Awakened Iron Golem[spoiler]
HD:d10
Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | + 0 | Iron Body, Fire Forged, Mobile Fortress, +2 Str |
2 | +1 | +0 | +0 | +0 | Iron Plating, Sentry Eyes +1 Str |
3 | +2 | +1 | +1 | +1 | Iron Fist, Combine, +1 Str |
4 | +3 | +1 | +1 | +1 | Invulnerability, Siege Crossbow, +1 Str |
5 | +3 | +1 | +1 | +1 | Growth, Neutralize, +1 Str |
6 | +4 | +2 | +2 | +2 | Breath Weapon, Steel Plating,+1 Str |
7 | +5 | +2 | +2 | +2 | Heavy Fists, +1 Str |
8 | +6 | +2 | +2 | +2 | Shaking Steps +1 Str |
9 | +6 | +3 | +3 | +3 | Runed Plating, +1 Str |
10 | +7 | + 3 | +3 | +3 | Mighty Swing, +1 Str |
11 | +8 | + 3 | +3 | +3 | Fire Magnet, +1 Str |
12 | +8 | + 4 | +4 | +4 | Reinforced Plating, Mighty Iron, +1 Str |
13 | +9 | + 4 | +4 | +4 | Iron Crush, Iron Demolish, +1 Str |
Skills:2+int modifier per level, quadruple at first level. No class skills.
Proficiencies: It's own natural weapons, simple and martial weapons
Features:Iron Body: an Iron Golem loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:
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# No Constitution score.
# Low-light vision.
# 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, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, wich make it lose a level.
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Iron golem is a medium sized construct with base speed 20 feet. It has two slam attacks dealing 2d6+Str mod damage each. The Iron Golem may attack with both fists in a fullattack whitout penalty.
It also gains a bonus to it's Nat armor equal to 3+Str modifier. Whenever it grows a size category, it's natural armor increases by an extra +1.
Finally it gains +1 HP per HD. This bonus retroatively increases by +1 for every 5 HD of the Iron Golem.
Fire Forged:The metal body of an iron golem perfectly conducts heat, not only being impervious to it but actually correcting failures and cracks on it's body. If the Iron Golem would be dealt fire damage, it instead recover lost HP equal to half the fire damage that it would receive.
Mobile Fortress: Iron Golems were designed as powerfull guardians, and their bodies are crafted in such a way to protect those close to them. Allies adjacent to the Iron Golem gain a bonus to their AC and Reflex saves equal to half the Nat armor bonus of the Iron Golem.
This also allows the Iron Golem to use Str instead of Dex for balance checks, and Str instead of Cha for Intimidate checks.
Ability Score Increase: The Iron golem gains +2 Str at the first level of this class and +1 on every other level, for +14 Str at 13th level.
Iron Plating:At 2nd level, the Iron Golem gains DR/Adamantine equal to half it's HD and SR equal to 15+HD. The Iron Golem may drop and raise it's SR as a free action at any time to let allies buff it.
Sentry Eyes: Iron Golems were originally designed as guardians of important places. They gain a bonus on all spot and listen checks equal to their HD.
At 8 HD the golem may grant itself See Invisibility effect for 1 round as a swift action. It's eyes clearly glow bright red when using this ability, altough other colors are not unheard off.
At 14 HD the golem may grant itself True sight for 1 round as a swift action. It's eyes clearly glow bright red when using this ability, altough other colors are not unheard off.
Iron Fist:The Iron Golem's solid fists push back oponents with every hit. At 3rd level, oponents struck by the Iron Golem's slam attack are moved 5 feet in a direction of the Golem's choosing for every 5 damage taken. This movement provokes attacks of oportunity from other creatures as normal. If the oponent hits a surface, it takes 1d6 damage for every 5 feet it still had to move.
Combine: at 3rd level,the Iron Golem can integrate weapons and armor into his own body as a fullround action.
In the case of an armor, the Iron Golem gains the AC benefit, but doesn't take the skill check penalty or has his AC penalty.
In the case of a weapon, it's stored inside one of the Golem's arms, and can be equiped or put back inside as a swift action, and it cannot be disarmed. In the case of a thrown weapon, it's attached to a chain to the golem, allowing it to retrieve it as a free action.
The golem benefits from any magic properties of the items. Weapon enanchments of a combined weapon apply to the respective Golem's slam attack while it's put back. Combined equipment cannot be unwillingly removed whitout destroiyng the golem.
Invulnerability:At 4th level, the Iron Golem can fully ignore harmfull effects of spells of level (Iron Golem level/2)-1. This isn't just limited to spells wich allow SR. An Iron Golem would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over it's plating.
In adition, the Iron Golem can fully ignore harmfull Su abilities from oponents with less HD than it has Iron Golem levels.
The Iron Golem may still let benefical effects affect him as normal.
Siege Crossbow:At 4th level, the iron golem fits a special custom crossbow inside a body part of it's choice, wich can be equiped or folded back inside the body as a free action. It has the base stats of an heavy crossbow of the Iron Golem's size, except that:
-It deals damage as if it was one size category bigger.
-It can fire specially heavy bolts with great inertia, wich allows them to ignore bad weather effects, including strong winds, including magic effects like wind wall. They can also be used to perform the Sunder action at range, and cost 1 GP each.
