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Mearls Monster Makeover: Beholder
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<blockquote data-quote="Justin Bacon" data-source="post: 3156037" data-attributes="member: 3795"><p>I like it. Although I'd make it a flat damage per round rather than the <em>heat metal</em> effect, but that's because I always found tracking the damage for <em>heat metal</em> to be a headache (and tracking multiple such effects across multiple items seems like it would be even more of a headache).</p><p></p><p>Induce Rust (Su): On a successful melee touch attack with its antennae, the rust monster can induce a single metal object carried or worn by the target to corrode. An item targeted by this ability suffers 1d6 points of damage per round, bypassing that object's hardness. If the object is taken more than 20 feet away from the rust monster, or if the rust monster dies, the damage stops. A <em>mending</em> spell will also stop the damage. As long as the item is not completely destroyed, a <em>make whole</em> spell or a successful Craft check can repair the item normally. A metal weapon that deals damage to the rust monster is automatically affected by this ability.</p><p></p><p>Ignore the bit about Craft checks being used to repair the item unless you've added repair rules.</p><p></p><p>(The D20 Modern repair rules aren't too bad, but I dislike that: (a) The complexity of the item being repaired doesn't affect the check; and (b) your skill has no affect on how long it takes you to repair it. The latter is just a flaw in the D20 Modern system in general, of course.</p><p></p><p>Personally, I use margin of success: Make a Craft check to represent an hour's work. DC is set by the type of item, just like any other Craft check. You repair a number of hit points equal to your margin of success on the check. On a failed check, you've caused 1 point of damage to the item.)</p></blockquote><p></p>
[QUOTE="Justin Bacon, post: 3156037, member: 3795"] I like it. Although I'd make it a flat damage per round rather than the [i]heat metal[/i] effect, but that's because I always found tracking the damage for [i]heat metal[/i] to be a headache (and tracking multiple such effects across multiple items seems like it would be even more of a headache). Induce Rust (Su): On a successful melee touch attack with its antennae, the rust monster can induce a single metal object carried or worn by the target to corrode. An item targeted by this ability suffers 1d6 points of damage per round, bypassing that object's hardness. If the object is taken more than 20 feet away from the rust monster, or if the rust monster dies, the damage stops. A [i]mending[/i] spell will also stop the damage. As long as the item is not completely destroyed, a [i]make whole[/i] spell or a successful Craft check can repair the item normally. A metal weapon that deals damage to the rust monster is automatically affected by this ability. Ignore the bit about Craft checks being used to repair the item unless you've added repair rules. (The D20 Modern repair rules aren't too bad, but I dislike that: (a) The complexity of the item being repaired doesn't affect the check; and (b) your skill has no affect on how long it takes you to repair it. The latter is just a flaw in the D20 Modern system in general, of course. Personally, I use margin of success: Make a Craft check to represent an hour's work. DC is set by the type of item, just like any other Craft check. You repair a number of hit points equal to your margin of success on the check. On a failed check, you've caused 1 point of damage to the item.) [/QUOTE]
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