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Post by Razgriz on Apr 25, 2016 13:50:02 GMT -5
GG and certain village already offer nice non metal armors for druids in their lower levels. Dragon scale armor is really easy to find and it even comes in different colors. It is all about exploring the module and asking other characters where to buy non metal armor.
As for who can use what and why, I blame the strange multiclassing combiantions that some of us are able to come up with. Multiclassing to gain different abilities is fun and legit, as long as the character stays true to the disadvantages and restrictions of each of the classes.
The moment it stops beign about that, it becomes about power and mechanical optimization. There is nothing wrong in playing a druid/fighter that is clad in fullplate, though it starts to seem strange if the armor beign used is made of metal.
On a related note, there is a certain store with really cool items, such as the mace of disruption. However, the catch is that this store could or could not be furthering the business of grave robbers. Due to that, I suppose some characters would not want to purchase any those items. I could be wrong, but to me it seems that the intent of this store is to see if a character can resist the temptation of buying a powerful gear or also if they can successfully justify it with roleplay somehow.
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Post by Fluffy the Mad on Apr 25, 2016 14:01:24 GMT -5
]Although the book uses the word "than most deities", I haven't seen that any of the other deities on this list is lenient, though I admit I don't remember the ethos of ALL of them, especially the Mulhorandi ones . Maybe someone else than just Fluffy the Mad feels like looking this up. I actually screenshotted that passage from the FRCS, but decided not to post it. I'll go through the list in a bit and double-check them if my search function works okay, and if Munroe doesn't end up beating me to the punch. If I finish it I'll edit this post.
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Post by Orchid on Apr 25, 2016 15:40:07 GMT -5
Speaking as someone who was quite literally raised on tabletop D&D and with 28 years of it under my proverbial belt, this whole Druids and metal thing is in my opinion a huge steaming pile of dung. If you want to have a metal using druid, follow Milekki otherwise you accept the ethos other deities have, or you don't play a Druid. This has nothing to do with NWN limitations or convenience, the moment you make concessions for mechanical reasons you are in point of fact meta-gaming and you should feel bad. As far as constructs and Druids, I would say it's a very murky topic, some Druids sure would run screaming from the hills about how terrible it is, others not so much maybe, it also depends on how pragmatic your character is I'd wager. Constructs have a variety of benefits over non-constructs in terms of resistances and sturdiness that one could argue makes it a better defender of the forests since it's unburdened by need of sleep or nourishment and thus can guard more effectively. I just don't feel there is any blanket answer and that it should be addressed by character in their own way. If you as a player feel strongly enough about the topic stands to reason you could decide on a mindset for it for your character to have on your own.
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Post by mysticalkas on Apr 25, 2016 16:46:10 GMT -5
This has turned into a fascinating discussion that has evolved from the ethics of druids using constructs to multiple ideas about RP vs player convenience. To clear a couple points. FRC is a server that has always depended on players holding themselves to a high standard of RP in order to create an immersive server where stories can be be played out in a forgotten realms setting. The entire point of creating a character on this server is to involve yourself in a story of a person of their alignments, classes, races, skill sets, and all other facets that go into making them. It is not to scrape for powergaming meta knowledge tweaks to increase the convenience of the player. The DM staff when they log on come here to spend time creating stories, spicing events, solving problems for players, and in general making the server an enjoyable place to be. We do not log on to nit pick every tiny little detail or police the players unless an egregious situation arises. This does not however mean that we are condoning utilizing facets and loopholes of the NWN engine for players to tweak out and convenience their players. Are we going to come around and carefully study every character with a spyglass and critique their RP? No. We have neither the time nor the patience for that, especially if we want to enhance the server. These sorts of standards we rely on players to hold themselves to so we do not have to. Every character that comes into the server first passes the wizard's questions, and are given a reminder that this is an RP server. They are asked to keep their character IC at all times. Not when its convenient, not only when they know a DM is watching them.f I am all for discussions on character beliefs and actions, but when I see players start talking about "No DM really cares" it frustrates me, because I promise if the entire DM