AugustNights
2010-12-08, 08:26 AM
The Trainer Golem
http://2.bp.blogspot.com/_5I66_NS4FC4/Smi7UKHH3FI/AAAAAAAABUk/toB9nwBK11w/s400/ct_colorfinal811lo.jpg
They call me Gato ♫ I have metal joints! ♫ Beat me up, win fifteen silver points!♫ You’re so weak, I am so strong, ♫ I punched your lights out ♫ Now run along♫ ~ Fair side attraction Trainer Golem
Trainer Golem
Medium Construct
Hit Dice: 5d10 +30 (57 HP)
Initiative: +0
Speed: 20 ft. (5 squares)
Armor Class: 16 (+6 natural), 10 touch, 16 flat-footed
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 melee (1d6+4)
Full Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 melee (1d6+4) or Flurry Slam +4/+4 (1d6+4 nonlethal) or Flurry Slam +2/+2 (1d6+4) [See Trainer]
Space/Reach: 5ft, 5ft (10ft with Reaching Slam.)
Special Attacks: Countersong, Distracting Song, Flurry, Inspire Courage, Shout
Special Qualities: Darkvision 60ft, DR/2 Magic, Immunity to Magic, Low-light vision, Reaching Slam, Trainer
Saves: Fort +1, Ref +1, Will +2
Abilities Str 16, Dex 10, Con Ø, Int Ø, Wis 13, Cha 16
Skills: Perform (Sing) +8
Feats: -
Environment: Any
Organization: Solitary or Chorus (2-5)
Challenge Rating: 4
Treasure: 1,500 Silver Pieces
Alignment: Always Neutral.
Advancement: (6-8 HD) Medium (9-16) Large.
Level Adjustment: -
The round cat-eared Golem dances merrily awaiting a challenger, singing rhymes about the exact challenge and reward for training with it. A small metal device remains in its left hand at all times. The gaudily painted creature seems to enjoy singing into it as if it were some sort of amplification device.
These Trainer Golem’s are built with irritation in mind, they are designed to distract soldiers in training and fair patrons from fighting at the best. Most Trainer Golems are non-violent in nature, regarding fighting as a game, rather than a struggle to kill. Most Trainer Golem’s are programmed to offer 15 or so silver pieces if beaten to a certain point, and almost no Trainer Golem uses Lethal damage unless it is directed to do so by its master.
Rumor has it, the first Trainer golem was built by an addled elven sorcerer who had acquired a minstrel admirer who had followed him around playing poorly on the lute. The story goes that the elf was trying to discuss battle tactics with his nation’s head general and the poor bardic idiot wouldn’t shut up. Snapping, the elven mage took the self proclaimed musician’s instrument and beat him to death with it. Not satisfied by merely ending the bard’s life and destroying his musical tool of irritation, he bound the fool’s soul into one of the practicing dummies and continued to beat the bard for the following seven hours.
Combat
The Trainer Golem won’t enter combat unless it has been attacked, ordered to do so, or if a challenger has announced its intent to win coins from it. If a challenger persists to fight the Trainer Golem will often use a shout attack to both stun the challenger and to alert its master or some official that someone is attempting to damage it. (No one wants to lose a perfectly good golem to a drunken hooligan.) The Trainer Golem’s training slam can be faster than an opponent may expect, and often times an unwary opponent may be knocked unconscious from the Trainer Golem’s flurry strike.
Countersong (Su): The Trainer Golem gains the Countersong (http://www.d20srd.org/srd/classes/bard.htm#countersong) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Trainer Golem’s uses of this ability per day. A Trainer Golem may not use Inspire Courage or Distracting Song while it is using Countersong.
Distracting Song (Su): The Trainer Golem may create distracting music that echoes out of its mostly hollow body. Any opponent within 30 feet of the Trainer Golem must make a will save opposed by the Trainer Golem's Perform (Sing) check or suffer a -2 circumstance penalty to attack rolls and armor class. This is a sonic based effect. Activating or deactivating this ability is a free action, a Trainer Golem may not use Countersong or Inspire Courage while it is using Distracting Song.
Flurry Slam(Ex): If the Trainer Golem makes a full-attack action it gains an additional attack with its Slam attack at its highest base attack bonus, however both of these attacks are at a -2 penalty.