-It's bolts are kept in special cases like a repeating crossbow, allowing the golem to fire multiple shots whitout reloading. Each case holds one bolt per HD. Replacing a case is a fullround action.
-One ally at least one size category smaller than the golem may "ride" on the siege crossbow and fire it whitout need of the golem taking any actions.
In adition, the iron golem may Combine his siege crossbow with an enchanted crossbow of any kind to get it's magical enanchments and special metal properties, just like his fists.
Growth: at 5th level the Golem grows one size category. If all golem levels were taken, it grows again at 15 HD.
Neutralize: At 5th level, whenever the Golem hits an oponent with a slam attack, it may perform a disarm atempt as a free action whitout provoking attacks of oportunity. If it suceeds, the weapon is holded on the respective fist if it wasn't holding anything.
Breath Weapon: At 6th level, as a swift action, the golem can produce a cone with 5 feet per 3 HD of poisonous gas lasting 1 round, once every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 10+1/2HD+Str mod negates.
The damage increases one die size for every 6 HD from here.
At 12 HD it affects even creatures immune to poison and/or ability damage, but they gain a +5 bonus on their saves. If they don't have a Con score, it deals Wis damage instead.
Steel Plating: at 6th level the Golem's DR/adamantine is now equal to it's full HD.
Heavy fists: At 7th level the Golem's slams add +1,5 Str modifier to damage, and count as two-handed weapons for power attacking purposes.
In adition, oponents hit by the Golem's slam attack must make a Fort Save with DC 10+1/2HD+Str mod or be dazed for 1 round.
Shaking Steps: At 8th level, the Golem shakes the very ground when it walks, as well as sending shockwaves trough the air, due to it's extreme density. Whenever the golem moves, all other creatures whitin 5 feet per 4 HD (including airborn ones) must make a Balance check with DC 10+HD+Str mod or be unable to move on their next turn (even trough magic means).
This affects allies as well, but the golem can choose to turn on and off this ability at any moment during it's movement.
Runed Plating: At 9th level the Golem may have an arcane spellcaster carve runes on it's plating in a 1-hour long ritual, wich replicate one arcane spell with a range of touch or self that the arcane caster could cast. The spell must also be of a level no higher than (1/2 Golem's HD)+1. The golem permanently gains the benefits of said spell, except that it cannot be dispelled and any numerical bonus lose their type, thus stacking with other bonus of their usual type. So a golem receiving bull's strenght would gain +4 untyped to strenght for example. Only one rune at a time, but it may be erased to write a new one.
The golem may carve the rune on itself if it has a scroll of the apropriate spell, but the scroll is consumed on the process.
Mighty Swing: The golem has horrible reflexes, but it more than makes it up with sheer brute force.At 10th level it's attacks now ignore concealment of all kinds, and it can choose to attack an area equal to it's own instead of a single target with each attack. Roll a single time for attack of damage, then compare it with the AC of each oponent inside the area.
Fire Magnet: At 11th level, the golem's Invulnerability extends to adjacent allies, as it's wards become strong enough to divert the path of nearby magics.
In adition, whenever the golem hits an oponent with a slam attack or it's Siege Crossbow, it may replicate the effect of a greater dispel magic as a free action targeting the oponent struck, with CL=HD.
Reinforced Plating: At 12th level, the Golem's DR/adamantine is now equal to 1,5 times it's HD.
Mighty Iron:At 12th level, the Golem adds 2 times it's Str modifier to it's slam attacks.
Iron Demolish: At 13th level the Golem may, as an attack action, destroy every inanimated matter on adjacent volume equal to it's own (so a large golem that fills a 10 feet per 10 feet space could destroy every inanimated object in a 10 feet per 10 feet cube). The material it's made off it's irrelevant, and the golem can just as easily punch trough adamantium walls as taking down a tree.
In alternative, the Golem may automatically destroy an area magic effect on melee reach as an attack action.
Iron Crush: a number of times per day equal to it's Str modifier, the Golem may simply use both it's fists to crush an oponent in melee range to a bloody pulp. This is a standard action touch attack using slam attack bonus. If it hits, the oponent must make a Fort save with DC 10+1/2HD+Str modifier or be utterly crushed into a fine paste under the golem's fists.
The oponent takes a -2 penalty on this save for each 10% missing HP from it's total.
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Comments:
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The iron golem is one of the many spin offs D&D made of the original clay golem. It's suposed to be the biggest and toughest of the base 3,5 golems, thus the first I made.
Clearly, the emphasis is on something really hard, deadly in melee. It gets the powerfull Invulnerability to shrugg off magic, and the best DR of all monster classes.
The iron golem is also a team player, protecting nearby squishier allies with it's powerfull frame.
Still had levels to fill tough, so gave the golem the ability to "mount" extra weapons inside it's body and carve runes, plus destroying nearby magic resorting to it's wards. At range it can resort to it's siege crossbow, wich can eventually debuff oponents.
It's however utterly uncapable of subtelty, but that's the idea behind your typical golem.
So if you want to play a massive chunk of iron that moves slowly but surely across the battlefield, the Iron Golem's for you!
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