Creating DwarvenMechs [Archive] - Wizards Community

Post/Author/DateTimePost
Sylvaroth

09-04-04, 12:38 PM
http://img.photobucket.com/albums/v213/Farzul/Armor.jpg
For the Tharsûnian Dwarves (http://boards1.wizards.com/showpost.php?p=6074643&postcount=46) from my CS I plan to utilizing animated golemlike constructs which they use as war suits and for mining (i. e. they sit inside of them and control them by thought).

Sitting inside a war respectively mining golem armor enables the wearer through donning some kind of helmetlike device and using a charged Mazarcane (http://boards1.wizards.com/showthread.php?t=317207) crystal, to animate the armor, effectively replacing the elemental spirit that naturally animates a golem. To distinguish each pilot and her golem from the other I would suggest to use some of the pilots stats (Dex, Int, Wis, BAB, etc.), though tose could as well be a little enhanced by the golem armor. Of course the wearer should have to make concentration checks on certain occasions (after taking particularly heavy damage or wearing the suit over a certain period of time aso.) and should need to recover from the mental strain for some time, so the use should be limited concearning duration and difficulty of the performed tasks, that is succeeding the concentration checks should become harder by time, applying modifiers for certain tasks or incidents.

Of course the mental conditioning of the golem armor weares should require a feat.

Any suggestions?

Thread Links
Arcane Golem Armor (http://boards1.wizards.com/showpost.php?p=6074643&postcount=46) (still under construction)
Psionic Golem Armor (http://boards1.wizards.com/showpost.php?p=10455067&postcount=71) (still under construction)
Daybreaker

09-04-04, 02:56 PM
I would think of it more as armor, myself. Golem Armor, I guess. The primary difference it and normal armor would be that it would have its own combat stats that you could (and would sometimes have to) default to instead of your own. For example, you would use the golem's attacks and movement rate instead of your own.

Here's a question, though -- would giant mecha really be all that useful in Dwarf-sized tunnels?
psionichamster

09-04-04, 03:22 PM
i was actually planning on something similar for my last char, a Psion-Shaper...and i worked up a list of "components" that when put all together, would constitute a "mech" armor of sorts..

i realize you are looking for something a bit different, but this could give you a start...keep in mind i was working from a body-slot basis, but here goes:

Head: Helm of Intellect, or Concentration/Will save bonus
Torso: Armor bonus, DR?
Arms:Bracers of Armor +8
Belt:Belt of Giant Str. +6
Cloak/Backpack:
Face:necklace of Adaptation(modified to a facemask)...allows wearer to survive in vacuum/underwater/in poison
Neck:Amulet of Mighty Fists (+5 unarmed weapons)
Boots: Boots of Springing and Striding (+10' movement, +5 jump checks)
clothesUndersuit: wondrous item upon which the previous can be attached, custom tailored to the specific user...this could be your "control" mechanism...each pilot dwarf gets one made to allow him/her to interact and utilize the mech's abilities...

just missing the ring and glove/gauntlet sections...but those could be tailored to fit the combat/mining/exploration role...

all in all, i think the cost comes in around 900k or 1mil GP, but that was a rough estimate...

for that price, you have a str-enhanced, underwater/vacuum/whatever suit that allows you to hit like a ton of bricks, run faster than you normally could, and jump great distances...think like the "Ape Suits" from Heinlein's Starship Troopers or the "Drop Troopers" from the old cartoon "Exo-Squad"

suggestions for the gloves and ring sections, as well as better stats for AC, DR, possible elemental resistances would be cool, as well

its good to see others are thinking about this as well...

the hamster

BTW, D20 Future, due to come out fairly soon, has stats for all kinds o mech type things...perhaps you can swipe some of their ideas and whatnot and apply it to your CS...

oh and this would NOT increase the size category of the "pilot" ...its kinda like iron man's suit or a REALLY REALLY nice set of plate mail

cheers!

h
Sylvaroth

09-08-04, 06:36 AM
Mixing the concepts of animated constructs and armor the Tharsûnian Dwarves developed the war suits that are called golem armor.

GOLEM ARMOR, IRON
Large Construct
Hit Dice: 4d10+30 (52)
Initiative: 0
Speed: 50 ft.
Armor Class: 9 (-1 size)
Base Attack/Grapple: same as wearer
Attack: Slam +Wearer’s BAB (1d4 + wearer’s Strength modifier)
Full Attack: Wearer
Space/Reach: 10 ft/10 ft.
Special Qualities: Not subject to critical hits, immunity to magic (optional), hardness 10
Saves: Fort 0, Ref +2, wearer‘s Will
Abilities: Str 20, Dex 10, wearer‘s Con, Int, Wis, Cha

Construction
An iron golem armor is sculpted from 5,000 pounds of pure iron (500 gp), furthermore there are incurring costs for the use of workspace, tools, scaffolding, magical components, etc. of at least 20,000 gp. Designing and assembling the body requires a DC 26 Craft (golemarmorsmithing) check or a DC 30 Profession (engeneering) check.
CL: 15th+, Craft Wondrous Item, Craft Arms and Armor, Craft Wand,
geas/quest, limited wish, polymorph any object, caster must be at least 15th level, Price 50,000 gp; Cost 20,500 gp


Of course there have to be some feats and skills and rules, but thats why we are here for, right?
Thelon Fairblade

09-08-04, 10:01 AM
I'm torn between considering it to be an independently-statted thing you ride in, or a boosts-the-wearer creation.

For independently-statted, I think Sylvaroth's example "mech" is okay but missing a few things. For starters, Natural Armor bonus to AC (look at iron golem) and DR (pretty much every construct). Secondly, though, perhaps a note that critical hits - while inflicting no additional damage on the suit, will inflict pass-through normal damage on the wearer. Also, the suit is immune to mind-affecting spells and effects, but the wearer is not.

For boosts-the-wearer, you don't need these specal rules. Instead it does something akin to what psionichamster suggested, filling up various item slots and providing a host of bonuses to the wearer. I think psionichamster's idea of matching the various items' powers and costs is interesting, but I would take things a little differently in some circumstances.

Something like: Armor Bonus +10 (like the golemwerks(?) armor from Mechanus), DR 4/- (one step better than admantine heavy armor), Max Dex +1 (articulated, but not great), ACP -10 (except certain specific skills the golemarmor is designed for), ASF 90%. Also provides the wearer a +6 enchancement bonus to STR, a +6 comepetence bonus to STR (+12 STR, without going epic), 30 temporary hit points (but the armor loses 2 Armor bonus, DR 1/-, and Max Dex drops to +0 when these are gone), increases size to Large (-1 AC, -1 to hit, but +5' reach), and sets base movement speed at 30' (regardless of class features, but can be enhanced through magic). Unlike other large creatures, golemarmor'd creatures suffer only half the normal penalty for "squeezing" into smaller areas (only -2 AC and -2 to hit instead of -4). Golemarmor also provides partial spell resistance fro mthe sheer amount of cold iron encasing the wearer; this is reflected as SR 13, and +4 to mind-affecting saves.
Sylvaroth

09-08-04, 05:59 PM
Actually the golem armor-stats above are not complete. The base idea is an animated, iron-armored exo-skeleton that works as armor, weapon and means of transportation in one. Instead of being driven by an elemental spirit as is the case with true golems, GA is controlled by the pilot.


For independently-statted, I think Sylvaroth's example "mech" is okay but missing a few things. For starters, Natural Armor bonus to AC (look at iron golem) and DR (pretty much every construct).

AC
Since a large construct such as a GA should be pretty easy to hit, fighting it is not about hitting, but piercing its armor. Their armor is therefore represented by the hardness score rather than the GA's AC.

DR
Since GA is basically an animated body of iron it does not have DR. No shield does provide DR other than its bonus to AC.


Secondly, though, perhaps a note that critical hits - while inflicting no additional damage on the suit, will inflict pass-through normal damage on the wearer.

Critical hits are defined as hits that strike vital areas and therefore deal double damage or more. As GA does not have such areas (unless you count joints and similar for being vital areas, which I do not), they are not subject to crits.
As for inflicting damage on the wearer, since the wearer is inside of the GA it provides him with 9/10 cover (armor protects vital spots, aiming at those areas not protected by armor would need a called shot.)


Also, the suit is immune to mind-affecting spells and effects, but the wearer is not.

Would I really have to mention that a mindless metal suit (resp. wondrous item) cannot be affected by mind-affecting spells?


For boosts-the-wearer, you don't need these special rules. Instead it does something akin to what psionichamster suggested, filling up various item slots and providing a host of bonuses to the wearer. I think psionichamster's idea of matching the various items' powers and costs is interesting, but I would take things a little differently in some circumstances.

I find the idea of a magic item-armor interesting, too.


Something like: Armor Bonus +10 (like the golemwerks(?) armor from Mechanus), DR 4/- (one step better than admantine heavy armor), Max Dex +1 (articulated, but not great), ACP -10 (except certain specific skills the golemarmor is designed for), ASF 90%. Also provides the wearer a +6 enchancement bonus to STR, a +6 comepetence bonus to STR (+12 STR, without going epic), 30 temporary hit points (but the armor loses 2 Armor bonus, DR 1/-, and Max Dex drops to +0 when these are gone), increases size to Large (-1 AC, -1 to hit, but +5' reach), and sets base movement speed at 30' (regardless of class features, but can be enhanced through magic). Unlike other large creatures, golemarmor'd creatures suffer only half the normal penalty for "squeezing" into smaller areas (only -2 AC and -2 to hit instead of -4). Golemarmor also provides partial spell resistance fro mthe sheer amount of cold iron encasing the wearer; this is reflected as SR 13, and +4 to mind-affecting saves.

Either GA is a completely new kind of equipment or a new kind of wondrous item, I am not sure yet. Anyways the wearer will not increase in size (as you do not while mounted on a horse) or gain other qualities it did not have before (unless through an enchantment provided somehow by the GA).

