Golems upgrades

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Yellena
Posts: 576
Joined: Mon Sep 08, 2014 2:59 am

Golems upgrades

Post by Yellena » Sun May 28, 2017 3:23 pm

The suggestions below are posted for giving ideas. They may need further refinements.


Suggestions:

-Allow golems to not die permanently, but "ressurrecting" them costs bone, stone or iron ores, some gold and transmutation focus.

-Allow nature related classes to make treants!

-More Golem types and lvl ranges:
Obs: NOT having G.Focus increases the level requeriment by 4, or each Trans Focus reduces the level requeriment. Could be nice to leave top tier only allowed to those with Focus investment too.
The numbers here may need refinement.

Golem Traits:
Construct immunities
Vulnerability to an element (see each description)
Immunity to one element (see each description)
DR (varies)
Damage immunity (see each description)
Magic Immunity
Dark Vision
Low-Light Vision


===========================> Lvl 9 (or 13) <===========================

Flesh Golems (Lvl 11)
CR: 9
HP: 150
DR: 10/+2
Attacks: 2x d8+7 slams
Immunity: Eletrical and Negative(100%)
Regenerates
Rage

Clay Golems (Lvl 11)
CR: 9
HP: 150
DR: 10/+2
Damage Resistance: Slashing and Piercing 5/-
Attacks: 2x d8+7 slams
On hit: Wounding 5 (not as powerful as it seems, many mobs with regen nulls it)
Immunity: Acid (100%)
Rage

Treant (Lvl 11)
CR: 9
HP: 150
DR: 10/+2
Damage Resistance: Blundgeoning and Piercing 5/-
Attacks: 2x d8+7 slams
Immunity: Eletrical and Cold (100%)
Vulnerability: Fire (100%)
Regenerates
Woodland Stride


===========================> Lvl 12 (or 16) <===========================

Bone Golems (Lvl 13)
CR: 12
HP: 200
DR: 10/+3, 20/+2
Damage Resistance: Slashing and Piercing 5/-
Attacks: 2x d10+10 slams
Immunity: Eletrical, Cold and Negative (100%), Slashing and Piercing (50%)
Regenerates

Stone Golems (Lvl 13)
CR: 12
HP: 200
DR: 10/+3, 20/+2
Damage Resistance: Slashing 5/-
Attacks: 2x d10+10 slams
Immunity: Acid and Eletrical (100%), and Slashing (50%)
Vulnerability: Sonic (100%)

Treant (Lvl 13)
CR: 12
HP: 200
DR: 10/+3, 20/+2
Damage Resistance: Blundgeoning 5/-
Attacks: 2x d8+7 slams
Immunity: Eletrical and Cold (100%), Blundgeoning (50%)
Vulnerability: Fire (100%)
Regenerates
Woodland Stride


===========================> Lvl 15 (or 19) <===========================

Demonflesh Golems (Lvl 15)
CR: 15
HP: 250
DR: 10/+4, 15/+3
Attacks: 2x d10+15 slams
On-Hit: Poison or Drain
Immunity: Acid, Fire, Eletrical, Cold and Negative (100%)
Vulnerability: Divine and Positive (100%)
Regenerates

Iron Golems (Lvl 15)
CR: 15
HP: 250
DR: 20/+4, 25/+3
Damage Resistance: Slashing and Piercing 5/-
Attacks: 2x d10+15 slams
Immunity: Fire, Cold and Eletrical (100%), and Slashing and Piercing (50%)
Vulnerability: Acid
Zombie Walk (can't run)

Treant (Lvl 15)
CR: 15
HP: 250
DR: 10/+4, 15/+3
Damage Resistance: Blundgeoning 10/-
Attacks: 2x d8+15 slams
Immunity: Eletrical and Cold (100%), Blundgeoning (50%)
Vulnerability: Fire (100%)
Regenerates
Woodland Stride


===========================> Lvl 18 (or 22) <===========================

Dragon Skeleton Golems (Lvl 17)
CR: 18
HP: 300
DR: 10/+5, 15/+4
Attacks: 2x d10+15 slams
On-Hit: Poison or Drain
Immunity: Acid, Fire, Eletrical, Cold and Negative (100%)
Vulnerability: Divine and Positive (100%)
Regenerates
Aura of Fear

Iron Golems (Lvl 17)
CR: 18
HP: 300
DR: 20/+5, 25/+4
Damage Resistance: Slashing and Piercing 5/-
Attacks: 2x d10+15 slams
Immunity: Fire, Cold and Eletrical (100%), and Slashing and Piercing (50%)
Vulnerability: Acid
Zombie Walk (can't run)

Treant (Lvl 17)
CR: 18
HP: 300
DR: 10/+5, 15/+4
Damage Resistance: Blundgeoning 10/-
Attacks: 2x d8+15 slams
Immunity: Eletrical and Cold (100%), Blundgeoning (50%)
Vulnerability: Fire (100%)
Regenerates
Woodland Stride




========================================================================
GOLEM IMPROVEMENT
========================================================================
Alternativelly to the system above, or along with it, allows golem customization. Gnomes would love and could even have a bonus with it.

Allows golems to have "parts" improved. Depending on the creator's abilities and golem tier (if any), you can improve a number of parts. Improving a golem this way also increases the level required to use them (leaving top tier improved ones for true transmuters... and gnomes? :P).
Example:
Greater Focus = +1 Part
Epic Focus = +1 Parts
Gnome: +1 Part
Specific Materials (optional, to justify using "weaker material" golems): +1 Part

Another idea here is to create golems with different parts gathered to make your own combination.

Core Part: the inner structure of the golem. Affects HD and HP, key immunities and resistances and may give permanent buff effects. Properties varies with material.
--Adamantine Core: Increases HD, Knockdown Immunity,
--Mithril Core: Increased base movement and Magic resistances and immunities.
--Iron Wood Core: required for treant. Fulnerable to fire.

Outher Plate Part: the "armor" of the golem. It affects AC, Speed, Resistances and DR. Higher defenses, lower speed. Properties vary with material and model.
--Heavy Plate: Greatly increases defenses, but great lowers speed.
--Light Plate: Increases some resistances without much impact on speed.
--Spiked Plate: boosts offense and have biteback.
--No Plate: works as normal.
--Examples:
----Adamantine Plate: greatly increases DR, increases AC, CON (not HD) and gives Knockdown Immunity. Slows base movement. Gains physical damage immunity.
----Mitrhil Plate: increases DR, AC, CON (not HD) and Magic Immunity.

Hearth Part: It's the source of energy of the golem. It can give different properties to it, and is tied on how they can be easilly destructed or repaired.
Exemples:
--Golem Hearth: works are normal. No pros or cons.
--Fire Crystal: a crystal that drawn's energy from the plane of fire. Gives Fire immunity, allows it to regenerate (untill full HP is reached) attacked by fire, but takes twice extra damage from Cold and spells from cold descriptor bypass SR. Elemental resistance line slows it. Gives a Fire Bolt with a cooldown with Cannon accessory.
--Soul: allows the golem to slowly regenerate naturally and have vampiric regen. Immunity and regenerated more with Negative, but takes twice damage from Positive and Divine, and healing spells slows it.
--Pulsing Roots: allows the golem to regenerate naturally, boosted in natural areas. Gives immunity to entanglement spells (Woodland Stride). Required for treants.

Acessories: extra parts that could give different perks to golems.
--Cannon: reduces melee damage but gives special ranged attacks based on the hearth piece.
--Counterwight: Increase movement speed.
--Lubrification Sockets: gives freedom.
--Shields: gives biteback damage based on hearth piece.

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