Inspire Courage (Su): The Trainer Golem gains the Inspire Courage (http://www.d20srd.org/srd/classes/bard.htm#inspireCourage) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Trainer Golem’s uses of this ability per day. A Trainer Golem may not use Countersong or Distracting Song while it is using Inspire Courage.
Shout (Su): The Trainer Golem’s primary failsafe, the Trainer Golem may make a sonic attack once every 1d4+1 rounds, this attack emanates from the Trainer Golem in a 30 ft. cone. Creatures and objects within this cone suffer 3d4 sonic damage, a successful reflex save DC 15 reduces this damage by half. This DC is charisma based.
Immunity to Magic (Ex): A Trainer Golem is immune to any spell or spell-like ability that allows spell resistance and has a verbal component, or that is Sonic dependent. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell dealing Sonic Damage heals the Trainer Golem 1 point of HP for every 3 points of damage it would have dealt.
A Silence (http://www.d20srd.org/srd/spells/silence.htm) spell that is centered on the Trainer Golem deals damage to the Training Golem equal to 1d6 damage per Caster Level and the Training Golem is slowed (as the Slow ( http://www.d20srd.org/srd/spells/slow.htm) spell) for the duration of the spell.
Reaching Slam (Ex): The Trainer Golem’s training slam attack has a reach of 10 feet, but unlike other reach weapons the Trainer Golem may use it on adjacent foes without penalty.
Trainer (Ex): The Trainer Golem’s Slam attack deals nonlethal damage without penalty to attack roll. The Trainer Golem may deal lethal damage with its Slam and Flurry Slam, but it suffers a -2 to attack when doing so.
Further the Trainer Golem's body is designed to absorb lethal damage in specific areas without inflicting harm to the Trainer Golem. An opponent may choose to deal nonlethal damage to the Trainer Golem without incurring the normal penalties to attack for doing so, as that these locations are specifically designed to simulate real combat.
Dealing lethal damage to the trainer Golem is no more difficult than it is for doing so to other constructs.
While the Trainer Golem is immune to nonlethal damage, it has a perfect mental tally of all the nonlethal damage it would have suffered after damage reduction from any single attack, group of attacks, or over a period of time. It keeps track of this in arbitrary numbers that tend to confuse common folk, for this reason many masters order their Trainer Golem to folllow this basic description for nonlethal damage registered.
Bruised:13 nonlethal damage
Battered: 28 nonlethal damage.
Busted: 41 nonlethal damage.
Beat: 57 nonlethal damage
Some Trainer Golems are commanded to offer awards at a certain point, or relate its recorded nonlethal damage track after a fight.
Skills: The Trainer Golem gains a +5 racial bonus to Perform (Sing).
Construction
A Trainer Golem's body is constructed from relatively simple materials thrown together to look vaguely human, and to present a mild threat to challengers, requiring 100 gp. Assembling the body requires a DC 12 Craft (Sculpting) check or other appropriate skill check. Further a Bard of 1st level or higher must be murdered in a horrifying manner within 100 feet of the Trainer Golem’s Body, and within 24 hours of completing the construction and enchantment of the Trainer Golem in order to animate it. Alternatively the soul of a creature that in life possessed the bardic music capability may be coaxed into animating the Golem.
CL 6th; Craft Construct, Haste, Magic Mouth, Magic Weapon, Shatter caster must be at least 6th level; Price 1,000 gp; Cost 650 gp + 40 XP.
-=-=-=-=-=-=-
Lore
A Knowledge (Arcana) check reveals the following:
{table=head]DC|Information
15|Construct Type, Distracting Song Attack
20|Training or Challenge Tool, Nonthreatening
25|Flurry Training Slam attack, Bardic Music Abilities
30|Immunity to Magic in full detail[/table]
A Bardic Knoweldge check reveals the following:
{table=head]DC|Information
10|Creepy Feeling
15|Distracting Song and Bardic Music Capabilities
20|Immunity to Spells and Which ones, Not Special Spells.