Things that I might change are:
- Speed 50 ft. to 30 ft. (40 ft.?)
- A note concearning the provided cover
- Exactly what stats do stack with resp. enhance those of the wearer

Since it is no moving entity of its own, should it rather be written down like wondrous items?
Sylvaroth

09-08-04, 06:43 PM
Golem Armor: This item resembles a large, heavily armored iron golem. The forefront of the construct's torso is a flipped open lid that reveals a dwarf-sized area equipped with a complex array of leather straps and a helmetlike device. Any tharsûnian dwarf with the Golem Armor Conductor feat donning the belts and the helmet may mentally command the golem armor's lid to shut. The pilot is now able to mentally control it.
Wearing golem armor the pilot's stats change as follows...

The stats following this entry could be a mix of the above stats for the Iron Golem Armor and those of a living construct.
psionichamster

09-08-04, 11:19 PM
and the race is on!
the arms race that is.
who will win?

will it be the light and maneuverable armored suit, providing less armor and atr boost, but more flexibility, mobility, and tight place squeezability...

or the reigning heavyweight, the Battlemech (from mechwarrior, mechassault, if you're not familiar!) with heavy ranged and melee weapons, massive strength and relatively slow speeds, lack of maneuverability and the presence of blind spots?

ohh...stay tuned race fans, we go green in one more lap
Boogity boogity boogity!

nice to see you are still working on this, they are looking good so far...

as far as the DR/ Speed thing goes...if they are each custom made and custom designed, why not have different ones do different things...one boosts str a lot, another allows a standing jump of 30 feet straight up...each user can pilot an Armor to the best of her abilities...

the hamster
Sylvaroth

09-09-04, 03:07 AM
:mymy:... :)...:D...:rofl:

I agree, but to customize something you'd first have to develope some kind of prototype. That is what I try to do here.
Just imagine ALIENS and Ripley's fight against the Queen.
Add some oversized dwarven armor to the exo-skeleton she uses and make it animated instead of electric and you will have an idea of what I am trying.

Some ideas for a GA wondrous item entry?
Thelon Fairblade

09-09-04, 10:53 AM
Well, the KISS solution would be: It is a half-price Iron Golem. It is not self-animated, but instead requires a "pilot". The pilot has 100% cover, but is affected by mind-affects targeted on the Golem Armor (albeit with a +4 save bonus). [And I really like "if the Golem Armor suffers a strike that would normally be critical, the wearer takes the same damage from the blow as the golem armor." I like it so the wearer is not completely immune inside the armor. BattleMech pilots can be pulped from "head hits" before their Mechs are destroyed, after all.]


Otherwise, I would probably go with "Magic Item" instead of creature, which requires Craft Wondrous, Craft Arms and Armor, Armorsmithing, Weaponsmithing, Leatherworking, and Woodworking. It occupies the Armor, helm, gauntlet, and boots slots. It should provide a little AC (defined as making the wearer harder to be damaged, not harder to be struck... i.e. natural armor). It should provide DR ("hardness" for creatures... hardness applies only if someone tries to Sunder the armor itself). It should provide a huge boost to STR. It might or might not be agile (options are High DEX bonus, a boost to DEX, or both). It should effectively render somatic spells impossible to cast, even for divine casters. Anything else is conceptual.
psionichamster

09-09-04, 11:25 AM
Otherwise, I would probably go with "Magic Item" instead of creature, which requires Craft Wondrous, Craft Arms and Armor, Armorsmithing, Weaponsmithing, Leatherworking, and Woodworking. It occupies the Armor, helm, gauntlet, and boots slots. It should provide a little AC (defined as making the wearer harder to be damaged, not harder to be struck... i.e. natural armor). It should provide DR ("hardness" for creatures... hardness applies only if someone tries to Sunder the armor itself). It should provide a huge boost to STR. It might or might not be agile (options are High DEX bonus, a boost to DEX, or both). It should effectively render somatic spells impossible to cast, even for divine casters. Anything else is conceptual.

this sounds like a good idea...and keep in mind that the pilot and creator of this armor need not be the same person...sure, it would be neat for a cleric of moradin or a mage of some power to look to increase their personal power through the use of these items...

what do you think about add-on components to the "base" armor...say it provides AC, str, possibly dex or speed boosts...

you've got a couple of obvious places to bolt on additional gear...

torso: a periapt/amulet system built into the chest could have all sorts of possibilities: light, shielding (mage armor or inertial armor), concealment (a la blur or displacement, or +x to hide), weapons (lightning bolt/scorching ray/energy push/missile x/day)

arms/bracers: tools or weapons...wands of ranged attacks (fireball/Mag. Missile/Scorching Ray/Disintigrate), digging/construction tools, possibly adapt some of the warforged components from the ECS (armbow, armblade, and battlefist stand out)

hmmm....

i think this may become a new thing in my campaign...right now, there's a sorc and a warforged artificer attempting to overrun a country with all kinds of constructs...so armor designed to be used with and against them might be cool


the hamster
Soulmage

09-09-04, 01:35 PM
Hmmm. . . I really like the idea of "Dwarven Power Armor." I'm thinking I'm going to base it off a suit of armor melded with an earth-elemental though. Maybe the wearer gets to take on some of the elemental traits.
Sylvaroth

09-09-04, 02:01 PM
Thelon Fairblade - I suggest you work with the material from this thread and do not constantly come up with new stuff replacing the default values to fit your own ideas. This thread is dedicated to the creation of a new wondrous item that is a mixture of armor and golem. If you want to enforce your own ideas at the cost of the original without giving any sensible explanation why to prefer your suggestions over the ones given go and start a new thread.

Hamster - Those are all cool ideas which will eventually be discussed but to stick to a certain order it would make sense to stat out the GA befor bolting on any additional gadgets, right?
Just imagine your Sorc creates GA taking his 'forged ally as an example of how to combine sentient beings with constructlike traits. Imagine they hire some really mean mercenaries and provide them with GA. Would that not be a force to be reckoned with? The mercenary group called (maybe) the Iron Marauders would certainly inspire fear in those getting in their bloody way, leaving destruction and smoking ruins in their trail.
So what do you suggest should the entry for GA look like?
spartan118

09-09-04, 02:57 PM
hey a few years ago i ran a game where one of the players wanted to create tech in the dnd world. what he did was create magi-tech. magi-tech is basically stone or metal wafers about 3 inches by 2 inches that are 1 inche thick. on the surfaceof the wafers is printed( through magical or psionic means) a spell or psi power patern. when a crystal that has been imbued with magical or psi energy is linked to the magi-tech the patern becomes activatible. so for your purposes you could build a suit of armor that was as bulky as you want it to be and then install the magi-tech waffers for whatever powers and spells that you want. then with how we ran it you just need a helmet with the comand and animat object spells installed on it to be wired to the armor and your pilot controls the newly created mech. let me know what you think.
Sylvaroth

09-09-04, 08:11 PM
spartan118 - Sounds quite interesting, though I am not that sure if I really understood the concept. Are you describing some disclike device that is ornated with magical writing (similar to that used to record spells), thus storing something like an inactive resp. latent magical effect that, when activated by a charged crystal, triggers the effect as a consequence empowering any object that is somehow connected with the disc?
If so why not getting rid of the disc alltogether simply ornamenting the object that is to be enchanted? You could still be required to put a charged crystal to some kind of ignition lock for activating the magical effect.

I was considering to use some kind of magical crystals in my CS to be used somehow as a power source, but had not yet figured out exactly how to do this. Your idea inspired me to this entry as a basis from which one could develop such a concept.

Mazarcane: (http://boards1.wizards.com/showthread.php?t=317207) This crystal is considered magical energy that condensed to a physical, crystalline state due to the interaction of particularly strong magical fields. Since this aggregate state of magical energy can be used amog others to augment magical processes and empower magical items with its energy it is in strong demand with spellcasters. Unless you are lucky and find a deposit of this rather rare substance (in which case you may never have to worry for tomorrow again) you have to pay exorbitant prices to acquire even a single crystal.
The Tharsûnian dwarves (http://boards1.wizards.com/showthread.php?s=&threadid=238734&perpage=10&pagenumber=1) of the firy mountains are said to hoard unvelievable ammounts of mazarcane-crystals using them to create their infamous golem armors and magical weapons.
psionichamster

09-09-04, 09:10 PM
Tharsûnian Dwarven Battle Armor

Standing on its own, Battle Armor stands erect, with a multitude of small steel straps emanating from the hollows of the arms, legs, and chest. The torso hinges at the shoulders, providing a clear faceplate (although this may not be readily recognizable, depending on the enchantments involved).

Standing anywhere from 4'10" tall to nearly 6', the interior is designed to carry, protect, and insuate the body of a dwarven, or dwarven shaped individual. The armor stays nearly perfectly level to the earth, no matter the angle at which it was "ejected from." If the user goes unconcious before ejecting, the suit will automatically splay in a spread eagle pattern, or locked arms, coffin mode.

Of course, if falling and unconcious, this will not freeze him in midair, merely keep him stiff on impact.

When the user steps into the armor, wearing a close fitting outfit, nothing more than a head cap/headband, an amulet, rings, and/or eye lenses, third eyes, or most things that go on your head/face. Rings can be worn and used, but not taken off or switched in armor. You also cant read anything you have on your person.

Armor Provides the Following Benefits

+6 or +8 to Stre
+5 AC
DR 2/anarchic or force
Speed 45
Jump skill +5
Tumble skill +5
Natural Attacks: Slam 1d6+Str, counts as manufactured for enchantment purposes, unarmed attack for feats/proficiency in attacks.
Armor has Hardness 15 for purposes of Sunder attempts, HP =90% of wearer
if the armor is destroyed while the wearer is in it, the wearer must make a fort save as per Coup de Gras (DC 10 + damage dealt or die)

Cost: 20k?
feats: craft wondrous, craft mag. arms and armor, craft construct????
skill checks to create: craft (armorsmithing) DC 45, (DC 15 for armor, 10 for enchantments, 20 Mwk. component) and craft(engineering) to "tailor" it to a specific wearer, in effect making it a custom fit machine, more expensive (30k?), and more harmonious in its connection to its wielder/wearer...the pilot

possible further enchantments,...make it like Astral Construct...full round action to attach/detach parts, a la embedded/attached warforged parts?

