Half- Golems

kayn99

First Post
Well I have to say is my players are keeping it interesting for me. One player has brought to my attention the Half-golem from the MM2. What is people impression of it? What Ecl should it be? Should I break it up into Monster class? How would some of you handle it?

All I have to say is thank God that my players do not knwo this place exists. Thank you so much with all the help I have recieved so far.

K
 

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I'd just take the MM2 update, check if there any changes to the template, and use it as-is. I haven't heard of any problems with the template, but that doesn't mean there are any. You could always tweak it yourself if you think it isn't balanced well.
 

Update

I do not want to sound dumb, but I have no choice on this. Where do I find the update? I have the MM2 and that is all.
 


I have actually had the experience of having a player run an iron half-golem from low levels all the way to level 18 using a homebrewed monster class progression. It was quite the experience. I set the LA of the iron half-golem template at +8. My impression of the overall experience is that it wasn't enough. I now think that perhaps +10 would be a better level adjustment, maybe even higher.

It cannot be overlooked how well the abilities of this template synergize with itself. Massive bonuses to Armor Class, Damage reduction, and total immunity to magic had this player virtually untouchable by high level. The thing about natural armor increases are that there is nothing that a character can lose by giving up class levels that will bring their AC into a normal range because most classes don't gain AC from class levels (unless your players intends to run a half-golem monk). This means that no matter how high the LA by the end of the progression this character will be almost impossible to hit. High damage reduction means even the hits that do manage to land seldom do any damage. Magic Immunity rounds the picture out by making the player immune to (or even healed from) almost all magic.

About the only thing I found effective against the player were high level giants wielding adamantine weapons, and advanced hit dice versions of monsters that had such high attack bonuses they could power attack and still hit him. Originally I thought that the loss of offensive ability would compensate, but the high strength bonus meant his attack bonus was almost as high as it would be had he taken class levels and earned a better base attack bonus. He did get fewer secondary attacks, but often those miss anyhow, and the player made up for it by being able to power attack for more on the attacks he did receive.

Basically, if you do allow a player to run a half-golem, I know the Iron golem version is worth around a +10 LA. At any rate, just keep some antacid tablets handy and good luck to you.
 

What do you think of this

Thank you for the warning and looking at it, I feel it is grossly powerful for a +3 Cr for a stone half Golem. Here is what I was thinking and see what you would put the ecl of this at. I would first remove all the magic immunities, But keep the ones that hurt the half-golem. I would only allow heal spells to heal half the damage that they do. Repair spells would heal the full amount. reduce the natural armor from 9 to 5, reduce the damage reduction down to 5/magic, reduce the str from 10 to 6, and get rid of the slow breath.

I was thinking of doing some progression that the warforged gets from the Juggernaut class. I then was thinking that this is part human where the warforge is not. I think this will pull a character more under control. Any thoughts.... always welcome.
 

Davinshe said:
About the only thing I found effective against the player were high level giants wielding adamantine weapons, and advanced hit dice versions of monsters that had such high attack bonuses they could power attack and still hit him.


I don't have the MM2, so I can't look at the template, but it seems to me that the character would have been easy pickings for a group of hungry rust monsters.
 

Rhun said:
I don't have the MM2, so I can't look at the template, but it seems to me that the character would have been easy pickings for a group of hungry rust monsters.

Strangely, the System Reference Document Version of Rust Monsters doesn't say how they affect metal creatures, but it does say it can destroy a 10ft. cube of metal instantly. Perhaps make its attack like a save vs. disintegration? Off the top of my head, it seems like the 3.0 rust monsters attack worked like a rusting grasp spell, which only did 3d6+caster level damage. Either way, I suppose rust monsters could work....now where's that homebrewed swarm template I saw on the wizards forum...
 


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