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Converting Planescape monsters
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<blockquote data-quote="Cleon" data-source="post: 9131179" data-attributes="member: 57383"><p>Works for me.</p><p></p><p></p><p></p><p>I was thinking either double damage (probably only on a failed save?), or 50% extra damage as per <a href="https://www.d20srd.org/srd/specialAbilities.htm#vulnerabilitytoEnergy" target="_blank">Vulnerability to Energy</a> (i.e. "takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.")</p><p></p><p>As for the other spells, the effects are spelled out in their descriptions:</p><p></p><p style="margin-left: 20px"><em><strong><a href="https://www.d20srd.org/srd/spells/repelMetalOrStone.htm" target="_blank">Repel Metal</a></strong></em></p> <p style="margin-left: 20px">Repelled at the rate of 40 feet per round unless fixed to something solid or they weigh more than 500 pounds, in which case they are unaffected. I'd <em>probably</em> tweak this so they move as if facing a powerful wind.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong><a href="https://www.d20srd.org/srd/spells/rustingGrasp.htm" target="_blank">Rusting Grasp</a></strong></em></p> <p style="margin-left: 20px">Treat as ferrous creature:</p> <p style="margin-left: 20px"> "<em>rusting grasp</em> instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If we wanted to make it complicated, we could allow the attack to target the modronoid's armor plating or arm blades as per the spell:</p> <p style="margin-left: 20px"> "instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion"</p> <p style="margin-left: 20px"> "A metal weapon that is hit is destroyed. <em>Note:</em> Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.)."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Possibly allow the attacker to choose to target the modronoid's armor/weapon INSTEAD of doing damage, or have it as bonus effect for critical hit?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">I'd <em>maybe</em> allow a saving throw to prevent the loss of NA or weapon. Spell Resistance doesn't work against <em>rusting grasp</em>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong><a href="https://www.d20srd.org/srd/spells/transmuteMetalToWood.htm" target="_blank">Transmute Metal to Wood</a></strong></em></p> <p style="margin-left: 20px">Arm blades take a –2 penalty on attack and damage rolls and break on a natural attack roll of 1 or 2.</p> <p style="margin-left: 20px">Natural armor bonus is reduced by 2 and loses an additional point every time it is struck with a natural attack roll of 19 or 20.</p><p></p><p>Presumably an arm with its blade destroyed or broken does lethal punching damage, so 1d3+4 bludgeoning like a gauntlet or 1d4+4 piercing like a spiked gauntlet, depending on how deadly the remains are.</p></blockquote><p></p>
[QUOTE="Cleon, post: 9131179, member: 57383"] Works for me. I was thinking either double damage (probably only on a failed save?), or 50% extra damage as per [URL='https://www.d20srd.org/srd/specialAbilities.htm#vulnerabilitytoEnergy']Vulnerability to Energy[/URL] (i.e. "takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.") As for the other spells, the effects are spelled out in their descriptions: [INDENT][I][B][URL='https://www.d20srd.org/srd/spells/repelMetalOrStone.htm']Repel Metal[/URL][/B][/I][/INDENT] [INDENT]Repelled at the rate of 40 feet per round unless fixed to something solid or they weigh more than 500 pounds, in which case they are unaffected. I'd [I]probably[/I] tweak this so they move as if facing a powerful wind.[/INDENT] [INDENT][/INDENT] [INDENT][I][B][URL='https://www.d20srd.org/srd/spells/rustingGrasp.htm']Rusting Grasp[/URL][/B][/I][/INDENT] [INDENT]Treat as ferrous creature:[/INDENT] [INDENT] "[I]rusting grasp[/I] instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack."[/INDENT] [INDENT][/INDENT] [INDENT]If we wanted to make it complicated, we could allow the attack to target the modronoid's armor plating or arm blades as per the spell:[/INDENT] [INDENT] "instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion"[/INDENT] [INDENT] "A metal weapon that is hit is destroyed. [I]Note:[/I] Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.)."[/INDENT] [INDENT][/INDENT] [INDENT]Possibly allow the attacker to choose to target the modronoid's armor/weapon INSTEAD of doing damage, or have it as bonus effect for critical hit? I'd [I]maybe[/I] allow a saving throw to prevent the loss of NA or weapon. Spell Resistance doesn't work against [I]rusting grasp[/I].[/INDENT] [INDENT][/INDENT] [INDENT][I][B][URL='https://www.d20srd.org/srd/spells/transmuteMetalToWood.htm']Transmute Metal to Wood[/URL][/B][/I][/INDENT] [INDENT]Arm blades take a –2 penalty on attack and damage rolls and break on a natural attack roll of 1 or 2.[/INDENT] [INDENT]Natural armor bonus is reduced by 2 and loses an additional point every time it is struck with a natural attack roll of 19 or 20.[/INDENT] Presumably an arm with its blade destroyed or broken does lethal punching damage, so 1d3+4 bludgeoning like a gauntlet or 1d4+4 piercing like a spiked gauntlet, depending on how deadly the remains are. [/QUOTE]
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