Armblade/bow, battlefist wand sheath, embedded darkvision, astral sight, searing blast, light, resistance, etc. components...

so, you're faster, stronger, tougher, can take more hits (DR balanced? no/yes? could raise dex mod to ac, or straight AC bonus)

you could hit a LOT harder with an amulet of might fists, or a monks belt, can benefit from 2 rings and a headband...ioun stones would orbit the armor's head, i'd assume...

gimme a little time with my friend's scanner, and i'll try and draw a sketch of what i'm thinking right now...

the hamster
scaryfroman

09-09-04, 11:51 PM
I made something like that a while back... It has an Eberron flavor to it, but it might help you.


New Artifact: Xen'drik Construct Armor

Eons ago, when the giants ruled the world, and lived in the continent of Xen'drik, Elves and Drow were slaves to thier mighty powers. The Drow were "enhanced" elves born of dragon taught magic, and were thought to be the most loyal of thier many slaves. The problem was, puny drow were nearly unable to assist the huge, strong giants. With attempts to make the drow stronger, they decided to make special armor for them to wear, which would allow them to carry and build giant-sized objects with easier effort.
Unfortunately, the drow, with enhanced abilities, were not the most loyal workers, in fact, they were the least loyal. The drow were the ringleaders of the revolt, and the ones that had trained with the armor used them to slay giants that opposed them. With powerful dragon magic, the giants managed to destroy 90% of the armors, leaving only ten or so that the drow managed to hide.
Now, even fewer remain, and are under the control of a powerful drow organization in Xen'drik that is sworn to guard a dangerous entity buried under a ziggurat deep in the jungle. The rusted, battle-worn hulks appear to be in bad condition, as they have not been used since a century before the last war, but are still kept in working order by the well-trained aging drow that have worked thier whole lives in and around these machines.

Construct Armor Minor Artifact

The user gains the following qualities:

- Huge Size (+8 grapple, -2 AC/to hit, space 3x3)
- Construct Traits
- +20 Strength
- -8 Dexterity
- Hardness 20
- +20 Armor Bonus
- -20 Armor Check Penalty
- Unable to cast Spells
- Cannot perform skills requiring manual dexterity, unless performed on giant-sized scale
- Treated as spiked armor
- Armor has 100 hit points, and once it is down to 50 or less, half damage taken is given to wearer.

-Shield is treated as tower shield, which gives cover to itself, and to all medium or smaller creatures in the 3x3 squares behind it, but it loses 5 points of AC

- Sword treated as a Huge +5 Adamantine Bastard Sword (3d8 damage, 15ft reach)

It takes 10 minutes to enter or exit Construct Armor.

These devices are huge-sized pieces of magical armor. A extra-large shield is bolted onto the left arm, and a huge sword is strapped to the back. Man-sized metal plates adorn all parts of the device, but have rusted with age. behind the metal plates are wooden cords that seem to flex as it moves.

The Construct armor only works when used by a Drow.
the user must also have a feat, detailed below.
Neither Prerequisite may be voided by UMD
Strong Abjuration, Enchantment. CL20 10,000 lbs.

Armor proficiency (Construct) [general]
You have trained in using the construct armor.
Prerequisites:Drow, Str 15, Power Attack, EWP [bastard sword], armor proficiency [heavy], tower shield proficiency, BAB +10
Benefit: this allows a drow to use construct armor.
Normal: without this feat, a drow is unable to use the armor.


I got the idea from a Panzer figurine my friend brought back from Japan.
I made it an artifact for obvious reasons.
Thelon Fairblade

09-10-04, 09:44 AM
I thought I *was* working with stuff from this thread. You asked for suggestions, I have made many. My last post was specifically a magic item. However, something that is "armor and golem" is not going to be purely a "Wondrous Item". At the very least, it will also require Craft Construct, as all golems in the Monster Manual requires.
spartan118

09-10-04, 10:33 AM
Are you describing some disclike device that is ornated with magical writing (similar to that used to record spells), thus storing something like an inactive resp. latent magical effect that, when activated by a charged crystal, triggers the effect as a consequence empowering any object that is somehow connected with the disc?
If so why not getting rid of the disc alltogether simply ornamenting the object that is to be enchanted? You could still be required to put a charged crystal to some kind of ignition lock for activating the magical effect.

hey yes that is basicly what i was ddescribing. the thing you have to realize is that the way you dre thinking of it once it is made it is static and cant be upgraded. by using the discs you can remove one and replace it with an upgraded version of it or even a completely new effect latter if you find one. also concidering that the mechs were probubly originaly all made to be for mining and then later converted to the purpose of war/defence then that would be a must to be able to remove the mining effects and replace them with battle effects. also by doing it this way you can have the discs inside the armor and by doing so and having the armor made of mithrill or adamantite or some other material that shields against magic then you could partially protect the discs from dispell effects and the fact that they are not golums would not be readaly aparent.

I was considering to use some kind of magical crystals in my CS to be used somehow as a power source, but had not yet figured out exactly how to do this. Your idea inspired me to this entry as a basis from which one could develop such a concept.

great let me know how you get everything to work together as the game ended due to time constraints soon after we worked on this. by the way where did you find the description of the condensed energy crystal that is perfect for the magi-tech concept and i would like to work with it.
Sylvaroth

09-10-04, 12:06 PM
The thing you have to realize is that the way you are thinking of it once it is made it is static and cant be upgraded. By using the discs you can remove one and replace it with an upgraded version of it or even a completely new effect latter if you find one. also concidering that the mechs were probably originally all made to be for mining and then later converted to the purpose of war/defence then that would be a must to be able to remove the mining effects and replace them with battle effects. also by doing it this way you can have the discs inside the armor and by doing so and having the armor made of mithrill or adamantite or some other material that shields against magic then you could partially protect the discs from dispell effects and the fact that they are not golems would not be readily aparent.
As I already said I like the concept and (with your permission) would like to incorporate it in my CS somehow. Of course you are right with the discs being easier to replace with upgrades, but IMO the crystal keys should only activate the animation effect of GA and perhaps some of the other possible enchantments. If you wanted golem armor that is different you would have to design and build a new one or have a group of spellcasters performing some kind of ritual casting on it to provide it with new magical properties.
I imagine a Tharsûnian dwarf entering her golem armor, inserting her mazarcane-crystal-ignition-key into the activation port, thus causing the armor's lid to close, simultaneously starting the animation effect, powerd by the energies of the mazarcane.
As for dispel magic, golem armor can be enchanted by ritual magic granting it magical immunity similar to that of golems. This increases the creation cost by another 30,000 gp, doubling the length of the ritual castings. Otherwise I would think GA would be too unbalancing.
Btw - The Tharsûnian dwarves originate from a world immersed in eternal twilight circling beneath a sunless sky. It was a hostile place dominated by volcanos and seas of molten stone only dimly lit by the red glow of magma lakes and seas and the light of red dragons' fire. To fight their arch enemies the reds the Tharsûnian dwarves learned ways to imbue tools and weapons with magic to use them for grater efficiency against Barsarâth, (Bar-suh-rath) the red dragons (see also my sig.)
Since war and mining armor are totally different from the design I do not see them to be changed from one to the other. I think with the big Reds as arch nemesis they would have both from the beginning.


great let me know how you get everything to work together as the game ended due to time constraints soon after we worked on this. by the way where did you find the description of the condensed energy crystal that is perfect for the magi-tech concept and i would like to work with it.
It is one of my creations and you have my permission to use it. If you have further questions about it, just ask.
spartan118

09-10-04, 01:23 PM
hey as far as i am concerned anything i put up on the boards is free game so feel free. with the clarification that your reply gave it makes more sience to me. thanks by the way the power crystals idea you use is cool and i will definatly try it out.
spartan118

09-11-04, 11:12 AM
hey i was going over some old characters last night and i found one that gave me an idea. the drow book for 2nd ed had some rules for replacement limbs that they and other elf races can make( dwarves too i beleive). and i got to thinking that if you have your gollum armor and the dwarves have been using it for some time then maybe someone may have tried to come up with a artificial limb (or just replacement bodypart in general) using the tech(so to speak) thats used to make the gollum armors.think on this!

the drow live in the underdark and would therefore also have a strong chance of having a large amount of mazarcane crystals too. they may have taken a diferent path with it. my idea is that they developed a type of cybertech kinda thing where in the begining they were using this to replace limbs lost in battle but as time went by and they were able to improve the skills and understanding of this gollum tech they began to make it aplyable to warriors that had not been injured in battle. this began the cyber-gollum revolution in which with more power being aviliable to individuals they eventually lost interest in loth and began to worship knowledge and tech. As time went by and the reds were beaten back by the dwarves they began to look in other directions and that was how the drow were brought into the war.

as to weather the drow and dwarves know about each other might be the basis of the begining of the game or they might never learn about each other.

just thought i would drop another idea on your lap.
Sylvaroth

09-11-04, 02:01 PM
All good ideas, thank you!

I will look up the 2e drow book to see if I can do something the other way around (still looking for rules that represent mental control over artificial things).

I do not think an industry creating mazarcane powered items would be feasible. In fact mazarcane crystals grow almost everywhere, but there exist an ammount that was too small for use in mass production. I consider them a magical "radioactive" material even rarer than platinum of limited resource (like crude oil).

What comes back to my mind is this: If Mazarcane is crystallized magic, what are the other states of magic? There would be one crystalline (Mazarcane), one amorphous, and one gaseous state. The latter two would be cool I think.

