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Snizor

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Mechonomicon
« on: May 17, 2008, 10:42:49 PM »
Mechonomicon

The purpose of this thread is similar to that of my previous thread, Collection of Necromatic Oddities. However, this one is dedicated to the various mechanical monstrosities and quirky gizmos that can be created with the Craft Construct feat (MM 304).

Entry Format:
Required level _ Name (book page)
Skill Checks: Unless stated otherwise, you must make either of these (crafting) checks, not both
Any other requirements, like a big gem
Spells needed in the creation process
cost in gp, cost in xp (these are creation costs, not buying cost)

Note that the 3.5 Update Document significantly altered the price of FF and MM2 constructs.


Will add commentary on choice later
« Last Edit: May 17, 2008, 10:52:09 PM by Snizor »
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Snizor

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Re: Mechonomicon
« Reply #1 on: May 17, 2008, 10:44:30 PM »
Low Level Constructs (1-7)
Quote from: Senevri
I like homunculi. Advance them to max HD and hand-pick their skills&feats to make UMD-using turrets.
(9 ranks, skill focus and that +2/+2 skill, -1 Cha for 13 ranks. Add a masterwork tool(~300gp) and a +5 magic skill booster and you're there. Total cost under 13 K or so, for an autonomous magic-using flying mind-linked bot. )
« Last Edit: May 28, 2008, 06:57:25 PM by Snizor »
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Snizor

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Re: Mechonomicon
« Reply #2 on: May 17, 2008, 10:45:25 PM »
Mid-Level Constructs (8-15)
Locate Creature effect might be useful though

13 Dragonbone Golem (Draco 164)
DC20 Heal
animate dead, cause fear, geas/quest
60000gp 4400xp
Comments: .

13 Shredstorm (MM3 153)
DC25 Weaponsmithing
fly, geas/quest, greater magic weapon, lightning bolt, limited wish
50000gp 2800xp
Comments: A construct swarm with immunity ti weapon damage due to its size. Can be very useful, though lack of HD advancement and swarm vulnerabilities means that certain enemies will absolutely demolish this useful creature

14 Alchemical Golem (MM3 66)
DC20 Alchemy
geas/quest, limited wish, poison, polymorph any object
36000gp 2720xp
Comments: Dear Wizards of the Coast, Please stop printing constructs that try to kill their owners.

14 Blood Golem of Hextor (FF 85)
DC15 Heal
able to cast divine spells, Sacrificial victims
animate objects, bull's strength, gentle repose, heal
17,280gp 809XP
Comments: To-hit bonus is low, but the other aspects of this golem are pretty good for the cost.

14 Greater Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
105000gp 7640xp
Comments: An advanced version of the Stone Golem, nothing more.

14 Mud Golem (MM3 70)
DC15 Pottery/Sculpting
geas/quest, limited wish, polymorph any object, transmute rock to mud
33000gp 2560xp
Comments: Interesting breath weapon, but otherwise doesn't really stand out.

14 Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, slow, symbol of stunning
50000gp 3400xp
Comments:

14 Tombstone Golem (LM 105)
Same as Stone Golem
same as Stone Golem (but replace Slow with Slay Living)
70000gp 5200XP
Comments: Same as the Stone Golem except it replaces the Slow effect with a Slay Living effect. If the save DC weren't so low, I'd really like this option.

14 Web Golem (MM3 74)
DC20 Weaving/Profession (silkmaker)
geas/quest, limited wish, poison, polymorph any object, spider climb, web
33000gp 2560xp
Comments: The Adhesive ability is interesting; however, the base version only has 11HD, making it rather fragile to be put on the front lines.

