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Custom Half-Golem Template - a question of LA.
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<blockquote data-quote="Kerrick" data-source="post: 3040132" data-attributes="member: 4722"><p>I looked this over because I'm working on a Fleshcrafter PrC, someone who specializes in grafting different body parts onto creatures (yes, I got the idea from this forum - the original poster apparently let the idea die, so I took it and ran with it). Anyway, one of the higher-level abilities is adding construct limbs, and I had to make a half-golem template. I looked over the MM2 version and this one, and extrapolated my own version. I do have some comments on yours, though...</p><p></p><p>What is the living construct type? I don't see the need to invent a new monster type for one template - just have the creature keep its base type, and it goes to full construct if it fails the Will save vs. construct dementia (see below).</p><p></p><p></p><p></p><p>I went with a variation of the MM2 version - a simple healing spell of 4th level or higher, no caster level check.</p><p></p><p>Giving flesh half-golems a breath weapon is a bit much. They're the weakest of the four, and the flesh golem doesn't get this, so it makes little sense.</p><p></p><p>I'm not sure why the stone half-golem's save DC for the slow effect is Cha-based instead of Con-based; the stone golem's DC is Con-based. Technically, it should be 10+1/2 HD+Con, like all monster abilities.</p><p></p><p>Iron golem: Again, I'm not sure why you went with acid gas instead of sticking with poison. All you'd have to do in this case is reduce the damage a bit - say, 1d3/1d6.</p><p></p><p>In all cases, I'd suggest limiting uses/day - I went with 3 for simplicity's sake, plus one use per limb past the first. Remember, these are only limbs - a half-golem isn't nearly as good as a full golem.</p><p></p><p>Special Qualities:</p><p></p><p>DR and SR: These make a lot more sense than the MM2 version; I added those also.</p><p></p><p>Composite Materials: Very interesting, and it makes sense - if I've got one or more oversized limbs, wearing armor would be really difficult. Robes, however, would be less so, since they're generally made to accommodate larger body mass. I'm not sure about being able to enchant the golem parts like armor - that's what the natural armor bonus is for, and they get light fort on top of it. Yoinkworthy</p><p></p><p>Light Fortifcation: Definitely. I'm borrowing this one too.</p><p></p><p>Berserk: I think only clay and flesh half-golems should have this (the prohibitive costs of stone and iron limbs balances this out). I'd rewrite it so:</p><p></p><p></p><p></p><p>Simple, elegant, and it gives a (small) chance for a living being to keep itself under control.</p><p>I don't totally agree with the barbarian rage stacking with this one - that's a huge jump - so I ditched it.</p><p></p><p>As for LA: I have no idea. I generally just set LA to the same as the CR adjustment and call it good.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3040132, member: 4722"] I looked this over because I'm working on a Fleshcrafter PrC, someone who specializes in grafting different body parts onto creatures (yes, I got the idea from this forum - the original poster apparently let the idea die, so I took it and ran with it). Anyway, one of the higher-level abilities is adding construct limbs, and I had to make a half-golem template. I looked over the MM2 version and this one, and extrapolated my own version. I do have some comments on yours, though... What is the living construct type? I don't see the need to invent a new monster type for one template - just have the creature keep its base type, and it goes to full construct if it fails the Will save vs. construct dementia (see below). I went with a variation of the MM2 version - a simple healing spell of 4th level or higher, no caster level check. Giving flesh half-golems a breath weapon is a bit much. They're the weakest of the four, and the flesh golem doesn't get this, so it makes little sense. I'm not sure why the stone half-golem's save DC for the slow effect is Cha-based instead of Con-based; the stone golem's DC is Con-based. Technically, it should be 10+1/2 HD+Con, like all monster abilities. Iron golem: Again, I'm not sure why you went with acid gas instead of sticking with poison. All you'd have to do in this case is reduce the damage a bit - say, 1d3/1d6. In all cases, I'd suggest limiting uses/day - I went with 3 for simplicity's sake, plus one use per limb past the first. Remember, these are only limbs - a half-golem isn't nearly as good as a full golem. Special Qualities: DR and SR: These make a lot more sense than the MM2 version; I added those also. Composite Materials: Very interesting, and it makes sense - if I've got one or more oversized limbs, wearing armor would be really difficult. Robes, however, would be less so, since they're generally made to accommodate larger body mass. I'm not sure about being able to enchant the golem parts like armor - that's what the natural armor bonus is for, and they get light fort on top of it. Yoinkworthy Light Fortifcation: Definitely. I'm borrowing this one too. Berserk: I think only clay and flesh half-golems should have this (the prohibitive costs of stone and iron limbs balances this out). I'd rewrite it so: Simple, elegant, and it gives a (small) chance for a living being to keep itself under control. I don't totally agree with the barbarian rage stacking with this one - that's a huge jump - so I ditched it. As for LA: I have no idea. I generally just set LA to the same as the CR adjustment and call it good. [/QUOTE]
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