Author Topic: [3.5]Improved monster classes: adapting creatures for player use-Taking Requests  (Read 332564 times)

0 Members and 1 Guest are viewing this topic.

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Well that was fun.
It looks... impressive.
Glad you like it. :)

Though I notice that despite the ELH leShay having both Improved Critical and the keen enchantment on his weapons (no, they don't stack in his Attacks stats), you didn't give them anything crit-related. :smirk
That's the Gloom's stick. And hey, most epic monsters have improved critical and keen on their weapons. There's just so much combat-worthy feats you can pick when you have 30+ HD.

Also, you might want to double-check the text of Greater LeShay Weapons.
Ups, that was messy. Cleaned it up.

Maybe a feat to let them turn their weapons into a bow? (he has a bow in the picture! :p)
He also has two swords at his belt. But heh, what the heck, sounds good, I'll do it.

EDIT: And done.

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Wendigo


[spoiler]
Monster Prestige Class

Requirements:
To qualify to become a Wendigo, a character must fulfill all the following criteria.

Race: Animal, giant, humanoid, magical beast, or monstrous humanoid.
Special: Must have their Wisdom reduced to 0 by Wendigo's hunger, OR perform a special ritual that demands they spend three days walking through a forest or tundra without stopping, resting, eating, or drinking.

HD: d6
LevelBaBFortRefWillFeature
1+0+0+0+2Stumped Body, Maddening Whispers, Stalking Paranoia, Primal Instincts
2+1+0+0+3Wind Walk, Regeneration, Wendigo Hunger, Ravenous Bite, +1 Dex

Skills: 2+Intelligence modifier per level, class skills are Balance, Bluff, Hide, Intimidate, Listen, Knowledge (nature), Move Silently, Search, Sense Motive, Spot, Survival.

Proficiencies: The Wendigo becomes proficient with its natural bite attack.

Stumped Body: Unlike other monster classes, a Wendigo doesn't lose any racial ability modifiers, but its type changes to Fey and it gains the cold subtype (immunity to cold, +50% damage from fire effects). The Wendigo gains a primary natural bite attack dealing 1d6 plus 1½ times its Strength bonus if it's a medium sized creature, adjust damage acordingly for other creature sizes.

Also, when gaining this template, the creature starts running with such speed that it's feet or paws burn away into charred bloody stumps that cannot be healed, but the Wendigo becomes able to float just above ground at a speed of 10 feet per HD. This allows it to ignore difficult terrain. If the Wendigo has 6 HD or more, it can instead fly with perfect maneuverability at the same speed.

Finally, the Wendigo gains a +1 deflection bonus to AC, that stacks with one other deflection bonus from a single source of the player's choice, like a ring of deflection.

Maddening Whispers: 1/day per HD, as a standard action, the Wendigo may whisper insane thoughts into a target creature within 10 feet per HD. Only the target creature can hear them, and they must make a Will save (DC 10+1/2 HD+Cha modifier) or take 1d3 wisdom damage. This wisdom damage increases one die size for every 4 HD of the Wendigo.

At 8 HD it becomes Wisdom Drain.

At 12 HD it deals half Wisdom Drain even if the victim suceeds on the save.

At 16 HD it can affect creatures immune to ability drain, but it deals half drain on a failed save and no drain on a successful save.

This is not a fear ability, and may ignore any immunity to mind-affecting attacks, with the exception of mindless creatures, which are still immune to this effect.

Stalking Paranoia: Just because others can't see a Wendigo doesn't mean it isn't there. As a swift action the Wendigo may select a creature in his field of vision that hasn't detected the Wendigo. That creature takes -2 on any roll or modifier based on its wisdom, as the Wendigo lurks just at the corner of the victim's field of vision, making them paranoid. This penalty lasts until the target detects the Wendigo or the Wendigo loses sight of the target. This may only target one creature at a time.

For every 5 HD the Wendigo has, this penalty increases by an extra -1.

Primal Instincts: The Wendigo's hunting senses are sharpened to the extreme. It gains a bonus on Hide, Move Silently and Survival checks equal to half its HD.

Sky Walk: At 2nd level, the Wendigo can use Wind Walk as a spell-like ability on itself 1/day for every HD it has, as a move action. It can still use its Maddening Whispers ability while incorporeal. It can only float above the ground unless it has 4 or more HD.

Regeneration: At 2nd level the Wendigo gains regeneration equal to half his HD, bypassed by fire. However, it cannot regrow or re-attach lost limbs.

Wendigo Hunger: At 2nd level, creatures bitten by the Wendigo must make a Fortitude (DC 10+1/2 HD+Con modifier) save or contract a supernatural disease, Wendigo's Hunger.
[spoiler]
Wendigo's Hunger: It incubates for 1d3 days and deals 1d3 Wisdom damage for each day it lingers. Every time Wisdom damage is taken from this, the afflicted creature must make a Will save with DC 10+1/2HD+Cha modifier or start to hunger for its own race's flesh. The creature will use any means at it's disposal to stalk and kill a member of his own race in secret, feed on it's flesh, and then return to his normal life while forgeting everything since he failed the Will save.

Creatures reduced to 0 Wis by this disease gain the Wendigo template, but they also become mad and race to the wilderness to stalk their own victims.
[/spoiler]

In addition, when a living or undead creature is bitten by the Wendigo in battle, it must make a will save with DC 10+1/2HD+Cha mod or spend it's next turn trying to bite the nearest creature it can see, be it friend or foe. If the creature doesn't have a bite attack it will try to grapple the neatest creature instead.

Ravenous Bite: At 2nd level the Wendigo's bite now threatens a critical on a 18-20 and deals triple damage on a successful critical.

Ability Score Increase: The Wendigo gains +1 Dex at second level.

[/spoiler]

Comments
[spoiler]
From Fiend Folio
The Wendigo is the dark side of natural hunger, a creature that stalks his own and forever roams searching his next victim, driving them to the brink of desesperation before delivering the final blow.

First level gives the iconic maddening whispers and stumped body plus skill bonus. Second level gives the wind walk, disease and regeneration.

I improved the disease to make it combat-worthy by forcing biten oponents to resist or be overcome by hunger themselves. Particulary good against caster-types, not that good against big monsters with big bite attacks.

Since it has a lot of abilities low saves, Bab and limited skill points and no new proefeciencies besides the bite.

You can only actualy start flying at 6th level for balance purposes, but Wind-Walk flight comes online at 4th level since it's much more limited.
[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Fang Dragon



[SPOILER]

HD:d12
Level BAB Fort Ref Will Feature
1 +1 +2+0 +2 Fang Dragon body, Draining Bite, +1 Con
2 +2 +3+0 +3 Keen senses, Trip, Arcane Blood
3 +3 +3+1 +3 Detect Magic, Read Magic, Blindsense 60 ft. +1 Str
4 +4 +4 +1+4 Wings
5 +5 +4 +1 +4 Sound Imitation, Enanched Damage,  +1 Cha
6 +6 +5+2 +5 Growth, Tail Slap, +1 Str
7 +7 +5 +2 +5 Shield, +1 Cha
8 +8 +6 +2 +5 Dispel Magic, +1 Con
9 +9  +6+3 +6  Telekinesis,+1 Con,  +1 Cha
10 +10 +7+3 +7 Arcane Skin
11 +11 +7 +3+7 Iron Scales,  +1 Str, +1 Con
12 +12 +8 +4+8 Growth, Crush, Frightfull Presence
13 +13 +8 +4 +8 Globe of Invulnerability
14 +14 +9 +4 +9 Fast Healing, +1 Cha
15 +15 +9 +5 +9  Spell Turning, +1 Con, +1 Str
16 +16 +10 +5 +10  Carnivore Speed, +1 Str
17 +17 +10 +5+10 Growth,Tail Sweep, +1 Cha
18 +18 +11+6 +11   Draining Body, +1 Con
19 +19 +11 +6 +11  Outburst, +1 Str, +1 Con
20 +20 +12 +6 +12   Shred, +1 Str, +1 Con, +1 Cha

2 Skill points+int per level, quadruple at 1st level.

Class skills: Concentration, Climb, Hide, Spot, Listen, Move Silently, Swim, Intimidate, Knowledge(any), Search, Spellcraft.

Proficiencies: a Fang Dragon isn't proficient with any armor or weapons, besides his own natural weapons.

Features:
Fang Dragon Body: The Fang Dragon loses all other racial bonuses, and gains Dragon traits, bite 1d8 damage, 2 claws attack for 1d6 damage each and 40 ft. base Land Speed which increases by 10 ft per 1HD the Fang Dragon has, medium size. The Fang Dragon has wings, but they're too weak to do anything for now. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.

The Fang Dragon also gets a natural armor bonus equal to his Con modifier +2. Whenever the Fang Dragon grows one size category, his natural armor increases by a further 1.

The Fang Dragon has no immunities or vulnerabilities.

Draining Bite: At 2nd level a Fang Dragon does not have a breath weapon, but its bite drains Constitution if the victim fails a Fortitude save. At level two this bite drains 1d2 Constitution points, Fort save DC of 10+1/2 Dragon Level+ Con Mod negates. The Con Drain keeps increasing with HD.

HD Con Drain
5 1d3
8 1d4
11 1d6
14 1d8
17 2d4
20 2d6

Ability score increase: The Fang Dragon ability scores increase by the shown amount.
 
Level Total Bonus Gained
1 +1 Con
3 +1 Str , +1 Con
5 +1 Str, +1 Con, +1 Cha
6 +2 Str, +1 Con, +1 Cha
7 +2 Str, +2 Con, +2 Cha
8 +2 Str, +3 Con, +2 Cha
9 +2 Str, +4 Con, +3 Cha
10 +3 Str, +3 Con, +3 Cha
11 +3 Str, +4 Con, +3 Cha
13 +3 Str, +4 Con, +3 Cha
15 +4 Str, +5 Con, +4 Cha
16 +5 Str, +5 Con, +4 Cha
17 +5 Str, +5 Con, +5 Cha
18 +5 Str, +6 Con, +5 Cha
19 +6 Str, +7 Con, +5 Cha
20 +7 Str, +8 Con, +6 Cha


NOTE: This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!

Keen senses: The Fang Dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Trip (Ex): At 2nd level a fang dragon that hits with a claw or tail attack (when it gains it) can attempt to trip the opponent as a free action (as per page 158 of the D&D 3.5 Player’s Handbook). If the attempt fails, the opponent cannot react to trip the dragon.


Arcane Blood:A fang dragon receives spells known and spells per day as a sorceror of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a sorceror, the casting stacks.

Dragon level Sorceror casting
1-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

If a dragon takes a casting prc, it may choose to advance his casting as that of a sorceror. So a dragon 10/loremaster 10 would cast as a 16th level sorceror.


Blindsense: At 3rd level, as the normal ability, range 60 ft.

Fang Dragon SLAs:
At 3rd level the Fang dragon can use Detect Magic and Read Magic each 1/day for every HD it has.

Wings: At 4th level the Fang Dragon becomes able to fly at the speed of 10 ft. per HD, with poor maneuverability. The maneuverability doesn't increase naturally, but players can take the Savage Species feat that increases it by two steps (stackable). Each wing can also be now used to deliver a natural attack dealing 1d4 damage.

Enhanced Damage:At 5th level the Fang Dragon is a dangerous weapon, every part of it capable of killing you, such it is that because of how dangerous the dragon is its Natural Weapons damage scales as if it was one size larger then the dragon actually is.

Sound Imitation (Ex): At 5th level a Fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC Dragons Level + Cha Modifier).

Growth: At 6th level the Fang Dragon grows to Large Size.
At 12th level the Fang Dragon grows to Huge Size.
At 17th level the Fang Dragon grows to Gargantuan Size.

His AC, bonus to hit, base damage, grapple and skills change accordingly, but he does not get any ability score bonus or penalties.

Tail slap: The Fang dragon can now make a tail slap attack dealing 1d8 damage(already taking in account large size).

Shield:
At 7th level the Fang Dragon can use shield as a SLA 1/day for every 2 HD it has

Dispel Magic:
At 8th level the Fang Dragon can use dispel magic as a SLA for every 4 HD it has. At 11 HD this ability upgrades to Greater Dispel Magic SLA.

Telekinesis: At 9th level the Fang Dragon can now use Telekinesis as an SLA 1/day for every 3 HD it has, save DC 10+1/2HD+Cha mod.

Arcane skin:At 10th level the Fang Dragon gains SR equal to his HD+11.

Iron Scales: At 11th level the Fang dragon gains DR/magic equal to half his HD.

Frightful Presence:Gained at 12th level, this ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.


Crush: The dragon can make a crush attack dealing 3d8 damage base, already taking in account huge size and Enhanced damage.
[SPOILER]
This special attack allows a flying or jumping dragon of at least Gargantuan size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
[/SPOILER]

A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).

Globe invulnerability:
At 13th level, SLA as the spell, 1/day for every 4 HD.

