Showing posts with label magic-user. Show all posts
Showing posts with label magic-user. Show all posts

Thursday, August 5, 2021

Build a Golem

 Magic-users are mad bastards right?  But they are bloody good to have on your side, they dominate your enemies, chuck fireballs at giants, and unleash the occasional cloud kill.  Magnificent stuff.  Unfortunately, they ain't much good in a scrap, a few swift kicks to the gonads and that's it, they're done.  Many magic-users have found the best solution to this problem is to get some mug to fight for them.  The most basic form of this is finding some dull-witted fighter-type called Grod, or whatever to act as their smiting machine.  Others summon their own help or bewitch the minds of others to murder their former friends, magic-users are a canny sort.  

There are a few however that feel that even this is not enough and so they lower themselves to pseudo-engineering and make their very own an unstoppable killing machine.  A golem.  These things at heart are a lump of something material int to some a humanoid-like shape that is animated through arcane know-how and follows the master's instructions to the letter.

To build one of these death machines a magic-user will need:

  • A place to make their golem
  • The Right Tools
  • Sufficient amounts of the material required
  • Loadsamoney!
Let's do this like a build-a-bear, where we make our golem in a modular fashion.  We are also going to do it so that the magic-user can build a golem at any level, they just need access to the materials and know-how.

Step 1 Determining Hit Dice:
Ultimately choose a method that works for your campaign but here are some suggestions based on how murderous you will allow it to be:
  1. Reasonably Murderous:  The maximum hit die of the golem is calculated as half the level of the magic-user.  The hit die maximum is also increased by 1 for each INT modifier.  However, this total may never exceed the level of the magic-user.
  2. Pretty Damn Murderous:  The maximum hit die of the golem is calculated as the same level as the magic-user.  The hit die maximum is also increased by 1 for each INT modifier.   However, this total may never exceed twice the level of the magic-user.
  3. Unreasonably Murderous The maximum hit die of the golem is calculated as twice the level of the magic-user.  The hit die maximum is also increased by 1 for each INT modifier.  
Step 2 Determining Hit Points and Base Cost:

Hit Dice

Hit Dice Value

Cost per hit dice (gp)

1D4

500

1D6

750

1D8

1000

1D10

2000



Step 3 Golem Material:
The material you choose to make your golem out of will affect the cost per hit die, for example:
  • 2 hit die (at 1D4 hit points each)
  • made of flesh
  • (500 - 100) x 2 = 800gp

Material

Material

Armour Class (AC)

Cost per hit dice (gp)

Flesh

12

-100

Wood

13

-75

Bone/Clay

14

-50

Stone

15

0

Soft Metals

16

+100

Hard Metals

17

+250

Crytal/Mystical Alloys

18

+500


Step 4 Form and Function:
Where it says cost in hit dice it simply means to take that form you need to lose one of your hit dice.  The cost however still stays the same.

Form

Body plan

Ability

Cost in hit dice

Humanoid

Can carry weapons/shield.

0HD

Beast-like

+20% land speed.

0HD

Serpent-like

+1 to grapple

0HD

Eldritch

Flight (speed 20ft)

-1HD


Function

Role

Modifications

Melee

+1 Attack Bonus (melee) per hit dice

+1 Attack Bonus (ranged)

5 Inventory Slots

Ranged

+1 Attack Bonus (melee)

+1 Attack Bonus (ranged) per hit dice

5 Inventory Slots.

Labour

+1 Attack Bonus (melee)

+1 Attack Bonus (ranged)

15 Inventory Slots


Step 5 Special Abilities:
Now it's time to give your golem a bit of flavor!  Feel free to add any kind of ideas to augment it.
Where it says +1 hit dice as a cost that means you gain an additional hit dice for your golem!  Exciting stuff!  Despite getting extra hit dice from this table you still pay the original cost!

Abilities and Weaknesses

Modification

Description

Cost in Hit Dice

Brittle

-1AC

+ 1 Hit Dice

Weakness to X

Takes double damage from one of the following:

  • elemental damage (one type)

  • Sharp

  • Blunt

+ 1 Hit Dice

Arcane Metabolism

Requires a number of spell levels equal to the golem's hit dice expended by the magic-user to power the golem for 24 hours.

+ 1 Hit Dice

Structural Flaws

Any critical hit against the golem automatically stuns it for 1D3 +1 rounds.

+ 1 Hit Dice

Shoddy Arcane Insulation

If affected by a dispelling affect the golem must save Vs magic or become inert for 1 turn.

+ 1 Hit Dice

Prismatic Lens

The golem gains a ranged attack which fires a beam of energy out of the prismatic lens.

Range:30ft

Damage: 1d6 (choose the type)

-1 Hit Dice

Disruptive Attacks

When struck by the golem's melee or ranged attacks the target must save Vs. paralysis or be stunned for 1 round.

-1 Hit Dice

Obscene Strength

Can use a two-handed weapon in one hand.

-1 Hit Dice

Toxic Gas

Once per day per 3 hit dice.

The golem releases toxic gas from its body. Everyone within 10ft must save Vs. poison or suffer 1D6 poison damage. In addition they will suffer a -1 to ALL rolls. Lasts 1D6 +1 rounds.

Does stack with itself.

-1 Hit Dice

Resistance to X

Takes half damage from one of the following:

  • elemental damage (one type)

  • Sharp

  • Blunt

-1 Hit Dice

Precise Construction

Inflicts a critical hit on a 19 or 20

-1 Hit Dice


A Worked Example:

Zog the magnificent is a bit broke so he's gonna try and get as stompy a golem as possible for as cheap as possible.
  • 4 hit dice (of D6) at 750gp a hit dice.
  • Made out of bone reducing the price per hit dice by 50 per hit dice.
  • 4 x 700 = 2,800Gp in total.
  • He is going to have it in humanoid form and make it a melee golem.
  • To give his golem a bit more hit points he chooses to give his golem a weakness to water and cut some corners, which leads to shoddy arcane insulation.
The result is as below:

Zog's Bone Golem
AC: 14
HD: 6
HP: 18
Damage: By weapon type
Notes:
Has a weakness to the water (x2 damage from water-based attacks.  Suffers x2 the of any non-beneficial water-based spell/ability).
If subject to any kind of dispelling effect it is stunned for 1D3 + 1 rounds.

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