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*Pathfinder & Starfinder
Rust Monsters vs. Warforged
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<blockquote data-quote="Lord Zardoz" data-source="post: 3681435" data-attributes="member: 704"><p>The rules for Warforged do specify 2d6 damage from a Rusting grasp spell. However, A rusting grasp spell is not nearly as powerful as the potential effect from a Rust monster.</p><p></p><p>Rusting Grasp can corrode a 3 foot radius volume of metal, or 113 cubic feet</p><p>A Rust Monster can corrode a 10 foot cube, or 1000 cubic feet.</p><p></p><p>In addition to that, Rusting grasp does not harm magic items. Rust monsters do. So the Rust monster should do substantially more damage than Rusting Grasp.</p><p></p><p>There are several effects you might be justified in borrowing from, many of them nasty. You could allow for a DC 17 Save vs Death, or a as a Harm Spell. However, this is probably a bit out of line, as it makes Rust Monsters a highly situational and dangerous weakness for Warforged players.</p><p></p><p>I think that inflicting Con damage is certaintly warranted. I would go beyond 1d4 per hit though. I would go 2d6 with a DC 17 Fort Save for 1d6 Con damage instead. Still scary dangerous, but not instantly fatal in most cases.</p><p></p><p>As an aside, I think this is a great question to look for a more official answer for, but I expect that WotC would say to apply the same damage as a Rusting Grasp spell.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3681435, member: 704"] The rules for Warforged do specify 2d6 damage from a Rusting grasp spell. However, A rusting grasp spell is not nearly as powerful as the potential effect from a Rust monster. Rusting Grasp can corrode a 3 foot radius volume of metal, or 113 cubic feet A Rust Monster can corrode a 10 foot cube, or 1000 cubic feet. In addition to that, Rusting grasp does not harm magic items. Rust monsters do. So the Rust monster should do substantially more damage than Rusting Grasp. There are several effects you might be justified in borrowing from, many of them nasty. You could allow for a DC 17 Save vs Death, or a as a Harm Spell. However, this is probably a bit out of line, as it makes Rust Monsters a highly situational and dangerous weakness for Warforged players. I think that inflicting Con damage is certaintly warranted. I would go beyond 1d4 per hit though. I would go 2d6 with a DC 17 Fort Save for 1d6 Con damage instead. Still scary dangerous, but not instantly fatal in most cases. As an aside, I think this is a great question to look for a more official answer for, but I expect that WotC would say to apply the same damage as a Rusting Grasp spell. END COMMUNICATION [/QUOTE]
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