Fast Healing:
As the standard ability, equal to half the Fang Dragon's HD.

Spell Turning: At 15th level the Fang Dragon can now use Spell Turning as an SLA 1/Day for every 5 HD it has.

Carnivore Speed:
At 16th level the Fang dragon gains +10 foot to his base speed, and an extra +10 for every 2 HD gained from here.

In adition, the Fang Dragon can cast one of his SLAs on himself as a swift action when performing a charge.

Tail sweep: At 17th level this special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d6 plus 1½ times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).


Draining Body: At 18th level select one of the Fang Dragon's natural weapons besides his bite. That weapon now deals Con Drain as his bite. Once made this choice can't be changed.


Outburst1/day, the Fang dragon can go into a rage as a free action in wich it tears even more viciously than normal. It lasts for a number of turns equal to the Fang Dragon's Con modifier, and during it oponents that sucessfully save against his Draining bite/body still take half Con drain.

Shred: At 20th level the fang dragon now ignores immunity to energy drain. If attacking an oponent whitout Con score it deals Cha drain instead.

[/SPOILER]

Comments:
[spoiler]
The Fang Dragon is a more vicious version, growing faster and trading his breath weapon for improved melee capacity. It hits pretty hard in melee and has powerfull abjuration SLAs to get close to pesky spellcasters.

If you want to play a more savage dragon that tears apart his oponents with his limbs, the Fang Dragon's for you.
[/spoiler]

Done by un_known from GITP, some tweaks by me.

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Half-Golem(prc)


[spoiler]
Prerequisites:
Ability: Constitution 10+
Special: Must lack a body part to be replaced (Those who wish to remove the limb surgically must have another perform a DC 20 Heal check on them. One may attempt this heal check on their own, but the DC is increased by 10. Failure of this Heal check by 5 or more results in 1d6 points of constitution damage to the subject, and the limb being removed. Failure of this heal check by up to 4 or less does no damage, and does not remove the limb.)
Special:Must Spend 100 GP for the raw materials used in construction of this limb at first level of this class, and then must respectively pay 200 GP and 300 GP to for taking the other two levels, in order to pay for the improvements. Alternatively should a player destroy a Golem of the appropriate type, and leave enough of its body in tact (DM’s Discretion), it may forgo these prices.

HD:d10
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+0
The Danger, Prototype Body, Construction Material, +1 Strength
2nd
+1
+0
+0
+0
Golemaic Weapon, Golem Plate, +1 Strength
3rd
+2
+1
+1
+1
Magic Resistance, Improve, +1 Strength
Skills: The Successful Half-Golem Gains (4+Intelligence Modifier) skills per level. The Successful Half-golem class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int),  Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).
Skills: The Failed Half-Golem Gains (2+Intelligence Modifier) skills per level. The Failed Half-golem has no in class skills.
See The Danger

Proficiencies: The Half-Golem is proficient with any natural weapons it may gain from this class, however it does not gain any new armor proficiencies.

Class Features: The following are the Class Features of the Half-Golem

The Danger: Creating a Half-Golem still isn't an exact science, if magic ever was, and carries a large risk as that the shock resulting from the connection between the Character’s inner essence and the Elemental Spirit animating the Golem’s limb. Sometimes this clash of energies can end in disaster. Upon taking the 1st level of this class the character must make a Will save (DC 15) after the 24 hour ritual required to implant the Golem’s limb. Other people can help the operation process by attempting a DC 15 Heal check, (This assistance is non-stressful and fairly simple, and these assistants may take 10). Each successful Heal check grants the Character a +2 bonus to its Will save at the end of the Ritual. These assistants must partake in the 24 hour ritual. People wanting to play safe will hire several experts to assist the ritual.

Succeeding on this save means the implantation went as smoothly as it could and the Character gains an extra +1 Constitution for each level of Half-Golem, The character also gains Light Fortification, offering it a 25% resistance to Critical Attacks and Precision Based Damage, such as Sneak attack. The character also can choose one of the save progressions of the Half-Golem class to become a ‘Good Save Progression’ (+2, +3, +3) and further gains (4+ Intelligence Modifier) skills per level.

Failing this save, Or not having 10 constitution* and attempting this ritual anyhow, means the Elemental Spirit animating the Golem limb tries to take over the Character's body. The character's type changes to Construct, Gaining all of the following Construct Traits. The Golem’s limb expands inside the Character’s body producing a horrible internal amalgam of minerals and flesh. The Failed Half-Golem class only gains (2+Intelligence Modifier) skill points per level and has no class skills. It also permanently loses 6 Charisma as that it partially loses its own identity. If this would reduce the Failed Half-golem to 0 Charisma it becomes a mindless rampaging construct that attacks everything on its path until destroyed. Any abilities from the Half-Golem Class that are based on Constitution instead use Wisdom for the Failed Half Golem.

Construct Traits of the Failed Half-golem
[Spoiler]The Failed Half-golem has no Constitution score.
The Failed Half-golem gain Darkvision out to 60 feet.
The Failed Half-golem has immunity to all mind-affecting effects.
The Failed Half-golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
The Failed Half-golem is not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
The Failed Half-golem cannot heal damage on its own, although it can be healed.
The Failed Half-golem has immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
The Failed Half-golem is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
The Failed Half-golem, having had its body and soul befouled by that of which animated to slap-shod limb, cannot be raised or resurrected. It can only be revived by a wish, limited wish, or miracle spell or effect.
The Failed Half-golem does not breathe, eat, or sleep.
[/spoiler]

Some people actually consider the ‘Failed Half-Golem’ to be the true Success, as they believe flesh to be weak, and would rather fully embrace the artificial side of the Half-golem, so they choose to automatically fail their saves. There are dark rituals where people who believe that the Failed Half-Golem is an improvement attempt to encourage a ‘Failure’ this functions exactly as the Heal Checks to Aid the process, but instead impose a -2 penalty on the Character’s Will save at the end of the 24 Ritual.

Prototype Body(Ex): At first level the Half Golem gains a bonus to natural armor class equal to half its Constitution modifier(which doesn't stack with any other natural armor gained from this class), and a natural slam attack that deals 1d8 damage (for a medium creature). Further, certain magical elemental damage heals 1 point of health per 3 damage it would normally have done to the Half-Golem, depending on the Half-Golem’s type. The Half-Golem is otherwise immune to that specific element.

[spoiler] Material|Elemental Affinity
Half Adamantine Golems|Do not Heal from Magic.
Half Alchemical Golems |Heal from Acid damage.
Half Amorphion Golems|Heal from Acid damage.
Half Artillery Golems|Heal from any one element damage.**
Half Ash Golems |Heal from Fire damage.
Half Assembly Golems |Heal from Electricity damage.
Half Battleglory Golems|Heal from Cold damage.
Half Birthday-Cake Golems|Heal from Fire damage.
Half Blood of War Golems|Heal from Repair/Cure* spells.
Half Brain Golems|Heal from Electricity damage.
Half Brass Golems|Heal from Fire damage.
Half Butterscotch-Pudding Golems |Heal from Acid damage.
Half Cadaver-Collector Golems|Heal from Electricity damage.
Half Caltrop Golems|Heal from Fire damage.
Half Calzone Golems|Heal from Fire damage.
Half Carver Golems| Heal from Fire damage.
Half Chain Golems|Heal from Fire damage.
Half Chocolate Golems|Heal from Cold damage.
Half Clay Golems|Heal from Acid damage.
Half Coral Golems|Heal from Electricity damage.
Half Demon-Flesh Golems|Heal from Electricity damage.
Half Dragon-flesh Golems| Heal from any one element damage.**
Half Fang Golems|Heal from Cold damage.
Half Fewmet Golems|Heal from any one element damage.**
Half Flesh Golems|Heal from Electricity damage.
Half Force Golems|Heal from sonic damage.
Half Gear Golems|Heal from Electricity damage.
Half Gloom Golems|Heal from negative energy damage.
Half Grave-dirt Golems|Heal from Electricity damage.
Half Hangman Golems|Heal from Cold damage.
Half Hellfire Golems|Heal from Fire damage.
Half Homunculus Golems|Heal from Repair/Cure* spells.
Half Ice Golems|Heal from Cold damage.
Half Inevitable Golems|Heal from Electricity damage.
Half Inquisition Golems|Heal from Fire damage.
Half Iron Golems|Heal from Fire damage.
Half Juggernaut Golems|Heal from Cold damage.
Half Junk Golems|Heal from Acid damage.
Half Magmacore Golems|Heal from Fire damage.
Half Mindstrike Golems|Heal from Acid damage.
Half Mud Golems|Heal from Cold damage.
Half Mithral Golems|Heal from Haste Effects.^
Half Nimblewright Golems|Heal from Electricity damage.
Half Outer Golems|Heal from Acid damage.
Half Peanut Butter Golems|Heal from Fire damage.
Half Perfector Golems|Heal from Fire damage.
Half Piñata Golems|Heal from Cold damage.
Half Plague Golems|Heal from Acid damage.
Half Prismatic Golems| Special**
Half Replicant Golems|Heal from Cold damage.
Half Rubber-Chicken Golems|Heal from Fire damage.
Half Sand Golems|Heal from Fire damage.
Half Sentinel of Mithardir Golems|Heal from Electricity damage.
Half Shacklelock Golems|Heal from Fire damage.
Half Shadesteel Golems|Heal from negative energy damage.
Half Shield-Guardian Golems|Heal from Fire damage.
Half Siege Golems|Heal from Cold damage.
Half Skywatcher Golems|Heal from Light Effects.^^
Half Split-Rail Golems|Heal from Cold damage.
Half Stained-glass Golems|Heal from sonic damage.
Half Stone Golems|Heal from Cold damage.
Half Tangled Seasonal Lights Golems|Heal from Electricity damage.
Half Tombstone Golems|Heal from Cold damage.
Half Trainer Golems|Heal from sonic damage.
Half Valorhammer Golems|Heal from Cold damage.
Half Warforged Golems|Heal Repair/Cure* spells.
Half Web Golems|Heal from Acid damage.
Half Woodwrath Golems|Heal from Cold damage.
Half Worker Golems|Heal from Fire damage.
*Repair/Cure: Successful Half-Golems that pass The Danger’s Will Save receive 1/3 benefits of Repair spells as if they were a Construct. Failed Half-Golems that fail The Danger’s Will Save receive the 1/3 the benefits of the Cure spells as if they were living.

** The Half Golem must select one of the following elements at first level, this effects its Prototype Healing. (Fire, Cold, Acid, or Electricity.)

^ Haste Effects heal a Half Mithral Golem 1d8 Hp per Caster Level.

^^ Any Light Based spell that deals damage heals the Half Skywatcher Golem, any Light spell that does not deal damage heals the Half Skywatcher Golem 1d4 hit points per Spell Level.
[/spoiler]

Construction Material (Su): The Half-Golem gains different bonus at level 1 based on the material used to build its limbs. (See Below)

Ability increase: The Half Golem gains a +1 bonus to Strength at levels 1,2, and 3.

Golemaic Weapon (Su): The Half-Golem limb is improved at second level to include a powerful weapon. (See Below)

Regardless of the choice made, any effect that allows a save can affect even targets immune to it once the Half-golem reaches 10 HD, but they gain a +5 bonus on their saves.

Golem plate:At second level the Half-golem gains DR/Adamantine equal to 1/2 its HD (or other if the construction material says otherwise).

Magic Resistance: At third level the  Half-golem gains Spell Resistance equal to 17+HD. It can rise or lower it as a free action even if it isn't its turn.

Improvement: At third level The Half-golem’s limb can be further reinforced by spending extra resources. The Half-golem can further increase his Strenght  score by an additional +1 by paying 400GP, then 500 GP for another extra +1, and so on. It takes 1 day of work for every 100 GP cost to improve the limb. The Half-golem may not gain a number of improvements beyond its number of non Half-golem HD.[/spoiler]

Construction Materials(A-N)
Construction Materials(O-Z)
Golemaic Weapons (A-N)
Golemaic Weapons (O-Z)
Half-Golem suplement(materials)
Half-Golem suplement (weapons)
Half-Golem supmement II (materials)
Half-Golem supmement II (weapons)
Half-Golem supmement III (materials)
Half-Golem supmement III (weapons)



Heavily Contributed by Chumplump from GITP.


oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Golemaic Weapon Pt I (A-N)
[spoiler]Adamantine- The Half Adamantine Golem gains a trample attack, As a full-round action the it can literally run over an opponent at least one size category larger than itself or smaller. The Half Adamantine Golem may move up to twice its speed, and must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength modifier damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage.  The Half Adamantine Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature

 Alchemical- As a free action, 1/Minute, the Half Alchemical Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Alchemical Golem, plus 5 feet for every 3 HD the Half Alchemical Golem has. Any creature caught in the gas suffers 1d4 acid damage per HD the Half Alchemical Golem has, Reflex DC (10+1/2 HD+Con Mod) for half, further any creature so damaged must make a Fortitude save of the same DC or be nauseated for 1 round. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Amorphion- The Half Amorphion golem may radiate a Wild Magic as a 5 feet per HD radius emanation, centered on the Half Amorphion Golem, any spells cast within this area are treated as being cast on a plane with a Wild Magic atmosphere. Initiating this aura or ending it is a swift action, but the Half Amorphion Golem may only maintain its Wild Magic aura for a number of rounds per day equal to twice its HD.