Imagine a powerful mage who is (maybe through using a magic item) that filled up with magic that it is literally bleeding out of him or a powerful Sorcerer who loses his temper and begins to steam with dammed up magic.

I would think that the higher its density the more potent magic will be. Concluding from this the gaseous form would be pretty much the magical aura a spellcaster emits all the time only being visible when powerful magic is around (spell or power of the caster) while the liquid state would occur only under the pressure of strong magic fields (or destilled through alchemical processes). Finally, Mazarcane would be created by such (mostly devastating) events as a magical storm or explosion (or a duel between highly powerful spellcasters).
What do you think?

P.S. It is Golem Armor not gollum armor (http://img.photobucket.com/albums/v213/Farzul/GOLLUM.jpg).
spartan118

09-12-04, 11:47 AM
hey thanks never have been very good at spelling and when i have little time to type it gets worse.
Sylvaroth

09-12-04, 02:45 PM
The word gollum armor is actually a link, thought you might like it somehow (hope you saw it, I hate such situations).
spartan118

09-13-04, 11:12 AM
ok that was funny but oh so wrong.yodas head on it was perfect.
Sylvaroth

09-13-04, 02:16 PM
:rofl:

ok, guys let's switch back to GA!
Sylvaroth

09-17-04, 09:38 PM
Any ideas concearning half-golem or warforged elements for the GA?
psionichamster

09-18-04, 08:14 AM
not too sure about the half-golem aspect...

seems to me to be a less than ideal setup...can't run, don't get all that great a str. bonus...more of a diminishing returns thing...

although perhaps there could be a way to make a normal dwarf into essentially a warforged...

weld him into his golemarmor, as it were...

that could NOT be a good thing for the squishy bits of that dwarf, but hey, now he's a living construct.

as far as the warforged components go, see my above posts...

i would rule that the armor, vest/shirt, boots, and gauntlet slots are "filled" while in the armor...

that leaves:
headband
neckace/amulet/periapt
bracers/bracelets
cloak/cape
belt
rings
eye lenses/goggles/etc,

now, the GA would be giving you AC, speed, str, and possible DR...as well as several hardpoints for attaching armaments/defenses...

add a shield, for cost of the shield plus cost of making it as a warforged component...does not attach to the shield hand, but rather to the "wrist/forearm" of the armor

"quick draw" weapons...stored inside the armor in hidden sheathes, these weapons will flash into the wielder's hand when she mentally or audibkly commands so (think Robocop, where his pistol is built into his thigh)...one handed or light weapons only...

other than that, i would allow for all the standard warforged components to be built or bolted onto the suit, with the above slot restrictions...and making an unslotted item costs the standard mark-up...

lenses would have to be worn into the armor, along with amulets, headbands, rings, or belts, in order to be effective. bracers of armor would not stack with the normal AC provided by the armor itself, but would be a force effect...

and then, the gauntlet/bracers slot would be the most effective for mounting offensive weaponry, unless you think 2 additional points (shoulders or thighs come to mind) would be worth it/balanced

the hamster
Sylvaroth

09-18-04, 09:20 AM
As I said before I like the idea of a magic items tank, but not for GA.
I do not see any body slots spent by wearing GA.
What bodyslots does an apparatus of qwalish occupy? Got my point? ;)
Greyman

09-18-04, 09:35 AM
Hmmm, interesting concept.

You may wish to check out DragonMech (http://www.cyberdungeon.com/Generated/Products/16446420.html) for some more fantasy mech rules and designs. d20 Future also has some purely technological mech rules wich could be adapted.
spartan118

09-18-04, 11:33 AM
Speaking of tanks has anyone just thought to do this as a vehicle. think on it. instead of having legs do it like a guntank from gundam. tank bottom or just stub legs with wheels and the a humanoid upper body. thisway you can have better reason for speed increase also this gives you more space or hardpoints to add things to the armor. this way you use stats created for the armor instead of modifying the pilots stats and you can get 90% cover and DR. this also gets into the idea of multiple designs. think four leged,two leged,tracked, pos hover. also think about mechs that are designed to look like specific monsters. think of mech upgrades that give monster abilities like dragon breath or transform(shapechange). what do you all think. sorry a bit off subject.
Sylvaroth

09-18-04, 01:49 PM
Hmmm, interesting concept.

You may wish to check out DragonMech for some more fantasy mech rules and designs. d20 Future also has some purely technological mech rules wich could be adapted.
DragonMech gave me some idea of how to and how not to do it, but for a pure fantasy campaign it is useless.


Speaking of tanks has anyone just thought to do this as a vehicle. think on it. instead of having legs do it like a guntank from gundam. tank bottom or just stub legs with wheels and the a humanoid upper body. thisway you can have better reason for speed increase also this gives you more space or hardpoints to add things to the armor. this way you use stats created for the armor instead of modifying the pilots stats and you can get 90% cover and DR. this also gets into the idea of multiple designs. think four leged,two leged,tracked, pos hover. also think about mechs that are designed to look like specific monsters. think of mech upgrades that give monster abilities like dragon breath or transform(shapechange). what do you all think. sorry a bit off subject.
That are, as always, all great ideas, but unless we have a basement we cannot build a house. Help me with ideas how to stat out the GA or provide concepts yourself, variants can be done later (I will note them all down, don't be afraid).
spartan118

09-18-04, 04:07 PM
alright let me break dow how i see this working stat wise.

speed- not realy a necesity in a mining/armor unit

str- major i am thinking that once you figure out what it will weigh then you double that and find out what str is needed to lift the answer and that is what str it has( like a spider/it can lift twice its own weight=str rating for armor)

dex- not much as this will be a walking beohemouth( spelled wrong i know) maybe give it a DR base of 15 with the thought that as you get better at piloting it (ie gaines levels) you could increse the DR by 1 or 2 per level to show that the pilot is geting better with it.( more of a skill increase to DR than a toughning increase.

con- i would say 0> give the armor the above mentioned DR and maybe a cover of 90%. any damage over the DR is concidered to passthrought to the pilot in concussive damage.

damage- no idea other than take the batlle gauntlet thing from players guide and maybe *2 or *3 damage

i think all the ideas for the add ons are great.

i love the ideas of the quike draw of weapons from built in holders. but what about built in weapons.

idea 1: wand bracer- wrist blaster kinda

idea 2: enchanted gems- each gem has 1 spell and a certin number of uses per day/or use at will for low power spells.- kinda like the mandarin from iron man( sorta)

what do you guys think?
afromonkey

09-18-04, 04:58 PM
the cool thing about D20 future is that most of it is open game content or whatever/ in the SRD!
I would post a link but I don't have one, just search the WotC site if you want it
psionichamster

09-18-04, 05:15 PM
ok...say it weighs 500lbs...now, for a light load, that would mean a Str score of 30 or so,

if the armor would experience a med load, that puts it around 24...about a +6 or +12 str for a "typical" 18 str char...

thats assuming the armor stays Med, and we use PHB rules for loads (p.162)

now, if the armor is cat. large, that means effective str of 24 to move around with a light load or 20-21 for a med (500 lbs plus pilot would exceed a 20 str med load for size L)

that would be a nasty juggernaut in combat...24 str (about average of the above #'s) gives a +7 on melee to hit and damage...

now, i suggest making it out of mithral or adamantine, something that will retain the strength of the above requirements, but weigh significantly less...

so, made of mithral, that would automatically halve the weight of the armor...

now it weighs 250lbs, and with a str of 24 and L status, well under the min limit for a light load...

another possibility is to use the quadraped rules...i know we're all thinking bi-pedal units, and i agree, but the M quadruped carries 1.5x the weight of a biped...sounds about right for something built to carry and haul heavy stuff...

so...

Made of mithral, the pilot enters the MechArmor (or whatever you'd like to call it) and seals the plates around him/herself. Now, the pilot's str score, dex score, base speed and total weight are based on the armor's stats, not their own.
Str: 24
Dex: 8 (unless you think it should be lower/higher...i'd go for higher dex, faster movement, but thats another post)
Con: as pilot

Mental stats are unchanged

Listen, Spot, and other sensory checks are made at a -4 penalty (base model, could modify this any number of ways)

AC bonus: +9 (as full plate +1)
Max Dex Bonus: 0 (you aint dodging in this)
ACP: -8 (not applicable to climb, if you wanna envision this as a mining set-up, it would be able to climb)
ASF: not possible to cast spells in the MechArmor that require material and/or somatic components
SPD: 20 ft????
DR: 10(15?)/Adamantine...
Cover Provided to Pilot: 90%? (only thing of the pilot actually showing is his/her face, and that's behind a face shield)

my thoughts...could lower the weight and str, up dex and reduce ACP...after all, it may have started as a clunky, mining tool, but i can't see pilots and engineers NOT tinkering with it, taking out unnecessary components, strengthening others, to make the maximum out of the pilot's fighting skills

also, a Heads Up Display? cantrip style magic that tells you time/temp/presence of metals/radiation level/presence of magic???

seems a bit farfetched, but having info in battle is quite nice

go ahead people, rip it to shreds!

the hamster


well, i took a look at the d20 future stuff on the d20 modern SRD...and all i can say is WOW...i wanna go out and play modern now!!!
spartan, sylvaroth, i suggest you check it out, and post what you think would work in this situation...i am gonna do the same!
Sylvaroth

10-03-04, 07:39 PM
see also Mazarcane - the Element of Magic (http://boards1.wizards.com/showthread.php?t=317207)
Sylvaroth

10-05-04, 05:27 AM
Mazarcane

Since the energy radiated by this extraordinary magical craystal can be used among other things to augment magical processes and empower magical items it is in strong demand with spellcasters. Unless one is lucky and finds a deposit of this rather rare substance a spellcaster has to pay exorbitant prices to acquire even a single crystal.

