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Homebrew Golem for critique
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<blockquote data-quote="Quickleaf" data-source="post: 8030534" data-attributes="member: 20323"><p>Love the tilting lava floor. I think that will make for a really fun encounter with these guys! I agree with [USER=83242]@dave2008[/USER] and [USER=27385]@aco175[/USER] that it could play easier than the numbers I worked up for it. In my experience, this is because golem fights are more party composition dependent than other fights, and your obsidian golem <em>especially</em> so (auto-damage spells like <em>magic missile </em>or<em> cloud of daggers </em>ftw). If you have the right abilities (e.g. Pact warlock, <em>magic weapon </em>and similar spells<em>, </em>ways to pierce or circumvent Magic Resistance like <em>bane</em>, monk laying down Stunning Fist, etc) and use a modicum of strategy, a party can tear through a golem. However, face one without magic/adamantine weapons and without those capabilities in your party, and it becomes much more challenging.</p><p></p><p>Anyhow, I'd been thinking that the golem had a roughly 50/50 chance of making its save, but I was assuming:</p><ul> <li data-xf-list-type="ul">It was facing 5th level PCs with a typical save DC 14.</li> <li data-xf-list-type="ul">The PCs could field two offensive spells per round. One spell would get through its magic resistance, the other spell it resists (and can use Spell Reflection on).</li> <li data-xf-list-type="ul">It would have a 80% chance of saving vs. Constitution, 58% chance of saving vs. Wisdom, or 51% chance of saving vs. Dexterity. And the PCs would usually target Dexterity.</li> </ul><p></p><p>However, if you have 10th level PCs, the typical save DC for a 10th level PC = 8 (base) + prof (4) + ability mod (let's say 4) = DC 16. In that case, the golem would have a 70% chance of saving vs. Constitution, 44% chance of saving vs. Wisdom, or 38% chance of saving vs. Dexterity. So about one-third of Dex spells might get through.</p><p></p><p>The more offensive casting available to a party (at the exclusion of weapon ability), the higher the chances for its Spell Reflection to get triggered.</p><p></p><p>The stricter the conditions you put on Spell Reflection (i.e. deviating from the <strong>spectator </strong>such that area effects aren't reflected), the lower the chances for Spell Reflection to get triggered.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8030534, member: 20323"] Love the tilting lava floor. I think that will make for a really fun encounter with these guys! I agree with [USER=83242]@dave2008[/USER] and [USER=27385]@aco175[/USER] that it could play easier than the numbers I worked up for it. In my experience, this is because golem fights are more party composition dependent than other fights, and your obsidian golem [I]especially[/I] so (auto-damage spells like [I]magic missile [/I]or[I] cloud of daggers [/I]ftw). If you have the right abilities (e.g. Pact warlock, [I]magic weapon [/I]and similar spells[I], [/I]ways to pierce or circumvent Magic Resistance like [I]bane[/I], monk laying down Stunning Fist, etc) and use a modicum of strategy, a party can tear through a golem. However, face one without magic/adamantine weapons and without those capabilities in your party, and it becomes much more challenging. Anyhow, I'd been thinking that the golem had a roughly 50/50 chance of making its save, but I was assuming: [LIST] [*]It was facing 5th level PCs with a typical save DC 14. [*]The PCs could field two offensive spells per round. One spell would get through its magic resistance, the other spell it resists (and can use Spell Reflection on). [*]It would have a 80% chance of saving vs. Constitution, 58% chance of saving vs. Wisdom, or 51% chance of saving vs. Dexterity. And the PCs would usually target Dexterity. [/LIST] However, if you have 10th level PCs, the typical save DC for a 10th level PC = 8 (base) + prof (4) + ability mod (let's say 4) = DC 16. In that case, the golem would have a 70% chance of saving vs. Constitution, 44% chance of saving vs. Wisdom, or 38% chance of saving vs. Dexterity. So about one-third of Dex spells might get through. The more offensive casting available to a party (at the exclusion of weapon ability), the higher the chances for its Spell Reflection to get triggered. The stricter the conditions you put on Spell Reflection (i.e. deviating from the [B]spectator [/B]such that area effects aren't reflected), the lower the chances for Spell Reflection to get triggered. [/QUOTE]
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