15 Dread Guard (MM2 87)
DC25 Armorsmithing
Creator must be able to cast arcane spells and supply a martial weapon
fabricate, geas/quest, polymorph any object
40000gp 800xp
Comments: Worthless in 15th lvl combat and way too expensive

15 Helmed Horror (LEoF 175)
NA
air walk or fly, limited wish, spell turning
39150gp  xp cost not listed
Comments: A very good choice. Air Walks, is intelligent (and get skills/feats as appropriate), can see invisible, and has a few, creator-selected, spell immunities. Also wears +3 Full-Plate.

15 Silvereye Marauder (FN 156)
DC20 Armorsmithing/Blacksmithing
Creator must be a Silver Pyromancer lvl 2 (FN 150)
limited wish, major creation, permanency
65000gp 4600xp
Comments: Is intelligent and has pounce and improved grab. Customize its feats and this could be a decent charger. The to-hit mod is a bit low though.

15 Shield Guardian (MM1 223)
DC16 Blacksmithing/Carpentry
limited wish, discern location, shield, shield other
65000gp 4600xp
Comments: Fills the role of bodyguard adequately with Shield Other + Fast Healing.
« Last Edit: May 29, 2008, 02:46:54 AM by Snizor »
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Snizor

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Re: Mechonomicon
« Reply #3 on: May 17, 2008, 10:46:12 PM »
High-Level Constructs (16-20)
HereShield other (soaks up 75% of the damage) and has a few, creator-chosen, SLAs. Stunning Strike isn't bad, thought the Guardians to-hit (+18) is a bit low.

16 Sardorian Golem (Here
DC25 Sculpting/Stonemsonry
emulate power, fly, matter manipulation, negate psionics, true creation
95,000gp, 6,400xp
Comments:

16 Slaughterstone Eviscerator (MM3 160)
DC20 Sculpting/Stonemasonry
Creator must supply 4 large +2 adamantine greatswords
keen edge, geas/quest, haste, stoneskin
67500gp 4800xp
Comments: Notable for being able to move 15ft and still make a full-attack.

16 Spiderstone Golem  (CotSQ 120)
DC 17 Sculpting/Masonry
able to cast divine spells and have access to the Drow domain, geas/quest, limited wish, polymorph any object, spider climb, freedom of movement
80,000gp 1,600XP
Comments: Things that eventually turn on their creators (Berserk quality) tend to be poor purchases.

16 Stained Glass Golem (MM2 116)
DC25 Glassmaking
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
15000gp 1080xp
Comments:

16 Wicker Man (FF 188)
DC15 Alchemy AND DC17 Woodworking
Creator must be able to cast divine spells
entangle, liveoak, protection from energy
48000gp 1080xp
Comments: For a creature intended to function as a big stupid fighter, this creature has pretty aweful stats.

17 Emerald Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
dimensional anchor, polymorph any object, stone shape, teleportation circle
62000gp 1500xp
Comments:

17 Prismatic Golem (MM3 71)
DC22 Sculpting AND DC22 Knowledge (the planes)
Creator must be good
greater planar binding, polymorph any object, prismatic sphere, wish
150000gp 8000xp
Comments: An Incorporeal construct. Has some formidable defenses, but has a rather weak offense. Being incorporeal can auto-win some fights, but I'm not sure that it is worth the hefty price-tag.

17 Shadesteel Golem (MM3 72)
DC30 Armorsmithing
energy drain, geas/quest, limited wish, polymorph any object, shades
70000gp 4800xp
Comments: This is for any necromancers who don't rely on rebuking to control their undead.

18 Battle Horror (LEoF 176)
NA
air walk or fly, blink, dimension door, limited wish, magic missile, spell turning
76650gp  xp cost not listed
Comments: As Helmed Horror, except with 20hd, +5 Full-Plate, and a few SLAs (Magic Missle, Blink, and Dimension DoorWall of Force and Forcecageflesh to stone effect), is intelligent, good movement modes (fly, climb, and land), and has a decent AC (+27 Natural Armor). A bit late in the game, but decent in its own right.
« Last Edit: April 12, 2009, 03:22:45 AM by Snizor »
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Snizor

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Re: Mechonomicon
« Reply #4 on: May 17, 2008, 10:47:39 PM »
Templated Constructs (Various Levels)



Effigy Creature (CA 151)
DC15 Woodworking/Leatherworking/Metalworking/Know: Architecture and Engineering.
CL must be greater than or equal to HD of Effigy.
No specified spells
Cost of body (varies)+1,000gp per HD, 80XP per HD.
Comments: The fact that this is a template gives you a large amount of versatility when it comes to making them. Even ignoring the template-stacking shenanigans of Mr. Roboto, this template is a very solid way to craft constructs.

