Shade
Monster Junkie
I'd leave out "of Small or smaller size", since weapons don't really follow the same sizes as creatures anymore. If you want it to hold more in this hand than a normal Medium creature could in a normal hand, maybe state that it can hold anything in one hand that a Large (or even Huge?) creature can hold in one hand. 1d4 sounds good. Shouldn't it be a Fort save?BOZ said:Grip of Ruin (Su): The Hand can hold objects (of Small or smaller size?) in its third hand, if it chooses not to use its slam attack or grapple an opponent with it in that round. The Hand drains the hardness from an object at a rate of (1d4?) per round, until the object eventually crumbles into dust. Magic items can resist this drain on a (DC X Will save?).
Lookin' good.BOZ said:Strength Damage (Su): The Hand can choose to deal 1d6 points of Strength damage on a successful grapple check. If a victim reaches Strength 0 in this way, it dies.
I can't think of any precedent for "detecting noise" outside of blindsight, which can use echolation.BOZ said:“Magical Senses” (Su): The Hand possesses no visual or auditory organs and has immunity to gaze attacks, visual effects, illusions, sonic effects, and other attack forms that rely on sight or hearing. Instead, the hand has blindsight out to 60 feet (and an ability to detect noise?) and cannot be flanked or caught flat-footed. These senses can be suppressed for 1 round by a dispel magic spell.
Just as an aside, does it have olfactory organs? If not, it would be immune to stench-based attacks as well.
Looks good. Caster level 12th?BOZ said:Spell-Like Abilities: The following abilities are always active on the Eye’s person, as the spells (caster level Xth); clairaudience/clairvoyance, detect magic, detect thoughts, find traps, and true seeing. They can be dispelled, but the Eye can reactivate them as a free action.
Caster level is probably a good idea, as it helps with those situations where a creature has a spell-like ability that doesn't mimic a specific spell. I'd go with the Search check. Go with the standard 30 feet for the "large concentration of magical energy"?BOZ said:“Tracking Sense” (Su): The eye has the ability to sense an intelligent creature’s aura over long distances, if it has seen the creature directly or through scrying. The Eye can detect most creatures up to 1 mile away. Creatures with spellcasting abilities are detectable at a range in miles equal to their total caster levels (or, like the text, a number or miles equal to the highest level of spells they can cast?).
To track a creature’s aura, the Eye must succeed on a DC X (knowledge arcana? Gather information? Search?) check. If it fails the check, the Eye can retry after (1 hour) of meditation. If successful, the Eye can sense the creature as if by the locate creature spell.
This tracking ability can be blocked if the creature is within X feet of a large concentration of magical energy, such as an artifact, a stockpile of magic items, or at least (three?) other spellcasters. In such an instance, the Eye must succeed on a DC X Will save or lose the ability to track the creature’s aura until it leaves the source of magical energy. Running water does not block this ability.
Alertness and/or Improved Init as bonus feats, racial bonus to Spot and Listen, or even an insight bonus to initiative, Spot, and/or Listen could cover this as well.BOZ said:Does this need to be explored?:
“it cannot be surprised, as long as it is awake.”