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Custom Half-Golem Template - a question of LA.
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<blockquote data-quote="Brasswatchman" data-source="post: 3043920" data-attributes="member: 36967"><p><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=":)" /> Wish that I could take credit, but to be honest, I myself yoinked those elements from the warforged race detailed in MM3. That's also where the living construct stuff comes from; it's a new type they came up with for Eberron. I figured that the type fit a half-golem a lot better than a straight construct or humanoid would.</p><p></p><p></p><p></p><p>Ah, see, but why would a player want to end it? That was what I was struggling with when I started this rewrite. Generally, players look at the rage ability as a plus, thanks to the barbarian. Why would they want to end something that's giving them extra Strength and Con? So I tried to make it a flaw by making the half-golem's actions random while under the influence of the ability. It didn't really work out. So I switched to the current ability, which gives them the equivalent of a barbarian rage once per day. The stacking thing is something I kept over from MM2. I kept it in as an extra perk.</p><p></p><p>I'll admit that giving Berserk to all half-golems was a result of a personal preference of mine. Whenever I think of golems, I think of the original myth - a thing created by a holy man for protection goes insane and out of control. WOTC tends to use golems as the fantasy equivalent of robots, but I think that element of violent madness from the story makes them a lot more interesting.</p><p></p><p>Also, I might explain the Berserk quality as being a result of combining living tissue with golem parts; you never know what's gonig to happen...</p><p></p><p></p><p></p><p>I had to give flesh half-golems something, or they'd have a different CR and LA from all the others. Which might be what you're looking for; me, I'm too lazy. <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=":)" /> To make this template, I essentially combined a warforged with the half-dragon template, with a bit of a half-fiend mixed in (both of which seem pretty standard as templates go). That's where I got some of the attacks from that didn't fit the original; I made the iron half-golem's breath attack acid simply because that's what the half-dragon gets, and I get the feeling that a lot of work went into figuring out those special attacks.</p><p></p><p>In any case - thank you very much for your time, Kerrick. You've been a big help. If that's all, everyone, I'm going to call this template a wrap. Thanks again, everyone who commented.</p></blockquote><p></p>
[QUOTE="Brasswatchman, post: 3043920, member: 36967"] :) Wish that I could take credit, but to be honest, I myself yoinked those elements from the warforged race detailed in MM3. That's also where the living construct stuff comes from; it's a new type they came up with for Eberron. I figured that the type fit a half-golem a lot better than a straight construct or humanoid would. Ah, see, but why would a player want to end it? That was what I was struggling with when I started this rewrite. Generally, players look at the rage ability as a plus, thanks to the barbarian. Why would they want to end something that's giving them extra Strength and Con? So I tried to make it a flaw by making the half-golem's actions random while under the influence of the ability. It didn't really work out. So I switched to the current ability, which gives them the equivalent of a barbarian rage once per day. The stacking thing is something I kept over from MM2. I kept it in as an extra perk. I'll admit that giving Berserk to all half-golems was a result of a personal preference of mine. Whenever I think of golems, I think of the original myth - a thing created by a holy man for protection goes insane and out of control. WOTC tends to use golems as the fantasy equivalent of robots, but I think that element of violent madness from the story makes them a lot more interesting. Also, I might explain the Berserk quality as being a result of combining living tissue with golem parts; you never know what's gonig to happen... I had to give flesh half-golems something, or they'd have a different CR and LA from all the others. Which might be what you're looking for; me, I'm too lazy. :) To make this template, I essentially combined a warforged with the half-dragon template, with a bit of a half-fiend mixed in (both of which seem pretty standard as templates go). That's where I got some of the attacks from that didn't fit the original; I made the iron half-golem's breath attack acid simply because that's what the half-dragon gets, and I get the feeling that a lot of work went into figuring out those special attacks. In any case - thank you very much for your time, Kerrick. You've been a big help. If that's all, everyone, I'm going to call this template a wrap. Thanks again, everyone who commented. [/QUOTE]
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