25|Someone in the area doesn’t care much for bards
30|The name and history of the Specific Bard Murdered to make this Golem[/table]
Encounter: A Day at the Fair [CR 3-4]
The local Guard warns the party that not 3 weeks ago a bard named Gonzales was brutally murdered near the Guard Station’s Combat Classes area. They hire on the PCs as extra muscles for the upcoming Fair, but don’t expect too much trouble. The PCs may participate in the fair games, and what have you, but if they manage to remain helpful to the town guard all day, they will be paid. There are many great competitions and games to gamble on at the fair, there’s a foot race that one can gamble on, a house of horrors, and even drinking games. A local mage, The Festival’s “Secrets Master,” (http://novaonline.nvcc.edu/eli/spd130et/medieval.htm#out) has been challenging anyone that looks mildly robust to fight its new golem, offering a 3x1 pay off to any victors. Many patrons seem to be filling their pockets with silver coins from this attraction…
Gato, Training Golem
Auggy the Secrets Master
Neutral Evil Male Elf Wizard L.6
Init +3, Senses: Listen +5, Spot +5, Low-light vision, Automatically Detects Secret Doors.
Languages Common, Elven, Draconic, Gnomen, Orc, Sylvan.
-----------
AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11
hp 20 (6 HD)
Fort +2, Ref +5, Will +6 (+2 to Enchantments)
-----------
Speed 30 ft. (6 squares)
Melee M. Longsword +5 melee (1d8+1) 19-20/x2
Ranged +1 Longbow +7 ranged (1d8+1) x3
Base Atk +3, Grp +4
Atk Options Spells
Spells Prepared Caster level 6th. (Spells per day 4+1/5+1/4+1/3+1); Save DC 14 + Spell level (15):
0th- [s]Read Magic, Detect Magic, Prestidigitation (2x),[Mage Hand]
1st –Color Spray, Disguise Self (x2), Swift Expeditious Retreat, Mage Armor, [Feather Fall]
2nd –Shatter (x2), Mirror Image (x2), [Fox’s Cunning]
3rd –Resonating Bolt(x2), Hold Person,[Fly]
Spell Book:
L.0
All Cantrips (Except Abjurtaion or Necromancy)
L.1
Ventriloquism
True Strike
Mage Armor
Disguise Self
Color Spray
Feather Fall
Swift Expeditious Retreat (SpellC)
Animate Rope
Magic Weapon
L.2
Fox’s Cunning
Mirror Image
Shatter
Magic Mouth
L.3
Haste
Resonating Bolt (Spell C)
Hold Person
Fly
Prohibited Schools Abjuration & Necromancy
--------------
Abilities Str 12, Dex 16, Con 10, Int 19, Wis 12, Cha 9
SQ Immunity to magical Sleep effects, Snake Familiar (Tiny Viper (http://www.d20srd.org/srd/monsters/snake.htm#viperSnake) w/ 10 hp, AC 20, Improved Evasion, Share Spells, Empathic Link, Delivery Touch Spells, Speak With Master, 8 Int.), Alertness,
Feats Martial Weapon Proficiency (Longsword)B , Martial Weapon Proficiency (Rapier) B, Martial Weapon Proficiency (Longbow) B, Martial Weapon Proficiency (Shortbow) B, Scribe Scroll W,Spell Focus (Transmutation), Craft magical Arms and Armor W, Craft Construct,
Skills: Bluff +6, Disguise +3, Concentration +9, Knowledge (Arcana) +13, Profession (Carnival Technician) +10, Spellcraft +9 (+11 With Transmutation Spells), Search +6,
Possessions 110 gp remaining
Masterwork Longsword (315gp)
+1 Longbow (2,375 gp)
Trainer Golem ‘Gato,’ (650 gp)
Amulet of Natural Armor (2,000 gp)
1,500 Silver Pieces Award Money
Advanced Trainer Golem
Large Construct
Hit Dice: 16d10 +30 (118 HP)
Initiative: +0
Speed: 20 ft. (5 squares)
Armor Class: 21 (-1 size, +12 natural), 9 touch, 21 flat-footed
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (1d8+12 nonlethal) or Slam +17 melee (1d8+12) [See Trainer]
Full Attack: Slam +19 melee (1d8+12 nonlethal) or Slam +17 melee (1d8+12) [See Trainer] or Rushing Blow +19 (1d8+12 nonlethal)
Space/Reach: 10ft, 10ft (30ft with Rushing Blow.)
Special Attacks: Burst of Speed, Countersong, Destructive Trample, Distracting Song, Electric Rage, Inspire Courage, Luminaire, Rushing Blow.