Mazarcane is a glowing quartz crystal with inclusions of magical energy. Being “pseudomaterial” structures those inclusions have gained a more or less stable materiality. Depending on the percentage of conventional matter with regard to the magical component of the mazarcane there exist six varieties distinguishable by color and potential of magical energy bound within the quartz structure.
The energy radiated by mazarcane is generated by the oscillation of its magical component between pseudo- and immaterial state. Side effect of this process is a magical radiation of which the visible portion results in a coloured glow.
This radiation interfers with magic, for instance frustrating magical spying as well as distorting the very fabric of reality in the immediate environs of mazarcane. Rich deposits of mazarcane may have an effect on all aspects of the surrounding environment living or inanimate, sometimes resulting in the creation of completely new forms of life.
In any case such regions will have the following effects:
+4 bonus on Will saves against all divination spells within 5 feet of an appropriate amount of mazarcane.
Conjuration (teleport) spells or abilities or items based on those spells don’t work reliably over distances greater than 1 mile. The affected creature has to make a Spellcraft check against DC 35. Success indicates the spell works normally; failure means a mishap as if the creature rolled 100 on the table for the teleport spell (see PHB, p.293, teleport) followed by an off-target result. A normally infallible form of that magic like greater teleport or word of recall requires a successful Spellcraft check against DC 25 otherwise having the same results as detailed above.
Mainly a mazarcane crystal, depending on its variety may be imbued with an arcane spell or magical energy, thus rearranging its pseudomaterial inclusions to resemble the spells matrix (lacking or including the spell’s trigger) as a consequence becoming the source of a magical effect, a magical item or a part thereof.
In game terms this means the crystal has to be targetted with the spell (regardless of the spell’s target entry) to be imbued with it. This process only expends the proper spell slot. Material or XP costs the spellcasting would normaly imply can be ignored. Mazarcane cannot be imbued with spells of instantaneous duration.
Unless made permanent spells imbued within mazarcane will be stored until discharged whereupon the crystal turns black and dull becoming inert for future use.
A properly charged mazarcane crystal may be used in the creation of a magic item. If imbued with the befitting spell or spell-like effect the mazarcane crystal provides a spell prerequisite as if the creator or a participant of a magic item's creation had prepared (or knew the spell, in the case of a sorcerer or bard), or possessed an appropriate spell completion or spell trigger magic item or spell-like ability that produces the desired spell effect.
Mounting an uncharged mazarcane crystal in a magic item during the item's creation the crystal stores the item's spell prerequisite cast once during the creation process, ignoring any material or XP costs the spell would normally require.
Certain combinations of mazarcane varieties generate special effects (see prasinos).

Varieties:
Kytrinos: Also known as dawncrystals, kytrinos are a mazarcane variety with a dim violet glow.
Kytrinos may be imbued with low-level spells or spell-like effects.
Material Cost*: 900 gp.
Cerani: Also called skycrystals, cerani are a mazarcane variety with a brilliant blue.
Cerani may be imbued with mid-level spells or spell-like effects.
Material Cost*: 3,600 gp.
Morilith: The morilith mazarcane is a powerful variety with a deep purplish glow that may be imbued with high-level spells or spell-like effects.
Material Cost*: 8,100 gp.
Prasinos: Prasinos or evercrystals glow in a rich emerald green light. As the name implies this variety hast the ability to render permanent any spell or spell-like effect (though the resulting effect will sometimes only resemble the original effect). Hence this powerful mazarcane is of invaluable use for every spellcaster.
Thantoryl: One of the most powerful mazarcane varieties. Thantoryl is also known as bloodstone because of its intensive if not bright ruby red glow. The power of the bloodstone may be used to manipulate the seeds of magic itself (see ELH, p. 92, seed descriptions) generating effects only vaguely comparable to non-epic spells. Mostly thantoryl is found in pulverized form, highly intermingled with the rocks and minerals of areas with strong connections to other planes (see ECS, p. 97, manifest zones). In fact it is supposed to be the cause of the strange conditions found in such regions. The discovery of a whole thantoryl crystal is extremely rare as is the consequential price of such an item of artifactual fame.
Dibryl: (white, clear) usable for variable effects (cantrips, meta magic, aso.)
* Cost for one crystal sufficient to store a spell of the apropriate spell level.

--------------------------------------------------------------------------

Would those be useful in the creation of golem armor (maybe a mazarcane-steel alloy)?

Any suggestions, questions or additions are appreciated.
Sylvaroth

01-06-05, 07:26 AM
*bump!*
ff6shadow

01-06-05, 08:31 AM
I have a few ideas I wantr to throw around.

-Treat the armor as granting an AC bonus of +12.
-The armor provides Evasion for the purpose of Reflex saves.
-The armor can be attacked directly. After taking 50% of it's HP, the armors AC bonus is halved.
-The suit effective Dexterity is 2 points lower than the wearers score, and has a max Dex of +2.
-The suits effective Strength score is 4 higher than the weaers.
-The suit requires 10 minutes to get into and out of. Once within it, the wearer has a +4 bonus to Will saves.
-A wearer does not require the Unarmed Strike feat to battle without weapons in the armor. The armor has an unarmed damage of 1d6.
Alternate weapons can be fitted onto the golem to increase damage output and increase battle option. Armor equipped with a sword and a spear for both reach and close range combat. Golem armor cannot be used to emply two-weapon fighting. It does gain full strength benefit on an offhand attack.
-Golem Armor can only be grappled by a creature with more effective strength than the wearer. It gains a +4 bonus to grapple and bullruch maneuvers.
-For a power source I like the idea of a magically charged crystal with an expendable energy supply. Maybe a crystal can hold 6 hours of energy before be drained, but can be recharged by a spellcaster with an appropriate feat. Recharging at the rate of perhaps 30min per level of spell slot expended into the crystal.
-For magical item slots, I'ld say that armor, gauntlets, vest/shirt, boots, and cloak/cape slots are filled. You might want eye lenses to be filled as well, and eyes or lenses can be incorporated into the armor itself. Ofcourse this is optional, but I'd definetely not allow actual armor or guantlets, but gloves and perhaps just leather armor can be worn within. SO if the device runs low on energy you can evacuate and still be protected.
-Speed is porbably 20ft for a medium sized suit. Smaller suits would be slower, and larger would be faster, probably by 5ft increments.
-I'd say that armament shoudl not be changable while within the suit. Perhaps when outfitted for -mining instead of hands it has one pick axe and a shovel for the other. Armed for battle if could have a sword in one hand and a shield or a spear in the other.
-Spellcasting shoudl be definitly be limited to verbal only. Somatic components would be impossible and focuses or material components would be extremely difficult.
-My final thought is the possibility of specialized weaponry. Like an arm attachment that can emit a beam of sunlight once every ten rounds. Or an arm that can fire a fireball three times per day or has charges.
psionichamster

04-28-05, 05:24 PM
**raise thread**

any more ideas?

planning on using some of this in an upcoming Eberron game, check out that link HERE!!! (http://boards1.wizards.com/showthread.php?t=421173)

different/more ideas anyone?

namaste'
the hamster
Nuntius128

04-29-05, 05:03 PM
There is already a dwarven Mech Golem out. Its Green Ronin, but its here:

Thaneguard
Large Construct
HD: 4d10
Initiative: +0
Speed: 40 ft.
AC: 16(-1 size, +7 natural)
Attacks: Slam +7 melee
Damage: Slam 1d8+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: Construct traits, carry rider, damage reduction 5/+1
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 20, Dex 10, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any
Organization: solitary or accompanied by Dwarves
Challenge Rating: 3
Treasure: -
Alignment: Always Neutral

A thaneguard is a Large humanoid-shaped construct built to hold one medium-sized humanoid inside(the "rider"). With no Intelligence, thaneguards are little more than animated conveyances.

First built by Dwarven Wizards long ago, thaneguards serve as transportation and protection for elite dwarf spellcasters. The wealthiest dwarven cities and nations field units of thaneguard-equipped cavalry, but these are rare and never large. Most thaneguards are built by Clerics to demonstrate the might of their faith.

Spirits of ancient dwarves provide the animating force of thaneguards. The creation process calls a willing ancestor from the outer realms and binds it to the thaneguard's frame. Although they are not undead, the spirits have a faint connection with the Material Plane, making the constructs more tractable than many golems.

I won't type up the rest, it's kinda long, but they provide One-Half Cover(+4 AC, +2 bonus on Reflex saves), a 20% Arcane spell failure(stacks with any other armor/shield), and is controlled by using the Ride skill. A DC 5 Ride check to operate hands free.

Construction:
Iron and wood body, 4000 GP worth of material, and a successful Craft(metal working) and (woodworking) both DC 15.

You need the Craft Wondrous Item feat, to cast Animate Object, Bull's Strength, and Mount. The process takes 4 weeks, and drains 160 XP from the creator.
Nuntius128

04-29-05, 05:19 PM
From the same book(Hammer & Helm), there's also Golem Plate armor:

This heavy iron +2 Full-Plate weighs twice as much as normal, a full 100 pounds for a Medium-sized suit. The armor's most powerful quality lies in its unusual transformative ability. Once per week, when the wearer utters the proper command word, the armor transforms itself and the wearer into an iron golem.

The transformtion follows the normal rules for the Polymorph Self spell, with the obvious exception that it allows the transformation into iron golem form.

The armor also confers the iron golem's poison gas breath weapon. You retain all spell effects currently active, as well as your own mind and Intelligence, Wisdom, and Charisma scores.

You gain all construct traits, but can still be affected by mind-affecting spells and effects. All of your equipment is subsumed into into the new form. As long as you remain transformed, you gain no benefits from equipment or weapons.

You can remain in golem form for a number of rounds equal to your original Constitution modifier, but you can transform back at any time as a free action, ending the effect for a week. If you don't have a positive Constitution modifier, you can remain transformed for 5 rounds.

