Intentional cold damage to Wood Golem as hit point buff


Rules Questions


"A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage."

Could this caveat be used to buff up a Wood Golem with lots of hit points? It says 1 point of cold damage per 3 points are healed instead of damage being taken and the extra points become temporary hit points. Is there a limit? Could a wizard, other spell caster, or monster intentionally deal massive amounts of cold damage to a Wood Golem to create a super tank?

What if a Wood Golem was in a climate where creatures sustain cold damage if no mundane or magical protection is present, theoretically a Wood Golem would gain massive amounts of temporary hit points. Is there any reason either of these arguments are incorrect?

I was just looking at this and it intrigued me. Anyone?

The Exchange

Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally.

Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.

The Exchange

Fake Healer wrote:

Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally.

Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.

So no, a golem can't be damaged by a cold environment because the environment deals nonlethal and golems can't take that. The only way is with a cold spell that bypasses SR or a cold weapon (which would still do hp damage).


Also:
1: MAGICAL attack
2: Do temp HP stack (especially from the same source)?

Which kills any other infinite source of cold damage.


Very good question, and one that has caused me to put in a lot of research. Fake Healer is correct and thorough in those posts. The only thing I have left to add is that temperatures of -20 f or lower cause lethal damage and do not allow a save. While that does seem to enable the cold buffing strategy, the Golem, Wood entry states: A magical attack that deals cold damage... Therefore, environmental cold damage doesn't seem to be harsh enough to cause buffing.

That being said, yes, a spell caster with cold damaging spells could buff a Golem, Wood, but I'm not sure how long those temporary hit points last, nor what limit there might be. The books seem relatively unexplanitory (at least the Core and Bestiary, as well as 3.5 resources were).

Per Manual of the Planes, 3.0, the Positive Dominant Energy trait of the Positive Energy Plane, there is a limit of double your natural hit points that you can reach before exploding to death outright. It is, however, a specific danger of the plane because high energy areas aggressively fast heal you. If you DM, and players abuse Cold Buffing with their Golems, Wood, you might consider implementing critical mass type temporary hit point rules.


I seem to remember an AP that had some sort of fountain that when touched dealt magical cold damage to anyone that touched the waters.. something along those lines, but for sure the magical cold damage happened. I could just imagine a player sending a Wood Golem to splash around in the fountain and soak up the hit points.

So, really it would be a huge waste of resources to magical-cold-damage-buff your Wood Golem to a point where the extra hit points were worth anything.

I did miss MAGICAL at the very beginning, but I think I have my answers here. Thanks!


Er, why are people talking about special magical fountains and supernaturally cold demi-planes?

Ray of Frost is a cantrip. Go wild.


This is nothing new. People have been using magical fire to boost iron golems since, oh, First Edition days.

Go hog-wild. As a DM, I'd disallow infinite hit point combos on general principles. But you can beat that Ragimon the Rsdhot Magesmith is going to put a wall of fire, or a resetting fireball trap, or something like that, in the room where his iron golem is guarding the Chest of Doom. Which is also fireproof,


An advanced (as in HD) wood golem and maximized cone of cold would be some pretty nice pre-buffing for a fairly useful minion.


Fake Healer wrote:
So no, a golem can't be damaged by a cold environment because the environment deals nonlethal and golems can't take that. The only way is with a cold spell that bypasses SR or a cold weapon (which would still do hp damage).

Actually the magic immunity states:

Quote:

Immunity to Magic (Ex) A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.

Warp wood or wood shape slows a wood golem (as the slow spell) for 2d6 rounds (no save).
Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save).
A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage.

Being healed by cold damage that would be inflicted is part of magic immunity ability as specific exception.

Note that the magic immunity specifically calls for magic cold damage so regular cold environment won't heal wood golem even if it would be severe enough to deal lethal cold damage (below -20 degrees Fahrenheit).

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