How on are you supposed to fight an adamantine golem?!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Sphere of Annihilation, all done. :)


Rust is a supernatural ability. Damage reduction doesn't apply.


BigNorseWolf wrote:
Rust is a supernatural ability. Damage reduction doesn't apply.

Good point, so it could do 8-23 damage to the golem. Rust monster has 18 AC, and 27 HP. No reach, so he provokes moving in to attack. (Don't have access to the golem at work) but I'm pretty sure he can 1-2 shot the ruster.


Cartigan wrote:
The golem has a bad reflex save but it is so high in level that it will have smashed all the rust monsters before any of them take a chip out of it. You are better off with the lantern archon clown car.

I'm going to be laughing about that visual all day. +1


I would like to help you, but if I crossed a Rust Monster with a Remorhaz, there is nowhere I could hide from the angry fighters.


Goth Guru wrote:
I would like to help you, but if I crossed a Rust Monster with a Remorhaz, there is nowhere I could hide from the angry fighters.

Amalgam rust monster/remhoraz/frost worm ^_^


Turin the Mad wrote:
Goth Guru wrote:
I would like to help you, but if I crossed a Rust Monster with a Remorhaz, there is nowhere I could hide from the angry fighters.
Amalgam rust monster/remhoraz/frost worm ^_^

Amalgam rust monster/remhoraz/frost worm/troll -- trolls will rut with anything.


Tarantula wrote:
BigNorseWolf wrote:
Rust is a supernatural ability. Damage reduction doesn't apply.
Good point, so it could do 8-23 damage to the golem. Rust monster has 18 AC, and 27 HP. No reach, so he provokes moving in to attack. (Don't have access to the golem at work) but I'm pretty sure he can 1-2 shot the ruster.

That's why I had recommended gating in a bunch of them. 6 rust monsters can take out the golem in 3 rounds. There will be 2 rust monsters left at the end. The wizard, assuming he could gate in 6 rust monsters, could pull this off. The party would then only have to deal with a very low level challenge.

Dark Archive

Once more with feelings:

"Rust Monster, I choose you!!!"

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Tarantula wrote:
Cartigan wrote:
Use the Widen feat. I would say get a rod, but apparently Widen is the only metamagic feat without a rod.

Core: 137, "Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat."

Create pit does not use a burst, emanation, line, or spread size. It cannot be widened.

When I read the pit spells I had this same conversation with myself, really really made me sad.


Ravingdork wrote:
Oliver McShade wrote:
Ravingdork wrote:
An adamantine golem is only 4,000 pounds!? Is it hollow or something?

4,000 Pounds !!!

.......

2,350 gold per pound
x 4,000 lb
.........
= 9,400,000
Divide by 6 person group
.........

1,566,666 gold, 66 silver and 7 copper per person

=====================================================================

Ah were did you say you say that Adamantine golem again, ??

I'm not sure where you got the idea that a lb. of adamantine is worth 2,350gp (it clearly isn't).

True, i could not find anywhere that listed Adamantine at 2,350 gp per pound.

PF phb (page 154-155) = Special Materials

I came to that price by looking at Mithral (masterwork price not included). Light armor 1,000 gp vs Other items 500 gp per pound.

Then i looked at Adamantine (Masterwork price included) Light armor 5,000 gp - 300 gp for masterwork = 4,700 gp. Then divide 4,700 gp by half for 2,350 gp per pound.

Anyway, that is how i reasoned that adamantine was 2,350 gold per pound.


Nothing is pure adamantine but the mythical walls that separate the real world from all dreams, fantasies, and afterlifes. You can use the junk from a wrecked adamantine golem to make magic items for almost free. What do you have? Clues? A ghost who will timeshare a character and has the password? Is the name and likeness of a deity, such as Bane, all over the place?

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Warning, my spelling is very bad and I like puns.


Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Oliver McShade wrote:
Ravingdork wrote:


I'm not sure where you got the idea that a lb. of adamantine is worth 2,350gp (it clearly isn't).

True, i could not find anywhere that listed Adamantine at 2,350 gp per pound.

PF phb (page 154-155) = Special Materials

I came to that price by looking at Mithral (masterwork price not included). Light armor 1,000 gp vs Other items 500 gp per pound.

Then i looked at Adamantine (Masterwork price included) Light armor 5,000 gp - 300 gp for masterwork = 4,700 gp. Then divide 4,700 gp by half for 2,350 gp per pound.

Anyway, that is how i reasoned that adamantine was 2,350 gold per pound.

You can get another valid price by looking at the price of ammunition, 60GP per missle, and using that on sling bullets, which are 5lb for 10, meaning adamantine would be worth only 120GP/lb.

This problem on how to price Adamantine and Mithral as trade goods has existed at least since 2nd edition. My group decided that the trade good price for Adamantine and Mithral were the same, given that they were about equally scarce, but Adamantine items cost more since Mithral let you reduce the weight to half (making the price of the item be set by that halved weight) and Adamantine was harder to work. The price we had set in 2nd ed was 5000gp/lb, which we modified in 3rd ed to match the 500gp/lb listed in the main book for mithral. (This also made sense relative to the in-game story, since our characters had cleared the monsters out of both a major mithral mine and adamantine mine, and had started pumping more of both the materials back out into the world.)


if the door isn't air tight, and the Golem wont move away from the door, you can just use gaseous form.

move to within 20-40 of golem, it does nothing, cast gaseous form, and run under the door.

you take a single attack of opportunity with an average of 36 damage(golem does 6d10+13 and Gaseous form give DR10/magic).

and if you fog cloud the room first, you may be able to sneak by with out the attack of opportunity, as you look like mist, and make no sound.


