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Building Playable Golem Race (Soul Golem) feedback welcome
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<blockquote data-quote="MechaPilot" data-source="post: 6954312" data-attributes="member: 82779"><p>You're welcome.</p><p></p><p></p><p></p><p></p><p>That is a risk. I think the bigger risk though is that a large creature could be seen as the biggest threat by enemies, who would target it first, and focus fire it till it dropped. However, there are options for handling this.</p><p></p><p>A feature similar to the Goliath race's ability to shrug off damage once per rest could be included. Alternately, you could have the race start with an additional die of HPs. Both are solid survival abilities. The shrug off damage once per rest offers more uses than the extra die of HPs at first level. But, the extra die of HPs allows for those HPs to be restored through healing.</p><p></p><p></p><p></p><p></p><p>You certainly could. However, that would not be my initial inclination. A large creature has longer arms, sure, but its enemies (because of their relative size) are also farther from where its arms originate. I'd be inclined to stick with the 5 foot reach, especially if it doesn't have the extra length of swinging a weapon.</p><p></p><p></p><p></p><p></p><p>Presumably, all of the subraces will have some degree of natural armor, no? Just incorporate the -1 into the natural armor feature of all the subraces. Also, there really is no reason such a creature can't wear and benefit from regular armor. I'd have the creature's natural armor apply only when it's unarmored. For example, "Your body acts as heavy armor. when unarmored, your AC equals (insert formula here). Using a shield does not negate this ability."</p><p></p><p></p><p></p><p></p><p>By default, all PCs, barring race or class features that change this, have attribute maximums of 20. Instead of giving the race a +4 Str, I'd give them an ability that increases their Str maximum to 22 or 24. In a like manner, instead of a penalty I'd reduce the race's Dex and Cha maximums from 20 to 18 or 16.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6954312, member: 82779"] You're welcome. That is a risk. I think the bigger risk though is that a large creature could be seen as the biggest threat by enemies, who would target it first, and focus fire it till it dropped. However, there are options for handling this. A feature similar to the Goliath race's ability to shrug off damage once per rest could be included. Alternately, you could have the race start with an additional die of HPs. Both are solid survival abilities. The shrug off damage once per rest offers more uses than the extra die of HPs at first level. But, the extra die of HPs allows for those HPs to be restored through healing. You certainly could. However, that would not be my initial inclination. A large creature has longer arms, sure, but its enemies (because of their relative size) are also farther from where its arms originate. I'd be inclined to stick with the 5 foot reach, especially if it doesn't have the extra length of swinging a weapon. Presumably, all of the subraces will have some degree of natural armor, no? Just incorporate the -1 into the natural armor feature of all the subraces. Also, there really is no reason such a creature can't wear and benefit from regular armor. I'd have the creature's natural armor apply only when it's unarmored. For example, "Your body acts as heavy armor. when unarmored, your AC equals (insert formula here). Using a shield does not negate this ability." By default, all PCs, barring race or class features that change this, have attribute maximums of 20. Instead of giving the race a +4 Str, I'd give them an ability that increases their Str maximum to 22 or 24. In a like manner, instead of a penalty I'd reduce the race's Dex and Cha maximums from 20 to 18 or 16. [/QUOTE]
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