My last Diablo III Character (mostly)

Grignr

Diabloii.Net Member
My last Diablo III Character (mostly)

Not entirely finished, having some writers block stuff.... or maybe it just doesnt have that many skills?

Golem

Character History:

Magic has long been able to animate the inanimate. Statues have been brought to life in dire emergencies to come to the aid of an emperor, magical servants perform menial or dangerous tasks that an old master would rather not do. The first true golems, representations of humanoids, were a great leap forward in theoretical thaumaturgy. The next great step, giving them free will, a mind, essential life, still eludes even the most powerful sorcerers, but there is an intermediate level which they hesitate to speak of.

Maj Alumzhirajd, golemancer extraordinaire, is reputed to still be teaching at his secret school, more than a thousand years after his body was lain to rest. It is said, although never by anyone with first-hand evidence, that he shifted his corporeal spirit into a body of steel, indestructible, untouched by time and weather. There is no reason that this cannot be done, but virtually all experimentation to this effect has lead to death, or at the very least extremely limited facilities when the subject was transferred into the host shell.

Disciples of Maj, or The Iron Monk, as he now likes to call himself, graduate his school when they create a form for themselves, and shift themselves, without any outside help…. Fundamentally, graduation is surviving the process. Less than half succeed, but the others go out into the world, many times passing themselves off as mindless automata, and allowing themselves to be found and sold to wealthy lords, creating a secret, and eternal life for themselves.

Some, though, want more from life, and set out to create a name for themselves. Disciples of the Iron Monk can be good or evil, cruel or kind.. he accepts all comers as students. When you see one such creation, moving with intent, it is best to assume the worst, and flee.

Character Traits:

Golems are extremely durable, naturally. They feel no pain, and are naturally immune to freezing effects (although they can indeed be slowed by sudden drops in temperature). They cannot be ‘wounded’… they are simply functional, or not. Consequently, they have no Hit Recovery score… they simply recover instantly, unbothered by the blow. They also cannot bleed out, although poisons can still hurt them, as virulent poisons can eat through virtually any substance, but they are quite resistant (+50% Poison resist, +25% cold resist, innate).

Class-Specific Items

Golems do not have any class specific items, but they more than make up for this with their ability to absorb magical items (see Skills, below). However, their Stash is magical, a large dimension folding trunk. On the game screen, your stash has a 1, 2 and 3 up top, rather like your weapon switches. Each of these is a layer of your Stash, making it three times as big. Golems like to keep stuff.

Class-Specific Stats

Obviously, the Hellion’s damage and defense must vary widely from those of conventional characters, as do their other attributes.

Strength: 30 Base
Dexterity: 15 Base
Vitality: 30 Base
Energy: 15 Base

Every level, the Golem gets the requisite 5 points of stat bonuses.

Strength

The base damage for the Hellion at level 1 is 4-8 physical. Every point of strength adds 0.25 to minimum and .75 to maximum up to Strength 100. From Strength 101 to 200, each point adds .75 minimum and 2 to maximum. From 200 to 300, each point adds 1.5 minimum and 4 to maximum. Above 300, each point of strength adds 5 to minimum and 10 to maximum. Some samples:

Strength 50 9-23 damage Level 5
Strength 100 22-61 damage Level 15
Strength 150 59-161 damage Level 25
Strength 200 97-261 damage Level 35
Strength 250 172-461 damage Level 45
Strength 300 247-661 damage Level 55
Strength 350 497-1160 damage Level 65
Strength 400 757-1660 damage Level 75

These numbers are modified by the items that the Golem Absorbs throughout it’s lifetime. Although a Golem may be holding a physical weapon, like a hammer or a sword, their damage is in fact based on their base damage, modified by Absorbed items.

Dexterity

Each point of dexterity grants a defense modifier of 1%, modifies blocking (if you chose to have blocking) and adds 10 to your AR. Dexterity above 200 grants 20 to AR per point.

Vitality

Everyone knows that true Golems are just about unstoppable. Each point of Vitality grants the Golem 5 hitpoints, and increased defense. Up to 100, each point adds 4 defense. From 101 to 200, it grants 8 points of defense. After 200, it grants 12 points of defense. This is also modified by your dexterity. Defense starts at a base of 50. It is further modified by your Form.Here are some examples:

Defense Vitality Dexterity Level
50 30 20 1
130 50 20 5
330 100 20 15
495 100 70 25
1095 150 70 35
1460 150 120 45
2260 200 120 55
3460 250 120 65
4660 300 120 75


Energy

Each point of energy adds 2 to your mana, and can affect the power of some of your more impressive skills.

Skill Classes

The Golem has three skills… Golem Powers, Magical Powers, Combat Powers.

Form: A Special Note

Your golem has a choice of three forms as it moves through life… Stone, Metal, and Magic. Once you choose Iron, you cannot return to Stone, and once you choose Magic, you cannot return to Metal. Be warned. You start with a free point in Body of Stone.
 