Caster Level: 15th; Prereqs: Craft Magic Arms and Armor, couldkill, geas/quest, limited wish, and polymorph any object; Mrket Price: 125,000 gp; Cost to Create: 625,000 gp + 5000 xp.
Sylvaroth

04-29-05, 08:58 PM
GOLEM ARMOUR
Golem armour is a 12 ft. tall steel plated construct.
It is generally humanoid in shape, but without head. In place of a chest it has a cockpit fitting for creatures the size of a dwarf.

When seated inside the golem armour the lid closes over the cockpit. When the creature inside of the golem armor inserts the key into its slot the animation magic kicks in.
For the sake of simplicity treat the wearer and the golem armor as one creature with the wearers stats except as noted below:
Effectively increases the wearers size to large
Adds 40 temporary hit points
Gains hardness (EX) 10
Armour class becomes 18 (touch 8, flat-footed 18)
Gains two slam attacks (2d6+11)
Space and reach increase to 10 ft./10 ft.
Not subject to critical hits
Fort +1, Ref +0
Str 33, Dex 9, Con –, Cha 1
Construction
An iron golem armor is sculpted from 5,000 pounds of pure iron (500 gp), furthermore there are incurring costs for the use of workspace, tools, scaffolding, magical components, etc of at least 20,000 gp. Designing and assembling the body requires a DC 26 Craft (golem armor smithing) check or a DC 30 Knowledge (engeneering) check.

Moderate transmutation; CL 11th; Craft Construct, Craft Magic Arms and Armour, Craft Wondrous Item, animate objects; Price 50,000 gp; Cost 20,500 gp; Weight 5,000 lb.

GOLEM ARMOR HELMET
The golem armor is controlled by means of a helmet device, a magic item that allows the wearer a mental interaction with the golem armor. As soon as the helmet is donned the wearer is surrounded by a spherical illusion, which is optically suggestive of the wearer acting as the golem armor.
It transmits the wearer's mental commands directly to the golem armor vice versa providing the wearer with additional information dependent on the features of the enchantments of the armor (eg. modified forms of vision, arcane eye, arcane sight, divinatory magic, etc.). To an extend this mental bond results in a fusion of both the wearer and the golem armor.
Rim-Soulfang

04-30-05, 06:30 AM
I don't think that converting the mech rules from d20 future (http://www.wizards.com/default.asp?x=d20modern/article/20040811b&page=3) would be to hard.
Sylvaroth

05-01-05, 11:49 AM
GOLEM ARMOR

http://www.wizards.com/global/images/mtgcom_daily_mr127_pic1_en.jpg

GOLEM ARMOR QUALITIES
To use golem armor to its full effect, a character must select the Golem Armor Proficiency feat, but the Garokh-Amad (armored miner / commoner class with golem armor proficiency) and Garokh-Agarâkh (armored sentinel / fighter class with golem armor proficiency) are considered proficient with their respective golem armor types. Golem armor is like an animated suit of magically enhanced armor. Not only does it surround its wearer with armor, but it can also be equipped with an impressive array of magical effects, tools and weapons (see Table: Weapons and Tools).
Cost: The cost to create given for each golem armor includes the cost for the use of workspace, tools, scaffolding, magical components materials and spell components that are consumed or become a permanent part of at least 20,000 gp and of the physical body which is sculpted from pure iron (5 sp per 1 lb) and smelted with rare tinctures and admixtures.
Creating a golem armor is essentially similar to creating any sort of magic item. However, a golem armor’s body includes costly material components that may require some extra preparation. The golem armor’s creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill. Completing the golem armor’s creation drains the appropriate XP from the creator and requires casting any spells on the final day.
The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
The characteristics of a golem armor that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each golem armor’s description.
Armor/Shield Bonus: Each golem armor grants an armor bonus to AC. The armor bonus from a golem armor doesn’t stack with other effects or items that grant an armor bonus. Since a golem armor’s wearer is considered as having expended all body slots while wearing the golem armor, this usually is of no issue.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that golem armor allows. Heavier golem armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.
Even if a character’s Dexterity bonus to AC drops to 0 because of golem armor, this situation does not count as losing a Dexterity bonus to AC.
Armor Check Penalty: If the wearer of the golem armor has the Golem Armor Proficiency feat the armor check penalties do not apply.
Nonproficient with Armor Worn: A character who does not have the Golem Armor Proficiency feat takes the golem armor’s armor check penalty on attack rolls and on all Dexterity-based ability and skill checks.
Sleeping in Armor: A character who sleeps in golem armor is automatically fatigued the next day. He or she takes a –2 penalty on Strength and Dexterity and can’t charge or run.
Arcane Spell Failure: Golem armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Casting spells with somatic components while wearing golem armor needs the application of the Still Spell metamagic feat, casting spells with a material components needs the use of the Eschew Materials feat.
Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing golem armor must usually make an arcane spell failure roll. The number in the Arcane Spell Failure Chance column on Table: Golem Armor is the chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.
Speed: The number on Table: Golem Armor is the character’s speed while wearing the armor.
Weight: This column gives the weight of the armor sized for a Medium wearer. Since the golem armor carries the wearer more than the other way around the golem armor’s weight does not count regarding encumbrance.

Table: Golem Armor
Standard Mining Armor
Cost: 25,000 gp
ArmorBonus: +10
Maximum Dex Bonus: +1
Armor Check Penalty: -6
Arcane Spell Failure Chance: 35%
Speed: 20 ft / 3 ft burrowing
Weight: 5,000 lb

Standard Battle Armor
Cost: 25,000 gp
ArmorBonus: +10
Maximum Dex Bonus: +1
Armor Check Penalty: -6
Arcane Spell Failure Chance: 35%
Speed: 30 ft
Weight: 5,000 lb

Easily towering above 12 ft. in height this item resembles a giant, heavily ironclad suit of armor or a headless iron golem. The forefront of this construct's torso appears to be a lid that covers a dwarf-sized space equipped with a complex array of leather straps and a helmet like device.

It takes a full-round action to climb into and out of the golem armor. Donning the belts and the helmet (4 rounds) causes the golem armor's lid to shut. When the character (referred to hereafter as the wearer) subsequently expends one move action to insert a charged Mazarcane (http://boards1.wizards.com/showthread.php?t=317207) crystal into the appropriate port, the crystal’s energies power the golem armor’s animation effect and activate the powers of the helmet device.
The golem armor can be mentally controlled by means of this magic device. As soon as the golem armor has been activated the wearer is surrounded by a spherical illusion, which is optically suggestive of the wearer acting as the golem armor. It transmits the wearer's mental commands directly to the golem armor vice versa providing the wearer with additional information depending on the features of the enchantments of the armor (eg. modified forms of vision through arcane eye, arcane sight, divinatory magic, etc.). To an extend this mental bond results in a fusion of both the wearer and the golem armor, thus changing the wearer's stats as follows:
Size increases to large
40 temporary hit points
Gains Hardness (Ex) 10
Gains two slam attacks (2d6+11)
Space and reach increase to 10 ft./10 ft.
Not subject to critical hits
Fort +1, Ref +0
Str 33, Con –, Cha 1
Several mining tools can be attached to the golem armor’s arms, in which case the golem armors attack form changes (see Table: Weapons and Tools). Because of the ingenious skills of dwarfish mechanics a golem armor is not much more difficult to use doing mining work than would be heavy full plate armor.
Though golem armor itself is immune, whenever a critical hit is scored against a golem armor, the attack bypasses the golem armor and hits its wearer directly, ignoring any temporary hit points provided by the golem armor.
Additionally since controlling the golem armor is a mentally strenuous task the wearer has to make Concentration checks whenever he is hit by a Critical hit (DC 10 + damage dealt) or after wearing it for a period of more than 8 hours. For each hour of wearing the golem armor beyond 8 hours a Concentration check (DC 10 + 2 per extra hour) is required. If the check fails, the wearer takes 1d6 points of nonlethal damage. Taking any nonlethal damage from wearing golem armor the wearer becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue.

Construction
The cost to create a standard mining golem armor includes the cost for the use of workspace, tools, scaffolding, magical components materials and spell components that are consumed or become a permanent part of 20,000 gp and of the physical body which is sculpted from 5,000 pounds of pure iron (500 gp) and smelted with rare tinctures and admixtures. Assembling the body requires a DC 26 Craft (golem armor smithing).
Moderate transmutation; CL 11th; Craft Construct, Craft Magic Arms and Armour, Craft Wondrous Item, animate objects ; Price 50,000 gp; Cost 20,500 gp; Weight 5,000 lb.

Table: Tools and Weapons

Pick
Cost: 32 gp
Dmg: 2d6
Critical: x4
Range Increment: -
Weight: 24 lb
Type: Piercing

Shovel
Cost: 40 gp
Dmg: 3d6
Critical: x3
Range Increment: -
Weight: 24 lb
Type: Bludgeoning and Slashing

Axe
Cost: 40 gp
Dmg: 3d6
Critical: x3
Range Increment: -
Weight: 24 lb
Type: Slashing

Hammer
Cost: 48 gp
Dmg: 3d6
Critical: x3
Range Increment: -
Weight: 20 lb
Type: Bludgeoning

Club
Cost: 48 gp
Dmg: 3d6
Critical: x2
Range Increment: -
Weight: 32 lb
Type: Bludgeoning

Sword
Cost: 70 gp
Dmg: 3d6
Critical: 19-20/x2
Range Increment: -
Weight: 32 lb
Type: Slashing

Morningstar
Cost: 32 gp
Dmg: 3d6
Critical: x2
Range Increment: -
Weight: 24 lb
Type: Bludgeoning and Piercing

Crossbow
Cost: 1,000 gp
Dmg: 3d8
Critical: 19-20/x2
Range Increment: 240 ft
Weight: 48 lb
Type: Bludgeoning and Slashing

Piercing
Bolts
Cost: 5 gp
Dmg: -
Critical: -
Range Increment: -
Weight: 5 lb
Type: -

Golem Armor Proficiency [General]
You are proficient with dwarfish battle or mining golems.
Prerequesites: Dwarf
Benefit: When you wear golem armor, the armor check penalty for golem armor does not apply.
Normal: A character who does not have the Golem Armor Proficiency feat takes the golem armor’s armor check penalty on attack rolls and on all Dexterity-based ability and skill checks.
Special: Garokh-Amad and Garokh-Agarâkh automatically have Golem Armor Proficiency as a bonus feat. They need not select it.