Artillery- As a free action, 1/Minute, the Half Artillery Golem may launch a vigorous line attack from its grafted cannon limb, this fills a 15 foot line in front of the Half Artillery Golem, plus 5 feet for every 2 HD it has. Any creature caught in this line suffers 1d4 points of Elemental (Fire, Cold, Acid, or Electricity, Based on the Half Artillery Golem’s Affinity from Prototype Body) damage per HD the Half Artillery Golem has, Reflex DC (10+1/2 HD+Dex Mod) for half. Further the Half Artillery Golem may use its grafted cannon limb to fire Sling bullets, this attack deals 1d6 bludgeoning damage +1 Elemental Damage (Same as above), with a x3 critical multiplier. This attack has a range of 120 ft, like a projectile weapon, and may be used for iterative attacks. The Half Artillery Golem’s cannon limb can have up to the Half Artillery Golem’s constitution modifier in Bullets pre-loaded, much like a repeating crossbow. Loading one bullet takes the same action as loading a heavy cross bow.

Ash- As a free action, 1/Minute, the Half Ash Golem may breathe out a cloud of blistering ash which fills a 10 foot cone in front of it, plus 5 feet for every 3 HD it has. Any creature caught in this cloud of ash must succeed on a Fortitude save DC (10+1/2 the Half Ash Golem’s HD+ Constitution  Modifier) or be blinded for 1d4+1 rounds. This ash is thick and difficult to see through, and hangs about for a number of rounds equal to the Half Inquisition Golem’s Constitution modifier. This ash prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. Any creature caught within this ash suffers 1d4 fire damage per 2 HD that the Half Ash Golem Has.

Assembly- The Half Assembly Golem is particularly skilled at clinging on to other objects, and holding on to wiggling other creatures. It gains improved grab, allowing it to initiate a grapple after successfully landing a slam attack, without the need of a touch attack or provoking an attack of opportunity. Further the Half Assembly Golem is particularly skilled in dissembling objects, constructs, and itself. 1/minute, if the Half Assembly Golem strikes with its natural slam attack it may choose to forgo its improved grab in order to leave diminutive constructs on its foe.  These constructs distract living creatures, who must make a DC (10+1/2 HD+Con Mod) Fortitude save each round or be nauseated for 1 round, this effect lasts for a number of rounds equal to the Half Assembly Golem’s HD. Constructs or objects receive no such saving throw and suffer 1d8 damage per round until the effect ends.

Battleglory- The Half Battleglory Golem has an uncanny fervor for fighting, and a strange grace to its bloodlust. If the Half Battleglory Golem takes damage it must make a will save with DC equal to the damage taken or fly into a Whirling Frenzy similar to a barbarian’s rage, except it gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves, While in a whirling frenzy, the Half Battleglory Golem may make one extra attack in a round at its highest base attack bonus, but this attack suffers a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Half Battleglory Golem might make before its next action. This whirling frenzy is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can Whirling Frenzy 1/day plus an additional time for every 4 HD it has. Half Battleglory Golem levels stack with barbarian levels for determining Rage bonus. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

Birthday-Cake- As a free action, 1/Minute, the Half Birthday-Cake Golem can fan the flames of its candles into a deadly breath attack. This attack spreads out to a 10 foot cone in front of the Half Birthday-Cake Golem, plus 5 feet for every 3 HD it has. This cone deals 1d8 fire damage per lit candle to any creature caught within it, Reflex DC (10+1/2 HD+Con Mod) for half.

Blood of War- The Half Blood of War Golem may spin the flails dangling off of its golem limb in order to more effective strike multiple opponents.  1/minute, as a standard action the Half Blood of War Golem may make one Slam attack at its highest base attack bonus against every creature within reach of its slam attack. Additionally the Half Blood of War Golem may ‘throw’ its flail like appendages. Its slam attack gains thrown weapon range of 5 feet per HD the Half Blood of War Golem has, because this ranged attack involves to weighted flails at the end of a chain, it may also be used to make a trip attack, after “throwing” its slam attack the Half Blood or War Golem must wait 1 minute before it regrows its slamming flails. At 10 HD its Slam attack gains the Returning special quality.

Brain- The Half Brain Golem has access to a powerful wave of mental energy, similar to its Mindflayer kin’s Mind Blast. As a free action, 1/Minute, the Half Brain Golem may let out a terrible wave of psychic energy which emanates in a 10 foot cone in front of the Half Brain Golem, plus 5 feet for every 3 HD the Half Brain Golem has. Any creature caught in these psychic waves must succeed on a will save DC (10+1/2 HD+Wis Mod) or be stunned until the beginning of the Half Brain Golem’s next turn. The Half Brain Golem my Augment this Mind Blast by spending 1 power point to increase add 1d4 points of damage to this attack, however it may not increase this damage past 1d4 damage per HD the Half Brain Golem has.

Brass-  1/day the Half Brass Golem may designate any creature it can see or smell through its scent ability as its quarry. For a duration of 1 minute per HD the Half Brass Golem has, it knows the exact location of that creature no matter what distance or obstacles are between the Half Brass Golem and the quarry, so long as the quarry is on the same plane as the Half Brass Golem. The Quarry may, as a full round action, attempt an Intelligence Check DC (10+1/2 HD+Wis Mod) in order to lose the Half Brass Golem, effectively ending this effect. The Half Brass Golem may use this ability an additional time per day for every 4 HD it possesses.  

Upon reaching 5 HD, the Half Brass Golem gains a +2 bonus to AC and saves against creatures other than its Quarry. Its Quarry takes a -2 penalty on all attack rolls against creatures other than the Half Brass Golem. These bonuses and penalties are negated if the Half Brass Golem attacks another creature besides its Quarry, but this does not end the Quarry effect. (It still is aware of the exact location of its Quarry no matter what distance).
 
Upon reaching 10 HD the Half Brass Golem may instead use one its daily uses of Quarry to Cast Maze as a spell like ability, Caster Level equal to the Half Brass Golem’s HD. The Half Brass Golem may freely enter this maze in order to track any creatures within.

Butterscotch-Pudding- The Half Butterscotch-Pudding Golem  may as a standard action, 1/minute, throw a terrible globule of Butterscotch-pudding, this attack functions as a net but has a range increment of 50 feet, and is effective against creatures up to one size category larger than the Half Butterscotch-Pudding Golem. An entangled creature can escape with a successful Escape Artist check DC (10+1/2 HD+Str Mod) or burst free with a successful Strength Check of the same DC, both of which are standard actions. The Half Butterscotch-Pudding Golem may either choose to have a strand of pudding leading back to it, as with a rope and net, or to glue a creature to the area it stands, forcing the creature to make a DC (10+Str Mod) Reflex save or be glued in place as well as entangled.  The Burst or Escape Artist check to escape the ‘net’ also frees the creature from being glued to the floor where it stands.  

Cadaver-Collector- If the Half Cadaver-Collector Golem successfully grapples a creature, it may attempt a grapple check to impale the creature on its back. If this grapple check succeeds the creature suffers 2d8+1.5 Str Mod damage (Medium), and is considered pinned. This creature suffers 1d8 damage (Medium) each round, on the Half Cadaver-Collector Golem’s turn that it remains pinned as the Half Cadaver-Collector Golem’s movement causes additional pain. To escape being impaled, the creature must succeed on an opposed Strength Check, which the Half Cadaver Collector Golem gains a racial bonus to equal to half of its HD.  If a creature succeeds on this strength check it suffers 1d8 damage (Medium), but is free from the Impalement. If it fails this strength check it suffers 2d8 damage (Medium), and remains pinned in place. And ally may attempt to free an Impaled creature as a standard action, with an opposed strength check, to which the Half Cadaver-Collector Golem does not gain its racial bonus on. Once the Half Cadaver-Collector Golem has Impaled a target, it is no longer considered grappling and may move and attack freely on its turn, without penalty.
The Half Cadaver-Collector Golem may have up to 1 creature of its size or smaller Impaled at any time, creatures 3 size categories smaller than the Half Cadaver-Collector Golem are too small to be impaled by it, but the Half Cadaver-Collector Golem may still grate them against its spikes with a successful grapple check dealing suffers 2d8+1.5 Strength Modifier damage (Medium). Impaled creatures and their gear count against the Half Cadaver-Collector Golem’s carrying limit.

Caltrop- As a free action, 1/Minute, the Half Caltrop Golem can launch a massive spray of caltrops from its body. This fills a 10 foot cone in front of the Half Caltrop Golem, plus 5 feet for every HD the it has. Creatures within the area are bombarded with flying metal, which deals 1d6 piercing damage per HD of the Half Caltrop Golem to anyone in the area, Reflex DC (10+1/2 HD+Con Mod) for half.  Further this covers all affected squares with caltrops, as if dropped by the Half Caltrop Golem’s Construction material.

Calzone- As a free action, 1/Minute, the Half Calzone Golem may breathe out a cloud of fantastic smelling gas which spreads in a 10 foot cone in front of the Half Calzone Golem, plus 5 feet for every 3 HD it has.  This cloud hands in the air for a number of rounds equal to the Half-Calzone Golem’s HD, and does not block vision what so ever. Any creature caught in the gas must make a fortitude save DC (10+1/2 HD+Con Mod) or become over-come by a maddening hunger, and suffer from the nauseated condition for 1 round any creature that succeeds on its save but remains in the cloud must make a fortitude save each round it remains in the affected area.

Carver- The Half Carver Golem’s slam attack improves to a saw-slam which deals slashing or bludgeoning damage as the Half Carver Golem wills it, and by passes damage reduction to Adamantine, Cold Iron, and Magic. Further it ignores the hardness of any wood. Also, as a move action, 1/Minute, the Half Carver Golem can spin up its spinning slaw slam in order to deal more damage. After spinning this saw the Half Carver Golem’s saw-slam attack deals 2d6+1.5 Strength Modifier damage, and has a critical of x3, this effect lasts for 1d4+1 rounds.

Chain-  As part of a Full-Defense action the Half Chain Golem can surround itself with a whirling, slicing shield of chains, Any creature adjacent to the Half Chain Golem suffers 1d6 slashing damage per HD of the Half Chain Golem, a successful Reflex save DC (10+1/2 HD+Dex Mod)  reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Chain Golem is subjected to this damage without a saving throw.  The Half Chain Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Chain Golem may not take a move action while this ability is activated.  A Half Chain golem may use this ability a number rounds per day equal to twice its HD.

Chocolate- Once every minute, As part of a normal slam attack, the Half Chocolate Golem may use its melty delicious nature to make a slam attack that leaves the targeted creature covered in a sticky mess, that is has a fantastic scent. If the attack is successful the targeted creature must succeed on a Will Save DC Once every minute, As part of a normal slam attack or be effected as per the Slow spell for a number of rounds equal to the Half Chocolate Golem’s HD. Further any creature that can smell or taste that is indifferent towards the slowed creature will instead behave as if it were hostile to that creature, as that the sweet allure of chocolate drifts from the target.

Clay- The Half Clay Golem’s slams may deliver a powerful curse. The damage from the Half Clay Golem’s slams can't be removed by any means until the creature damaged receives a healing check DC (10+1/2 HD +Con Mod) or receive a Conjuration [Healing] spell that passes a Caster level check of the same DC. Further The Half Clay Golem’s natural attacks always bypass regeneration.
   
Coral- The Half Coral Golem’s slam is terribly jagged and leaves vicious wounds, the damage from the Half Coral Golem’s slams may not removed naturally or magically unless the target is fully submerged in water. further the Half Coral Golem may make a Dazing attack with its slam attack, 1/minute, Creatures damaged this  slam attack must succeed on a DC (10+1/2 HD +Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Coral Golem’s next turn.  

Demon-flesh- The Half Demon-Flesh Golem gains a terrible whip like tail, that scalds the mental faculties of those it strikes. The Half Demon-Flesh Golem’s slam attack gains a reach of 5 feet per 3 HD it has, unlike most reach weapons, the Half Demon-Flesh Golem may attack adjacent squares with no penalty. 1/minute as part of a full attack action with its tail, the Half Demon-Flesh Golem may make a dazing attack. The creature  damaged by this slam must succeed on a DC (10+ 1/2 HD+Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Demon-Flesh Golem’s next turn.

Dragon-flesh- The Half Dragon-Flesh Golem’s slam attack is replaced by a claw attack that deals 1d8+1.5 Strength damage (Medium). When the Half Dragon-Flesh Golem attacks with this claw, it inspires terror in all creatures within 30 feet that have fewer Hit Dice than it has, such creatures must succeed at a Will save (10+ 1/2 HD+Cha Mod) or suffer from the shaken condition for 1d4 rounds per 2 HD of the Half Dragon-Flesh Golem. A successful save leaves that opponent immune to this fear effect for 24 hours.