Special Qualities: Darkvision 60ft, DR/10 Magic, Immunity to Magic, Low-light vision, Trainer
Saves: Fort +5, Ref +5, Will +6
Abilities Str 26, Dex 10, Con Ø, Int Ø, Wis 13, Cha 18
Skills: Perform (Sing) +19
Feats: -
Environment: Any
Organization: Solitary or Chorus (2-5)
Challenge Rating: 12
Treasure: 15,000 Silver Pieces
Alignment: Always Neutral.
Advancement: -
Level Adjustment: -
Ah, Gonzales ♪ Made of metal strong ♪ Win silvered coin ♪ If you can end his song.
Most Trainer Golems are designed to actually train greenhorns, challenge average folk at festivals, or even keep the general soldier’s technique sharp. However, every now and then a truly challenging creature is built, these Advanced Trainer Golems are truly enigmatic in their construction, and most people who find themselves owning one have no idea where it came from or how it was constructed. Many theories have been pieced together about their origins but little light has been shed on this mystery. However, it is known that these golems will throw quite the temper tantrum when it comes to losing.
Combat
Like their lesser cousins the Advanced Trainer Golem does not lust after combat and won’t make aggressive actions unless it has been attacked, ordered to do so, or if a challenger has announced its intent to win coins from it. Persisting to attack an Advanced Trainer Golem after it has called the battle to an end is dangerous, and likely to set off the Trainer Golem’s Electric Rage. Once in such a rage the Advanced Trainer Golem becomes rather wreckless and destructive actively attacking any perceivable threats, and knocking over any freestanding objects it encounters. Only an Advanced Trainer Golem’s master can order the golem out of this frenzy.
Burst of Speed (Su): While in an Electrical Rage the Advanced Trainer Golem may spend a full round action to move up to 10x its base land speed. It may also may make a charge attack after moving 4x its base land speed rather than 2x.
Countersong (Su): The Advanced Trainer Golem gains the Countersong (http://www.d20srd.org/srd/classes/bard.htm#countersong) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Advanced Trainer Golem’s uses of this ability per day. A Advanced Trainer Golem may not use Inspire Courage or Distracting Song while it is using Countersong.
Destructive Trample (Su): While in an Electrical Rage the Advanced Trainer Golem may trample over free-standing objects with little difficulty. The Advanced Trainer Golem ignores difficult terrain while in Electric rage, and may trample over any portion of any freestanding object in its path of movement. The Advanced Trainer Golem deals 2d8+16 damage to any object it so tramples over (or rather through), ignoring the first 10 points of Hardness. If an object is not destroyed, by this damage it slows the Advanced Trainer Golem’s speed by 10, and suffers damage again, this continues until the Advanced Trainer Golem’s movement is reduced to 0 or the object is broken and the Advanced Trainer Golem continues moving.
Distracting Song (Su): The Advanced Trainer Golem may create distracting music that echoes out of its mostly hollow body. Any opponent within 30 feet of the Advanced Trainer Golem must make a will save opposed by the Advanced Trainer Golem's Perform (Sing) check or suffer a -2 circumstance penalty to attack rolls and armor class. This is a sonic based effect. Activating or deactivating this ability is a free action, a Advanced Trainer Golem may not use Countersong or Inspire Courage while it is using Distracting Song.
Electric Rage (Su): As a free action on its turn, the Advanced Trainer Golem may enter into an electric rage, increasing its strength by +4 as well as increasing its base land speed to 60 feet. While in electric rage the Advanced Trainer Golem gains access to Destructive Trample, Burst of Speed, and Luminaire attacks.
Inspire Courage (Su): The Advanced Trainer Golem gains the Inspire Courage (http://www.d20srd.org/srd/classes/bard.htm#inspireCourage) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Advanced Trainer Golem’s uses of this ability per day. A Advanced Trainer Golem may not use Countersong or Distracting Song while it is using Inspire Courage.
Luminaire (Su): As a full round action the Advanced Trainer Golem may conjure a sphere of energy centered on its self. Light and electricity emanate in a 60 foot radius around the Advanced Trainer Golem, any creature caught in this area suffer 15d6 damage, half of which is electricity damage, and the other half is force damage. A DC 21 Reflex save reduces this damage by half. Further any creatures damaged by this ability must make a DC 21 Fortitude save or be blinded. Both DCs are charisma based.
Rushing Blow (Ex): As a full attack action the Advanced Trainer Golem may use its slam attack against any opponent it is aware of within 30feet, if this attack successfully strikes an opponent the Advanced Trainer Golem may make a Bull-rush Against that opponent as a free action without provoking an attack of opportunity. The Advanced Trainer Golem need not travel with its opponent to move it back further than the first 5 feet. If an opponent is knocked back further than 5 feet, it must make a DC 25 Reflex save or be knocked prone. This DC is strength Based.