Elder Eidolon (LoM 146)
Dc25 Sculpting/Sonemasonry
minimum CL equal to HD
no specified spells
Cost of Body (Varies)+3,000gp per HD, 240XP per HD
Comments: Similar to the Effigy template. Is a stronger template, but costs 3 times as much (not counting the body cost, which is identical) as the Effigy. Extra benefits include: Immunity to Magic, Fast Repair (healing), and a Deflection bonus to AC.

Topiary Guardian (MM3 175)
DC 25 Gardening/Sculpting/Profession: gardener
Creater must be at least 13 lvl.
awaken, geas/quest, limited wish
Cost by size:
Medium-10,800gp 800XP
Large-32,400gp 2,400XP
Huge-62,100gp 4,600XP
Comments: SHRUBBERIES!

11 Sacred Guardian (Bestiary of Krynn 91)
DC15 Sculpting and DC 20 Knowledge (Religion).
Creator must be a cleric with access to tha domain the sacred guardian will be dedicated to.
animate objects, commune
+500gp per size category, +80xp per size category.
Comments: This makes your construct intelligent (which is a VERY good thing) and some other nice benefits (Fast Healing) on the side. Many DMs probably won't allow it due to where it's from; however, if your DM does allow this template, then by all means USE it!
« Last Edit: June 01, 2008, 01:28:45 AM by Snizor »
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Snizor

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Re: Mechonomicon
« Reply #5 on: May 17, 2008, 10:48:32 PM »
Epic-Level Constructs (21+)



25 Hellfire Engine (FC2 119)
DC20 Amorsmithing/weaponsmithing
hellfire storm, geas/quest, limited wish, polymorph any object, Lawful Evil alignment
200000gp 9600xp
Comments:

25 Mithril Golem (Epic SRD)
DC30 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, ability to cast arcane spells, geas/quest, haste, wish
250000gp 5000xp
Comments:

25 Stone Collosus (Epic SRD)
DC37 Sculpting/masonry
Ability to cast epic spells, geas/quest, limited wish, polymorph any object, shatter
760000gp 30600xp
Comments:

29 Flesh Collosus (Epic SRD)
NA
Ability to cast epic spells, magic jar, limited wish, polymorph any object, finger of death
760000gp 30600xp
Comments:

30 Adamantine Golem (Epic SRD)
DC40 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, able to cast arcane spells, crushing hand, geas/quest, wish
500000gp 10000xp
Comments:

35 Iron Collosus (Epic SRD)
DC42 Armorsmithing/weaponsmithing
Ability to cast epic spells, cloudkill, geas/quest, limited wish, polymorph any object
1000000gp 50000xp
Comments:
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Snizor

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Re: Mechonomicon
« Reply #6 on: May 17, 2008, 10:50:14 PM »
Other Gizmos


All of these come from the Clockwork Wonders
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Snizor

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Re: Mechonomicon
« Reply #7 on: May 17, 2008, 10:51:44 PM »
Other Useful Info and Advice



Artificer Infusions:
Feats for Intelligent Constructs


Melee (Charger): Pretty Self-Explanatory. Recklessly charge at your opponent using Shocktrooper and Leap Attack for major bonus damage. A THW would be best for this combat style (which THW will probably depend on which construct you use because constructs are only proficient in the weapon(s) mentioned in their entry).