Fang- As a free action, 1/Minute, the Half Fang Golem can launch a massive spray of spikes from its body. This fills a 10 foot cone in front of the Half Fang Golem, plus 5 feet for every HD it has. Creatures within the area are bombarded with various spikes, which deals 1d6 piercing damage per HD of the Half Fang Golem to anyone in the area, Reflex DC (10+ 1/2 HD+Con Mod)for half.  Further any creature damaged by these spikes suffers a penalty on saving throws against Druid and Fey spells and abilities, equal to the Half Fang Golem’s Wisdom Modifier. This penalty lasts for a number of rounds equal to the Half Fang Golem’s HD.

Fewmet- The Half Fewmet golem may radiate an aura of energy (specifically the energy it has an affinity for, See Prototype Body) as a 5 feet per HD radius emanation, centered on the Half Fewmet Golem, any creatures or objects within this area suffer 1d4 points of Elemental damage per HD. Initiating this aura or ending it is a swift action, but the Half Fewmet Golem may only maintain its Energy aura for a number of rounds per day equal to twice its HD.

Flesh- The Half Flesh Golem has a tendency to be unstable, and may fly off the handle at the slightest threat. If the Half Flesh Golem takes damage it must make a will save with DC equal to the (10+damage taken) or fly into a rage exactly like a barbarian’s, incurring all the benefits and penalties of doing so. It can choose to fail this save. It can rage 1/day plus an additional time for every 4 HD it has. Half Flesh Golem levels stack with barbarian levels for determining Rage bonus. The Failed Half Flesh Golem’s rage is a little different, any bonuses that the Barbarian’s rage would grant to Constitution are instead granted to Wisdom, the Rage duration is based on Wisdom, and the Half Flesh Golem temporarily gains hp based on its Wisdom modifier, as if it were a Constitution modifier for a living creature.

Force- The Half Force Golem gains a powerful force attack, It gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.
   
[spoiler] Force Burst: As a standard action, 1/minute, the Half Force Golem may unleash a 30 feet radius blast of force centered on itself. Any creature caught in the blast suffers 1d6 force damage per 2 HD of the Half Force Golem and are knocked prone. If the opponent succeeds on a reflex save (DC 10+1/2 HD+Cha) they only suffer damage and are not knocked prone.

Pulse: As a standard action, 1/minute, the Half Force Golem may launch a bolt of force at any target within 10 feet plus 5 feet per HD it has, as a ranged touch attack, if it hits, the Half Force Golem makes an opposed Strength check against the target, adding its Cha mod to the check. If The Half Force Golem succeeds, the opponent is flung 5 feet in a direction of the Half Force Golem's choice, and is knocked prone. The distance of this ability increases by 5 feet at 6 HD, and by another 5 feet every 3 HD thereafter. The Half Force Golem may also choose the fling the target straight into the air, in which case the target suffers from appropriate falling damage. If the target's movement is stopped by a wall or barrier, they suffer 1d6 damage for every 5 feet that they would have gone further.

Reactive Force: A number of times per day equal to the Half Force Golem’s Charisma modifier  it may push an opponent past it. Whenever an opponent attacks and misses the Half Force Golem in melee, the Half Force Golem may move the opponent 5 feet to an empty space in any direction as an immediate action. This movement does not provoke attacks of opportunity.

Force Slam: As a full round action, 1/minute, the Half Force Golem slams into the enemy, channeling its force abilities. The Half Force Golem makes a normal attack roll, if it strike it deal its normal slam damage plus force damage equal to the Half Force Golem’s Cha mod; further on a successful attack the Half Force Golem can make a free bull rush attempt, and add its charisma modifier to the strength check. If this succeeds, the opponent is knocked prone as well as back. At 8 HD the Half Force Golem can use this ability as a standard action, and at 13 HD as a part of a full round attack, however this is still only 1/minute.[/spoiler]

Gear- The Half Gear Golem gains improved grab, allowing it allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. The whirling cogs and sprockets grind against these creatures relentlessly, regardless of the success of the Half Gear Golem’s grapple checks. Even if the Half Gear Golem is held or pinned it still automatically deals its slam + 1.5 Str mod damage in any round that it is considered grappling. The Half Gear Golem needs to make no attack roll to deal this damage. Further, this damage is doubled if the Half Gear Golem has the target pinned.

Gloom- Once per day per 3 HD the Half Gloom Golem has, it may declare one of its slam attacks to be a Touch of Woe. If the Slam attack hits its target that target suffers 1d6 points of charisma damage. If an opponent is reduced to 0 Charisma from this attack, it drops into a night-mare filled coma and cannot be restored to consciousness without the aid of a Break Enchantment or Remove Curse effect. Creatures damaged by this Touch of Woe often behave miserable and withdrawn until their Charisma damage is restored.

Grave-dirt- The Grave-Dirt Golem’s natural attacks leave soiled wounds caked in foul grave-dirt, Creatures damaged by its slam suffer 2d4 points of vile damage on the subsequent round to its delivery. This is not negative energy, and thus harms undead as well. This damage may not removed naturally or magically unless the target is within the bounds of a Hallowed area. Further the Half Grave-Dirt Golem’s slam always bypass regeneration.

Hangman- The Half Hangman Golem gains reach of 5 extra feet with its slam attack, as well as Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Hangman Golem deals constriction damage equal to its slam damage. If it beats the opponents grapple check by 10, the opponent must succeed on a DC (10+1/2 HD+Con Mod) Fortitude save or be dazed for one round. Even on a successful save the opponent begins to suffocate until it can break free from the grapple.

Hellfire- The Half Hellfire Golem’s slam attacks burn with the ire of the hells, the Half Hellfire Golem’s slam deals an additional 2d6 hellfire damage profane damage and that is not subject to fire resistance or immunity. Creatures struck by slam attack must make a Reflex save DC (10+1/2HD+Con Mod) or catch flame with this hellish fire for a number of rounds equal to the Half Hellfire Golem’s Con mod, suffering 1d6 hellfire damage each round. The creature may spend a full round action and make a Survival check DC (10+1/2HD+Con Mod) in order to put out this fire. The aid of water, or other fire extinguishing effects increases this creature’s Survival check by +5, but do not immediately extinguish the hellfire.

Homunculus - The Half Homunculus Golem gains a poisonous barb, allowing it to inflict poison with its slam attack.  An opponent damaged by its slam attack must make a DC (10+1/2HD+Con Mod) Fortitude save or sleep for 1 minute, within 10 minutes the creature must make another Fortitude save regardless of the success or failure of the initial Fortitude save, or sleep for another 1d6 minutes per HD. This poison may also be delivered as a touch attack that does not immediately alert the creature touched that they have been stung. A Half Homunculus Golem may ‘load’ 1 does of a poison, potion, alchemical substance, or other liquid, into its barb as a standard action. The Half Homunculus Golem may deliver this substance through its poisonous barb instead of its normal poison. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Ice- The Half Ice Golem, as a free action 1/minute, can spray ice shards from its body filling a 10 foot cone in front of the Half Ice Golem, plus 5 feet for every 3 HD. Any creature caught in the spray suffers 1d4 damage per HD, Reflex DC (10+1/2 HD+ Con Mod) for half.  Half of this damage is piercing, the other half is cold damage, further any creature so damaged must make a Fortitude save of equal DC or be Blinded for 1d4+1 rounds.

Inevitable- As a standard action, 1/minute, the Half Inevitable Golem may invoke a terrible smiting that delivers the Punishment of the Inevitables. This attack gains an insight bonus to attack equal to the its Cha Mod, and deals additional damage equal to the its HD. This need not be the Half-Inevitable Golem’s slam attack, and this attack is not alignment dependent.

Inquisition- The Half Inquisition Golem gains a powerful torture attack, it gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.

[spoiler]Prolonging Sting: The Half Inquisition Golem gains an alchemical sting touch attack, allowing it to deliver alchemical or poisonous substances with it’s a touch attack, this requires a regular attack action, and deals no damage. However it does not provoke attacks of opportunity. It produces an alchemical substance that it can deliver through this vector that restores 1d6+ Con Mod hp of living cretures. It can produce a number of doses of this substance equal to its HD. It may ‘load’ a poison, potion, alchemical substance, or other liquid, into its Alchemical Sting as a Standard action. The Half Inquisition Golem may deliver this substance through its Alchemical Sting instead of its normal healing substance.

Furnace: The Half Inquisition Golem’s slam attacks burn red hot, dealing an additional 2d6 fire damage on a successful slam or touch attack, and any creature grappling with it suffers twice this damage, even if the Half Inquisition Golem is held or pinned. Further if it is in water, all adjacent squares next to the Half Inquisition golem begin to boil, dealing 1d6 Fire damage to any creature that passes through or remains in that square.

Choking Gas: As a free action the Half Inquisition Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Inquisition Golem, plus 5 feet for every 3 HD. This heavy thick gas is difficult to see through, and hangs about for a number of minutes equal to its Con Mod. This Gas prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. However, this gas also prevents any creature caught within it from breathing. Any creature caught inside this gas begins to suffocate. It may use this attack 1/day for every 3 HD. A Half Inquisition Golem may ‘load’ an inhaled vector poison, or other liquid that has a vapor effect, into its Choking Gas Attack as a Standard action. It may deliver this substance through its Choking Gas Attack instead of its normal Choking Gas, this does not use up one of its uses of Choking Gas per day.

Iron Maiden: The Half Inquisition Golem gains armor spikes that it is naturally proficient with, as a creature one size larger than it. Because of the various different spikes it has these bypass all damage reductions short of Epic. At 20 HD they bypass DR/Epic as well. Further it gains improved grab, allowing it to initiate a grapple check as a free action after making a successful slam attack, without requiring a touch attack or provoking an attack of opportunity.[/spoiler]

Iron- As a free action, 1/Minute, the Half Iron Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Iron Golem, plus 5 feet for every 3 HD. Any creature caught in the gas is subjected to the its inhaled vector poison, with a Fortitude save DC of  (10+1/2 HD+Con Mod) and an initial and secondary damage of 1d4 Con damage. This damage increases by one size category every 4 HD the Half Iron Golem has. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Junk- As part of a Full-Defense action the Half Junk Golem can surround itself with a cloud of flying sharp debris.  Any creature adjacent to it suffers 1d4  slashing damage per HD the Half Junk Golem has, Reflex save DC (10+1/2 HD+ Dex Mod) for half. Any creature or object entering or passing through a square adjacent to the Half Junk Golem is subjected to this damage without a saving throw.  The Half Junk Golem may not take a move action while this ability is activated. A Half Junk Golem may use this ability a number rounds per day equal to twice its HD.  If this ability is activated in an area of substantial refuse this damage increases to 1d10 slashing damage per HD of the Half Junk Golem, and the Half-Junk Golem gains fast healing equal to its HD while this power is active.  

Juggernaut- The Half Juggernaut Golem gains a trample attack, as a full-round action it can literally run over an opponent of up to its own size category, but no larger. It may move up to twice its speed and must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its slam plus twice its Str Mod damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage.  The Half Juggernaut Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Creatures damaged by the Half Juggernaut Golem’s Trample attack must make a DC (10+1/2 HD+Str Mod) Reflex save or be knocked prone.

Magmacore- As a free action 1/minute the Half Magmacore Golem may shatter its natural armor, completely losing is bonus to natural armor from the Half-Golem class, gaining aBlur effect for the following minute. At the end of which the Half Magmacore Golem’s natural armor returns. When Shattering its armor all creatures within a 5 feet per HD radius blast, centered on the Half Magmacore Golem, suffer 1d4 damage per HD, Reflex DC (10+1/2 HD+Con Mod) for half. Half of this damage is piercing, the other half is fire damage.

Mindstrike- The Half Mindstike Golem gains an additional bite natural attack that deals 1d6 damage, and may be used to deliver a mind-addling venom. Any creature damaged by this bite is subjected to this poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) with initial and secondary damage of 1d6 Cha damage. This damage increases by one size category every 4 HD the Half Iron Golem has. If an opponent is reduced to 0 Charisma from this venom, it grows irrevocably mad, as if by Insanity. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Mud- As a free action, 1/Minute, the Half Mud Golem can belch out a massive spray of slop. This fills a 10 foot cone in front of the Half Mud Golem, plus 5 feet for every HD. Creatures within the area are sprayed with thick sticky mud, creatures in this area must make Reflex save DC (10+1/2 HD+Con Mod) or fall prone. Further this covers all affected squares with mud, as if dropped by its Construction material.

Mithral-  The Half Mithral Golem gains a second slam attack and may make a flurry attack with its slams, gaining an additional attack at full base attack bonus, however when using this flurry, all attacks made in the round suffer a -2 penalty. (The Half Mithral Golem should wind up with 3 slam attacks with a flurry).