Immunity to Magic (Ex): A Advanced Trainer Golem is immune to any spell or spell-like ability that allows spell resistance and has a verbal component, or that is Sonic dependent. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell dealing Sonic Damage heals the Advanced Trainer Golem 1 point of HP for every 3 points of damage it would have dealt.
Any spell dealing Electricity Damage heals the Advanced Trainer Golem 1 point of HP for every 3 points of damage it would have dealt. Further the Advanced Trainer Golem is immediately sent into an Electrical Rage after being effected by such an attack.
A Silence (http://www.d20srd.org/srd/spells/silence.htm) spell that is centered on the Advanced Trainer Golem deals damage to the Training Golem equal to 1d6 damage per Caster Level and the Training Golem is slowed (as the Slow ( http://www.d20srd.org/srd/spells/slow.htm) spell) for the duration of the spell. Further this automatically ends any Electrical Rage the Advanced Trainer Golem is in.
Trainer (Ex): The Advanced Trainer Golem’s Slam attack deals nonlethal damage without penalty to attack roll. The Advanced Trainer Golem may deal lethal damage with its Slam and Rushing Slam, but it suffers a -2 to attack when doing so.
Further the Advanced Trainer Golem's body is designed to absorb lethal damage in specific areas without inflicting harm to the Advanced Trainer Golem. An opponent may choose to deal nonlethal damage to the Advanced Trainer Golem without incurring the normal penalties to attack for doing so, as that these locations are specifically designed to simulate real combat.
Dealing lethal damage to the Advanced Trainer Golem is no more difficult than it is for doing so to other constructs.
While the Advanced Trainer Golem is immune to nonlethal damage, it has a perfect mental tally of all the nonlethal damage it would have suffered after damage reduction from any single attack, group of attacks, or over a period of time. It keeps track of this in arbitrary numbers that tend to confuse common folk, for this reason many masters order their Advanced Trainer Golem to folllow this basic description for nonlethal damage registered.
Bruised:29 nonlethal damage
Battered: 59 nonlethal damage.
Busted: 88 nonlethal damage.
Beat: 118 nonlethal damage
Some Advanced Trainer Golems are commanded to offer awards at a certain point, or relate its recorded nonlethal damage track after a fight.
Skills: The Advanced Trainer Golem gains a +16 racial bonus to Perform (Sing).
-=-=-=-=-=-=-
Lore
A Knowledge (Arcana) check reveals the following:
{table=head]DC|Information
15|Construct Type, Distracting Song Attack
20|Training or Challenge Tool, Nonthreatening
25|Advanced Trainer Golem, Higher challenged than initially imagined.
30|Rushing Blow, Damage Reduction to Magic.
35|Electrical Rage and triggers, Burst of Speed, Destructive Trample.
40|Immunity to Magic in full detail, Luminaire Attack[/table]
A Bardic Knoweldge check reveals the following:
{table=head]DC|Information
10|Creepy Feeling
15|Distracting Song and Bardic Music Capabilities
20|Advanced Trainer Golem, Higher challenged than initially imagined.
25|Rushing Blow, Damage Reduction to Magic.
30| Electrical Rage and triggers, Burst of Speed, Destructive Trample.
35| Immunity to Magic in Full Detail, Luminaire Attack.
40|The name and history of the Specific Bard’s soul that is animating this Golem[/table]
-=-=-=-=-=-=-=-
A Chump’s Twopence:
Thanks to Vorpal Tribble for his Monster Making For the Feebleminded (http://www.giantitp.com/forums/showthread.php?t=43009) which helped me out with this monster as well!
The formula’s got this guy at a CR 5, but I’m thinking CR 4 or even CR 3 is fine, especially considering the mostly nonlethal damage it deals.
I really don’t grasp Golem Construction Costs too well, so feedback on that would be great.
P.E.A.C.H.ing and Grammar/Spelling assistance appreciated.
Somehow I forgot to add saves to the original. Fixed that.
