Author Topic: Mechonomicon  (Read 65814 times)

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BowenSilverclaw

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Re: Mechonomicon
« Reply #40 on: April 01, 2009, 07:51:13 PM »
Awesome, thanks Prime :D
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bayar

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Re: Mechonomicon
« Reply #41 on: April 12, 2009, 01:01:16 AM »
Someone posted this on the original thread.

Quote from: Manic Man;16025885
Looked through the website and found some more constructable 3.5 golems.

Sardorian Golem http://www.wizards.com/default.asp?x=dnd/psb/20040123c
Razor Golem http://www.wizards.com/default.asp?x=dnd/mm/20030418a
Gold Golem http://www.wizards.com/default.asp?x=dnd/re/20030901a

These are 3.0 but some games may allow them
Coal Golem http://www.wizards.com/default.asp?x=dnd/mm/20020830a
Sickstone Golem http://www.wizards.com/default.asp?x=dnd/fw/20021123a
Psi-Guardian http://www.wizards.com/default.asp?x=dnd/psb/20020823a
Throne Guardian http://www.wizards.com/default.asp?x=dnd/fey/20021213a


Snizor

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Re: Mechonomicon
« Reply #42 on: April 12, 2009, 07:25:03 AM »
Thanks. I stopped checking the wizards site some time ago.

Added the two that are 3.5-ready (Razor Golem has 3.0 style DR). Will add the others later.
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QOShea

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Re: Mechonomicon
« Reply #43 on: April 12, 2009, 10:51:26 PM »
Snizor,

How are you basing your level calculations for the creation of the constructs? Any construct that requires Animate Object would require the caster to be at least an 11th level Cleric or a 16th level Bard.

McPoyo

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Re: Mechonomicon
« Reply #44 on: April 12, 2009, 11:11:29 PM »
Not necessarily. Purchasing a usable scroll/wand/staff/etc of the spell would work as well.
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AfterCrescent

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Re: Mechonomicon
« Reply #45 on: April 12, 2009, 11:44:10 PM »
Except that you have to expend the spell each day of crafting... So pricewise. :shrug
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Re: Mechonomicon
« Reply #46 on: April 13, 2009, 02:49:18 AM »
Hire someone who does have that spell for the production process?
Guess WotC never realised the bulk of wizards simply can't manufacture most constructs.
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Snizor

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Re: Mechonomicon
« Reply #47 on: April 13, 2009, 05:36:53 AM »
Hire someone who does have that spell for the production process?
Guess WotC never realised the bulk of wizards simply can't manufacture most constructs.
Pretty much.

I generally used the "creator must be X level" blurb in the construction section of the construct's entry (which generally corresponded to the construct's CL) to determine where it fit.
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Brainpiercing

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Re: Mechonomicon
« Reply #48 on: April 16, 2009, 12:14:22 PM »
Except that you have to expend the spell each day of crafting... So pricewise. :shrug
Arguably make a runestaff, unless you can't emulate spell slots with UMD, which is IMHO not quite clear.

bayar

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Re: Mechonomicon
« Reply #49 on: April 16, 2009, 08:59:03 PM »
Make the creator able to cast the spell. Like artificiers. You have the necesary caster level ? You qualify. Just cast it from a scroll or what not every day until you finish the damn thing.

Negative Zero

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Re: Mechonomicon
« Reply #50 on: April 23, 2009, 06:35:27 AM »
There are several unlisted constructs at
http://www.wizards.com/default.asp?x=dnd/archeb/cw

bayar

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Re: Mechonomicon
« Reply #51 on: May 27, 2009, 12:32:31 PM »
Could this thread be moved in the Handbook section ? It seems to fit more there (and it could be easier to find  :D ).

Prime32

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Re: Mechonomicon
« Reply #52 on: December 11, 2010, 03:09:34 PM »
Moved to Handbooks
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Echoes

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Re: Mechonomicon
« Reply #53 on: December 14, 2010, 04:54:14 AM »
Worthwhile to note is that Dragon Magazine #327 has three options for improving constructs.

Advanced Binding: Increases the cost to create by 3,000 gp, lets you ignore the berserk trait.
Extra Arms: Increases the cost to create by 25%, gains two arms and two slam attacks as part of a full attack with the same stats as it's default slam.
Rudimentary Intelligence: Increases the cost to create by 8,000 gp, grants the construct Intelligence equal to 1/2 your caster level at the time of creation.
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Brainpiercing

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Re: Mechonomicon
« Reply #54 on: December 14, 2010, 07:39:06 PM »
Rudimentary Intelligence: Increases the cost to create by 8,000 gp, grants the construct Intelligence equal to 1/2 your caster level at the time of creation.
Wha...? That should be abusable, right? At least it should end up far from rudimentary...

