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Converting "generic setting" Second Edition monsters
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<blockquote data-quote="Cleon" data-source="post: 5728652" data-attributes="member: 57383"><p>Good! All it needs is the ugly details. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>How's this:</p><p></p><p><strong>Clockwork Powered (Ex):</strong> Most of the time, a clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A sprocket is AC X, hardness Y and takes Z hit points to destroy.</p><p></p><p>A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table:</p><p></p><p><strong>Rounds of spring-powered activity</strong></p><p>01-10 rounds - Moves and fights normally.</p><p>11-20 rounds - Cannot run, -4 Strength penalty.</p><p>21-30 rounds - Single action only, -12 Strength penalty.</p><p>31-40 rounds - Speed reduced to 5 ft., -20 Strength penalty.</p><p>41+ rounds - Helpless and immobile.</p><p></p><p>A clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. This typically requires 1 round of rewinding to regain 1 round of spring-powered activity, but the rate may vary depending on the power-supply.</p><p></p><p>It is possible to rewind a clockwork golem using a giant key, but this requires enormous strength (Str Z+).</p><p></p><p></p><p></p><p>I'd prefer have it be the same for both, preferably 1:4.</p><p></p><p>Also, if you insist on a different rate for the Lesser/Greater version I'd rather the greater version has the 1:6 ratio, since.</p><p></p><p>A) Being so much bigger, it'll need more heat to warm up enough to reforge its components.</p><p>B) The Lesser version may be facing much lower level PCs who might only be able to do a few HPs of fire damage (via <em>flaming hand</em> or alchemist's fire, for example), in which case the effect would not be very noticeable.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5728652, member: 57383"] Good! All it needs is the ugly details. :) How's this: [B]Clockwork Powered (Ex):[/B] Most of the time, a clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A sprocket is AC X, hardness Y and takes Z hit points to destroy. A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table: [B]Rounds of spring-powered activity[/B] 01-10 rounds - Moves and fights normally. 11-20 rounds - Cannot run, -4 Strength penalty. 21-30 rounds - Single action only, -12 Strength penalty. 31-40 rounds - Speed reduced to 5 ft., -20 Strength penalty. 41+ rounds - Helpless and immobile. A clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. This typically requires 1 round of rewinding to regain 1 round of spring-powered activity, but the rate may vary depending on the power-supply. It is possible to rewind a clockwork golem using a giant key, but this requires enormous strength (Str Z+). I'd prefer have it be the same for both, preferably 1:4. Also, if you insist on a different rate for the Lesser/Greater version I'd rather the greater version has the 1:6 ratio, since. A) Being so much bigger, it'll need more heat to warm up enough to reforge its components. B) The Lesser version may be facing much lower level PCs who might only be able to do a few HPs of fire damage (via [I]flaming hand[/I] or alchemist's fire, for example), in which case the effect would not be very noticeable. [/QUOTE]
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