Nimblewright- If the Half Nimblewright Golem hits an opponent with its rapier hand attack, it may attempt to trip that opponent without needing to make a touch attack, or provoking an attack of opportunity. Further, when attacking a prone creature, it deals an additional 2d8 damage with a successful attack.

[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Golemaic Weapon Pt II (O-Z)
[spoiler]Outer- The Half Outer Golem gains reach of 5 extra feet with its slam attack, as oozy green tentacles grow out of its body. It also gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Outer Golem deals constriction damage equal to its slam damage. Further, 1/minute the Half Outer Golem may make a charge attack at 4 times its movement speed, as it charges it grows uncannily hot, and its slam attack deals an additional 1d6 fire damage at the end of this charge.

Peanut-Butter- Half Peanut-Butter Golem’s may seem smooth and fantastic, but sometimes one can find themselves in a bit of a crunch with a one that has gone nutty. If the Half Peanut-Butter Golem takes damage it must make a Will save DC (10+ the damage dealt) or go completely Nuts. Going Nuts is similar to a barbarian’s rage, except it temporarily gains a +4 bonus to Strength and the Half Peanut-Butter Golem’s natural armor increases to equal its Constitution modifier (1.5 its constitution modifier if it is a Half Adam’s Peanut-Butter Golem). Going Nuts is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can go Nuts 1/day plus an additional time for every 4 HD it has. Half Peanut-Butter Golem levels stack with barbarian levels for determining Rage bonus. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the bonus to natural armor class increases by an additional +2 points. At Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the bonus to natural armor class increases by an additional +2 points (which stack with the two points gained at effective Barbarian level 11.)

 Perfector- The Half Perfector Golem gains a terrifying Gaze attack,  any creature within a 5 feet per HD radius of the Half Perfector Golem are subjected to this Gaze attack, and must succeed on a DC (10+1/2 HD+Con Mod) or become shaken for 1d4 rounds per 2 HD. A successful save leaves that opponent immune to this fear effect for 24 hours. Further the Half Perfector Golem may use Banishment as a spell like ability 1/day per 5 HD the Half Perfector Golem has. Caster level equal to its HD.

Piñata- As part of an attack action, 1/minute, the Half Piñata Golem may make a blinding attack with its slam. Any creature struck this slam must succeed on a DC (10+1/2HD+Dex Mod) Reflex save, or be blinded. Any such struck creature must make a DC (10+1/2HD+Cha Mod) Will save or be compelled to attack the Half Piñata Golem for a number of rounds equal to its HD. This secondary compulsion is a Mind-effecting affect, and happens regardless of the target being blinded or not.

Plague- As free action, 1/minute, the Half Plague Golem may attempt to spread any one disease it is carrying (see Construction Material), it may choose one of the following means of spreading it in each instance it uses this ability. The Fortitude save for any given disease spread in this manner is DC (10+1/2HD+Con Mod), and has an incubation time of 1d4+1 rounds. The Half Plague Golem may have a number of diseases actively ready to infect equal to its Con Mod. (Or in other words the Half Plague Golem may not have more objects smeared with disease substance than its Con Mod.)
[spoiler]Contact The Half Plague Golem may touch the surface of any single object placing a contact disease over 1 square foot of its surface area per HD. Any creature touching this area within 10 minutes per HD must make a Fortitude save or suffer the ill effects of the disease.

Ingested: The Half Plague Golem may touch any one food or liquid substance up to 2 pounds per HD spreading its disease in it. Any creature consuming this substance within 1 hour per HD must make a Fortitude save or suffer the ill effects of the disease. (1 gallon is roughly 8 pounds.)

Inhaled: The Half Plague Golem may exhume foul air, which fills its own square, and spreads out in a 5 feet per 3 HD radius spread centered on the Half Plague Golem. This foul air does not inhibit vision, and hangs in the air for 1d4+1 rounds before dispersing. Any creature moving through and breathing in this foul air must make a successful Fortitude save or suffer from the ill effects of the disease.

Injury: The Half Plague Golem may line a manufactured or natural weapon with its disease. Any creature struck by this weapon within the next 10 rounds must make a successful Fortitude save or suffer the ill effects of that disease.[/spoiler]

At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Prismatic- As a free action, 1/minute, the Half Prismatic Golem may extend a luminous tendril from its body in order to make a Prismatic touch attack. This attack has a random effect based on the color of the tendril that made the attack, it cannot control which tendril it uses. Roll 1d8 and consult the following list to figure out the exact effect of the attack. This attack deals 1d4 damage of the appropriate type per HD.
1d8|Color|Result
1|Red|Fire Damage
2|Orange|Acid Damage
3|Yellow|Electricity Damage
4|Green|Disintegration Damage*
5|Blue|Cold Damage
6|Indigo|Confusion**
7|Violet|Sonic Damage
8|White|Force Damage
*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate.  
**Confusion does no damage, but subjects the creature to a Confusion effect as per the spell of the same name. Caster Level equal to the Half Prismatic Golem’s HD. At 10 HD this increases to an Insanity effect, as per the spell of the same name.

Replicant- The Half Replicant Golem can create Replicants with the speed and ease of a normal Replicant. Doing so requires it to first gather 50 gp worth of raw materials. The process of creation is erratic and only takes 1d4+1 days to complete. The Replicant created only has ½ a HD and is completely average for its kind, except for any flaws it may have. The newly created Replicant is loyal to the Half Replicant Golem. This Replicant is treated as a hand-built and is utterly and mindlessly loyal to the Half Replicant Golem. There is a chance the new Replicant is imperfectly created. Roll a d% and consult the Replicant’s table to see if this happens and the exact manner of the flaw. Alternatively the Half Replicant Golem may use 10 gp worth of raw materials and a full-round action that provokes an AoO to cobble out a Replicant that lasts for 1d4 rounds per HD. (This Replicant is incapable of building other Replicants and has 2 flaws.)

 Rubber-Chicken- As part of an attack action, 1/minute, the Half Rubber-Chicken Golem may make a Bad Joke attack with its slam. Any creature struck this slam attack must succeed on a DC (10+1/2 HD+Cha Mod) Will save, or be effected by a Hideous Laughter effect, caster level equal to its HD.

Alternatively at third level the Half Rubber-Chicken Golem may opt to, instead, gain access to the Falling Anvil discipline regardless of class. In addition, it may choose one 1st-level Strike from this discipline and use it once per encounter (as if it had picked up a strike with the Martial Study feat, although this does not count against the number of times it may select this feat).

Sand- When the Half Sand Golem strikes a living creature, some of the shapesand used to create its graft forces its way into its opponent’s mouth or nose, causing that creature to suffocate. The opponent must make a DC 10 Constitution check, repeated each round with the DC increasing by 1 for each previous round, until it can clear the sand from its lungs, or begin to suffocate. The creature can clear the sand from its blocked airways by spending a full-round action that provokes attacks of opportunity.

Sentinel-of-Mirhardir- The Half Sentinel-of-Mirhardir Golem’s slam attack runs wild with all the pride of the Olympian Gods, its slam deals an additional 2d6 God-Thunder damage, holy damage that is not subject to electricity resistance or immunity. God-Thunder deals full damage to objects. Creatures struck by this slam attack must make a successful Fortitude save DC (10+1/2 HD+Cha Mod) or suffer a penalty to Dex equal to the Half Sentinel-of-Mirhardir Golem’s Cha Mod. Creatures wearing heavy metal armor, or built primarily out of metal suffer a -4 penalty to this saving throw.

Shacklelock- The Half Shacklelock Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the it deals constriction damage equal to its slam damage. If the Half Shacklelock Golem successfully pins a creature, it may, as an immediate action, bind that creature in a pair of Masterwork Manacles, that have an Escape Artist DC equal to (10+1/2HD+Str Mod) or require 2 Open Lock checks of the same DC. (One for the feet, and one for the Hands.) The Shacklelock Golem does not need to continue grappling the creature to leave it in its manacles, and may choose to have a bit of chain of any length up to 10 feet per HD leading back to the bound creature. The Half Shacklelock Golem may have a number of creatures so bound at any given time equal to 1/2 its HD.

Shadesteel- As a free action, 1/Minute, the Half Shadesteel Golem may release a wave of negative energy which emanates out in a 10 foot cone in front of the Half Shadesteel Golem, plus 5 feet for every 3 HD. Any creature caught this emanation suffers 1d4 negative energy damage per HD, Will save DC (10+1/2HD+Con Mod). Undead creatures are healed by this effect as they would be by an Inflict Wounds spell.

Shield-Guardian- The Half Shield-Guardian Golem gains a transfer pain touch attack. It may make a touch attack against any two creatures adjacent to it. One of these creatures is healed 1d6 Hp per HD, the other creature and the Half Shield-Guardian Golem each suffer half this damage rounded down. A Will save from the other creature reduces this damage by half again, but not for the Shield-Guardian.

Siege- The Half Siege Golem may launch a boulder or other large object from its Catapult like limb, the Half Siege Golem may throw the following sized stones or inanimate objects based on its size (before Powerful Build.) The Range of these thrown objects is 200 feet, as a projectile weapon (thus having 10 range increments.)
This attack may function as a normal ranged attack at a -2 penalty, or it may be used as the Catapult siege engine. This allows the Half Siege Golem to arc the attack, it does not require a line of sight to attack the targeted area, which is as large as the size of an object it can hurl. The Half Siege Golem must make an attack roll against an AC 15. If this attack roll fails, roll 1d8 for direction, 1 being towards the Half Siege Golem, 2-8 being clockwise around that square. This attack lands 15 feet away from its intended target in the rolled direction. Creatures and objects in the area where the attack land suffer damage as appropriate, but may make a reflex save DC (10+1/2 HD+Dex  Mod) for half damage.

Reloading this Catapult limb requires a full-round action, however the Half Siege Golem has a special holster built into its back to hold 1 spare boulder at all times. Any Boulder in this Holster may be loaded as a swift action. Any Boulder or object in this holster, add its weight against the Half Siege Golem’s carrying capacity as normal.
[spoiler]
[table=head]Size Before Powerful Build| Size and Weight of Rocks
Fine|Cannot throw rocks, Pebbles though. They don’t do damage. (No objects)
Diminutive|Rocks weighing up 5 pounds each. (Fine objects)      
Tiny|Rocks weighing 10 to 15 pounds each ( Diminutive objects)
Small|Rocks weighing 20 to 30 pounds each (Tiny objects)   
Medium|Rocks weighing 40 to 50 pounds each (Small objects)   
Large|Rocks weighing 60 to 80 pounds each (Medium Objects)
Huge|Rocks weighing 90 to 120 pounds each (Large Objects)
Gargantuan|Rocks weighing 130 to 170 pounds each (Huge Objects)
Colossal|Rocks weighing 180 to 230 pounds each (Gargantuan Objects[/table]
[/spoiler]

Skywatcher- The Half Skywatcher Golem, as a free action, 1/minute, may release a beam of searing light. This requires a ranged touch attack and deals 1d8 damage per 2 HD, and has a range of 40 feet per HD. Undead creatures, and creatures particularly weak to sunlight, suffer 1d6 damage per HD. Undead creatures that are particularly weak to sunlight (such as vampires) suffer 1d8 damage per HD. Inanimate objects and Constructs only suffer 1d6 damage per 2 HD.

Split-rail- The Half Split-Rail Golem’s gangly limb allows for it to make slam attacks as if it were a reach weapon sized appropriately for the Half Split-Rail Golem, however the Half Split-Rail Golem takes no penalty to attack rolls for attacking creature adjacent to it with its slam attack. Further as a standard action 1/minute, the Half Split Rail Golem may make a sweeping attack, this attack passes through a 10 foot cone in front of the Half Split-Rail Golem, plus 5 feet for every 3 HD. Any creature caught in this cone suffers damage equal to the Half Split-Rail Golem’s slam attack, and is knocked prone. A successful Reflex DC (10+1/2HD+Dex Mod) halves the damage and negates the knocked prone status.

Stained-Glass- The Half Stained-Glass Golem’s slam attack is replaced by two claw attacks that deal 1d6 damage (Medium).  Further, as a standard action 1/minute the Half Stained-Glass Golem may create a hypnotic pattern by bending light fascinating any single creature of HD lower than or equal to that of the  Half-Stained Glass Golem. A successful Will save DC (10+1/2HD+Cha Mod) negates this effect. A Half-Stained Glass Golem may maintain this effect with a standard action, and may keep a creature fascinated for a number of rounds equal to its Cha Mod.

Stone- The Half Stone Golem can cause a creeping curse in those raise their ire, as a free action 1/minute. The Half Stone Golem may select any target within a range of 10 feet plus 5 for every 3 HD beyond 5, this Target must succeed on a DC (10+1/2 HD+Con Mod) Will Save or suffer the effects of a Slow spell, Caster Level equal to its HD.

