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Half-golem Magic immunity
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<blockquote data-quote="Magic Rub" data-source="post: 869324" data-attributes="member: 3619"><p>1. Those spells are specificaially designed for repairing constructs, not golems, however I'm sure if a golem does not have magic immunity it can be repaired buy this spell. Yes a golem is a construct, but not all constructs are golems, or have the magic immunity as listed. Golems with the afore noted immunity to spells, spell-like effects, & supernatural abilities all have a built-in mechanism for healing. For example in the case of the iron golem, for every 3 points of fire damage it would "normally" take it is instead healed (or repaired) by 1 point per. They don't need the T&B spells. </p><p></p><p>2. You have to weigh the pro's & con's of the half-golem template. What is being gained for a mere CR increase of +3.</p><p></p><p>If you treat the Magic Immunity (ex) ability as a spell resistance, as something that can be lowered you get the following.</p><p>Benefits;</p><p>- AC: +11 bonus</p><p>- Breath weapon (su) (in the case of the iron half-golem this ability can kill, quickly!)</p><p>- Damage resistance 25/+2</p><p>- **Selective - Magic immunity as an Iron golem to spells, spell-like effects, & supernatural abilities (able to be lowered as per spell resistance)</p><p>- Free healing, in addition to regular magical forms of healing, from fire</p><p>- Only become slowed from electrical attacks</p><p>- Fort+2 racial bonus</p><p>- Str: +12 bonus</p><p>- Con: +4 bonus</p><p></p><p>Negatives;</p><p>- Cha: -6</p><p>- Int: -6, </p><p>- Dex: - 2,</p><p>- Rust vulnerability</p><p></p><p>______________________</p><p></p><p>If you treat the Magic Immunity (ex) ability as a permanent uncontrollable feature that can NOT be lowered you get the following.</p><p>Benefits;</p><p>- AC: +11 bonus</p><p>- Breath weapon (su) (in the case of the iron half-golem this ability can kill, quickly!)</p><p>- Damage resistance 25/+2</p><p>- Magic immunity as an Iron golem to spells, spell-like effects, & supernatural abilities </p><p>- Free healing from fire</p><p>- Only become slowed from electrical attacks</p><p>- Fort+2 racial bonus </p><p>- Str: +12 bonus</p><p>- Con: +4 bonus</p><p></p><p>Negatives;</p><p>- Cha: -6</p><p>- Int: -6, </p><p>- Dex: - 2,</p><p>- Rust vulnerability</p><p>- Magic immunity as an Iron golem to spells, spell-like effects, & supernatural abilities</p><p></p><p>_____________</p><p></p><p>IMO my second example seems more inline with a CR increase of +3</p></blockquote><p></p>
[QUOTE="Magic Rub, post: 869324, member: 3619"] 1. Those spells are specificaially designed for repairing constructs, not golems, however I'm sure if a golem does not have magic immunity it can be repaired buy this spell. Yes a golem is a construct, but not all constructs are golems, or have the magic immunity as listed. Golems with the afore noted immunity to spells, spell-like effects, & supernatural abilities all have a built-in mechanism for healing. For example in the case of the iron golem, for every 3 points of fire damage it would "normally" take it is instead healed (or repaired) by 1 point per. They don't need the T&B spells. 2. You have to weigh the pro's & con's of the half-golem template. What is being gained for a mere CR increase of +3. If you treat the Magic Immunity (ex) ability as a spell resistance, as something that can be lowered you get the following. Benefits; - AC: +11 bonus - Breath weapon (su) (in the case of the iron half-golem this ability can kill, quickly!) - Damage resistance 25/+2 - **Selective - Magic immunity as an Iron golem to spells, spell-like effects, & supernatural abilities (able to be lowered as per spell resistance) - Free healing, in addition to regular magical forms of healing, from fire - Only become slowed from electrical attacks - Fort+2 racial bonus - Str: +12 bonus - Con: +4 bonus Negatives; - Cha: -6 - Int: -6, - Dex: - 2, - Rust vulnerability ______________________ If you treat the Magic Immunity (ex) ability as a permanent uncontrollable feature that can NOT be lowered you get the following. Benefits; - AC: +11 bonus - Breath weapon (su) (in the case of the iron half-golem this ability can kill, quickly!) - Damage resistance 25/+2 - Magic immunity as an Iron golem to spells, spell-like effects, & supernatural abilities - Free healing from fire - Only become slowed from electrical attacks - Fort+2 racial bonus - Str: +12 bonus - Con: +4 bonus Negatives; - Cha: -6 - Int: -6, - Dex: - 2, - Rust vulnerability - Magic immunity as an Iron golem to spells, spell-like effects, & supernatural abilities _____________ IMO my second example seems more inline with a CR increase of +3 [/QUOTE]
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