Greenfield
Adventurer
We just got a Shield Golem in some party treasure, and we're looking at keeping it as a party resource.
Shield Golems (Monster Manual) cost 120,000 gp, and are remarkably sucky over all.
AC 24 is okay for our level, but is hard to improve since they're not proficient with any shield or armor of any kind.
+18 on attacks is fair for the level, but the damage (D8+6) is only fair.
Spell immunity is a mixed blessing, since it doesn't get included in any group buffs.
They have a 10 foot reach.
They can store a spell of up to 4th level, and use it on command, or at some pre-determined moment.
They have no DR, and 112 hit points, which means that against a lot of level appropriate monsters, it falls in two rounds. Maybe one. Fast Heal 5 is the only thing that makes it at all practical to keep it, since repair spells are rather specialized.
They do a D8+6 bludgeoning damage, and aren't proficient with any weapons. They don't strike as a magical weapon, so a relatively small DR stops them.
We have neither the means nor ability to actually remake the thing.
Obviously things like bracers and rings might help the AC. I'd argue that we could make or acquire magical spiked gauntlets, which are actually listed as "Simple Weapons". I'm not sure if he can use that.
He can, however, use a regular gauntlet, which is listed as an "Unarmed attack". It also reduces his damage to a D4+6, plus any magic we add.
Since there are people here who know a lot more weapons, spells, items and tactics than I do, I ask for help: How can we improve on this thing so it can keep up as we advance?
Shield Golems (Monster Manual) cost 120,000 gp, and are remarkably sucky over all.
AC 24 is okay for our level, but is hard to improve since they're not proficient with any shield or armor of any kind.
+18 on attacks is fair for the level, but the damage (D8+6) is only fair.
Spell immunity is a mixed blessing, since it doesn't get included in any group buffs.
They have a 10 foot reach.
They can store a spell of up to 4th level, and use it on command, or at some pre-determined moment.
They have no DR, and 112 hit points, which means that against a lot of level appropriate monsters, it falls in two rounds. Maybe one. Fast Heal 5 is the only thing that makes it at all practical to keep it, since repair spells are rather specialized.
They do a D8+6 bludgeoning damage, and aren't proficient with any weapons. They don't strike as a magical weapon, so a relatively small DR stops them.
We have neither the means nor ability to actually remake the thing.
Obviously things like bracers and rings might help the AC. I'd argue that we could make or acquire magical spiked gauntlets, which are actually listed as "Simple Weapons". I'm not sure if he can use that.
He can, however, use a regular gauntlet, which is listed as an "Unarmed attack". It also reduces his damage to a D4+6, plus any magic we add.
Since there are people here who know a lot more weapons, spells, items and tactics than I do, I ask for help: How can we improve on this thing so it can keep up as we advance?