Tangled-Seasonal-Lights- The Half Tangled-Seasonal-Lights Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, it deals constriction damage equal to its slam damage. Further, the Half Tangled-Seasonal-Lights Golem may use an Animate Rope spell like ability once per day per 3 HD. It may use this ability to do one of the following: Animate a rope as per normal, Cause a creature’s clothing or vaguely cloth/rope-like accessories to entangle said creature for a duration equal to the Animate Rope’s duration, or to cause a targeted creature’s internal organs to twist and knot, dealing 1d4 points of nonlethal damage each round for Animate Rope’s duration.

Tombstone- 1/day per 5 HD the Half Tombstone Golem has, it may make a Slaying attack, as part of a normal slam attack, if this slam attack succeeds the Half Tombtone Golem rolls 1d6 per HD, if this totals equal to or over the targeted creature’s current hit points, it dies without a save. If it successfully slays a creature by this means it gains temporary hp equal to half the creature’s current hit points before dying, and a +2 bonus to Strength for 10 minutes per HD. This is a death effect.

Trainer- As a free action, 1/Minute, the Half Trainer Golem may let out a terrible shriek that fills a 10 foot cone in front of the Half Trainer Golem, plus 5 feet for every 3 HD. Any creature caught in this area suffers 1d4 sonic damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature so damaged must make an additional Fortitude save of the same DC or be deafened for 1d4+1 rounds.

Valorhammer- As a standard action, 1/minute, the Half Valorhammer Golem may invoke a merciful smiting that delivers the non-lethal damage and the cleansing comfort of guilt relieving pain. This attack gains an insight bonus to attack equal to its Cha Mod, and deals additional non-lethal damage equal to its HD. This need not be the Half Valorhammer Golem’s slam attack, this attack is not alignment dependent. A creature rendered unconscious through attack is subjected to an Atonement effect.

Warforged-  Warforged grafts are highly adaptable, and are easily modified, the Half-Warforged Golem gains 1 upgrade selected from the Iron Golem Monster Class that it qualifies for instead of a Golem weapon.

Web- The Half Web Golem  may, as a standard action, 1/minute, throw a web-net, which as a net but has a range increment of 50 feet, and is effective against creatures up to one size category larger than the Half Web Golem. An entangled creature can escape with a successful Escape Artist check DC (10+1/2HD+Str Mod) or burst free with a successful Strength Check DC (10+Str Mod), both of which are standard actions, a strand of web-silk leads back the Half Web Golem. Further, there are venomous barbs in the web, any creature entangled is subjected to a numbing poison. The creature is only subjected to the poison once per entanglement. This poison has a Fortitude Save DC of (10+1/2HD+Con Mod), and deals 1d4 Dexterity damage as initial and secondary damage. This damage increases by one size category every 4 HD. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.

Woodwrath- The Half Woodwrath Golem gains a trample attack, as a full-round action it can move up to four times its land speed to literally run over an opponent of up to its own size category, but no larger. It must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength modifier damage to any creature it runs over. The target gains an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a Reflex save DC (10+1/2HD+Str Mod) for half damage. The Half Woodwrath Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Worker- As a free action, 1/minute, the Half Worker Golem may fire a terrible tribeam cannon designed to eliminate material. This cannon strikes unerringly at a range of 10 feet per HD. The targeted creature or object suffers 1d4 damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature or object reduced to 0 hp in this manner is disintegrated. This attack ignores hardness and deals full damage to objects.
[/spoiler]

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
The half-golem seems quite powerful... So at level 20, it could have a +17 to one physical ability score from "Improvement"? And this is an untyped bonus? On top of the other stuff from the template? Is that intended?
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
I mention this mainly because of how freaking huge it is.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
SiggyDevil: The MM Nightwalker correct?

I mention this mainly because of how freaking huge it is.

I'll try to keep it updated. But really, the original half-golem was just 6 versions, and then he went and made it a project on it's own. The 68 here should be more than enough for now. Gods, and to think I started this whole thing as a hobby...

PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?

SiggyDevil

  • Hong Kong
  • ****
  • Posts: 1111
  • Magmar, the ultimate butthead
    • Feybook Project
SiggyDevil: The MM Nightwalker correct?

Yes indeedy. Not the variants, mind you. Just the humanoid one. I'd love to play a L1 Nightwalker no matter how weak (it could have merely a single ability: the Improved Sunder feat).

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?
It says any physical score. So let's put that +17 in Con, and give this thing a breath weapon (the other 17 levels could be in Dragon or something). This also would stack with all the other ways of inflating your Con score. So now it has its hit points, main attack DC, and armor class based on its massively inflated Con score.

Seriously. +17 is too big. It's totally ridiculous, and kicks you off the random number generator that the rest of the game uses. Nothing else gives you a bonus anywhere near that big pre-epic. It may not be game-breaking in and of itself, but it is totally out of line with everything else in D&D, basically. I think it should be limited to half your character level, and be an enhancement bonus. It should also scale in the normal fashion, but maybe have some kind of discount built in, and allow you to go above +6 pre-epic.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
PhaedrusXY:Well yes. Strenght is tecnically the weakest score of all, so even if you get +17by 20th level, what's the worst that could happen?
It says any physical score. So let's put that +17 in Con, and give this thing a breath weapon (the other 17 levels could be in Dragon or something). This also would stack with all the other ways of inflating your Con score. So now it has its hit points, main attack DC, and armor class based on its massively inflated Con score.
Sorry, let that slip by, was suposed to be only Str score. Corrected now.

Seriously. +17 is too big. It's totally ridiculous, and kicks you off the random number generator that the rest of the game uses. Nothing else gives you a bonus anywhere near that big pre-epic.
Giant size (up to +32 Str pre-epic,plus other goodies). Polymorph. Shapechange. Bite of the WereX. Str is really easy to boost.

It may not be game-breaking in and of itself, but it is totally out of line with everything else in D&D, basically. I think it should be limited to half your character level, and be an enhancement bonus. It should also scale in the normal fashion, but maybe have some kind of discount built in, and allow you to go above +6 pre-epic.

One of the golem's (and half-golem) main traits are their massive Str scores compared to the rest of their ability scores. I wanted to represent that, that having a golem limb makes you hit harder than the giant sized shapechanging cleric. Plus Str isn't really tied to anything meaningfull besides melee damage, besides hulking Hurler Shenigans, but that combo is already broken whitout need of help.

Boosting any score yes was broken, but Str-only is perfectly manageable in my opinion.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Next request!

:) :) :)
 \ | /
  /|\
 / | \
  / \
  | |
 _| |_



 :p
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

oslecamo

  • Grape ape
  • *****
  • Posts: 1940
Half-Golem Construction Materials (A-N)
[spoiler]Adamantine- This material is incredibly indestructible, The Half Adamantine Golem’s Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when a Half Adamantine Golem gains Damage Reduction at third level, it gains additional DR equal to its strength modifier. A Half Adamantine Golem is immune to spells that normally effect metals, as that their body is timeless and concepts such as Rust, and Heat Metal, do nothing to it.

Alchemical- This material is exceptionally toxic. However it seems to strengthen the Half Alchemical Golem’s Body. The Half Alchemical Golem's Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Any creature that damages the Half Alchemical Golem with a melee attack suffers 1d4 acid damage per 4 HD, as acid violently splashes out towards them.

Amorphion Golem- This material is constantly changing, ever reshaping itself. The Half Amorphion Golem may add a +2 bonus to any one of its ability scores. It may reassign this bonus 1/day, as a standard action. Further the Half-Amorphion Golem may alter its form as per the spell Alter Self 1/day per 4 HD as a Full Round Action, caster level equal to its HD.

Artillery- This material is designed for effect combat mobility, the Half Artillery Golem may slow any fall it takes to 30 feet per round, and does not take falling damage while conscious. Upon Reaching 5 HD the Half Artillery Golem may levitate as if it had cast the spell of same name upon itself for a total number of rounds per day equal to its HD+ Charisma modifier. It does not suffer the normal attack penalties for this levitating. The Artillery Golem's levitation speed is 20 feet + 5 feet for every 2 HD it has above 5.

Ash- This material is loose and easily airborne, creating quite a few problems for anyone standing near the Half Ash Golem. Any time the Half Ash Golem is damaged, it fills all squares adjacent to it with thick clouds of airborne Blistering Ash, causing a -2 penalty to Dexterity and vision based skill checks, attacks rolls, and Reflex Saves to all creatures within a square of airborne ash. Further, if the creature that did the damaging is in an adjacent square to the Half-Ash Golem, it suffers 1d4 points of fire damage per 4 HD.  The Half-Ash Golem may also leave clouds of Ash behind it as part of a move action, filling any square moved through by the Half Ash Golem with this same airborne Ash. This ash dissipates three rounds after forming, and can be dissipated fast by wind effects. Further when a Half Ash Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Bludgeoning.

Assembly- This material is built of very small constructs that may be disassembled and reassembled at any time. As a move action the Half Assembly Golem may disassemble part of its Golem limb in order to produce multiple miniscule Assembly Golems that may form together to build larger creatures. This functions similarly to the Summon Monster spell of Caster Level equal to half the Half Assembly Golem’s HD, and it uses the following table. Like summon monster, a Half Assembly golem may summon 1d4-1 creatures of a lower tier than what it can currently summon, or 1d6+1 of any tier 2 or lower than it’s currently available one. A Half Assembly Golem may use this ability a number of times per day equal to its Wisdom modifier. [spoiler][table=head]Half Assembly Golem HD|Summoned Creatures
1|Tiny Animated Object (Golem Shaped)
3|Small Animated Object (Golem Shaped)
5| Medium Animated Object (Golem Shaped)
7|Tiny Assembly Golem or Large Animated Object (Golem Shaped)
9|Small Assembly Golem
11|Huge Animated Object (Golem Shaped)
13|Medium Assembly Golem
15|Gargantuan Animated Object (Golem Shaped)
17|Large Assembly Golem[/table]
Assembly Golem Block[/spoiler]

Battleglory- this material is built with the bones, weapons, armor, blood, and palpable stubbornness of the fallen warriors of Ysgard. The Half Battleglory Golem’s strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further the Half Battleglory Golem is treated as having the Die Hard feat, and its downward limit of Hp is increased by its HD. For a successful Half Battleglory golem its Death Threshold becomes -X (X=10+the Half Battleglory Golem’s HD), for a Failed Half Battleglory Golem it becomes -Y (Y=The Half Battleglory Golem’s HD)

Birthday-Cake- This material comes with alchemical candles that grow naturally from the cake-like arm, the Half Birthday-Cake Golem gains a number of candles equal to its HD. The Half Birthday-Cake Golem gains fast healing to the number of candles it has lit. These candles are particularly hard to put out.  A character can blow out a Half Birthday-Cake Golem’s candles as a standard action that provokes attacks of opportunity. The character makes a touch attack, and if successful, the character can blow out a number of candles equal to 1d20 + his Constitution modifier.  A gust of wind works like a ranged attempt to blow out a birthday Golem’s candles, and thus requires a ranged touch attack. A gust of wind blows out 1d20+Primary casting ability score candles. As a swift action, a Half Birthday-Cake Golem can relight 1d6 candles.
If all of the Birthday-Cake Golem’s candles are lit, it may extinguish them all as a swift action to grant a single targeted creature the benefits of Heroism caster level equal to its HD.

Blood of War- This material is very strong but demands constant upkeep or else it becomes a hindrance. The character's strength score improves by an extra +4 and its Natural armor increases to equal its constitution modifier, further, it can detect any creature within a 30 feet per HD range that has been injured or is actively bleeding, as if by the Scentspecial quality. The Half Blood of War Golem must consume an amount of blood equal to the water it requires each day, every day the Half Blood of War Golem does not consume such blood it must make a Fortitude save (DC 10+number of days since its Last Feeding) or grow weak. It loses 1 points of Strength each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and the body of a recently slain creature with blood (Which is consumed in this process, each creature offers a total amount of repairs equal to half its constitution score), and a successful heal, profession, or craft check the appropriate type with DC (18) to remove each point of this Strength penalty. A Restoration spell will automatically remove this Strength penalty and will prevent this Strength penalty for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.

Brain- This material resonates with psionic energy. The Half Brain Golem gains a +2 bonus to Intelligence and gains a deflection bonus to armor class equal to its Intelligence modifier, further it gains two additional power points per HD.

Brass This material greatly improves the olfactory capabilities of the Half Brass Golem. The Half Brass Golem gains the Scent ability and gains a bonus on Survival checks (Including those made in Tracking) equal to its HD, it may make survival checks in the place of intelligence checks when attempting to navigate labyrinths and mazes, including those created by the Maze spell. Further the Half Brass golem gains a +2 bonus to strength, and its bonus natural armor is increased to equal its constitution modifier.