team decided to start showing how much they care about character accuracy, many players will become angry and feel unjustly targeted. The DM teams does care. We care so much for our players to have fun and enjoy FRC that we choose to not be the nit picking frustration inducing team that our little hearts occasionally want us to be. So when you find yourself being addressed by a DM in game about some matter, large or small, please remember that the DM is choosing to show they care about you by taking time from creating adventures, making items, dropping XP. they are trying to help you enhance your RP, or give suggestions about how you could improve your or other players experiences on the server. They are not "laying down the hammer." The hammer only comes for griefers, or blatant abusers of the engine for server. So play on FRC, keep it IC, and make stories the bards will sing long after we are all dust and ashes. I understand where you are coming from, And you said it in a nut shell that the DM team "expects" there players here to not metagame and stay withing the restrictions that the "LORE" of the lands state. It is also understandable that honest mistakes happen, as I have said, I have made many but I am learning as are others. I feel that clarification on a number of things would be helpful to those of the community here and would welcome the DM's involvement should they see something and question anything about my characters. Unlike a good many that play, I have to take everything one step at a time, create a character, play it so I get feedback from players/DM/Forums...ect. It is the best way I learn and understand what I am doing right or wrong. So thanks to everyone who has done this in the past and will continue to do so in the future. *elfy hugs*
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Post by mysticalkas on Apr 25, 2016 17:01:44 GMT -5
Speaking as someone who was quite literally raised on tabletop D&D and with 28 years of it under my proverbial belt, this whole Druids and metal thing is in my opinion a huge steaming pile of dung. If you want to have a metal using druid, follow Milekki otherwise you accept the ethos other deities have, or you don't play a Druid. This has nothing to do with NWN limitations or convenience, the moment you make concessions for mechanical reasons you are in point of fact meta-gaming and you should feel bad. As far as constructs and Druids, I would say it's a very murky topic, some Druids sure would run screaming from the hills about how terrible it is, others not so much maybe, it also depends on how pragmatic your character is I'd wager. Constructs have a variety of benefits over non-constructs in terms of resistances and sturdiness that one could argue makes it a better defender of the forests since it's unburdened by need of sleep or nourishment and thus can guard more effectively. I just don't feel there is any blanket answer and that it should be addressed by character in their own way. If you as a player feel strongly enough about the topic stands to reason you could decide on a mindset for it for your character to have on your own. *face palm* Where were you before I sold my book! This would have been a really great approach to use, but the way constructs are brought about, here in FRC Lore, is by "forcing" them to. Slavery in other words, so my character would still not do it. Which of course, brings up a question. Is this common knowledge that all "characters" know. I would assume that mages would know they are forced to be there. Depending on race/alignment/ ....ect....would they still chose to use them or not? On this note, if it is actually *approved* by the FRC setting (LORE), and the DM agree that Elementals are forced into the construct how would this actually start to work out? Oh the joys of hashing things out. I really am curious about this now, thought just kinda popped in my head...sorry! *elfy hugs*
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Post by Munroe on Apr 25, 2016 20:49:00 GMT -5
I want to restate this, because apparently some people have missed it or elected to ignore it where it relates to their characters on FRC. It is apparently a bigger problem than previously realized. DRUIDS ON FRC SHOULD NOT BE WEARING METAL ARMOR UNLESS IT FALLS UNDER MIELIKKI'S EXCEPTION.This restriction still includes druids that have gained additional armor proficiency from other sources (such as races, classes, or feats).Medium and heavy armors should be assumed to be metal unless they say otherwise. Light armors, helmets, and shields can be assumed to be non-metal unless they specify otherwise (whether in item name, item description, or listed material property). Adamantine helms, for instance, would be inappropriate for druids, as would adamantine shields. Druids only suffer a penalty for wearing metal armor, not for using weapons that do not appear on the druid weapons list. If a druid is proficient with other weapons, the druid may use them. Druids on FRC do not gain the One Thousand Faces class feature from D&D. Unless a helm specifies in its name or description the type of material it is made from, you can roleplay it however. Adamantine helms, for example, should always be treated as containing adamantine. (That means adamantine helms crafted to look like hoods should still be rp'd