Converting "generic setting" Second Edition monsters

Amalgamating the changes we get:

Galvanized Movement (Ex):
If a clockwork golem takes electricity damage it must succeed on a Fortitude save (DC X or the DC of the attack) or be forced to move its base speed in a random direction at the start of its next turn. This movement is a move action by the golem, so it cannot take a full round action (such as charging or a full attack) in a round it performs galvanized movement. Reroll the direction of the galvanic movement if it would enter an obvious hazard such as a pit or pool of acid. The construct's programming causes it to avoid spaces it registers as unsafe. The construct may move through areas threatened by attacks of opportunities or traps that are not included in its programming.

Is that enough for you?

Fantastic!
 

log in or register to remove this ad




Yes, go ahead!

You're not Shade!

I'll add it to the Working Draft regardless. Then if Shade doesn't like it I can blame you. :p

I put a 15 for the base DC, but I'm willing to change it (although it's unlikely to meet an electrical attack that doesn't already have a DC).

Okay, we've got the "Winding Down" and "Healed by Fire" SQs still to do.

Oh, and I promised you a Reflexive Sunder, so here it is:

Reflexive Sunder (Ex): The armor plates and gears that make up a clockwork warrior constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes the warrior with a melee weapon must succeed at a DC X Reflex save or the armor plates crush the weapon for YdY+Z points of damage; if it is a natural weapon, the attacker takes the damage instead. The save DC is Dexterity-based.
 

You're not Shade!

I'll add it to the Working Draft regardless. Then if Shade doesn't like it I can blame you. :p

Shade is pleased. ;)

I put a 15 for the base DC, but I'm willing to change it (although it's unlikely to meet an electrical attack that doesn't already have a DC).

That'll do.

Reflexive Sunder (Ex): The armor plates and gears that make up a clockwork warrior constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes the warrior with a melee weapon must succeed at a DC X Reflex save or the armor plates crush the weapon for YdY+Z points of damage; if it is a natural weapon, the attacker takes the damage instead. The save DC is Dexterity-based.

Looks good. Damage equal to slam attack plus Str and 1/2?
 

Shade is pleased. ;)

Spoilsport. I was looking forward to blaming freyar. :p

Looks good. Damage equal to slam attack plus Str and 1/2?

The Dwarf Crusher I used a basis had its Reflexive Disarm do the same damage as its slam, which means 2d8+8. That would be enough for me.

Does the Greater version have a hardness-defeating Reflexive Sunder as if it were adamantine, since it has an adamantine Damage Reduction?

I'd say not, since the Reflexive Sunder is already pretty nasty.
 

The Dwarf Crusher I used a basis had its Reflexive Disarm do the same damage as its slam, which means 2d8+8. That would be enough for me.

Sounds good. I do love consistency. :)

Does the Greater version have a hardness-defeating Reflexive Sunder as if it were adamantine, since it has an adamantine Damage Reduction?

I'd say not, since the Reflexive Sunder is already pretty nasty.

Agreed. Unless it were made of adamantine...
 

Sounds good. I do love consistency. :)

Updated Working Draft according to your boringly conventional standpoint. ;)

Okay then, what about the "Winding Down".

It looks like the original can move and fight for up to 40 rounds before it completely loses power.

I suggest something like this.

01-10 rounds - Fights normally.
11-20 rounds - Cannot run, -X Strength penalty. [-4 Str?]
21-30 rounds - Single action only, -Y Strength penalty. [-12 Str?]
31-40 rounds - Speed 5 ft, -Z Strength penalty. [-20 Str?]

The Lesser version will need a lower strength penalty. Probably -2/-4/-8.

EDIT: Oh, and I'll add a Repaired by Fire SQ. It currently uses the original's 1:8 healing ratio, but I wouldn't mind reducing that ratio. The SRD Iron Golem heals at 1:3 but the AD&D Iron Golem heals at 1 per "hit die of damage" (I guess that means 1:3.5 for fireballs, 1:4.5 for delayed blast fireballs and so on). That suggests the Clockwork Warrior's version is weaker, but I'm still thinking 1:4 or 1:6.

However, it works for mundane fire attacks, not just magical fire, which makes them easy to repair - just build a bonfire under your golem.
 
Last edited:

Okay then, what about the "Winding Down".

It looks like the original can move and fight for up to 40 rounds before it completely loses power.

I suggest something like this.

01-10 rounds - Fights normally.
11-20 rounds - Cannot run, -X Strength penalty. [-4 Str?]
21-30 rounds - Single action only, -Y Strength penalty. [-12 Str?]
31-40 rounds - Speed 5 ft, -Z Strength penalty. [-20 Str?]

The Lesser version will need a lower strength penalty. Probably -2/-4/-8.

That all seems reasonable.

EDIT: Oh, and I'll add a Repaired by Fire SQ. It currently uses the original's 1:8 healing ratio, but I wouldn't mind reducing that ratio. The SRD Iron Golem heals at 1:3 but the AD&D Iron Golem heals at 1 per "hit die of damage" (I guess that means 1:3.5 for fireballs, 1:4.5 for delayed blast fireballs and so on). That suggests the Clockwork Warrior's version is weaker, but I'm still thinking 1:4 or 1:6.

However, it works for mundane fire attacks, not just magical fire, which makes them easy to repair - just build a bonfire under your golem.

How about 1:6 for the lesser, and 1:4 for the greater?
 

Remove ads

Top