Power Attack
Improved Bull Rush
Leap Attack (CAdv) Might be hard to qualify for due to skill requisites
Shocktrooper (CW)

Melee (Lockdown AoO): Uses Stand Still, Combat Reflexes, and Thicket of Blades to keep enemy from reaching the party. A Skillful (CA, provides proficiency in the weapon) Spiked Chain would be a useful weapon for this type of combat.

Combat Reflexes
Stand Still (ExPsiH and SRD)
Power Attack
Martial Study: (Devoted Spirit Maneuver) (ToB)
Martial Stance: Thicket of Blades (ToB)
Mageslayer (CA)

Scouting/Spying: The best intelligent construct for this purpose is the Umbral Spy (the Forge of War) due to it having Hide in Plain Sight, being Incorporeal, have Telepathy, and the Thought Link ability. The Furtive Filcher (Eberron Campaign Setting) is probably runner up due to the high hide mod for it's price.

Darkstalker (LoM)- Hide from stuff with Blindsight/Tremorsense/etc.
Mindsight (LoM, Tsochar section- requires Telepathy)- Blindsight on steroids

Other Feats:
Martial Study/Stance (ToB)- The Shadow Jaunt/Stride line provides a teleportation effect useful for almost any construct. If your construct ever gets to 36 HD (technically 34, but it doesn't get a feat till 36), it would meet the initiator level requirement for a ninth level maneuver.

Skill Focus: Use Magic Device- Use Magic Device and a wand (or 3 with a Rod of Many Rods from CM) can turn your construct into a turret. Since UMD is almost always a cross-class skill for constructs and their Cha scores tend to be low, Skill Focus can actually prove useful.



Making Your Constructs Better

Quote from: Manic Man
Making your constructs better (much of it applies to undead, elemental companions and such as well)

Armor
The penalty for not having the correct armor proficiency is a penalty = armor check penalty to hit and movement skills. The skills penalty is trivial but having a massive to hit penalty would suck, so make sure you have a ~0 armor check penalty.

At the cheapest level, this is using masterwork studded armor (175gp) for +3 armor bonus. Scale it up to huge and its a x4 cost for humanoid. At the worst case, if your DM calculates masterwork as 175 x 4, it still a very cheap 700gp

Add armor enhancements next. Armor is relatively cheap to enhance at the lower tiers and all armor enhancements that do not require activation are open to you. If you have magic vestment, you don't need a big +x to armor. That additional cost for those pluses can be better spent

When you come into money, you don't have to stay with masterwork studded leather because, really, it sucks. So what armor is better? There's the various scenerios depending on what books you can use and what you can afford

i) Mithral (Lowers armor check by 3)
+5 AC, 0 armor check
Mithral Serpentscale from Serpent Kingdoms (Faerun)
Mithral Sectioned (part) from Planar Handbook (your DM may force you to make it whole, see the item description for explainations)

+4 AC, 0 armor check
Mithral Chain shirt (Core)

+5 AC, -1 armor check
Mithral Breastplate (Core)

ii) Nimble armor enhancement (+1) in the Magic Item Compendium (Lowers armor check by 2)
+5 AC, 0 armor check
Darkleaf breastplate +1 Nimble from Ebberron Campaign Setting

+4 AC, 0 armor check
Chain shirt +1 Nimble (Core)

+5 AC, -1 armor check
Serpentscale +1 Nimble from Serpent Kingdoms
Sectioned (part) +1 Nimble from Planar Handbook

iii) Both Mithral and Nimble
+8 AC, 0 armor check
Mithral Sectioned (full) +1 Nimble from Planar Handbook

+8 AC, -1 armor check
Mithral full plate +1 Nimble (Core)

+9 AC, -2 armor check
Mithral battle plate +1 Nimble (Races of stone)

If your DM wants to block this by using the armor check penalty before any enhancements (masterwork, mithral, etc), all is not lost

+2 AC, 0 armor check
Chamelon Armor (Serpent kingdoms)
Leather (Core)
Leafweave (Ebberron Campaign Setting)
Feather cloak (Sandstorm)
Nightscale (Underdark)

Shields
If you're into shields, you can use the same principle as the penalty for non-proficiency is the same. However most shields are very costly when used with mithril, so it is better to use darkwood and apply it to a wooden shield instead.