as having metal in them as well.) Thanks for the response. Good to know about the weapons, too bad about no thousand faces, but I can live with that. Does the ruling about helms extend to armors? For example, roleplaying that a breastplate was made of bone or ironwood instead of metal. No, it doesn't extend to armors. A medium or heavy armor should be considered metal unless it specifies otherwise. If it says it is made of bone or dragon scales, or ironwood or something along those lines, then it isn't metal but medium or heavy armors should be treated as if their default material is metal. Light armors may be considered non-metal unless they specify otherwise, even studded leather armor, as the studs could be made of something other than metal. Note that in NWN, chainshirts are medium armor, not light armor. Shields and helmets can be treated as other materials unless they specify that they're metal in their names or descriptions. Most shields would be wooden with metal on them rather than being solid metal anyway, because if they were solid metal, they would be too heavy to lift. Edit: Yes, D&D has both wooden and steel shields so both are possible and I'm not saying all shields have to be wooden. Just saying you can assume they are unless their name or description says otherwise. If you prefer steel, you can assume that instead, but if you're a druid, you'll want the wooden variety. I would encourage crafting a shield so it doesn't look explicitly metal (ie shiny and metallic) if it's supposed to be wooden, but that's just a recommendation for an experience of immersion. These details about the limitation on materials are far less painful now than they were seven years ago, when those DM Q&A posts were made. Druids have many more options now for non-metal armor than they did at the time.
If your druid is not currently within regulations, please see about getting the character within regulations or risk repercussions for violation of druidic oaths.
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Post by mandene on Apr 26, 2016 3:49:03 GMT -5
To kick the dead horse the last time, here's 2 of my last 2 cp:s Metal acts for druids like Magic Faraday Cage (click the picture to enlarge): 2nd cp: The Player's Handbook from 1978 (Yep, I have the pdf!) states this simple reason for the anti-metal rule: From mechanical point of view, this was basically the way to balance the class, which through years has been circumvented by inventing armors of similar quality made of other materials. Possibly why this has been disappearing as a requirement through following editions. Druidic spells were more powerful than clerical, though clerics in the same book were instead "balanced" by their weaponry (DM hint hint hint): Though, honestly, having seen stats of the bludgeoning weapons, I don't think it makes that much difference >.> And I'm going to look ups the Druids & Golems stuff!
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Post by mandene on Apr 26, 2016 7:20:13 GMT -5
Walls of Text Galore! After having read about Golems, here's what I found out: Golems, being constructs, aren't summons. They're treated like expensive magic items that take a lot of time (1 month up) to create and cost from 50k gp up. So they shouldn't be available as summons for druids - and for nobody else for that matter! Instead, I strongly recommend that they are available to craft as magic items; either ones that have charges per day, or rechargable charges, or simply ones (similar to today) that affect what you summon - thus making them kinda summons. Crafting Golems
Crafting a golem, as stated, is very complicated. Basically, it requires crafting the golem's body (which is expensive, complicated, and takes a lot of time), and casting load of spells at it. The spells are to give the golems their specific "power", and to force a spirit from the Elemental Plane of Earth into it, and it to servitude. The spirit is specified to be unwilling, and it is also said to be hostile towards everything on the Material Plane, especially towards the creator. It only obeys the said creator. Is it Evil Act?It's not!I haven't found anywhere that creating a golem is an evil act per se. In itself it's probably TN. The Earth Spirit's nature is said to have eluded all researchers.
1) The actual act of "enslaving" the Spirit, is in almost all cases done by using the geas/quest spell, which is an Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] spell - which means that the one casting the spell should probably also know Terran. Enchantment/Mind Affecting, although questionable, isn't evil per se. But it sounds, that like the Enchantment school of magic itself, it might bring interesting IC philosophical discussions.
2) Creating the Flesh Golem isn't marked as evil either, though using a body of a dead person is questionable at best. heh, I missed that one of the spells that has to be cast, has evil descriptor in it. So this would make it an evilish act, and not just questionable.
3) In 2E, Azuth, the TN god of magic, had a priest kit called Golemmaster. It had no alignment requirement for that kit (outside of the priestly alignment requirement to follow that deity).
4) Further More - creating of Clay Golems can only be done by divine magic, and in 1E the priest doing it had to be Lawful Good in Alignment.
