Rules for making golems (terracotta warriors)

I'm looking at the construct construction rules, but they aren't very edifying. They only give values for making the printed golems. Not golems of any size or HD.

I'm trying to make a 2 HD (CR 3) clay golem to represent a "terracotta warrior" that adheres to the official rules.

Has anybody successfully dissected the golem values? For example, how do I know how many bonus hit points to give a 2 HD clay golem? What value of damage reduction should I give? And so on...

Any help would be great. Thanks.
 

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Looking at the 3.5 Monster Manual, I see two things.

1) All large golems receive +30 hit points regardless of the number of their hit dice.

2) All huge golems receive +40 hit points regardless of the number of their hit dice.

Thus, it is logical to assume from these examples that small golems would receive +10 hit points, medium-size golems would receive +20 hit points, large golems would receive +30, large golems would receive +40 hit points, and so on it progressions of +10 hit points.

It is also interesting to note that in the 3rd ed Monster Manual, Monster Manual 2, Monsters of Fearun, and all of the other 3rd ed monster books I could get my hands on, golems receive no extra hit points.

As for the Damage Reduction, standard 3.5 Clay Golems have DR 10/adamantine and bludgeoning. So if your “terracotta warrior” golems are made from clay they would probably have the same DR.

the rest should be some pretty easy conversions, but if you have any more problems there are people here who are much better at this than myself.
 
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Night Watchman said:
Thus, it is logical to assume from these examples that small golems would receive +10 hit points, medium-size golems would receive +20 hit points, large golems would receive +30, large golems would receive +40 hit points, and so on it progressions of +10 hit points.
That's a good detail, thanks.

The clay golem also has a "cursed wound" ability that prevents healing without beating a DC26 caster level check. I'd like to know how that DC was calculated so I can reverse engineer a different value for these Medium golems.

I'd also like to know how to assign a Strength, Dexterity, Wisdom, and Charisma score for these smaller golems (if there is even a rhyme or reason to such calculations).


Night Watchman said:
As for the Damage Reduction, standard 3.5 Clay Golems have DR 10/adamantine and bludgeoning. So if your "terracotta warrior" golems are made from clay they would probably have the same DR.
You see, here I was thinking DR 5/adamantine and bludgeoning or even DR 2/adamantine and bludgeoning . My terracotta warrior golems are only 2 HD compared to the 11 HD of a clay golem. There must be a way to calculate these values without resorting to arbitrary rulings. I will have to eventually, but I like to be more informed beforehand.

Regardless, thanks for your feedback Night Watchman.
 
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Constructs indeed gain bonus Hit Points by size, but the progression is different (The SRD and the Monster Manual have the appropriate rules)

Code:
Fine			     —
   Diminutive			—
   Tiny				 —
   Small				10
   Medium		   	   20
   Large   			30
   Huge				40
   Gargantuan			60
   Colossal			80

The clay golem also has a "cursed wound" ability that prevents healing without beating a DC26 caster level check. I'd like to know how that DC was calculated so I can reverse engineer a different value for these Medium golems.
Technically, when there is information on how to calculate a value, it is static. If you want it to be lower, you could say that it is based on Strength, with a +4 racial bonus (14 + 1/2 HD + Str Bonus).
I'd also like to know how to assign a Strength, Dexterity, Wisdom, and Charisma score for these smaller golems (if there is even a rhyme or reason to such calculations).
Apply the size changes normal as normal (-8 Str, +2 Dex, -2 natural armor). Do not change the mental ability scores. In addition, it loses two ability score increases which it "gained" at 4th and 8th level. I'd drop them from Strength, for a total of -10 to Strength.
You see, here I was thinking DR 5/adamantine and bludgeoning or even DR 5/adamantine and bludgeoning . My terracotta warrior golems are only 2 HD compared to the 11 HD of a clay golem. There must be a way to calculate these values without resorting to arbitrary rulings. I will have to eventually, but I like to be more informed beforehand.
Reduce the DR. There is a table with guidelines for DR values at given CRs, and your terracotta[font=&quot] warriors [/font]would fit into the DR 5 range. I'd even go so far as to reduce the DR to DR 5/adamantine or bludgeoning.

Night Watchman said:
It is also interesting to note that in the 3rd ed Monster Manual, Monster Manual 2, Monsters of Fearun, and all of the other 3rd ed monster books I could get my hands on, golems receive no extra hit points.
Bonus hit points for constructs were introduced in R3E. For many WotC books, there are update booklets, at the very least for monsters.
 
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Knight Otu said:
Reduce the DR. There is a table with guidelines for DR values at given CRs, and your terracotta[font=&quot] warriors [/font]would fit into the DR 5 range. I'd even go so far as to reduce the DR to DR 5/adamantine or bludgeoning.
Thank you very much Knight Otu. That table sounds helpful. Where can I find it?
 


Knight Otu said:
I'm not quite sure if it is a table. It should be in the Revised Monster Manual. If you don't have it (or if I'm mistaken), the 3.5 Update Booklet has the same general info.
Thanks, I bookmarked that whole page of updates.

As for the natural armor modifier you mentioned, it doesn't seem big enough. An 11 HD clay golem normally has a +14 natural armor modifier. Modifying that by –2 feels too small for a 2 HD creature. It seems to me that natural armor values are adjusted to suit either Challenge Ratings or Hit Dice, but again, I can't see any rhyme of reason to it. Natural armor values seem ad hoc for the most part. Any insight?
 
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I am no expert, but I suggest you change the natural armor bonus from the +14 of an 11HD clay golem to +5 for the 2 HD Terracotta Warrior. Additionally, since the real terracotta warriors are quite easy to destroy, I suggest you drop the DR completely. But that is just a suggestion.
 

Sonofapreacherman said:
As for the natural armor modifier you mentioned, it doesn't seem big enough.
The normal increase for natural armor going from Medium to Large is +2, so going from Large to Medium should be at least -2 to natural armor. Dropping more is certailnly possible. Krishnath suggests HD +3 for natural armor, similar to the way true dragon natural armor works, and that is quite a good suggestion. You could also combine the two ideas, and get HD +1, which means a natural armor bonus of +3.
 

Krishnath, I like the reduced damage reduction idea, but I will make it DR 5/bludgeoning and drop the adamantine from the equation.

Knight Otu, I like the HD solution you and Krishnath have proposed, including the additional -2 for size reduction from Large to Medium.

All together, this is what I have so far...

-----

Terracotta Warriors: CR 3; Medium construct; HD 2d10+20; hp 31; Init +0; Spd 30 ft. (6 squares); AC 13 (+3 natural), touch 10, flat footed 13; Base Atk/Grp +1/+4; Atk +4 melee (1d8+3, slam); or +5 melee (1d8+3/x3, masterwork longspear); Full Atk +4 melee (1d8+3, slam); or +5 melee (1d8+3/x3, masterwork longspear); Space/reach 5 ft./5 ft.; SA Berserk; SQ Construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +1, Ref +1, Will +1; Str 15, Dex 11, Con –, Int –, Wis 11, Cha 1.
Skills and Feats: —.
Berserk (Ex): When a terracotta warrior enters combat, there is a cumulative 5% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a terracotta warrior goes berserk, no known method can reestablish control.
Immunity to Magic (Ex): A terracotta warrior is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at a terracotta warrior stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Any magical attack against a terracotta warrior that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A terracotta warrior gets no saving throw against magical attacks that deal acid damage.
Possessions: Masterwork long spear.
 

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