict about what he can use it on. The monster has to either be an actual arcane spell-caster, or the spell-like abilities have to be clearly arcane. If a creature has abilities that seem to be a mix of arcane and divine and doesn't clearly specify what sort of magic it's using, I usually declare it to be divine unless the abilities are mostly sorceror/wizard spells. I do like to squeeze in demons and devils whenever possible, though the adventure path doesn't make very frequent use of them. Hmm, Modrons would be good. Not evil, immune to criticals, lots of resistances, divine spell-like abilities. Most of them can fly... [/QUOTE]
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Magic Weapons - 2 specific questions
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