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Re: Mechonomicon
« Reply #55 on: December 14, 2010, 08:25:02 PM »
Rudimentary Intelligence: Increases the cost to create by 8,000 gp, grants the construct Intelligence equal to 1/2 your caster level at the time of creation.
Wha...? That should be abusable, right? At least it should end up far from rudimentary...
It's not that great to have high intelligence. As long as you have >3 you get feats and are able to think and that's really what matters. Unless you want to role play the mec.

triptheridon

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Re: Mechonomicon
« Reply #56 on: December 25, 2010, 12:08:10 AM »
Hello

Good job all ...
Reading a few posts, it seems sometimes difficult to recall where to find a specific creature.

I tried to gather in one place all references to the golem in the D&D books and the major magazines (Dragon, Dungeon, etc.).
You will find the 400 reference index here ...

http://www.4shared.com/document/NTeFPNVZ/The_Ultimate_Golem_Index__DD__.html

Hope it will be of use ... If you find a golem missing let me know ...


triptheridon

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Re: Mechonomicon
« Reply #57 on: February 14, 2011, 10:35:56 PM »
Here is a new version of The Ultimate Golem Index listing more than 500 references of golems for the D&D game.

v1.0 : http://www.4shared.com/document/NTeFPNVZ/The_Ultimate_Golem_Index__DD__.htm
v1.1 : http://www.4shared.com/document/aahJaqH4/The_Ultimate_Golem_Index__DD__.html

If your keen eyes see any golem missing, let me know ...

Note that this is an extract from The Complete Manual of Golems, a 120 pages handbook dedicated to the golem for all versions of D&D.

triptheridon

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Re: Mechonomicon
« Reply #58 on: June 06, 2011, 02:24:41 PM »
Here is "The Complete Manual of Golems", a 120 pages handbook dedicated to the golem for all versions of D&D.

http://www.4shared.com/document/whp-CA6D/Manuel_Complet_du_Golem__DD__v.html

snakeman830

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Re: Mechonomicon
« Reply #59 on: June 07, 2011, 04:48:43 PM »
Dragonbone Golems are interesting.  First, their Fear Aura is both a blessing and a curse.  Golems that are walking debuffs aren't bad, but you do want to make sure that you and your allies aren't subject to it (can be done fairly easily, since a successful save renders you immune for 24 hours, just walk in and out of the aura until you succeed).  Far more interesting is its complete immunity to ALL magic.  Unlike the typical "Immunity to Magic" of golems, this one applies to spells and spell-likes that don't allow SR as well as Supernatural abilities!  They have okay combat abilities and a nice full attack, but you almost have to give them an Amulet of Mighty fists to really capitalize on that.  Also, repairing them is a pain because you either need to be an Artificier (Infusions can still affect them) or use the costly repairs possible with the Craft Construct feat.

Drakestone golems are nice, with a save-or-die every 1d4 rounds with a decent save DC that bypasses Death Ward (immunity to petrification actually is rather hard to come by outside of a few monsters, who are typically not PC enemies anyway).  Their Magic Immunity, like the dragonbone Golem, also protects them from effects that don't allow Spell Resistance and Supernatural abilities.  While there are two spells that can get through this (two only out of the thousands printed), one is a kind of lame debuff and the other is a complete healing of all damage.  This is a great weapon to use against mages.  While its hit points are low, it's also not a bad choice to use in melee due to an impressive full attack.

Ironwyrm Golems have their place: utterly vaporizing scores of mooks.  20d10 damage is pretty impressive, even if it is fire.  The save DC is decently high and the full attack routine is highly impressive (only slightly worse than the tarrasque's, and that's saying something).  Like the other two Dragon golems, it's magic immunity protects from far more than your usual golem.  The drakestone golem might have it beat in the number of spells that can affect it at all, but easy healing is definitely nice (set up a Wall of Fire when you send it into battle, or have have it blast itself with flame after each fight).  Oh, and it's immune to Rust Monsters if you care.
« Last Edit: September 17, 2011, 01:45:57 AM by snakeman830 »
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