Are Druids Against Golems?Generally they aren't!I've found 2 quotes that point towards it.
1) Elves have researched Golems for ages. Lost Empires of Faerûn (3E) speaks of Olin Gisiae (plural of PRC called Olin Gisir) - elite elves´n mages that seek knowledge and use it to protect and serve the elven race:
2) Strengthen Stone druidic spell from Complete Druid's Handbook (2E) has this passage, that points towards druids actually casting buffs on golems:
(-1 to Armor Class in 2E was the same as +1 is in 3E)
Although, if you play the kind of druid that mistrusts arcane spellcasters and clerics on principle, I don't see why you can't rp that YOUR druid is against it. Can Druid Craft Golems?I don't know... Possibly?The four golems I looked at, the Clay Golem is the one that can be made by "divine spellcasters".
In 1E specifically, LG clerics are mentioned as the class making them.
2E mentions Priests, without alignment restrictions - and both clerics, druids, and specialty priests are considered priests. So in 2E it would be possible.
3E & 3.5E mention using Resurrection. If you need to cast it yourself - druids can't do it. But if scrolls are OK, then theoretically druids can create them.
At least druid could do the actual manual labor, if not the actual enchantment. Golems Wall of Text (Quotes): I'm only going to use the examples of Clay, Flesh, Iron & Stone golems Monster Manual 3.5e & (3.0 is pretty much same)Tome & Blood (3E): Monstrous Compendium 2E:1E AD&D Monster Manual:For the Geas Spell: www.d20srd.org/srd/spells/geasQuest.htm
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Post by deadbeatbert on Apr 26, 2016 8:27:43 GMT -5
Thank you! This isn't something I will actively push, but it settles a few questions I had but haven't as yet, had the time to delve into for my guy. It'll make travelling with summoners a lot more reasonable and even possible to buff them from time to time (I don't currently have enough spells to do that, but you know, down the line.).
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Post by mandene on Apr 26, 2016 8:40:58 GMT -5
Thank you! This isn't something I will actively push, but it settles a few questions I had but haven't as yet, had the time to delve into for my guy. It'll make travelling with summoners a lot more reasonable and even possible to buff them from time to time (I don't currently have enough spells to do that, but you know, down the line.). You're welcome. It helps to have good pdf-collection, good search engine (I use AgentRansack), and Awesome Google Fu! (and experience in quick data/knowledge collection).
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Post by mysticalkas on Apr 26, 2016 9:40:15 GMT -5
Thank you! This isn't something I will actively push, but it settles a few questions I had but haven't as yet, had the time to delve into for my guy. It'll make travelling with summoners a lot more reasonable and even possible to buff them from time to time (I don't currently have enough spells to do that, but you know, down the line.). You're welcome. It helps to have good pdf-collection, good search engine (I use AgentRansack), and Awesome Google Fu! (and experience in quick data/knowledge collection). I could not agree more, but you know what helps the most! ........Haveing great people around who can make sense of all these books and tie them together......................... LIKE YOU!!!!!!! . *elfy hugs*
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Post by Munroe on Apr 26, 2016 12:26:52 GMT -5
Walls of Text Galore! After having read about Golems, here's what I found out: Golems, being constructs, aren't summons. They're treated like expensive magic items that take a lot of time (1 month up) to create and cost from 50k gp up. So they shouldn't be available as summons for druids - and for nobody else for that matter! Instead, I strongly recommend that they are available to craft as magic items; either ones that have charges per day, or rechargable charges, or simply ones (similar to today) that affect what you summon - thus making them kinda summons. I don't understand your reasoning here. Golems are constructs and someone made them. That much is true. There's no specific reason I know that someone couldn't summon a construct though. Summon Monster spells summon extraplanar creatures, typically animals, elementals, or magical beasts; however, there's no reason I've seen that such a spell couldn't summon a construct that someone had built (presumably on another plane). It's pretty likely that there are golems to be found in Dweomerheart, constructed by arcanists that live or study there. There are definitely constructs in Dweomerheart, as Mystra created the Inevitables (an extraplanar construct race) and they come from Dweomerheart. (They're not from Mechanus in FR 3e, and Mechanus isn't part of FR 3e's World Tree cosmology.) Dweomerheart functions as a city that is also an arcane university, and the plane is a major destination for those who would study magic. It makes sense that the study of golem construction would also be a part of that, and there would be golems there.