Grignr

Diabloii.Net Member
Golem Powers (still need 2 skills, for the complete 10)
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Body Of Stone
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Level 1 Pre-Requisites None
Mana Cost None

The fundamental form for a Golem, you start off as a marble statue. At level 8, your physical body absorbs from the earth around you, becoming green Jade. At level 16, you transcend further, becoming glossy black Obsidian. Stone Golems are taller and slimmer than their Metallic cousins.

Damage: +0% (+5% per level, +10% after level 8, +20% after level 16)
Attack: +0% (+15% per level)
Speed: +0% (7% at first, +35% IAS at level 10, +50% IAS at level 20)
Defense: +0% (+5% per level, +10% after level 8, +15% after level 16)
Blocking: Based on Items Absorbed, +1% Per Level



Absorb Weapon
------------------------
Level 1 Pre-Requisites None
Mana Cost Special

The most effective way for a Golem to gain power is to absorb inanimate objects into itself, it’s magical matrices becoming one with the Golem’s physical form. Each level, a Golem can absorb more powerful items. When Absorb Weapon is given a point, the Weapon on the Golem is absorbed, and that slot is now empty. While not every magical attribute is absorbed (obviously), most can be incorporated into your body. A shield with 50 def, 50% Fire resist and 50% blocking might add 10 defense, 8 fire resist, and 4% to blocking percentage. The number and amount of enchantments absorbed is party randomized. For this reason, absorbing entire sets is a very effective way to maximize the power of your Golem. Most weapon enchantments are absorbed, although +% to damage affects only the damage of the item, not the Golem’s damage (although the modified damage of the weapon can be partly added to the Golem’s damage, as well as elemental damage). + to Skills can be absorbed, but it is rare.

Max Level Of Item: clvl 5 (+3 clvl of item per level of Absorb, max clvl 62)


Golem Mastery
----------------------
Level 6 Pre-Requisites None
Mana Cost None

Being a golem takes practice, patience, and dedication. Through meditation, training, and research, a transformed Golem learns to better master his new physical form.

Run/Walk: +5% at level 1, +35% at level 10, +50% at level 20
Attack: +5% per level
Resist: +10% Resist All at level 1, +40% at level 10, +60% at level 20



Absorb Armor
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Level 12 Pre-Requisites Absorb Weapon
Mana Cost Passive

When Absorb Armor is given a point, the Armor, Shield and Helmet on the Golem are absorbed, and those slots are now empty. While not every magical attribute is absorbed (obviously), most can be incorporated into your body. A shield with 50 def, 50% Fire resist and 50% blocking might add 10 defense, 8 fire resist, and 4% to blocking percentage. The number and amount of enchantments absorbed is party randomized. For this reason, absorbing entire sets is a very effective way to maximize the power of your Golem. Most weapon enchantments are absorbed, although +% to damage affects only the damage of the item, not the Golem’s damage (although the modified damage of the weapon can be partly added to the Golem’s damage, as well as elemental damage). + to Skills can be absorbed, but it is rare. NOTE: By using Absorb Weapon and Absorb Armor at the right times, entire sets CAN be absorbed, although not all of their enchantments may be incorporated.

Max Level Of Item: clvl 5 (+3 clvl of item per level of Absorb, max clvl 62)


Body Of Metal
-----------
Level 12 Pre-Requisites Body of Stone
Mana Cost None

The next stage of evolution for a Golem, you become a massive Bronze figure. At level 8, your physical body absorbs from the earth around you, becoming shiny Steel. At level 16, you transcend further, becoming glossy white Diamond. Metal golems are shorter, and thicker, but have more dramatic bonuses. At high levels, Diamond Golems are practically untouchable by mortal weapons.

Damage: +50% (+5% per level, +10% after level 8, +15% after level 16)
Attack: +25% (+5% per level)
Speed: +-15% (7% at first, +20% IAS at level 10, +35% IAS at level 20)
Defense: +50% (+10% per level, +15% after level 8, +25% after level 16)
Blocking: Based on Items Absorbed, +1.5% Per Level



Absorb Jewellery
-----------
Level 24 Pre-Requisites Absorb Armor
Mana Cost Passive


When Absorb Jewellery is given a point, the Rings and Amulets on the Golem are absorbed, and those slots are now empty. While not every magical attribute is absorbed (obviously), most can be incorporated into your body. + to Skills can be absorbed, but it is rare.

Max Level Of Item: clvl 5 (+3 clvl of item per level of Absorb, max clvl 62)



Absorb Set
-----------------
Level 30 Pre-Requisites Absorb Jewellery
Mana Cost Passive

When Absorb Weapon is given a point, EVERYTHING THE GOLEM IS WEARING gets absorbed, be they full set, partial set, unique, rare, or normal. This spell can only be cast 5 times, so be very, very careful. It is most adviseable, therefore, to save items you may want to use later somewhere.

Max Level Of Item: clvl 30 (+10 clvl of item per level of Absorb, max clvl 60)


Body Of Magic
-----------
Level 30 Pre-Requisites Body of Metal
Mana Cost None

The ultimate form for a Golem, you transform your material self into a powerful magical entity. No matter your level, your body is a glowing, multicolored humanoid form, although extra levels cause you to glow brighter. Your bare hands cause crippling, crackling elemental damage, although you are susceptible to enemy attacks. A golem who sets out to increase his strength, and absorb powerful weapons, transcending to a magical form will find that he beheld of truly incredibly amounts of physical destruction.