Butterscotch-Pudding- This material is extremely sticky making the subject a great walking mess.  Any weapon that deals damage to a Half Butterscotch-Pudding Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+1/2HD+Str Mod) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Butterscotch-Pudding Golem receives a racial bonus to equal to half its HD. A Half Butterscotch-Pudding Golem can spend a standard action to cover over a single weapon per round and hide it within its Limb, however the Half Butterscotch-Pudding Golem may only have one item hidden within its limb at any given time. This item can only be retrieved if the Half Butterscotch-Pudding Golem is unconscious and requires a Disarm check as if the Half Butterscotch-Pudding Golem is taking 10.

Cadaver-Collector- This material is built with fierce steel and cruel spikes, the Half Cadaver-Collector Golem is treated as having armor spikes of a creature one size larger than it is for all intents and purposes.  It is naturally proficient with these armor spikes, further, the Half Cadaver-Collector Golem is considered a quadruped for carrying capacities.

Caltrop- This spiky material is constantly falling apart, as such any square moved through by a Half Caltrop Golem is left covered in caltrops. These caltrops attack roll is equal to the Half Caltrop Golem’s attack roll, without any size bonuses or penalties. These caltrops deal 1d4 damage per 4 HD the Half Caltrop Golem has. The DC Heal check for these caltrops’ speed reduction is 10+1/2 The Half Caltrop Golem’s HD+ Strength Modifier.  These disappear three rounds after forming, and the Half Caltrop Golem is immune to the effects of these caltrops. Further the Half Caltrop Golem is treated as having armor spikes for all intents and purposes.  It is naturally proficient with these armor spikes.

Calzone- This material is exceptionally delicious, but always just a little too hot to bite into.  Any time the Half Calzone Golem  is damaged, it makes a splash attack centered on its own square that deals 1d4 fire damage per 4 HD it has. A Successful reflex save halves this damage to any creature except one that directly did the damaging in the first place.  Further the cheese within a Half Calzone Golem is particularly sticky, any weapon that deals damage to a Half Calzone Golem becomes stuck to its skin, unless the wielder succeeds on a DC 10+1/2 The Calzone Golem’s HD + Strength reflex save. The weapon may be retrieved with a successful disarm check.

Carver- This material is intricately deft but requires constant maintenance or it may become a hindrance. The Half Carver Golem’s Dexterity improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Carver Golem gains a racial bonus on craft or profession checks involving woodworking or tree falling equal to its HD. However every time the Half Carver Golem takes Bludgeoning or Cold damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful Craft (Cutlery) or other appropriate check (DC 18) to remove each point of this Dexterity penalty. The Half Carver Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Chain- This material is loose and dangly, but also very effective for defending against ranged attacks.  A Half Chain Golem’s natural armor increases to equal its constitution modifier, and a Half chain Golem gains it gains DR/-  against all ranged attacks equal to its Strength Modifier. (At third level this is applied after its DR/Adamantine)

Chocolate- This material is tantalizingly aromatic to any creature that gets too close to the Half Chocolate Golem. Any creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Chocolate Golem possesses must make a will save DC (10+1/2 The Half Chocolate Golem’s HD+ Wisdom Modifier) or behave Confused for a number of rounds equal to the Half Chocolate Golem’s HD. A creature that succeeds on its save cannot be effected again by this ability. This is a mind-effecting affect that is scent dependent. (As such creatures who cannot smell are immune, and creatures with the Scent quality suffer a -4 circumstance penalty to their will save. Likewise Gnomes always suffer a -2 racial penalty to this will save.)

Clay- This material gives extra momentum to the Half Clay Golem. After it has engaged in at least one round of combat the Half Clay Golem can act as if it were under the effects of Haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the Half Clay Golem has. In addition, when the Half Clay Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Coral- This material has impressive self-preservation properties. The subject gains fast healing equal to half its HD, further a Half Coral Golem’s jagged bone like structure grates against creatures it grapples automatically dealing damage equal to its slam natural attack, this is Slashing damage.  However this material is very water dependent and A Half Coral Golem must immerse its entire body in water at least once every week or suffer ill effects. After a week has passed, the Half Coral Golem must make a Constitution check every day thereafter (DC 10+ 1 per additional day) or take 1 point of Strength damage. Once a Half Coral Golem immerses its body in water, it regains 1d4 points of Strength per hour it remains immersed. 

Demon-flesh- This material is hewn from the bodies of the Flying terrors that hail from the Abyss. The Half Demon-Flesh Golem never suffers from falling damage and falls at a rate of 20 feet per round, even while unconscious its grafted wings snap open slowing its fall. Upon reaching 5 HD it gains the ability to glide 20 feet in any direction for every 10 feet it falls, its maneuverability is poor. Even if its maneuverability is improved to perfect, it cannot hover while gliding. Further the Half Demon Flesh Golem gains Darkvision 60 feet, this Darkvision works even in magical darkness.

Dragon-flesh- This material is exceptionally sensible to vibrations. The Half Dragon-flesh Golem gains Blindsense with a range of 20 feet plus an extra 5 feet for every HD it has, further the Half Dragon-flesh golem gains a racial bonus on jump checks equal to its HD.

Fang- This material is highly natural, and has ties to the forces of nature. The Half Fang Golem gains a +2 bonus to wisdom, and may be treated as an animal, fey, or its normal type (whichever benefits it the most) for the purposes of spells cast on it. (This does not overcome a Construct’s immunity, or an Undead’s vulnerability, to cure spells.) Further the Half Fang Golem is treated as having armor spikes for all intents and purposes.  It is naturally proficient with these armor spikes.

Fewmet- This material is extremely fertile in magical energy, but it is also most foul, The Half Fewmet Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day as if it had gained a level in any arcane casting class it had access to before taking its First level of Half Fewmet Golem, if it had more than one Arcane casting class before taking its First level of Half Fewmet Golem, it must select one to gain this benefit. If the Half Fewmet Golem did not have an Arcane Caster class before, or if it does not wish to increase said casting class, it gains this benefit as for a 1st level Sorcerer. It only gains this increase at first level. Any creature successfully making a bite attack on the Half Fewmet Golem must pass a DC (10+1/2 The Half Fewmet Golem’s HD + Constitution Modifier) fortitude save, or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.

Flesh- This material is heavy, and uncannily powerful, the Half Flesh Golem’s slam improves, it now deals 2d6+1.5 Strength Modifier damage (for a medium creature), further its critical is x3 rather than the usual x2. Further, the Half Flesh Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are whipstitched together, the Half Flesh Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.
 
Force- This material is naturally enigmatic, The Half Force Golem gains a deflection bonus to armor class equal to its Wisdom modifier, further it gains a bonus on bull-rush checks (including opposed strength checks that are part of bull-rush checks) equal to its HD.

Gear – This material was deftly put in motion by the forces of Law itself, adamantine, Mithral, Silver and Marble make up gears, cogs, sprockets, and whirligigs that twist and turn within its complicated construction. The Half Gear Golem finds itself functioning at maximum efficiency, requiring half as much sleep or meditation each night, even to prepare spells, half as much food/water, and half as much air as other creatures (It may hold its breath twice as long as it could before.) Further it gains a +2 bonus to Dexterity. If the Half Gear Golem becomes a construct through the danger, this clockwork efficiency goes to its mind, granting it a +2 bonus to Wisdom. Further, the Half Gear Golem may make repairs on other Constructs without a craft check or tools, it effectively gains access to any Repair spell of equal level or lower to half its HD, this ability is usable a number of times per day equal to its wisdom modifier.

Gloom- This material is wrought of the very emotional ambiance of the lower planes, the sheer force of Evil and Wickedness override any auras the Half Gloom Golem would normally project. Any divination power that reveals alignment reveals only Evil about the Half Gloom Golem. All spells and effects that affect creatures based on alignment treat the Half Gloom Golem as if it were Evil or its own alignment, whichever would be better for the Half Gloom Golem. Further the Half Gloom golem radiates a terrible sadness,  any creature within 5 feet per HD of  the Half Gloom must make a DC (10+1/2 the Half Gloom Golem’s HD+ Wisdom Modifier)  will save or suffer -2 penalty on attack rolls, saving throws, skill checks, ability checks and weapon damage rolls until it leaves this area. This is a mind-affecting Compulsion.

Grave-dirt- This material is unnaturally perverse, and tied directly to the necromantic energies that can be found within defiled crypts. As a full round action that provokes an attack of opportunity, the Half Grave-Dirt Golem may vomit out an Undead creature as per the Summon Monster spell of level equal to half the Half Grave-Dirt Golem’s HD, except it uses the following table. A Half Grave-Dirt Golem may use this ability a number of times per day equal to its Wisdom modifier. Treat the Half Grave-Dirt Golem’s HD as the Caster Level. This is a supernatural ability.  [spoiler]
[table=head]Spell|Undead
Summon Monster I| Any Small 1 HD Creature Zombie, Any Medium 1 HD Creature Skeleton
Summon Monster II| Any Large 3 HD Creature Zombie, Any Large Skeleton of up to 5 HD.
Summon Monster III|Ghoul, Any Large Skeleton of up to 7 HD, Any Large 4 HD Creature Zombie
Summon Monster IV| Huge Skeleton of up to 9 HD, Allip, Ghast, Any 7 HD Creature Zombie
Summon Monster V| Skeleton of up to 11 HD any size, Mummy, Shadow, Vampire Spawn, Wight
Summon Monster VI| Skeleton of up to 12 HD any size, Any 8 HD Creature Zombie of any size, Vampire (L.5 Human Fighter)
Summon Monster VII| Skeleton of up to 14 HD any size, Any Creature Zombie of any size, Ghost (L.5 Human Fighter), 
Summon Monster VIII| Skeleton of up to 17 HD any size.
Summon Monster IX|   Skeleton of up 25 HD Any Size.   [/table]
Zombie’s HD are doubled, so a 3 HD Creature Zombie will have 6 HD.[/spoiler]

Hangman- This material has impressive self-preservation properties but requires constant maintenance. The subject gains fast healing equal to half its HD. Further the Half Hangman Golem gains a racial bonus to Climb, Use Rope, Profession (Sailor) and Profession (Hangman) checks equal to half its HD. However every time the Half Hangman Golem takes slashing or fire damage it must make a Fort save DC (10+ damage dealt) or it takes a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successfully profession or craft check the appropriate type with DC (18) to remove each point of this Dexterity penalty. The Half Hangman Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of this Dexterity penalty to the Hp damage it recovers.

Hellfire- This material is wrought from the very fires of the hells, The Half Hellfire Golem's Dexterity improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half hellfire Golem suffers 1d4 fire damage per 4 HD the Half Hellfire Golem has.

Homunculus – This material is often made from clay and the blood of the very person who is to receive the Limb. A Half Homunculus Golem never fails their The Danger will save unless the participant wills it do so, further the Homunculus limb has almost a secondary awareness to it, granting the subject a +2 bonus to Dexterity.

Ice- This material is mined from the eternal mountain that holds ancient evils deep within its ice. The Half Ice Golem's Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages with a melee attack the Half Ice Golem suffers 1d4 cold backlash damage per 4 HD the Half Ice Golem has.

Inevitable- This material is the flesh of Law itself, steel, ivory, brass and marble stolen from those who exist to maintain Order. The sheer force of Order and Law override any auras the Half Inevitable Golem would normally project. Any divination power that reveals alignment reveals only Lawful about the Half Inevitable Golem. All spells and effects that affect creatures based on alignment treat the Half Inevitable Golem as if it were Lawful or its own alignment, whichever would be better for the Half Inevitable Golem. The natural abortion of deceit runs hot within the inevitable limb, causing a tangible pain in the subject that assists with dealing with such trickery. The Half Inevitable Golem receives a racial bonus on all checks that it makes opposed by a bluff check equal to 1/2 its HD.

Inquisition- This material is exceptionally cruel, and capable of silencing the cries of its opponents. Once per day per 2 HD the Half Inquisition Golem has the Half Inquisition Golem may use Silence center on itself as a SLA, caster level equal to its HD. Will save DC equal to 10+Half the Half Inquisition Golem’s HD + Wisdom Modifier. Further, as a swift action the Half Inquisition Golem may equip any tool found inside Healing kit, or that may be particularly vicious, granting the Half Inquisition Golem a racial bonus to Heal and Intimidate checks equal to half its HD.

Iron- This material is incredibly strong but demands constant maintenance or it may become a hindrance. The Half Iron Golem’s Strength improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Iron Golem gains a racial stability bonus on ability checks made to resist being bull rushed or tripped equal to half its HD. However every time the Half Iron Golem takes Bludgeoning or Cold damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Blacksmith) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Junk- A Half Junk Golem is immune to spells that normally effect metals or other specific materials, as that that their materials are not depended on any specific make-up, further the Half Junk Golem suffers half damage from any spell that directly damages constructs or objects.  Further the Half Junk Golem may scavenge through refuse and trash in order to find appropriate materials to repair its body. A Half Junk Golem that spends 4 hours digging through a large collection of refuse, trash, garbage, or junk of mixed useless materials may recover Hp as living creature that has rested for 8 full hours. It requires 1 pound of mixed junk for every 1 hp restored in this manner.   