This gives you a simple huge sized darkwood shield for a shield bonus of +2 for 670. You can then thrown on magical shield abilities and magic vestment it.

Weapons
Golems almost universally do not have proficiency in weapons. However that does not mean you cannot enhance him.

When you're poor, use a masterwork gauntlet (not the spiked one). That gives a +1 to hit for 302 gp, x4 for huge ~1208 gp or 308gp depending on how your DM calculates it. The gauntlet is the opening you need to start applying magical enhancements (greater magic weapon as well).

When you have more money, use the Skillful enhancement from Complete Arcane. At +2 it looks pretty expensive. However apply it to the following weapons and you have a golem that just doubled it reach without affecting its ability to attack adjacent targets
  • Spinning Sword (Secrets of Sarlona) (Better crit range than kusari-gama, Can use shields)
  • Kusari-gama (DMG)(Can use shields)
  • Spiked chain (PHB)(Higher damage, no shields)

For pure damage, you can use the Warmace (PHB upsized to Huge) and you can still use a shield.

If you're not into shields or want the 1.5 x strength damage bonus, the following are 2 handed d12 (base) weapons
  • Great falchion (Sandstorm, good crit range)
  • Greataxe (PHB)
  • Greathammer, goliath (Races of stone, Bludgeoning weapon damage, big crits)
  • Longaxe (Complete Adventurer, not useful without power attack)

Spells
Make your golem wear a skull on its head. Then cast Skull Watch. Make sure he walks in front as he's not affected by the deafening

If your construct is magic immune (ie, infinite SR), put Explosive runes (as many as possible) everywhere on your construct. Get someone to read it as needed or simply let the enemy read it.

If your construct is healed by fire or if you simply want fire damage in a 5' radius, put a fire trap on its mouth. Ask it to open its mouth when needed

Greater and normal Glyphs of warding work as well. Just glue a lot of boxes to your construct, glyph all of them and get your construct to open them. Use blast glyphs for healing and spell glyphs for area effects like clouds or mists. This can get expensive due to the material component though

Symbols work great, especially permanent symbols as the construct is immune to it. Put one on him or on his armor or such and get him to walk in front (especially if you already have skull watch on). Sit back and enjoy the show

Permanency can also be used with shrink item but is subject to whether you DM allows it. Prior to animation, you can place "Shrink item" on the golem. If he still has it on when he's animated, you can shrink and carry your golem very easily if you're using the cloth form.

Miscellaneous
The following may or may not work, depending on your DM and even if it works, for some of these, don't take your construct to town

  • Stuff his armor with smokesticks. Wait for him to light up
  • Give your golem a duplicate of your own head, especially for flesh golems.
  • Wrap it up in bandages so it looks like a mummy. Wait for him to be turned then laugh
  • Make people think its not the correct golem type (eg. paint a iron golem with rock colors)
  • Hollow out your construct's head and stick your familiar in it if it can speak. Tell your construct to obey the familiar and you've got a semi intelligent construct
  • Cover the whole thing in contact poison
  • Grow yellow mold or green slime on it
  • For added kick, tie a thunderstone to each of the gauntlets.
« Last Edit: June 01, 2008, 01:27:20 AM by Snizor »
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Tshern

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Re: Mechonomicon
« Reply #8 on: May 17, 2008, 10:55:30 PM »
Why haven't I seen this before? I am such a great fan of constructs, maybe because I have a bad habit of tinkering with electronics and mechanics. Amazing work and I will read it over tomorrow and give you some feed back. Absolutely sensational!