Damage: Spectral Hit +100% Base Damage +5% per level.
Attack: +50% (+10% per level)
Speed: +25% (7% at first, +40% IAS at level 10, +75% IAS at level 20)
Defense: +0% (+5% per level, +7% after level 8, +10% after level 16)


Magic Powers
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Animate Weapon
--------------------------
Level 1 Pre-Requisites None
Mana Cost 4 +1 per level Duration 30 Seconds +6 per level

The Golem is extremely adept at magical powers affecting the physical world. Through the use of this spell, the Golem can cause a weapon on the ground to become animate, flying through the air and helping to destroy your enemies. At level 6 you can animate 2, at level 12 you can animate 3, and at level 18 you can animate 4 weapons.

Damage: +10% per level
Attack: +10% per level
Speed: +5% per level, based on Golem’s base speed with weapon type.






Immobilize
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Level 6 Pre-Requisites None
Mana Cost 10 +0.5 per level
Duration 10 Seconds +2 per level (Half against powerful enemies)

The Golem causes invisible bands of force to bind it’s enemies, freezing them in place, removing any Blocking percentage and cutting their defense heavily. Against more powerful opponents, it merely slows them, but still affects blocking and defense.

Blocking: Negated, OR -50%
Defense: -75% OR -25%
Speed: Negated OR -50%


Animate Shield
-----------------------
Level 12 Pre-Requisites Animate Weapon
Mana Cost 6.5 +1.5 per level Duration 15 Seconds +3 per level

A powerful defensive spell, the Golem causes a shield to interpose itself between itself and it’s enemies, primarily ranged attackers (although it will interpose itself between close-range attackers if need be). Blocking percentage is only partly based on the shield, and the durability of the shield suffers greatly from this treatment… the shield might expire before the spell does. 1 shield per level, or 2 shields at level 8, or 3 shields at level 16.

Blocking: ½ Shield blocking %, +7% per level
Durability: -1 per 10 pts of damage intercepted.
 

bigblr

Diabloii.Net Member
Ankeli said:
hate to say this but it seems as the golem would only be used as a mule :b
exactly the opposite of what I was thinking, he sounds extremely powerfull.
 

Grignr

Diabloii.Net Member
Well, at least someone finally has an opinion :)

It was basically designed as a raw hand-to-hand beat-down juggernaught, without all the fancy stuff Barbs and Pally's have, for the people who like to just walk up and smite stuff with their fists. Naturally, they're hit-point-and-defense monsters, although they do get less stuff from gear.
 

Arkuss

Diabloii.Net Member
Mule

i have to agree with the mule the golem sounds pretty darn weak. I say it would never reach level 75 and it would die at level 2 and never be able to exceed level 10. Just my opinion
 

Leviticus Darksyde

Diabloii.Net Member
I actually think this character would actually become more powerful as the game goes along; especially if it absorbs the propeties of the items you outfit it with.

I tend to refer to Golems as "it" rather than "he" because these things are neither male nor female.
 

Useratuaer

Diabloii.Net Member
Not get past lvl 10?!? I think it could solo baal at 10 :lol: . Actually it sounds way to powerfull. Should have some weaknesses =/
 

StylisticDivision

Diabloii.Net Member
Seriously imba, man. I don't know how strong DIII monsters are going to be, but the Golem sounds like he'll go through the game like a Plv20 Plage Javelin through lv9 PvPers.
 

Grignr

Diabloii.Net Member
Why do you say that? If you read the skills carefully, you'll see that NOT all of an items attributes are absorbed when you absorb an item. If you stick to absorbing (which uses skill points) you'll have less for attack and magical skills. If you absorb Godly Plate of the Whale, you might only get a portion of the defense and none of the hitpoints, or not. This means that golems, with ALL THE SAME GEAR TO ABSORB, will not be equally powerful, which means it will actually take skill to use them, rather than twinking. Personally, since I created them, I don't think they're over-powered. Sure, Acts 1-2 might be easy, but act III, without much landspeed or ranged attacks, is where it will start sucking to be you.

Thanks to work slacking off, I have time to work on my fan fiction. Soon you'll see what a golem can REALLY do.
 

Daishi

Diabloii.Net Member
Advantages of body of stone?

Sounds like an awesome character, with some really cool abilities (I especially like the animate weapon and shield powers, but it doesn't sound like there's any reason to stay as body of stone. Metal has godlike defense, and Magic has ridiculous attack, but what does stone have? (It's taller and slimmer, so better land speed and attack speed maybe?) Just a thought
 

Grignr

Diabloii.Net Member
The point of staying stone is you still have good stats, but you dont have to sink so many into your body stats, if you're a more magic-oriented Golem. You might want the mobility, and focus on magical abilities (many of which I havent thought of yet). Still, this is the first draft... playtesting, if this were a real character, would fix a lot of the numbers.
 
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