Advanced version added without Construction section, because it seems easily abused by player characters.
http://2.bp.blogspot.com/_5I66_NS4FC4/Smi7UKHH3FI/AAAAAAAABUk/toB9nwBK11w/s400/ct_colorfinal811lo.jpg
They call me Gato ♫ I have metal joints! ♫ Beat me up, win fifteen silver points!♫ You’re so weak, I am so strong, ♫ I punched your lights out ♫ Now run along♫ ~ Fair side attraction Trainer Golem
Trainer Golem
Medium Construct
Hit Dice: 5d10 +30 (57 HP)
Initiative: +0
Speed: 20 ft. (5 squares)
Armor Class: 16 (+6 natural), 10 touch, 16 flat-footed
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 melee (1d6+4)
Full Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 melee (1d6+4) or Flurry Slam +4/+4 (1d6+4 nonlethal) or Flurry Slam +2/+2 (1d6+4) [See Trainer]
Space/Reach: 5ft, 5ft (10ft with Reaching Slam.)
Special Attacks: Countersong, Distracting Song, Flurry, Inspire Courage, Shout
Special Qualities: Darkvision 60ft, DR/2 Magic, Immunity to Magic, Low-light vision, Reaching Slam, Trainer
Saves: Fort +1, Ref +1, Will +2
Abilities Str 16, Dex 10, Con Ø, Int Ø, Wis 13, Cha 16
Skills: Perform (Sing) +8
Feats: -
Environment: Any
Organization: Solitary or Chorus (2-5)
Challenge Rating: 4
Treasure: 1,500 Silver Pieces
Alignment: Always Neutral.
Advancement: (6-8 HD) Medium (9-16) Large.
Level Adjustment: -
The round cat-eared Golem dances merrily awaiting a challenger, singing rhymes about the exact challenge and reward for training with it. A small metal device remains in its left hand at all times. The gaudily painted creature seems to enjoy singing into it as if it were some sort of amplification device.
These Trainer Golem’s are built with irritation in mind, they are designed to distract soldiers in training and fair patrons from fighting at the best. Most Trainer Golems are non-violent in nature, regarding fighting as a game, rather than a struggle to kill. Most Trainer Golem’s are programmed to offer 15 or so silver pieces if beaten to a certain point, and almost no Trainer Golem uses Lethal damage unless it is directed to do so by its master.
Rumor has it, the first Trainer golem was built by an addled elven sorcerer who had acquired a minstrel admirer who had followed him around playing poorly on the lute. The story goes that the elf was trying to discuss battle tactics with his nation’s head general and the poor bardic idiot wouldn’t shut up. Snapping, the elven mage took the self proclaimed musician’s instrument and beat him to death with it. Not satisfied by merely ending the bard’s life and destroying his musical tool of irritation, he bound the fool’s soul into one of the practicing dummies and continued to beat the bard for the following seven hours.
Combat
The Trainer Golem won’t enter combat unless it has been attacked, ordered to do so, or if a challenger has announced its intent to win coins from it. If a challenger persists to fight the Trainer Golem will often use a shout attack to both stun the challenger and to alert its master or some official that someone is attempting to damage it. (No one wants to lose a perfectly good golem to a drunken hooligan.) The Trainer Golem’s training slam can be faster than an opponent may expect, and often times an unwary opponent may be knocked unconscious from the Trainer Golem’s flurry strike.
Countersong (Su): The Trainer Golem gains the Countersong (http://www.d20srd.org/srd/classes/bard.htm#countersong) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Trainer Golem’s uses of this ability per day. A Trainer Golem may not use Inspire Courage or Distracting Song while it is using Countersong.
Distracting Song (Su): The Trainer Golem may create distracting music that echoes out of its mostly hollow body. Any opponent within 30 feet of the Trainer Golem must make a will save opposed by the Trainer Golem's Perform (Sing) check or suffer a -2 circumstance penalty to attack rolls and armor class. This is a sonic based effect. Activating or deactivating this ability is a free action, a Trainer Golem may not use Countersong or Inspire Courage while it is using Distracting Song.
Flurry Slam(Ex): If the Trainer Golem makes a full-attack action it gains an additional attack with its Slam attack at its highest base attack bonus, however both of these attacks are at a -2 penalty.
Inspire Courage (Su): The Trainer Golem gains the Inspire Courage (http://www.d20srd.org/srd/classes/bard.htm#inspireCourage) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Trainer Golem’s uses of this ability per day. A Trainer Golem may not use Countersong or Distracting Song while it is using Inspire Courage.
