Racial Golem Levels

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*Steamer567
Posts: 16
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Steamer567 »


I was just curious as I couldn't find an answer myself, is there any thought going into any Racial Construct PRCs? I haven't really seen anything one way of the other on it and was just wondering.
*Love_on_a_Wire
Posts: 135
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Love_on_a_Wire »


Not yet! They haven't been updated yet.

But it's possible they'll have some in the future.
*Sinlinara
Posts: 528
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Sinlinara »


When Constructs get their turn for the new ECL system they will probably end up getting their own nifty and neat Racial PrC. ^_^
*Neethanial
Posts: 231
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Neethanial »


Personally, given the nature of the golems themselves, I don't think it's 100% necessary to alter them at all aside from maybe adding a couple more options (Would love to see Nimblewrights in all their proper glory!!)
But I'm not deadset on this. Just my two cents, really.
*Strawberry Jam
Posts: 441
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Strawberry Jam »


Would be neat to have some "doll" like constructs with flat toned skin/face textures and no blink animation, and sleight human/elf form. For role play purpose of playing a construct that isn't a tin can =)
*Love_on_a_Wire
Posts: 135
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Love_on_a_Wire »


Neethanial,Jul 11 2016 wrote:Personally, given the nature of the golems themselves, I don't think it's 100% necessary to alter them at all aside from maybe adding a couple more options (Would love to see Nimblewrights in all their proper glory!!)
But I'm not deadset on this. Just my two cents, really.
They'll either be altered to be +3 ECL, or current golems will be phased out to instead be replaced with construct options that are less over-the-top and more suited to an ECL of +3. Not a lot of wriggle room otherwise. The goal of the project is to reduce overall ECL on the remaining races, and constructs are on the list.

Unconfirmed opinion alert for this part, but they'll probably be given a racial PRC in either case though.
Strawberry Jam,Jul 11 2016 wrote:Would be neat to have some "doll" like constructs with flat toned skin/face textures and no blink animation, and sleight human/elf form. For role play purpose of playing a construct that isn't a tin can =)
I think this would be neat.
*Strawberry Jam
Posts: 441
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Strawberry Jam »


wrote:Ability Adjustments: +22 Strength, -2 Dexterity, -5 Constitution, -5 Intelligence, -6 Charisma.
These ability mods are pretty dire. With 18 points you will be 10 points away from the str cap. barbarian and frenzied bezerker stack I think, and give the required +10.

Now you try to repair your broken constitution and get 13 +5 item for 18 con. Only 5 ability enhancements before level 20, so max con is maybe 24?

+20 natural armor, with no shields so -9 (+5 tower shield) and -5 from natural amulet. For a actual bonus of +6.

Hitpoints on only d12 classes with toughness and the highest con is 400 hp tops.

Base saves capped at 6 low, and 12 high but immune to a few things, possible to improve saves but not much higher than 30ish without access to any epic improvements.

The current 10 level adjustment is quite high for a questionable bonus. I haven't played it tho, but maybe the firsts are amazing?
*Love_on_a_Wire
Posts: 135
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Love_on_a_Wire »


Strawberry Jam,Jul 11 2016 wrote:
wrote:Ability Adjustments: +22 Strength, -2 Dexterity, -5 Constitution, -5 Intelligence, -6 Charisma.
These ability mods are pretty dire. With 18 points you will be 10 points away from the str cap. barbarian and frenzied bezerker stack I think, and give the required +10.

Now you try to repair your broken constitution and get 13 +5 item for 18 con. Only 5 ability enhancements before level 20, so max con is maybe 24?

+20 natural armor, with no shields so -9 (+5 tower shield) and -5 from natural amulet. For a actual bonus of +6.

Hitpoints on only d12 classes with toughness and the highest con is 400 hp tops.

Base saves capped at 6 low, and 12 high but immune to a few things, possible to improve saves but not much higher than 30ish without access to any epic improvements.

The current 10 level adjustment is quite high for a questionable bonus. I haven't played it tho, but maybe the firsts are amazing?
Yeah, issues like this are one of the reasons for the shift to a universal, max ECL of +3. Often the stats sound impressive, and then aren't very in practice. Like, an Iron Golem's fists at max level are a flat 4d6 piercing and 1d10 electrical, and can't be enchanted unless you exploit to the tune of forcibly dropping them from your inventory.
*Neethanial
Posts: 231
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Neethanial »


The only reason I suggested they not be changed is because even crafted golems have a hit die cap. Although technically they aren't supposed to have classes, either. But since magic beasts have them, I can see it going either way.
*Alersia
Posts: 308
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Alersia »


Golem fists can be legally enchanted.
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