Golem Armor Weapon Proficiency [General]
Choose a weapon from Table: Weapons and Tools. You understand how to use that weapon in combat.
Prerequesites: Dwarf, Golem Armor Proficiency, BAB +1
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. Special: You can gain Golem Armor Weapon Proficiency multiple times. Each time you take the feat, it applies to a new golem armor weapon.
A garokh-agarâkh may select the Golem Armor Weapon Proficiency as one of his bonus feats.

Craft (golemarmorcraft)
(Int; Trained Only)
For designing building and repairing the base construct of a golem armor. This skill is essentially a specialized form of engeneering. Characters with Profession (engrneering) may try tasks covered by Craft (golemarmorcraft) at a -4 penalty.

<BACK> (http://boards1.wizards.com/showthread.php?t=301429)
Sylvaroth

05-01-05, 11:52 AM
Comments are appreciated
Sylvaroth

05-01-05, 12:06 PM
Do you think thiis can be used as is or does it still need changes?
Rulebook

05-01-05, 06:08 PM
i think the rules for magically animated mechs from Dragonmech are EXACTLY what you're looking for personally.
Sylvaroth

05-02-05, 03:55 AM
I am not at all looking for it. I have read almost anything done about fantasy mechs for D20 and as you should have seen, this thread takes great inspiration from those sources. Nonetheless I found ALL of these supplements are wanting in one way or the other, sometimes even inventing completely new rules for already existing mechanics.

I suggest you read the WHOLE thread before you consider posting in (any) one.
It is quite tireing to read all the same comments over and over and over again.

Have you never invested work into something that intrigued you? Would you allege that taking some material from a book is as or even more satisfying than devising something on your own? I cannot think of something more rewarding than dusting off ones hands after the work is done and looking upon that which you accomplished.

After all that is what we are trying to do here.

Can I have some constructive comments, criticism and maybe even suggestions for my latest entry now?

Thank you!

:banghead:
Note: I never flame and I never zing persons, but I do criticise attitudes and sometimes even I lose my temper if I have a very very bad day.
Nuntius128

05-02-05, 04:00 AM
Have you never invested work into something that intrigued you? [/I]

Yeah, and I found that there is always an already published, more organised method of doing what i wanted to accomplish.

Note: I never flame and I never zing persons, but I do criticise attitudes and sometimes even I lose my temper if I have a very very bad day.

That's what flaming is.
Sylvaroth

05-02-05, 06:51 AM
:rolleyes: Well, if you consider this a constructive comment...

Seriously now folks, any comments that matter?
Rulebook

05-02-05, 10:31 AM
and did you stop to think for a half second that maybe i did read the entire thread, but came to the conclusion that what you wish to accomplish could be handled entirely easier by the magicaly animated mechs from the dragonmech book line?

like the above poster said... you can put a lot of effort into it, but youre bound to find that somebody else already has, and probably done it better and better organized.
Sylvaroth

05-02-05, 10:44 AM
:rolleyes: some people just have to have the last word or they feel they must die :rolleyes:
Sylvaroth

05-26-05, 06:37 PM
so? any useful ideas? anyone?
Nuntius128

05-26-05, 06:44 PM
so? any useful ideas? anyone?

Yes. Use Dwarvencraft items during construction.

like the above poster said... you can put a lot of effort into it, but youre bound to find that somebody else already has, and probably done it better and better organized.

Which is exactly why I've only ever had one homebrew post on these boards ever. Here it is: http://boards1.wizards.com/showthread.php?t=432131&page=1&pp=10
Sylvaroth

05-26-05, 07:05 PM
I see what you mean;), but I am getting more and more used to ignoring those people who seem not to have a single creatieve or ambitious bone in their bodies.

As for the dwarven craft items, I am still looking for a dwarven core class or prestige class similar to Eberrons artificers who concentrates on crafting magic items (just like the dwarves from nordic myth did), so this could be a useful feature to be included.
Patrick Draken-Korin

05-28-05, 05:26 PM
i've some thoughts for this topic;

1) cool!!! i'm currently contructing a cs based on technomagical steampunk (mostly magic and psionics), and i was going to use both a version of powered aremor and mecha, and this thread'll help me alot :D .

2) have you considered how much mazarcane crystasls sound like dragonshard (and i'm not accusing you of stealing the idea :rolleyes: )? eberron could use some form of mecha, and i'm wondring how well this would translate.

3) when i read the posts, i'm still not sure if these golem armor technolgoes are supposed to be power armor or vehicles (like mecha)? i'm thinking mecha, but as i said, not sure.

4) help! do you know the ISBN number for the OGL steampunk book by mongoose publishing? i can't find it on the internet, and it's not on thier main site. note: #4 isn't important, and if you can help disregard thought #4. thanx anyway!

5) no offence, but i hate race specific feats (and prestige classes!) based on technology; so i would have to change the golem armor if i was to use it (so that any race can acquire the feat, though most GA are constructed with dwarves in mind and have to be reffitted (at little or no cost, and it takes 1d3 months?) for other medium creatures. Note: i've also messed with the "Gnome Artificer" prestige class from magic of faerun (changing it to the Gizmo Artisan when eberon arrived), due to it's restriction on race/region. so don't feel bad (or hunt me down :bigeyes: ).

altogether the idea of dwarvenmechs sounds cool, though you'd excpect gnomes to develope them first (though these dwarves could have stolen the technology...), and I certainly wouldn't expect dwarves to use mechs, as they taje up a lot of space, and it's generally more effective to limit the space of a fortress in order to restrict enemy invasion routes (not open wide areas for giants to roam through). IMHO, i would have expected power armor from dwarves (as it doesn't take up mush more space), with built in weapons. i got this opinion of dwarves from the article "dwarves at war" in dragon #328.
Sylvaroth

05-28-05, 08:26 PM
1) cool!!! i'm currently contructing a cs based on technomagical steampunk (mostly magic and psionics), and i was going to use both a version of powered aremor and mecha, and this thread'll help me alot :D .
I am as always happy to be of help.
2) have you considered how much mazarcane crystasls sound like dragonshard (and i'm not accusing you of stealing the idea :rolleyes: )? eberron could use some form of mecha, and i'm wondring how well this would translate.
Well, since the Mazarcane is my idea and older than the post in this thread (which dates back to Aril 2004) one could accuse the creators of Eberron to steal my idea (which of course nobody does).
I am pretty sure a team of Golem Armor mercs in Eberonn would be quite interesting.
Though the dragonshards and Mazarcane may seem similar they are only slightly so. Dragonshards are being used to do more specific things like improving the magical abilities of dragonmarked characters (Siberys), creating magical objects which work similar to spells (Eberron), or imprisoning or harnessing beings like fiends or elementals (Khyber), while Mazarcane is a manifestation of the forces of magic itself which can be used for numerous purposes e.g to augment magical processes and empower magical items but its existance may also explain some of the weirdest processes and facts of a fantasy world.
Except for integrating Khyber dragonshards to get some of the armor properties as described in the Eberron CS, I do not really see how else they should translate.
In the terms of eberron I would change the part about the wearer "replacing the elemental spirit that naturally animates a golem" in the GA entry into the way people in Eberron bind elementals to ships and the like.
3) when i read the posts, i'm still not sure if these golem armor technolgoes are supposed to be power armor or vehicles (like mecha)? i'm thinking mecha, but as i said, not sure.
Well in fact I think it can be considered as both, but for the most part it is a wondrous item animated armor..
4) help! do you know the ISBN number for the OGL steampunk book by mongoose publishing? i can't find it on the internet, and it's not on thier main site. note: #4 isn't important, and if you can help disregard thought #4. thanx anyway!Ogl Steampunk by Alejandro Melchor, Scott Clark ISBN: 1904577849
5) no offence, but i hate race specific feats (and prestige classes!) based on technology; so i would have to change the golem armor if i was to use it (so that any race can acquire the feat, though most GA are constructed with dwarves in mind and have to be reffitted (at little or no cost, and it takes 1d3 months?) for other medium creatures. Note: i've also messed with the "Gnome Artificer" prestige class from magic of faerun (changing it to the Gizmo Artisan when eberon arrived), due to it's restriction on race/region. so don't feel bad (or hunt me down :bigeyes: ).
That is of course your right as a DM. I for my part explain them with the ages old tradition and practice of dwarves regarding GA.
altogether the idea of dwarvenmechs sounds cool, though you'd excpect gnomes to develope them first (though these dwarves could have stolen the technology...), and I certainly wouldn't expect dwarves to use mechs, as they taje up a lot of space, and it's generally more effective to limit the space of a fortress in order to restrict enemy invasion routes (not open wide areas for giants to roam through). IMHO, i would have expected power armor from dwarves (as it doesn't take up mush more space), with built in weapons. i got this opinion of dwarves from the article "dwarves at war" in dragon #328.
Since there are no gnomes in my CS they could not possibly have developed GA. Btw I do not think that much campaigns use gnomes as THE scientists par excellance. On the one hand the topic of built in weapons is a matter of taste depending on the particular crafter. On the other hand you will agree that hands or similar appendages give a great deal more flexibility in ones choice of weapons. Additionaly the dwarves who create and use the GA are not the PHB-dwarves but the Tharsûnian Dwarves (http://boards1.wizards.com/showthread.php?s=&threadid=238734&perpage=10&pagenumber=1).
Patrick Draken-Korin

05-31-05, 07:41 PM
ah, you're right mazarcane and dragonshards aren't all that similar (sort of like how all final fantasy games seem to include some form of crystal, with no real connection). cool ideas.