Shout (Su): The Trainer Golem’s primary failsafe, the Trainer Golem may make a sonic attack once every 1d4+1 rounds, this attack emanates from the Trainer Golem in a 30 ft. cone. Creatures and objects within this cone suffer 3d4 sonic damage, a successful reflex save DC 15 reduces this damage by half. This DC is charisma based.
Immunity to Magic (Ex): A Trainer Golem is immune to any spell or spell-like ability that allows spell resistance and has a verbal component, or that is Sonic dependent. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell dealing Sonic Damage heals the Trainer Golem 1 point of HP for every 3 points of damage it would have dealt.
A Silence (http://www.d20srd.org/srd/spells/silence.htm) spell that is centered on the Trainer Golem deals damage to the Training Golem equal to 1d6 damage per Caster Level and the Training Golem is slowed (as the Slow ( http://www.d20srd.org/srd/spells/slow.htm) spell) for the duration of the spell.
Reaching Slam (Ex): The Trainer Golem’s training slam attack has a reach of 10 feet, but unlike other reach weapons the Trainer Golem may use it on adjacent foes without penalty.
Trainer (Ex): The Trainer Golem’s Slam attack deals nonlethal damage without penalty to attack roll. The Trainer Golem may deal lethal damage with its Slam and Flurry Slam, but it suffers a -2 to attack when doing so.
Further the Trainer Golem's body is designed to absorb lethal damage in specific areas without inflicting harm to the Trainer Golem. An opponent may choose to deal nonlethal damage to the Trainer Golem without incurring the normal penalties to attack for doing so, as that these locations are specifically designed to simulate real combat.
Dealing lethal damage to the trainer Golem is no more difficult than it is for doing so to other constructs.
While the Trainer Golem is immune to nonlethal damage, it has a perfect mental tally of all the nonlethal damage it would have suffered after damage reduction from any single attack, group of attacks, or over a period of time. It keeps track of this in arbitrary numbers that tend to confuse common folk, for this reason many masters order their Trainer Golem to folllow this basic description for nonlethal damage registered.
Bruised:13 nonlethal damage
Battered: 28 nonlethal damage.
Busted: 41 nonlethal damage.
Beat: 57 nonlethal damage
Some Trainer Golems are commanded to offer awards at a certain point, or relate its recorded nonlethal damage track after a fight.
Skills: The Trainer Golem gains a +5 racial bonus to Perform (Sing).
Construction
A Trainer Golem's body is constructed from relatively simple materials thrown together to look vaguely human, and to present a mild threat to challengers, requiring 100 gp. Assembling the body requires a DC 12 Craft (Sculpting) check or other appropriate skill check. Further a Bard of 1st level or higher must be murdered in a horrifying manner within 100 feet of the Trainer Golem’s Body, and within 24 hours of completing the construction and enchantment of the Trainer Golem in order to animate it. Alternatively the soul of a creature that in life possessed the bardic music capability may be coaxed into animating the Golem.
CL 6th; Craft Construct, Haste, Magic Mouth, Magic Weapon, Shatter caster must be at least 6th level; Price 1,000 gp; Cost 650 gp + 40 XP.
-=-=-=-=-=-=-
Lore
A Knowledge (Arcana) check reveals the following:
{table=head]DC|Information
15|Construct Type, Distracting Song Attack
20|Training or Challenge Tool, Nonthreatening
25|Flurry Training Slam attack, Bardic Music Abilities
30|Immunity to Magic in full detail[/table]
A Bardic Knoweldge check reveals the following:
{table=head]DC|Information
10|Creepy Feeling
15|Distracting Song and Bardic Music Capabilities
20|Immunity to Spells and Which ones, Not Special Spells.
25|Someone in the area doesn’t care much for bards
30|The name and history of the Specific Bard Murdered to make this Golem[/table]
Encounter: A Day at the Fair [CR 3-4]
The local Guard warns the party that not 3 weeks ago a bard named Gonzales was brutally murdered near the Guard Station’s Combat Classes area. They hire on the PCs as extra muscles for the upcoming Fair, but don’t expect too much trouble. The PCs may participate in the fair games, and what have you, but if they manage to remain helpful to the town guard all day, they will be paid. There are many great competitions and games to gamble on at the fair, there’s a foot race that one can gamble on, a house of horrors, and even drinking games. A local mage, The Festival’s “Secrets Master,” (http://novaonline.nvcc.edu/eli/spd130et/medieval.htm#out) has been challenging anyone that looks mildly robust to fight its new golem, offering a 3x1 pay off to any victors. Many patrons seem to be filling their pockets with silver coins from this attraction…
Gato, Training Golem
Auggy the Secrets Master
Neutral Evil Male Elf Wizard L.6
Init +3, Senses: Listen +5, Spot +5, Low-light vision, Automatically Detects Secret Doors.
