Mithril Golems, Magic Immunity...

frankthedm said:
Sorry, that is exactly what it does. :) Time for the PCs to stop using thier magic crutch.
Your not just talking about a magic crutch, I think, but about taking away any way to deal damage to it. What is it's damage reduction after 3.5 revised it? Is it adamantium & epic? If it has any form of magic damage reduction in addition to it's adamantium... and it's immune to all supernatural and magical effects... I'm not even sure if it can be pierced by anything at all. I'm not positive if an enhancement bonus caused by magic item creation is considered magic or supernatural, but if it is, then this thing would basically just have damage reduction/-.

But, since I'm not clear on a lot of the above, and I'm not in the mood to look up the info... I'll have to leave it at the above "whatzat?" If it really is completely immune to supernatural effects and magic and has damage reduction with any magic component and is a construct, and is immune to basically all spells... would an anti-magic field even effect it? The creature is meant to be an extremely powerful golem... but the only thing that could hurt it under those circumstances is raw melee damage over 50 (if I even recall the damage reduction number correctly).
 

log in or register to remove this ad

The fact that the mithril golem is immune to supernatural effects suggests the ability was meant to be more than the standard infinite-SR style magic immunity.

Personally I'd consider the forcecage'd golem to be trapped (those things keep on ticking even in an antimagic field after all) but the others to be unaffected.
 

Normal Golems had the same immunity back in 3.0 as the Mithril Golem in the example.

In 3.5 they updated the ability to the Magic Immunity(Ex): only against effects that allow SR.

Epic Handbook was published before 3.5 and therefore the Golems in the Epic Handbook do not include the rule change.
 

Bauglir said:
The fact that the mithril golem is immune to supernatural effects suggests the ability was meant to be more than the standard infinite-SR style magic immunity.

I was going to side with the "immunity equals infinite SR" crowd, but now I'm not so sure, for the exact same reason... Supernatural abilities don't allow SR...

If it's immune to all forms of magic, watch out PCs! And don't forget that "epic and adamantine" sword at home!

Andargor
 

Philip said:
Normal Golems had the same immunity back in 3.0 as the Mithril Golem in the example.

In 3.5 they updated the ability to the Magic Immunity(Ex): only against effects that allow SR.

Epic Handbook was published before 3.5 and therefore the Golems in the Epic Handbook do not include the rule change.

Boo-yah. They simply haven't revised it.
 

UltimaGabe said:
Boo-yah. They simply haven't revised it.


They revised it in the epic SRD section. it has the same issue as the 3.5 choker, but it was released as 3.5.

http://wizards.com/d20/files/v35/EpicMonsters(G-W).rtf
Mithral Golem
Huge Construct
Hit Dice: 36d10+40 (238 hp)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 42 (–2 size, +4 Dex, +26 natural, +4 haste)
Base Attack/
Grapple: +27/+49
Attack: Slam +39 (4d10+14) melee
Full Attack: 2 slams +39 (4d10+14) melee
Space/Reach: 15 ft./15 ft.
Special Attacks: —
Special Qualities: Construct traits, magic immunity, DR 15/epic and adamantine, alacrity
Saves: Fort +12, Ref +16, Will +12
Skills: Jump +18
Abilities: Str 39, Dex 19, Con –, Int –, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: 37–54 HD (Huge); 55–72 HD (Gargantuan)


MITHRAL GOLEM
A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can run just as well as a normal creature.
A mithral golem’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Alacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round).
Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.
Construction
A mithral golem’s body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest, haste, and wish.
 

All my epic players always fight with an epic adamantine holy weapon. Takes care of the most common DR's, and in this case, it is custom made for epic golems.

About the supernatural thingy... I would rule it to mean it is immune for example to a dragon's breath or a medusa's gaze. Not from the spells in the PHB that don't allow SR. CR 25 isn't that high guys.

icon_eek.gif
 

Trainz said:
About the supernatural thingy... I would rule it to mean it is immune for example to a dragon's breath or a medusa's gaze. Not from the spells in the PHB that don't allow SR. CR 25 isn't that high guys.

I would just ditch the whole Supernatural thing, and just make the golem react to supernatural energy attacks as objects (half for fire, quarter for cold, full for sonic).
 

Remove ads

Top