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how to create golems
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<blockquote data-quote="Devon" data-source="post: 73782" data-attributes="member: 1446"><p>Thank you for your hard work, Krishnath. Your efforts are not in vain. </p><p></p><p></p><p></p><p>This is consistent with the 2% rule posted earlier; it works for the prime four as well as the Shield Golem, and is the standard for Monte's Construct template.</p><p></p><p></p><p></p><p>This looks pretty consistent with the prime four golems, but calculating things based on hit points (and not hit dice) is almost like finding out that the Force is made up of microbes... I just feel dirty knowing it <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=":)" />.</p><p></p><p>However, this equation doesn't work with the Shield Golem, (82 hp, costs 100,000gp), which would round up to 90,000 with the hp*1000, rounded up theory.</p><p></p><p>Perhaps the current theoretical equation would be able to work if we determined some way to account for extra powers, although the shield guardian, lacking the traditional golem's immunity to all magic, is arguably weaker than a prime golem, although not necessarily less useful.</p><p></p><p></p><p></p><p>While well and good, this would be something best circulated offline, as it would perhaps be considered infringement. I've created a breakdown of each one (nothing special, just the data we're bandying about), but not the full stat list (which can be cut and pasted from the SRD... when it becomes public domain, that is <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=":)" /> ).</p><p></p><p>What we need is a consistent way to figure in the golem's immunities, as well as extra powers. I would imagine this would most likely be based on CR, as that is a rough guesstimate of a creature's power. What's the cost difference between a standard iron golem, and an iron golem with a disintegrate ray? When a golem has healing spells, does the creator need to cast each and every one into the golem at the time of binding, or should it just get the heal spell, or resurrection, and be allowed to cast lesser versions based on the initial enchantment? What if a clay golem weren't immune to most magic? What if a golem creator doesn't work with another spellcaster, and thus has no access to half the basic spells required to bind it (which don't seem consistent at the moment)? These are the things which cause me some concern... </p><p></p><p>Maybe I'm thinking too hard about this.</p><p></p><p> Devon</p></blockquote><p></p>
[QUOTE="Devon, post: 73782, member: 1446"] Thank you for your hard work, Krishnath. Your efforts are not in vain. This is consistent with the 2% rule posted earlier; it works for the prime four as well as the Shield Golem, and is the standard for Monte's Construct template. This looks pretty consistent with the prime four golems, but calculating things based on hit points (and not hit dice) is almost like finding out that the Force is made up of microbes... I just feel dirty knowing it :). However, this equation doesn't work with the Shield Golem, (82 hp, costs 100,000gp), which would round up to 90,000 with the hp*1000, rounded up theory. Perhaps the current theoretical equation would be able to work if we determined some way to account for extra powers, although the shield guardian, lacking the traditional golem's immunity to all magic, is arguably weaker than a prime golem, although not necessarily less useful. While well and good, this would be something best circulated offline, as it would perhaps be considered infringement. I've created a breakdown of each one (nothing special, just the data we're bandying about), but not the full stat list (which can be cut and pasted from the SRD... when it becomes public domain, that is :) ). What we need is a consistent way to figure in the golem's immunities, as well as extra powers. I would imagine this would most likely be based on CR, as that is a rough guesstimate of a creature's power. What's the cost difference between a standard iron golem, and an iron golem with a disintegrate ray? When a golem has healing spells, does the creator need to cast each and every one into the golem at the time of binding, or should it just get the heal spell, or resurrection, and be allowed to cast lesser versions based on the initial enchantment? What if a clay golem weren't immune to most magic? What if a golem creator doesn't work with another spellcaster, and thus has no access to half the basic spells required to bind it (which don't seem consistent at the moment)? These are the things which cause me some concern... Maybe I'm thinking too hard about this. Devon [/QUOTE]
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