Juggernaut- This material is made for constant battle, The Half Juggernaut Golem gains fast healing equal to half its HD, as well as natural armor equal its full constitution modifier.  Further the Half Juggernaut Golem is treated as having the Die Hard feat, and its downward limit of Hp is increased by its HD. For a successful Half Juggernaut golem its Death Threshold becomes - (10+the Half Juggernaut Golem’s HD), for a Failed Half Juggernaut Golem it becomes - (The Half Juggernaut Golem’s HD)

Magmacore- This material is a mix of metal, stone, and molten earth, and is particularly difficult to contain, as such any square moved through by a Half Magmacore Golem is left covered in molten earth. These squares of Molten earth are considered difficult terrain, and slow land movement speeds as if it were two squares. Further any creature entering or standing in a square of molten earth suffers 1d4 points of fire damage per 4 HD the Half Magmacore Golem has. These squares of molten earth dissolve and cool three rounds after forming, and do not effect the Half Magmacore Golem.  Further the Half Magmacore Golem gains a bonus to natural armor class equal to its full constitution modifier.

Mindstrike- This material is wrought of boiling blood, and the screaming manias derived from the pandemonium. The sheer force of Madness and Chaos override any auras the Subject projects. Any divination power that reveals alignment reveals only Chaos about the Half Mindstrike Golem. All spells and effects that affect creatures based on alignment treat the Half Mindstrike Golem as if it were Chaotic or its own alignment, whichever would be better for the Half Mindstrike Golem. The madness and continuing shrieks that echo in the Half Mindstrike Golem’s head renders it immune to all moral, fear, and confusion effects.

Mud- This simple material is gooey and somehow slippery at the same time, as such any square moved through by a Half Mud Golem is left covered in Sticky-slippery Mud. This mud entangles any creatures that walk into its space, any such creature must make a balance check DC (10+1/2 the Half Mud Golem’s HD+Strength modifier) or fall prone, directly after which, whether successful or not, the creature must make a Reflex save of equal DC or be glued in place. A strength check of equal DC breaks the creature free. This mud lasts for 3d4 rounds. Further the Half Mud Golem gains a racial bonus on all disarm checks equal to half its HD.

Mithral- This material is uncannily light and durable.  After it has engaged at least in one round of combat the Half Mithral Golem can act as if it were under the effects of haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Mithral Golem has.  In addition the Half Mithral Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

Nimblewright- This material is uncannily light and durable.  After it has engaged at least in one round of combat the Half Nimblewright Golem can act as if it were under the effects of haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Nimblewright Golem has.  In addition the Half Nimblewright’s slam attack is replaced with a ‘rapier-hand’ attack, which functions much like a monk’s unarmed attack in that it is both a natural weapon and a light manufactured weapon. This attack deals 1d8 piercing damage, and has critical threat range of 18-20/x2.
[/spoiler]

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
I know of the Ettin that has three heads. Is that some obscure giant with three brains or a joke I didn't get?
I'd guess that's a reference to the multi-headed template from Savage Species.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]


oslecamo

  • Grape ape
  • *****
  • Posts: 1940
NightWalker

[spoiler]
HD:d12
Level Bab Fort Ref Will Feature
1 +0 +0+0+2 Darkness  Body,  Daylight Aversion, Chilling Blow, +1 Str
2 +1 +0+0+3 Darkness Skin, +1 Str
3 +1+ 1 +1+3Creeping Shadow, +1 Str
4 +2+ 1 +1+4 Evil Gaze, +1 Cha, +1 Str
5 +2+ 1 +1+4 Stalking Shadow,+1 Str
6 +3+ 2 +2+5Growth, Sudden Darkness, +1 Str
7 +3+ 2 +2+5 Consuming Shadow, +1 Str
8 +4+ 2 +2+6 Summon Darkness, +1 Cha, +1 Str
9 +4+ 3 +3+6 Overwhelming Shadow, Nightmare,+1 Str
10 +5+3 +3+7Desecrating Aura, +1 Str
11 +5+ 3 +3+7Master Shadow, +1 Cha,+1 Str
12 +6+ 4 +4+8Growth, Darkness Fist, +1 Str
13 +6+ 4 +4+8Crushing Shadow, +1 Cha, +1 Str
14 +7+ 4 +5+9 Crush, +1 Str
15 +7+ 5 +5+9 Unstopable shadow, +1 Cha, +1 Str
16 +8+ 5 +5+10Eclipse, +1 Str, +1 Cha
Skills:2+int modifier per level, quadruple at firt level, No class skills.

Proficiencies:The Nightwalker is proficient only with its own natural weapons
Features:

Nightwalker Body: a NightWalker loses all other racial modifiers and gains the following undead traits
[spoiler]    *  No Constitution score.
    * Darkvision out to 60 feet.
    * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    * Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    * Heals naturaly.
    * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    * Uses its Charisma modifier for Concentration checks.
    * Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
   
    * Undead do not breathe, eat, or sleep.
[/spoiler]
The NightWalker is a medium sized undead with two natural slam attacks dealing 1d6+Str modifier damage each and base speed 40 feet. The NightWalker takes no penalty for attacking with both claws at the same time. Any class levels the NightWalker takes have their HD increased to d12.

In addition, a NightWalker gains a Natural armor bonus equal to it's Charisma modifier.

NightWalkers cannot speak, but they have telepathy out to 20', with an additional 5 feet per HD

Daylight Aversion: If exposed to natural daylight (not merely a daylight spell), a NightWalker take a -4 penalty on all attack rolls, saving throws, and skill checks. The nightwalker can avoid this penalty by wearing a cloak or some other sort of heavy cloaking.

In return, a Nightwalker gains +1 to attack rollls, saving throws and skill checks while in an area of darkness. This bonus increases by 1 for every 5 HD of the Nightwalker.

Chilling Blow:The NightWalker may temporarily paralyze parts of an oponent's body, or force them to drop what they're carrying Whenever the NightShade hits an opponent with one of their slam attacks, they may choose to deal half damage and prevent the oponent from using one of his natural weapons for 1 round (NightWalker's choice), or perform a disarm atempt as a free action.

Darkness Skin:At 2nd level, the NightWalker gains DR/Silver and a bonus on Hide and Move Silently checks equal to half their HD, plus resistance to cold equal to their full HD.

At 6th level it improves to DR/Silver and magic

Ability Increase: The Nightwalker gains a permanent +1 to Str at all levels and +1 to Cha at levels 4, 8,  11, 13,  15, 16, for a total of +14 Str and +6 Cha at level 16.

Creeping shadow:At third level, the Nightwalker can begin to manipulate light and shadow, gaining the ability to use  Deeper Darkness, Invisibility and See Invisibility as SLAs, each 1/day per HD.

The Deeper Darkness SLA of the NightWalker counts as having a level equal to half the NightWalker's HD for purposes of countering/dispelling light spells.

Evil Gaze:. At 4th level, as a standard action, the NightWalker may look directly into an opponent within 30 feet, which must succeed on a DC 10+1/2HD+Cha mod Will save or be paralyzed with fear for 1 round. Whether or not the save is successful, that creature cannot be affected again by the same NightWalker’s gaze for 24 hours.

This is a gaze attack subject to all the normal flaws and drawbacks of this kind of attack, plus that it targets a single creature and needs a standard action to use.

At 8 HD the NightWalker may use this as a move action.

At 12 HD it can affect creatures normally immune to fear, but they gain a +5 bonus on their saves.

At 16 HD this becomes a full power gaze attack, affecting all whitin 30 feet of the NightWalker whitout need of actions.

Stalking Shadow:At 5th level the NightWalker can use Contagion,  Haste and Dispel Magic as SLAs, each 1/day for each 2HD. Save DCs are 10+1/2 HD+Cha modifier.

At 10 HD the NightWalker's contagion can affect even creatures immune to disease, but they gain a +5 bonus on their Fortitude saves to resist it.

At 11HD the Dispel Magic upgrades to Greater Dispel Magic.

Growth: At 6th and 12th level of this class the NightWalker grows one size category.

If all levels of the NightWalker were taken, it grows one more size category upon reaching 18 HD.

Sudden Darkness: At 6th level, the Nightwalker can use Deeper Darkness as an immediate action.

Consuming Shadow: At 7th level the NightWalker can use Unholy Blight 1/day per 3 HD, except that it affects creatures of all alignments except evil undead like they were good creatures, and it has no Maximum damage limit.

Against actual creatures of good alignment, it counts them as good outsiders.

Against actual good outsiders, it deals 1d8 damage per caster level.

Summon Darkness:at 8th level the NightWalker can summon forth 1d2 shadows 1/hour as a standard action. They arrive instantly and serve for 1 minute per HD. Undead summoned this way can never spawn other undead.

At 10 HD the NightWalker may summon 1d4 shadows or 1d2 Wraiths instead.

At  12 HD the nightwalker may summon 1d6 shadows, 1d4 Wraiths or 1d2 Greater shadows instead.

At  14 HD the nightwalker may summon 1d8 shadows, 1d6 Wraiths, 1d4 Greater shadows or 1d2 Dread Wraiths

At  16 HD the summoned Undead can deal half ability damage/drain to oponents normally immune to it.

Overwhelming shadow:At 9th level the NightWalker can use Cone of Cold as a SLA 1/day for every 4 HD it has, except that it has no Maximum damage, and oponents are entangled for 1 round per HD if they fail their saves, or for 1 round if they suceed on their saves.

Nightmare: at 9th level the NightWalker can fly with poor maneuverability at half its land speed, and gains SR equal to 11+HD.

Desecrating Aura: At 10th level a NightWalker gives off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the nightshade (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty.

A nightwalker's desecrating aura cannot be dispelled, but its suppressed if a nightwalker enters a consecrated or hallowed area, altough the nightwalker's presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

Master shadow:At 11th level the NightWalker can use Confusion and Hold Monster as SLAs 1/day for every 4 HD it has. Save DCs are 10+1/2 HD+Cha modifier.

Darkness Fist: at 12th level, whenever the NightWalker hits an opponent with its slam attack, it may spend one of his Deeper Darkness as a free action on that opponent to cover his eyes with pitch black, making it become blind for 10 min per HD. A reflex save with DC 10+1/2HD+Str mod prevents the blindness.

Crushing shadow:At 13th level the NightWalker can use Planeshift and Shadow Walk  as SLAs 1/day for every 5 HD. Save DCs are 10+1/2HD+Cha mod.

Crush:At 14th level a NightWalker can destroy any weapon or item at least one size category smaller than itself (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 10+1/2HD+Str modifier Fortitude save to resist destruction.

If it fails, it's crushed into fine diamond powder worth the same amount as the destroyed item.

This also allows the NightWalker's to automatically destroy lasting magical effects (even ones such as a Wall of Force) by hitting them with his Slam attack and spending one of his Greater Dispel Magic uses.

Unstopable shadow: At 15h level the NightWalker can use Finger of Death as a SLA 1/day for every 6 HD it has, except that it also affects creatures immune to Death effects, including other undead, which are reduced to dust. Those creatures gain +5 on their saves to resist this however. Save DC is 10+1/2 HD+Cha mod.

Eclipse:At 16th level, 1/day as a standard action, the NightWalker can block the very Sun (or whatever main source of light illuminates the current plane it is on) on top of smoothering all other light sources by covering them with pitch black. Mundane fires, lanterns and the like grow dark (but aren't actually put out) and even magic sources of  of light are suppressed unless they're from artifacts. This means the NightWalker and other creatures that are normally vulnerable to daylight take no penalty for the duration of the eclipse, wich lasts 10 minutes per HD.

 Spells with the light descriptor of 8th level or lower are automatically countered/dispelled on a radius of 1 mile per HD centered on the NightWalker during the duration of the Eclipse.

Finally, during the Eclipse, all the bonus from the Desecrating Aura becomes equal to the Nightwalker's HD/2, its area increases to a radius of 5 feet per HD, and the penalty to turning increases to -10.

[/spoiler]

Comments:
[spoiler]
In Soviet Russia, the Darkness attacks you! :p

Ahem, the Nightwalker is a shaddow-focused undead, altough it itself is corporeal, and instead of ability damage/drain it focuses on breaking stuff up.

At first level you've got a disarmer/sunderer that's also usefull against weaponless oponents. As the NightWalker grows it unlocks DR, some skill bonuses, a wide variety of SLAs focusing on stealth and debuffing/disabling, size increases, minions, flight, SR and some other goodies, making for a quite versatile monster. I buffed some of the more limited SLAs to give it some extra punch.

The signature ability, Crush can also be used to break down Walls of Force and the like, and I gave it Shaddow walk because it seems to fit.

As a capstone you can literally cover the land in darkness for some hours, allowing you and your minions to spread terror unchecked by pesky daylight.

If you want to play a walking solid shaddow that smoothers all hope wherever it goes, the NightWalker is for you.

[/spoiler]