Talk:The Descendants of Grundy

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Ok this is the first draft for my free willed golems. if any one has any coments or ideas to add. Feal free to add them here and i will work them in on the main page.


I'm not sure about the time line here. You said that he Golems became independent during the alliance war, but that was only 75 years ago. When I mentioned the golems else where, I thought they gained independence much earlier, about 400 years in the past. Is this wrong? I can rewrite those bits if that is the case. Andy 16:05, 27 April 2008 (BST)


Ok you are sort of right yes there have been golems going wild for a very long time. no one knows haw long but during the alliance wars golems were mas produced in there thousends as cannon foder so it follows that the decendents of grund had a massive population bust--Geoff 21:44, 29 April 2008 (BST)


I came up with a few ideas for golem advantages here. Use any or none, as the mood takes you. Andy 17:17, 30 April 2008 (BST)


You say that tech points are worked out by halfing the tech score. Why not just forgetting about halfing the score, and just double the cost of adavantages. That way, if I have a tech of 11 I don't have to worry about whether to round up or down to give me 6 or 5 tech points. Andy 15:01, 5 May 2008 (BST)


Here are an idea...

Noisy

Cost:-1

The golem continually emits noise. Even when standing still there is somesort of buzzing, clicking, or whirring. The base DC to hear the golem is 5, which makes stealth rather hard.

Andy 11:49, 8 May 2008 (BST)


One more thing - Golems and arcane magic. It has been decided that arcane magic has a genetic componeent, but golems have no genes. Does this mean that no golem is capable of becoming a wizard or sorcerer, or do they have some means to circumvent this restriction?

While I'm here, a few more things about constructs. The 3e rules come with a whole list of specials rules that either apply or don't apply to constructs. Not all of them seem appropriate to our golems.

  1. Healing. Normal constructs don't heal at all unless repaired. I say we let out golems heal in the normal fashion, at 1 hp per day per level. Dents and tears correct themselves by magic. This does not apply yo none-sentient golems. I'm not sure about magical healing, though. Does a cure light wound spell work on them? What about an Cause light wound spell. Or do the need the mending spell?
  2. Mind control. Usually constructs are immune, but ours have minds, so I don't see why they should be immune to mind control. None sentients are still immune.
  3. Critical hits. Usually immune, but our are made from many parts. I would have thought that some bits would be more vunerable than others, so I suggest that we drop this for all of them.

Andy 11:56, 23 May 2008 (BST)


I'd say yes to 2 and 3. I also agree with the self-repair option, but I think treat Mending as a Cure Light Wounds to them. Not many gods would have heal spells for golems, but their own god should have as Domain spells things like Mend Critical Damage, Mend Moderate Damage and the like.

Incidentally, shouldn't Noisy (a little way up the page) also give a -5 penalty to all Move Silently rolls?--Alex 18:05, 24 May 2008 (BST)


I'd go with the repair option too, although I'm not sure if Geoff ever intended Grundy to be a spell granting god.

Actually, the noisy disadvantage makes the move silently skill all but useless. You see, you would effectly have two noises that could be heard - either the DC 5 whiring, or whatever the move silently roll came out as. In effect, the golem could walk without its foot steps making the slightest noise, but its gyroscope (or whatever) is just as noisy as ever! Effectively, the golem could never score better than a 5 on move silently roll. Andy 11:43, 25 May 2008 (BST)


Healing rates sound good to me and i agre that repair sould act as a heal wounds spell and that cure and corse wounds are largel inafective on golems with the exception of if we have a forge god or an industreal god i think his heal spells would probly work on them


Not yet, we don't, but that might be a good idea. Perhaps we could have it as a domain power for a Craft/Industrial domain? Andy 16:13, 26 May 2008 (BST)


Another idea for Golem upgrades...

Resilience: Costs 1 point. Golems come with two hit dice as standard, which isn't very much for a battlebot. Resilience mimics the effects of the toughness feat, granting 3 extra hps when taken. Unlike other advantages, it can be taken multiple ties, allowing for large hp totals at low levels, at the cost of fewer other advantages, and the fact that these bonus hp become less significant at higher levels.

Andy 13:33, 30 May 2008 (BST)


Where are a few more ideas for the Golemns.

Radio: Costs 1 or 2. For 1 point the golemn can pick up on local signals, but cannot broad cast. For 2 points they can transmit as well, with a range of 1 mile per point of tech.

Record: Costs 1 or 2. For 1 point the golem can record auditory events, and then play them back at a latter date. They can record up to 30 minutes per point of tech. For 2 points they can record video tracks as well, and have a small screen built in to display such. Maximum record length is as above.

Electromagnets: Cost 2. The golemn can generate powerfull magnetic fields in its hands, which make picking up iron or other magnetic materials easier. The maximumweight is determined by the golemns strength and just counts as a normal load. This grants a +3 circumstances bonus when grappling with metal or metal clad opponents and can have other uses for imaginative players.

Andy 19:32, 26 October 2009 (UTC)

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