Jump to content


Photo

Pride, Avarice, Love and Fear


  • Please log in to reply
23 replies to this topic

#21 Grunker

Grunker

    Prince Charming

  • Member
  • 1240 posts

Posted 26 February 2007 - 08:48 AM

Only undead are turnable in AD&D (in the core systems, at least).

I like that idea, Avenger. It locks out the impossibility of the race specification 'embodiment of concept' without turning them into machines.
"I've heard people complain that the game [the new Prince of Persia] is too easy, which seems odd to me, since I died more times than The Nameless One in a smoothie-maker."

- Yahtzee

#22 Miloch

Miloch

    Barbarian

  • Modder
  • 6573 posts

Posted 26 February 2007 - 02:20 PM

But if they were demons, cavaliers would get a mad bonus against them, which seems rather wrong given their neutrality.

Golems are not machines btw - they are magical constructs and can represent whatever concepts or ideals you want to embody within them. It seems more likely to me someone like Durlag would've created constructs rather than gate in demons and somehow bind them to his service.

In fact, I'd say they fall pretty close to a rather specific type of construct: the "helmed horror" (from Monsters of Faerun):

Helmed horrors are animated suits of plate mail between 5 and 7 feet tall [so could be dwarf-sized at the lower end]. Sometimes the armor appears old; other times it is shiny and well-kept. Although the armor is entirely empty, magical purple light sometimes flares through the joints. Helmed horrors normally keep their visors down. They most often function as tireless magical guardians, though some are created to execute specific tasks that require them to wander. Helmed horrors frequently outlive their masters, interpreting their final orders in broader and broader terms as their creator's binding magics wear away.

So their "specific tasks" could've been to represent certain concepts and serve as warders.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#23 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 07 March 2007 - 11:11 PM

I agree again once more with what Miloch thinks and I will follow the same path he indicated for modding the chess pieces and the four wards as I find it consistent and logical. But still the wards will get undead resistances through ring95.itm as I find this a good compromise between their physical presence and their spiritual embodiment...

#24 Miloch

Miloch

    Barbarian

  • Modder
  • 6573 posts

Posted 08 March 2007 - 04:27 AM

But still the wards will get undead resistances through ring95.itm

Cool, I didn't even know about that item. But are you sure the golem race doesn't get immunities like this already? Can't think of a good way to find that out for sure though except maybe in-game testing (I do so hate testing :blink:).

Some more tidbits, this one from the 2e Monstrous Manual:

Golems are all made from elemental material... The animating force of the golem is an elemental spirit from the elemental plane of Earth. Since the spirit is not a natural part of the body, it is not affected by most spells or even by most weapons...

So, that satisifies the folks in this thread who wanted them to be either elementals or spirits. :)

All golems share several traits in common. They are all immune to all forms of poison and cannot be affected by hold, charm, fear or other mindbased spells...

So, like I said, you might want to check they don't get the immunities as part of the race.

Specifically for helmed horrors (from Monsters of Faerun):

A helmed horror's creator can give it immunity to three spells chosen at the moment of the horror's creation. Typcial immunities are fireball, lightning bolt and ice storm. All helmed horrors are immune to magic missile. Immune to mind-influencing effects, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. Helmed horrors see invisible objects and beings naturally, as if they always benefited from the see invisibility spell.

Now all those immunities might make them a bit tough, but... so? :D

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle