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Community
General Tabletop Discussion
*Dungeons & Dragons
Rules for making golems (terracotta warriors)
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<blockquote data-quote="Sonofapreacherman" data-source="post: 1637984" data-attributes="member: 2315"><p>Krishnath, I like the reduced damage reduction idea, but I will make it DR 5/bludgeoning and drop the adamantine from the equation.</p><p></p><p>Knight Otu, I like the HD solution you and Krishnath have proposed, including the additional -2 for size reduction from Large to Medium.</p><p></p><p>All together, this is what I have so far...</p><p></p><p>-----</p><p></p><p><strong>Terracotta Warriors:</strong> 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.</p><p><em>Skills and Feats:</em> —.</p><p><strong>Berserk (Ex):</strong> 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.</p><p><strong>Immunity to Magic (Ex):</strong> 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.</p><p>A <em>move earth</em> spell drives the golem back 120 feet and deals 3d12 points of damage to it.</p><p>A <em>disintegrate</em> spell slows the golem (as the <em>slow</em> spell) for 1d6 rounds and deals 1d12 points of damage.</p><p>An <em>earthquake</em> 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.</p><p>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.</p><p><em>Possessions:</em> Masterwork long spear.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 1637984, member: 2315"] 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... ----- [B]Terracotta Warriors:[/B] 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. [I]Skills and Feats:[/I] —. [B]Berserk (Ex):[/B] 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. [B]Immunity to Magic (Ex):[/B] 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 [I]move earth[/I] spell drives the golem back 120 feet and deals 3d12 points of damage to it. A [I]disintegrate[/I] spell slows the golem (as the [I]slow[/I] spell) for 1d6 rounds and deals 1d12 points of damage. An [I]earthquake[/I] 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. [I]Possessions:[/I] Masterwork long spear. [/QUOTE]
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Rules for making golems (terracotta warriors)
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