Oliver McShade wrote:


True, i could not find anywhere that listed Adamantine at 2,350 gp per pound.

PF phb (page 154-155) = Special Materials

I came to that price by looking at Mithral (masterwork price not included). Light armor 1,000 gp vs Other items 500 gp per pound.

Then i looked at Adamantine (Masterwork price included) Light armor 5,000 gp - 300 gp for masterwork = 4,700 gp. Then divide 4,700 gp by half for 2,350 gp per pound.

Anyway, that is how i reasoned that adamantine was 2,350 gold per pound.

Bad math, sorry.

Mithral is automatically MW, and the price is included.


Eric Jarman wrote:
Oliver McShade wrote:
Ravingdork wrote:


I'm not sure where you got the idea that a lb. of adamantine is worth 2,350gp (it clearly isn't).

True, i could not find anywhere that listed Adamantine at 2,350 gp per pound.

PF phb (page 154-155) = Special Materials

I came to that price by looking at Mithral (masterwork price not included). Light armor 1,000 gp vs Other items 500 gp per pound.

Then i looked at Adamantine (Masterwork price included) Light armor 5,000 gp - 300 gp for masterwork = 4,700 gp. Then divide 4,700 gp by half for 2,350 gp per pound.

Anyway, that is how i reasoned that adamantine was 2,350 gold per pound.

You can get another valid price by looking at the price of ammunition, 60GP per missle, and using that on sling bullets, which are 5lb for 10, meaning adamantine would be worth only 120GP/lb.

This problem on how to price Adamantine and Mithral as trade goods has existed at least since 2nd edition. My group decided that the trade good price for Adamantine and Mithral were the same, given that they were about equally scarce, but Adamantine items cost more since Mithral let you reduce the weight to half (making the price of the item be set by that halved weight) and Adamantine was harder to work. The price we had set in 2nd ed was 5000gp/lb, which we modified in 3rd ed to match the 500gp/lb listed in the main book for mithral. (This also made sense relative to the in-game story, since our characters had cleared the monsters out of both a major mithral mine and adamantine mine, and had started pumping more of both the materials back out into the world.)

60 gold per missile = Problem is, you assume that is sling bullet, while i assume that is Arrow head, someone else might say Dart or even javelin.

So what the weight of a missile, is subject to the person buying the type and kind of ammunition.

Still prefer the armor example i gave. Also, for meteorite, rare star metal, 2,500 gold (corrected price) per pound sound more in line with what it can do.

see post below


mdt wrote:
Oliver McShade wrote:


True, i could not find anywhere that listed Adamantine at 2,350 gp per pound.

PF phb (page 154-155) = Special Materials

I came to that price by looking at Mithral (masterwork price not included). Light armor 1,000 gp vs Other items 500 gp per pound.

Then i looked at Adamantine (Masterwork price included) Light armor 5,000 gp - 300 gp for masterwork = 4,700 gp. Then divide 4,700 gp by half for 2,350 gp per pound.

Anyway, that is how i reasoned that adamantine was 2,350 gold per pound.

Bad math, sorry.

Mithral is automatically MW, and the price is included.

You are right. Must have missed were it said mithral is masterwork also.

Ok, so up the price of Adamantine to == 2,500 gold per pound.


Oliver McShade wrote:


You are right. Must have missed were it said mithral is masterwork also.

Ok, so up the price of Adamantine to == 2,500 gold per pound.

Yep,

The biggest problem is, that the prices don't work out that way. :)

For example, the cost of Adamantine armor works out to about 311GP per pound.

The cost of Mithral armor works out to about 160gp per pound.

The two best ones to use would probably be Full Plate and Half-Plate. Both sets of armor are mostly plates of metal (duh). Using just those two, you end up with Mithral being 180gp per pound, and 300gp per pound.

What I have been toying with is assuming equipment is made of steel and precious metal to create an alloy. This works out to needing part of the weight in mithral, and part in steel. Since steel is 1500gp for the full plate, we can work out a price per pound for steel (30gp).

If we assume 50/50, then for mithral full plate, we'd get 25lbs of mithral and 25lbs of steel, 750gp for the steel, and 12500 for the mithral. Still more expensive, but closer.

If we assume 70/30 then we get 35lbs of steel, and 15 lbs of mithral. That works out to 8550gp, which is about right (9000gp)

For Adamantium, if we assume the same mix, then we get Adamantium as about 15lbs of the same armor, which would make it about 930gp per lb. We could probably round that down to 900gp. It works out to the same price.

Not sure how that works out for other things, but it's close.

Actually, at one point, I was using 450/900 for the price per pound of mithral and adamantine and it worked pretty well.


Maybe buying solid blocks of the metal is more expensive because the demand is there to have it used to create armor/weapons/other stuff?

Just because it costs X to make arrows out of it doesn't mean that it costs the same to buy a brick of it.


Outsmart it?


If I remember correctly, the golem's write-up mentions that its body contains more adamantine than what could possibly exist in the material world. Its creator would literally have to travel to the Plane of Earth to retrieve the metal, and who knows how long that would take? In other words, you're looking at a fortune if you kill it.

It's a shame there's no "Rusting" enchantment for weapons.


Don't fight it, find another way to get around it. The oft-overlooked Passwall or Phase Door could both solve your problem pretty quickly, it sounds like. Alternatively, I once had a wizard in almost exactly this circumstance (though the golem was a bit smaller). He cast Disintegrate at its feet to drop it into a hole (you'd need a bigger hole than a single casting of that spell creates, though) then sealed in in with a horizontal Wall of Force, flush with the edges of the hole.

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