Well in fact I think it can be considered as both, but for the most part it is a wondrous item animated armor..

both powered armor AND mecha? hmm. sorry, but i din't think that was possible. with powered armor, the equpment doesn't take any damage (only the wearer), while the pilot of a mecha unit only takes damage on a critical hit. i think your golem armor would have to be a mixture. COOL, but i think i'm going to differentiate between the two (meaning i can't just copy the rules/descriptions :weep: ).
and actually, the aparatus of kwalish (DMG 3.5, p247 & 248) could be considered a (non-humanoid) mecha unit. cool, core D&D inludes mecha!!!

THANK YOU FOR THAT ISBN NUMBER: I'VE FINALLY BEEN ABLE TO ORDER THAT BOOK. :cheer: :w00t: :dancin: :clap: :ayyyy!: :bow: :bounce:

well, a lack of gnome certainly explains why they didn't invent the golem armor. and the fact that the Tharsûnian Dwarves aren't the core dwarves explains alot.

oh, and i just read post #50, because i skpped it earlier :rolleyes: for the simple reason that it didn't have any info on the golem armor. :D .
on the subject of copy-and-paste-the-rules or rewrite-the-rules-the-way-the-system-deserves, i'm deffinetly in the second camp. i'm even rewriting the rules for the SRD for a campaign (for everything, combat, feats, classes, spells, gear, etc). and that takes a loooooong time :( . of course it also makes me intimatly familiar with every rule as i change them, and that's why i'm doing it. hand-made is better than store-bought, mostly because hand-made is made for the individual/group in question, while stroe-bought HAS TO BE generic.
oh, and yeah, many published works have good ideas or better mechanics you can use :eek: . BUT rewriting those ideas/mechanics into your system, rather than using copy-and-paste syndrom canm be more rewarding (when you have the time and patients anyway :cool: ).
Sylvaroth

06-01-05, 10:09 AM
ah, you're right mazarcane and dragonshards aren't all that similar (sort of like how all final fantasy games seem to include some form of crystal, with no real connection). cool ideas.
Sort of, yes;)
Magic crystals are IMHO a fascinating part of fantasy so I wanted to include them into my CS.

both powered armor AND mecha? hmm. sorry, but i din't think that was possible. with powered armor, the equpment doesn't take any damage (only the wearer), while the pilot of a mecha unit only takes damage on a critical hit. i think your golem armor would have to be a mixture. COOL, but i think i'm going to differentiate between the two (meaning i can't just copy the rules/descriptions :weep: ).
and actually, the aparatus of kwalish (DMG 3.5, p247 & 248) could be considered a (non-humanoid) mecha unit. cool, core D&D inludes mecha!!!
Well the aparatus of qualish is exactly where I began with at building my Golem Armor. It provides protection, is a means of transportation and it combines mechanical and magical components. Kind of a mixture of animated armor and mecha.

THANK YOU FOR THAT ISBN NUMBER: I'VE FINALLY BEEN ABLE TO ORDER THAT BOOK.
So happy for ya ;)

well, a lack of gnome certainly explains why they didn't invent the golem armor. and the fact that the Tharsûnian Dwarves aren't the core dwarves explains alot.
The Tharsûnian Dwarves are the mastercrafters of my CS and as such they were like destined to do this job.

oh, and i just read post #50, because i skpped it earlier :rolleyes: for the simple reason that it didn't have any info on the golem armor. :D .
on the subject of copy-and-paste-the-rules or rewrite-the-rules-the-way-the-system-deserves, i'm deffinetly in the second camp. i'm even rewriting the rules for the SRD for a campaign (for everything, combat, feats, classes, spells, gear, etc). and that takes a loooooong time :( . of course it also makes me intimatly familiar with every rule as i change them, and that's why i'm doing it. hand-made is better than store-bought, mostly because hand-made is made for the individual/group in question, while stroe-bought HAS TO BE generic.
oh, and yeah, many published works have good ideas or better mechanics you can use :eek: . BUT rewriting those ideas/mechanics into your system, rather than using copy-and-paste syndrom canm be more rewarding (when you have the time and patients anyway :cool: ).
You know, I think this is the beginning of a wonderfull friendship :)
That is exactly why I love so much to tinker and twist with the rules. You get a much deeper understanding of them and how they work and interact, and you get a good foundation to base your own ideas on. I never undestood those peoples who always yell RAW at you as soon as you dare and try to change something or do something creative.
Sylvaroth

06-05-05, 05:38 PM
How'd you manage the costs and creation time if you improved the standard GA model with magic?
Imagine a GA with earthquake gauntlets :D
Sylvaroth

07-14-05, 04:52 AM
http://img.photobucket.com/albums/v213/Farzul/dice.bmp
HAPPY BIRTHDAY to me!

As you can see my luck in dice rolls is not that good, so my annual Age throw resulted in a 24 today, yay!
Sylvaroth

08-16-05, 06:41 PM
Would an 'upgrade' from the standard GA be like adding a very big magic item?
What do you think?
Sylvaroth

10-18-06, 04:53 PM
Does this button activate the Golem Armor? :confused:

Let's just try :bump:
Silverthumb128

10-18-06, 07:24 PM
Ya know, its funny, there's already been Golem Armor and Dwarven Mechs(Large-sized Riding Golems) in a book called Hammer & Helm by Green Ronin.
Sylvaroth

10-19-06, 01:48 AM
Cool, so I am not the only one with good ides for the not-so-average-dwarf.

I will try to get my hands on a copy of Hammer & Helm, to see how GR handled this.
Sylvaroth

10-19-06, 07:50 AM
Oh man, you cannot be serious! This golem plate from Hammer & Helm sucks!:D
thepsionicbard

10-23-06, 02:23 PM
:emp: has any one made a psionic conversion yet
Sylvaroth

10-24-06, 03:14 AM
I am not too much into psionics (like the concept, but my campaigns are more magic-heavy). Could be fun to see it done, though. Anyone volonteering?
Kinghappo

10-25-06, 05:47 AM
For all you Psi fans out there:

MEGA (SP):
Mine
Engineering
Golem
Apprataus
(Shaper Psi-powered edition)


Developed decades after the mass hysteria over the ones born with mental powers, this hollowed out Construct was origionaly a failed expirment to animate a Mithral golem. During the ritual a mistake was made leaving only a soul only partialy bound to the construct. It had the capibility of movement but had no will to move. So still not wanting to waste the materials a very inventive Psion dwarf decided to power the device by using his own construct. Though that only provided minimal capabilities he learned that when he switched the control of the creation to his own mind through a special helmut, he could use his own Astral construct as accessories to enhance the capabilities of the appratus.

this 3500 lb mithral construct looks just like an iron golem with a few exceptions, the forearms and hands are not attached, instead, the user summons channels the energy he expends for his construct to create the multiple tools that it needs. The Operator, while in the appratus and not summoning their AC, has the following stats:
50 HP for mega
Large Size
Space/Reach 10'/5'
STR: 30
DEX: 9
Con: Same as opperator
Int: Same as operator
Wis: Same as operator
Cha: Same as operator
Speed: 15, Climb 15, Dig 15
AC: 13 (10 base, 4 armor, -1 dex) DR 20/-
Critical Hits/sneak attacks do damage directly to operator (except sundering)
Attack: Slam BAB as operator, 1d8+10
+4 on saves vs gaze, and mind altering effects and spells
Operator can function in airless/underwater/poisionus gasseous areas

When powered (by the user casting Astral Construct), the MEGA gets a +5 psionic bonus to strength and +4 to Dex. Instead of summoning a Construct, the abilities and menu selections of the construct are added to the MEGA instead. The attack of the AC now becomes the main attack of the MEGA. Even if this is lower than the base attack of the unpowered suit. If the AC that is summoned would be large or larger size, the MEGA will then take on the same reach and size properties as the AC. A Shaper inside a MEGA gets a +2 caster level compentency bonus for not having to expend so much effort on controling a seperate entity. Also, when only equiped with non combat options


Price and the rest of the mumbo jumbo comes after everyone gets done tearing my idea apart and all the fixes are done... so tell me what you think?
thepsionicbard

10-25-06, 08:17 AM
the only problem i see is that if the GM doesn't increase your size why dose the PGM or MEGA as you call it? sorry I'm kinda new to psionics. i do like the astral construct options thou
Sylvaroth

10-25-06, 08:51 AM
Well, the Golem Armor does give its wearer a size increase. Just follow the link to the Arcane Golem Armor in the first post (http://boards1.wizards.com/showthread.php?t=301429) ;)

As for your entry Kinghappo, I added it to the link section of the first post.
Kinghappo

10-25-06, 11:48 AM
i didn't want to give it the extra reach for balanceing purposes this way if the person wants the reach they will pop enough PP to actualy get a large scaled AC. i wanted to make it as much of a utility item as it is a combat one. in exchange for the extra body running around the operator gets to pump themself up, though i would probably add in a couple feat requirements in there as well lol
DrakeRunner

10-25-06, 12:30 PM
I'd to note that Dragonmech also has Construct armor.

Custom Fitted. 25% chance of a found suit fitting.
+10 Armor bonus, and +2 Enhancement bonus to AC.
-4 Armor Check penalty, Max Dex Bonus of +2, 15% Arcane Spell Failure.
Base speed 30, or 20 if their base is 20.
+4 Enhancement Bonus to STR.
User gains Darkvision 60', immunity to gas attacks and unlimited oxygen supply.
A Slam attack, doing 1d6+STR, considered armed. DR5/Cold Iron or Silver.

Putting it on takes 5 minutes and the Heavy Armor prof. Costs 36,650gp.
Sylvaroth

03-12-07, 08:22 AM
Seems like we are not the only ones interested in these (http://www.wizards.com/default.asp?x=dnd/cw/20070212a) things :D