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General Tabletop Discussion
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Converting "generic setting" Second Edition monsters
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<blockquote data-quote="Cleon" data-source="post: 5703970" data-attributes="member: 57383"><p>Well AD&D Flesh Golems have immunity to magic weapons, which becomes DR 5/adamantine in 3E. These Clockwork Warriors are tougher than Fleshies, but didn't need +2 or better weapons to hit like AD&D Stone Golems, so I thought DR 5/adamantine was the best match.</p><p></p><p>The Lesser version is so much weaker it felt wrong to give it DR /adamantine, so I just dropped it to DR /magic.</p><p></p><p>As for the auto-sunder, we could modify one of these special qualities:</p><p style="margin-left: 20px"><span style="font-family: 'Arial'"><strong>Blunting Field (Su):</strong> A serpent griffon golem's scales create a shimmering field of energy that discharge into any sharp point or edge that strike it. Any opponent that strikes the golem with a manufactured piercing or slashing weapon must make a DC 25 Fortitude save or the weapon takes 3d8+13 points of force damage. The save DC is Constitution-based.</span></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-family: 'Arial'"> <strong>Reflexive Disarm (Ex):</strong> The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a DC 16 Reflex save or the armor plates trap the weapon. The armor plates crush the victim's weapon for 3d8+9 points of damage; if it is a natural weapon, the attacker takes the damage instead. If the weapon can be disarmed, it is also trapped in the armor plates. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a +23 modifier on its opposed attack roll). The save DC is Dexterity-based.</span></p> <p style="margin-left: 20px"></p><p><span style="font-family: 'Arial'"> I think Reflexive Disarm repurposed into Reflexive Sunder would be the best approach. Just leave the damage and drop the disarming.</span></p><p><span style="font-family: 'Arial'"></span></p></blockquote><p></p>
[QUOTE="Cleon, post: 5703970, member: 57383"] Well AD&D Flesh Golems have immunity to magic weapons, which becomes DR 5/adamantine in 3E. These Clockwork Warriors are tougher than Fleshies, but didn't need +2 or better weapons to hit like AD&D Stone Golems, so I thought DR 5/adamantine was the best match. The Lesser version is so much weaker it felt wrong to give it DR /adamantine, so I just dropped it to DR /magic. As for the auto-sunder, we could modify one of these special qualities: [INDENT][FONT=Arial][B]Blunting Field (Su):[/B] A serpent griffon golem's scales create a shimmering field of energy that discharge into any sharp point or edge that strike it. Any opponent that strikes the golem with a manufactured piercing or slashing weapon must make a DC 25 Fortitude save or the weapon takes 3d8+13 points of force damage. The save DC is Constitution-based.[/FONT] [FONT=Arial] [B]Reflexive Disarm (Ex):[/B] The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a DC 16 Reflex save or the armor plates trap the weapon. The armor plates crush the victim's weapon for 3d8+9 points of damage; if it is a natural weapon, the attacker takes the damage instead. If the weapon can be disarmed, it is also trapped in the armor plates. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a +23 modifier on its opposed attack roll). The save DC is Dexterity-based.[/FONT] [/INDENT] [FONT=Arial] I think Reflexive Disarm repurposed into Reflexive Sunder would be the best approach. Just leave the damage and drop the disarming. [/FONT] [/QUOTE]
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