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Post by mandene on Apr 26, 2016 13:49:29 GMT -5
Walls of Text Galore! After having read about Golems, here's what I found out: Golems, being constructs, aren't summons. They're treated like expensive magic items that take a lot of time (1 month up) to create and cost from 50k gp up. So they shouldn't be available as summons for druids - and for nobody else for that matter! Instead, I strongly recommend that they are available to craft as magic items; either ones that have charges per day, or rechargable charges, or simply ones (similar to today) that affect what you summon - thus making them kinda summons. I don't understand your reasoning here. Golems are constructs and someone made them. That much is true. There's no specific reason I know that someone couldn't summon a construct though. Summon Monster spells summon extraplanar creatures, typically animals, elementals, or magical beasts; however, there's no reason I've seen that such a spell couldn't summon a construct that someone had built (presumably on another plane). It's pretty likely that there are golems to be found in Dweomerheart, constructed by arcanists that live or study there. There are definitely constructs in Dweomerheart, as Mystra created the Inevitables (an extraplanar construct race) and they come from Dweomerheart. (They're not from Mechanus in FR 3e, and Mechanus isn't part of FR 3e's World Tree cosmology.) Dweomerheart functions as a city that is also an arcane university, and the plane is a major destination for those who would study magic. It makes sense that the study of golem construction would also be a part of that, and there would be golems there. My biggest reasoning behind the suggestion is the difference I see in the scenarios and their experiences. You have a mage who spends months if not years on studies of how to make a Golem. Then he spends months learning/finding the spells, gathering the resources, buying/questing for the expensive spell components finding/founding a suitable laboratory, then either hiring suitable crafters, or spending months on crafting the body of the golem, then badgering it with spells hoping that the thing doesn't break and he has to start from scratch (or at least they don't fail).... Contra... Wave your arms and POOOF, there's the Golem. Of course, you had to first learn the summon spell and find the right item that allows golem. But still, it's like Night and Day. However you put it, this 2nd experience is really cheap in comparison to the ordeal in the first one. To speak against the part where it could be summoned, because it's already created - we have the simple argument that it seems to be so that it's only the golem's crafter that can command it. But let's for the sake of the argument, say that we ignore it, or that it's easily circumvented, or that I'm wrongly interpreting the source... We're back to the first scenario. Imagine you're the golem's creator. You've spent years, sweat, tears, cash and what not into crafting it. Then when you're just about to command it... POOOF it disapears for hours, because some other mage wiggled his fingers, and it randomly chose your golem. And when it reappears, it's battered up and almost broke. I'm almost sure if that was a possibility, mages would take precaution against it happening to them. There's of course the third option, where the planar golems somehow gain sentience/autonomy (like being granted it by deities). I don't know if it's possible or not. While doing my search I've seen that some gods use golems as their emissaries, and I haven't bothered to check out what it entails (and if it means they receive sentience/autonomy). It is theoretically possible, because I think Eberron (my knowledge is very limited) has a playable race that in the past were golems used for warfare. And there's the 4th option, where there's a supply of masterles (like their masters being already dead) golems hanging around, unused and abandoned, and it's what we summon.... However... I still can't get past scenario no 1. And I would LOVE for it to be somehow incorporated into FRC. Not (just) to make it difficult and not cheapen the golem, but to have the wizard experience of crafting it... Adding to the feel of wizard being something more than just a spell machine...
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Post by Animayhem on Apr 26, 2016 15:03:03 GMT -5
I have played on a world where mages in addition to have to learn the summon spell had to have the correct quantity of metal bars.
There is also the god Gond who enables his followers to create golems and golems can be seen in any of his temples.
I do not know if Gond has representation here in FRC.
You have figurines which can summon creatures so I could see maybe an expensive one time use figurine to summon a golem.
So far I have seen only two instances of mages summoning golems one was a minotaur and the other just a basic.
