Author Topic: Mechonomicon  (Read 66429 times)

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triptheridon

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Re: Mechonomicon
« Reply #60 on: September 16, 2011, 10:14:42 PM »
What about a good golem in a dungeon ?

snakeman830

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Re: Mechonomicon
« Reply #61 on: September 17, 2011, 01:49:48 AM »
Shredstorms, MM3.  They take the cake for close-quarters or any form of limited space.  The fact they can make their own passages through dungeons also makes them a great utility choice.
« Last Edit: September 17, 2011, 01:52:29 AM by snakeman830 »
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Umbralfox

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Re: Mechonomicon
« Reply #62 on: September 18, 2011, 11:52:59 AM »
Suppose this is my first post, but it's a topic I've come to really appreciate lately, having built a wizard around the golem-builder concept. In his defense, he has a lot of stuff from third party sources that made things quite a bit easier, and quite a bit more doable as a character concept.

Anyways, I had an idea the other day for something that might or might not have been covered elsewhere on the boards: A bard henchmen. Would his Inspire Greatness ability, which grants +2 (or more, depending on feats) hit dice give him the ability to assist you in making golems? Is there a way in which those extra hit dice could be considered 'levels' for the purpose of qualifying for golem creation?

I even thought of having something like a warforged bard 'assistant' who can bardic music 24/7 for the inspire greatness ability; a general assistant in the lab, who puts out a constant stream of suggestions and inspiration, kind of a perform: technobabble skill.

Echoes

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Re: Mechonomicon
« Reply #63 on: September 19, 2011, 09:27:29 PM »
No, Inspire Greatness won't help. The HD are generic d10s, and they don't improve any existing class features you may have, including spellcasting. You could use them to get access to a feat earlier than normal, but they wouldn't help with anything that had a CL requirement, or required you to be an X level Wizard.
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McPoyo

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Re: Mechonomicon
« Reply #64 on: September 19, 2011, 11:28:02 PM »
No, Inspire Greatness won't help. The HD are generic d10s, and they don't improve any existing class features you may have, including spellcasting. You could use them to get access to a feat earlier than normal, but they wouldn't help with anything that had a CL requirement, or required you to be an X level Wizard.
Bloodline levels and multiclassing, however, would.
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Wilb

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Re: Mechonomicon
« Reply #65 on: September 20, 2011, 04:37:15 AM »
What about the Practiced spellcaster feat, as the feat increases the caster level up to the character's HD, would it's limit be increased by Inspire Greatness granted HD? And, if possible, would it be appliable for the purpose of making golems? (If possible, the Focused Performance feat from Dragon magazine would allow for using the full benefits of the feat)
« Last Edit: September 20, 2011, 04:53:41 AM by Wilb »

Umbralfox

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Re: Mechonomicon
« Reply #66 on: October 19, 2011, 02:57:29 PM »
Hopefully not too bad of a thread necromancy, but I did notice that for a few of the constructs that don't list a price to advance, the following lines from the SRD might kick in:

"Note: The market price of an advanced golem (a golem with more Hit Dice than the typical golem described in each entry) is increased by 5,000 gp for each additional Hit Die, and increased by an additional 50,000 gp if the golem’s size increases. The XP cost for creating an advanced golem is equal to 1/25 the advanced golem’s market price minus the cost of the special materials required."

A lenient DM might even be flexible enough to allow non-golems with HD advancement but no cost to advance, use that formula.

DawnbringerSO

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Re: Mechonomicon
« Reply #67 on: October 21, 2011, 01:17:58 AM »
From dragon 341 you have the fungus golem, the junk golem, the paper golem, the tin golem, the wax golem and the wood golem. These are all low level golems.

Also, is there any way to craft constructs without actually getting the feat?

Prime32

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Re: Mechonomicon
« Reply #68 on: October 21, 2011, 01:19:10 AM »
Also, is there any way to craft constructs without actually getting the feat?
Artificer's Craft Homunculus class feature. Also animate objects + permanency. If you get a Construct familiar it's assumed you crafted it.
« Last Edit: October 21, 2011, 01:21:15 AM by Prime32 »
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Echoes

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Re: Mechonomicon
« Reply #69 on: October 21, 2011, 06:06:06 AM »
What about the Practiced spellcaster feat, as the feat increases the caster level up to the character's HD, would it's limit be increased by Inspire Greatness granted HD? And, if possible, would it be appliable for the purpose of making golems? (If possible, the Focused Performance feat from Dragon magazine would allow for using the full benefits of the feat)

Yes, that would work. And yes, it would apply for anything that simply looks at your caster level.
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As a general rule, murdering people and taking their stuff is pretty much superior to breaking their stuff, murdering them, then not having any stuff to take.

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Bastian

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Re: Mechonomicon
« Reply #70 on: October 23, 2011, 02:10:46 AM »
The Master's Voice feat allows one to take over any non-intelligent construct or undead with repeated UMD checks as long as it's master isn't there. This allows you to command constructs that can't even be made by the Craft Construct feat including things like the Retriever. This would be a good addition to the handbook if anyone ever decided to take it up.

Cagemarrow

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Re: Mechonomicon
« Reply #71 on: October 25, 2011, 01:51:02 PM »
Where is that feat from?

Bastian

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Re: Mechonomicon
« Reply #72 on: October 25, 2011, 02:36:18 PM »

Cagemarrow

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Re: Mechonomicon
« Reply #73 on: October 25, 2011, 05:47:38 PM »
Interesting, will be useful to gain control of more powerful constructs in our e6 game that exist as monsters but can't be made. Will have to consider taking that.