Shade
Monster Junkie
PS. This is in the original, too, but I don't understand why captured weapons aren't damaged but natural weapons, etc, are. Seems awfully gamist to me.
Agreed. That needs to be remedied.
PS. This is in the original, too, but I don't understand why captured weapons aren't damaged but natural weapons, etc, are. Seems awfully gamist to me.
It should be piercing and slashing only because it says that only "edged weapons (types P and S)" can get caught. Your other changes are ok, though the double disarming thing gets a bit complex.
PS. This is in the original, too, but I don't understand why captured weapons aren't damaged but natural weapons, etc, are. Seems awfully gamist to me.
How about this rewrite of what Cleon has?
Reflexive Disarm (Ex): The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a Reflex save (DC A) or the armor plates trap the weapon. The armour plates crush the victim's weapon for B points of damage; if it is a natural weapon, the attacker takes the damage instead. If the weapon can be disarmed, it is also trapped in the armor plates. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a +C modifier on its opposed attack roll, including a +D bonus). The save DC is Dexterity-based.
That parenthetical about the +C modifier, +D bonus might not be necessary.
We'd usually convert this to a few/day rather than 1/turn. Do you really want to make it just heat metal or perhaps some sort of fire damage burst? Also, it sounds like this should be a move or even swift action. Thoughts?Once a turn, the dwarf crusher can send forth a wave of volcanic heat. The effect is equivalent to a heat metal spell from a 12th level caster. The construct can generate heat and make a physical attack.
Looking good!
Here's the heat wave:
We'd usually convert this to a few/day rather than 1/turn. Do you really want to make it just heat metal or perhaps some sort of fire damage burst? Also, it sounds like this should be a move or even swift action. Thoughts?
Rather than simply giving it wall of fire, how about borrowing the damage from the "hot side" and combine that with heat metal to make the ability a tad more interesting?