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Post by Munroe on Apr 26, 2016 15:55:35 GMT -5
And when it reappears, it's battered up and almost broke. I'm almost sure if that was a possibility, mages would take precaution against it happening to them. Summoned creatures, even those that die while summoned, are restored to their planes of origin unharmed. Called creatures, on the other hand, are actually brought into the plane and can die while called. Summoned creatures obey the commands of the character that summoned them, so, while a golem only serves its master or those its master assigns to command it, I would expect a summoned golem would treat the summoner as its master for the duration of the spell effect. (In Expedition to Castle Ravenloft [the campaign adventure for D&D 3.5e], there's an example of a summoned creature that obeys commands it hates and would otherwise oppose. A vampire in the adventure summons a celestial dire lion. In the lion's listed tactics, it is mentioned that it must obey the character that summoned it, and its heart breaks with each wound it inflicts.) And there's the 4th option, where there's a supply of masterles (like their masters being already dead) golems hanging around, unused and abandoned, and it's what we summon.... I lean more toward the "summoning masterless golems" take on it. Golems do not age and usually don't break except by damage dealt to them. So there are probably a lot of abandoned golems, either buried or mindlessly repeating assigned tasks forever. Some golem types, such as flesh golems and clay golems, also can go berserk. I look at summoning as even a berserk golem would function as a summoned creature under the summoner's command if it were summoned, because of how summoning works. Such a creature might still function as berserk if summoned though. I wouldn't want to be the guy that summoned the Tazmanian Devil into the fray, even if I could point it at my enemies.
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Post by Animayhem on Apr 26, 2016 16:11:29 GMT -5
Druids and Rangers take risks when they use empathy on wild creatures, especially dire bears and such as they can suddenly turn.
Flesh golems are interesting things, could be creatures abandoned by bored necromancers.
Though if I am not mistaken various forms of undead can be summoned by clerics and mages.
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blink
Proven Member
Resident lurker.
Posts: 215
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Post by blink on Apr 26, 2016 17:51:47 GMT -5
Summoned creatures, even those that die while summoned, are restored to their planes of origin unharmed. Called creatures, on the other hand, are actually brought into the plane and can die while called. Very good bit of information. - I think there was a great deal of misunderstanding in this regard. Either that, or we've different ideas here at FRC.
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Templar
Old School
A female dwarf?! No really! What do you play?
Posts: 585
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Post by Templar on Apr 26, 2016 22:22:29 GMT -5
the concept of abandoned golems is not feasible considering the number of golems used. anyone who is able to take the time to create such would simply make sure it can't be stolen away so easily. whither they are alive still or not. That and summoning only work on abandoned golems would not be possible because there wouldn't be a way to separate one who's creator is dead or not because the golem was built for a reason and for it to suddenly disappear from its spot would go against its core command.
Summoning golems in game, I see is simply those with the right item to focus their magic to summon beings of pure magic (or energy) in various different forms who then adopt the characteristics of that form, be it golum, undead, animal, insect, etc. wither they become into being when they are summoned or they are pulled from one of the infinite planes, it matters little in my mind.
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Post by Syd's Blue Sky on Apr 27, 2016 11:18:51 GMT -5
AFAIK in general information golem ownership can be transferred (temporarily or otherwise) by the owners issuing a specific command to the golem to follow the commands of another for a time.
If the owner dies as far as I remember the golems keep on keeping on with the last command, but since the owner no longer lives to transfer command to another individual the golem will never opt to follow another unless compelled in some way.
Seems to me the Summon issue falles to what Munroe said. They're bound by the language of how "Summon" works. I see no reason why they would need to be abandoned or not abandoned. Ownership of a golem confers no special immunity to Summonings to golems, though that's likely just because it's not talked about beyond the basic list of spell immunities... I've never seen any language about them being Summoned at all! It's an exploitable grey area, it would seem. Exploitable gray areas are my very favorite things.
The language of Summon is specific. It's not Creation, and it's not Calling. I think we're bound to follow that language and work from there.
There's plenty of room for imagination and creativity... but sometimes things really are written in stone!
TL;DR It's a Summon, so that means it's Summoned. Not Created, not Called and Cound. Further, I see no reason why you're any more likely to Summon away an abandoned golem than you are to Summon away a currently owned golem.
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