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Seth62
2011-06-04, 05:55 PM
Okay I'm DM in a game yesterday and right before the end the Artificer releases his newest creation a adamantine spider but it can use webs. The webs it throws are mithril nets with Sovereign Glue (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#sovereignGlue) covering them. I as the DM need to know if there is a break DC. I know the DC for the nets but once there broken they are still attached to my monsters, so I need to know how to escape the sovereign glue.
Thanks.

erikun
2011-06-04, 06:04 PM
This (http://www.d20srd.org/srd/exploration.htm#breakingAndEntering) might be helpful for you. Note that your player will probably need to break the mithral, not the glue, to move around. Succeeding at breaking the net would probably apply to the net as a whole - with the entire thing being mithral, being able to tear one point would be the same as tearing any other point. Sovereign Glue is, technically, not something that can be removed once it has set without special means (Universal Solvent).

Note that Sovereign Glue is kind of tricky to work with - it sets within one round, and any character could just lift it off within that time without penality.

Luckmann
2011-06-04, 06:44 PM
That sounds soooo cool.
Adamantine spider shooting mithril webbings around. :smallbiggrin:

Sorry, don't have anything to contribute, just that it looks cool in my mind. Carry on.

Jack_Simth
2011-06-04, 07:27 PM
Okay I'm DM in a game yesterday and right before the end the Artificer releases his newest creation a adamantine spider but it can use webs. The webs it throws are mithril nets with Sovereign Glue (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#sovereignGlue) covering them. I as the DM need to know if there is a break DC. I know the DC for the nets but once there broken they are still attached to my monsters, so I need to know how to escape the sovereign glue.
Thanks.
Let's see... the DC for Chain is 26 (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#chain), Hemp Rope is 23 (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#ropeHempen), while the Net is DC 25 (http://www.d20srd.org/srd/equipment/weapons.htm#net), while Mithral is "lighter than iron but just as hard" (http://www.d20srd.org/srd/specialMaterials.htm#mithral).

So the difference in DC for breaking a net made of mithral vs. a normal net should be comperable to the DC difference for breaking a normal rope vs. breaking a chain - +3 DC, so DC 28 rather than 25.

But that's just extrapolation. Go with whatever seems right for your game.

Edit:
Oh yes, and if the Artificer isn't an NPC, please ask the player how he settled on the stats & costs of the beast....

Seth62
2011-06-06, 07:01 AM
That DC seems about right and I do intend to ask him about how it was made and were he got the price. (he has waved prices and ex before unfortunately)

AslanCross
2011-06-06, 07:27 AM
Mithral has the same strength properties as iron; it's just lighter. If I'm not mistaken, spiderwebs have better tensile strength than iron. If you make mithral fibers as fine as spiderwebs, spiderwebs might actually be stronger.

It's an awesome idea, though I'd just go with using adamantine spiderwebs. :smallamused:

EDIT: Spiderwebs have the same tensile strength as hi-grade steel, so yeah, you might be better off just using the same stats as the standard webs. Unless you make it out of adamantine.

visigani
2011-06-06, 08:53 AM
I think you're not being ambitious enough here..


Why not... wish to be something else?



Wish
A spellcaster casts wish and transforms the character.
Ritual Time: 1 action, as the spell.
Ritual Cost: The ritualist must spend 5,000 XP (the spell's
XP component). The ritualist charges the subject a number
of gold pieces equal to caster level × 90, plus an additional
25,000 gp (to compensate for the experience point loss).
Ritual Caster Level: 17th, as the spell.


If you'll notice the spellcaster is the one who pays for everything in terms of XP... you just pay the golds. Except in this instance... you don't.


When it's all said and done you'll be the same level.


A few caveats... you get the average of the new races physical ability scores, retain your own ability scores... but you DO get the supernatural, spell like, and extraoridnary abilities of the new race... So you'd be the world's dumbest mind flayer... but you could still eat brains.

And there's no racial hitdie boost.

Mind you there IS an ECL boost, however... so technically you'd be like a +18 level character... but this just means you'd pay an XP penalty...

but it also means you might want to pick a reasonably close in level template or race to take.

Consider Half Celestial? =)