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Re: Mechonomicon
« Reply #9 on: May 18, 2008, 09:37:58 AM »
Nice work with this. Are there others planned in the line after these two?
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Prime32

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Re: Mechonomicon
« Reply #10 on: May 18, 2008, 11:36:36 AM »
What would you say are the best construct mounts?

Oh, and...
[spoiler]
I see a resemblance[/spoiler]
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Snizor

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Re: Mechonomicon
« Reply #11 on: May 18, 2008, 05:56:52 PM »
Nice work with this. Are there others planned in the line after these two?
Their might be one dealing with other forms of PC-creatable creatures, such as the Bloodfire Ooze (MM 4) or the Living Zombie (CoR); however, it wouldn't be dedicated to a specific creature type like these two are. First though, I'd like to finish more of the comments section in this one since it is pretty barren.
What would you say are the best construct mounts?
Well, Effigy/Elder Eidolon of an appropriate creature is probably the most optimal due to the number of options opened up by them being templates. I'm away from some of my books at the moment  :'( though.

I wouldn't use the Clockwork Steed unless you are pretty low level since it can't be advanced (a problem with many of the newer non-golem constructs). Brass Steed suffers from similar problems, except it starts out a bit tougher.

Finally, any comments on construct choices from the boards would be appreciated.
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Snizor

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Re: Mechonomicon
« Reply #12 on: May 23, 2008, 07:07:31 PM »
Update:
Added the SHRUBBERY (err... Topiary Guardian)
Added the Demonflesh Golem (FF)
Added the Blood Golem of Hextor (FF)
Added the Hellfire Golem (FF)

Added comments on:
All the Fiend Folio Constructs
All MM3 Golems
Grisgol (MM3)
Runic Guardian (MM2)
Slaughterhouse Eviscerator (MM3)
Serpentflesh Golem (SK)
« Last Edit: May 23, 2008, 07:17:02 PM by Snizor »
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon

Tshern

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Re: Mechonomicon
« Reply #13 on: May 23, 2008, 08:39:05 PM »
Excellent, excellent! I need to be using this for an Artificer NPC I am using. He'll be having a horde of constructs. Thanks for the inspiration.

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Snizor

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Re: Mechonomicon
« Reply #14 on: June 01, 2008, 01:30:27 AM »
New Section added to the Mechonomicon
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Re: Mechonomicon
« Reply #15 on: June 01, 2008, 06:15:30 AM »
Wow, my DM would go crazy if he saw this thread.  Good work.

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Re: Mechonomicon
« Reply #16 on: March 29, 2009, 08:57:54 PM »
I really love this thread and I think this is the right place to ask this:
Is there any way to reduce the size of a construct? Dungeonbred template can't be applied to them and I wanted a Medium-sized flesh golem. Sure I could simply reduce it with the guidelines from Monster Manual, but I wanted an in-game way to do it.

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Re: Mechonomicon
« Reply #17 on: March 29, 2009, 09:06:32 PM »
No Calzone Golem?

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Re: Mechonomicon
« Reply #18 on: March 30, 2009, 04:54:09 AM »
My PCs agreed that the adventure with the Calzone golem was possibly the best one that I've ever run for them =P

Nice resource btw Snizor :)

Snizor

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Re: Mechonomicon
« Reply #19 on: March 30, 2009, 02:43:00 PM »
Ahh... This thread brings back memories  :D

I really love this thread and I think this is the right place to ask this:
Is there any way to reduce the size of a construct? Dungeonbred template can't be applied to them and I wanted a Medium-sized flesh golem. Sure I could simply reduce it with the guidelines from Monster Manual, but I wanted an in-game way to do it.
Wish I could be of more help, but I don't know of any easy way to permanently reduce the size of a flesh golem (I'll bet there is a way to do this hidden somewhere though).
The Collected Works of Snizor:<br />Collection of Necromatic Oddities<br />Mechonomicon