Languages Common, Elven, Draconic, Gnomen, Orc, Sylvan.
-----------
AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11
hp 20 (6 HD)
Fort +2, Ref +5, Will +6 (+2 to Enchantments)
-----------
Speed 30 ft. (6 squares)
Melee M. Longsword +5 melee (1d8+1) 19-20/x2
Ranged +1 Longbow +7 ranged (1d8+1) x3
Base Atk +3, Grp +4
Atk Options Spells
Spells Prepared Caster level 6th. (Spells per day 4+1/5+1/4+1/3+1); Save DC 14 + Spell level (15):
0th- [s]Read Magic, Detect Magic, Prestidigitation (2x),[Mage Hand]
1st –Color Spray, Disguise Self (x2), Swift Expeditious Retreat, Mage Armor, [Feather Fall]
2nd –Shatter (x2), Mirror Image (x2), [Fox’s Cunning]
3rd –Resonating Bolt(x2), Hold Person,[Fly]
Spell Book:
L.0
All Cantrips (Except Abjurtaion or Necromancy)
L.1
Ventriloquism
True Strike
Mage Armor
Disguise Self
Color Spray
Feather Fall
Swift Expeditious Retreat (SpellC)
Animate Rope
Magic Weapon
L.2
Fox’s Cunning
Mirror Image
Shatter
Magic Mouth
L.3
Haste
Resonating Bolt (Spell C)
Hold Person
Fly
Prohibited Schools Abjuration & Necromancy
--------------
Abilities Str 12, Dex 16, Con 10, Int 19, Wis 12, Cha 9
SQ Immunity to magical Sleep effects, Snake Familiar (Tiny Viper (http://www.d20srd.org/srd/monsters/snake.htm#viperSnake) w/ 10 hp, AC 20, Improved Evasion, Share Spells, Empathic Link, Delivery Touch Spells, Speak With Master, 8 Int.), Alertness,
Feats Martial Weapon Proficiency (Longsword)B , Martial Weapon Proficiency (Rapier) B, Martial Weapon Proficiency (Longbow) B, Martial Weapon Proficiency (Shortbow) B, Scribe Scroll W,Spell Focus (Transmutation), Craft magical Arms and Armor W, Craft Construct,
Skills: Bluff +6, Disguise +3, Concentration +9, Knowledge (Arcana) +13, Profession (Carnival Technician) +10, Spellcraft +9 (+11 With Transmutation Spells), Search +6,
Possessions 110 gp remaining
Masterwork Longsword (315gp)
+1 Longbow (2,375 gp)
Trainer Golem ‘Gato,’ (650 gp)
Amulet of Natural Armor (2,000 gp)
1,500 Silver Pieces Award Money
Advanced Trainer Golem
Large Construct
Hit Dice: 16d10 +30 (118 HP)
Initiative: +0
Speed: 20 ft. (5 squares)
Armor Class: 21 (-1 size, +12 natural), 9 touch, 21 flat-footed
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (1d8+12 nonlethal) or Slam +17 melee (1d8+12) [See Trainer]
Full Attack: Slam +19 melee (1d8+12 nonlethal) or Slam +17 melee (1d8+12) [See Trainer] or Rushing Blow +19 (1d8+12 nonlethal)
Space/Reach: 10ft, 10ft (30ft with Rushing Blow.)
Special Attacks: Burst of Speed, Countersong, Destructive Trample, Distracting Song, Electric Rage, Inspire Courage, Luminaire, Rushing Blow.
Special Qualities: Darkvision 60ft, DR/10 Magic, Immunity to Magic, Low-light vision, Trainer
Saves: Fort +5, Ref +5, Will +6
Abilities Str 26, Dex 10, Con Ø, Int Ø, Wis 13, Cha 18
Skills: Perform (Sing) +19
Feats: -
Environment: Any
Organization: Solitary or Chorus (2-5)
Challenge Rating: 12
Treasure: 15,000 Silver Pieces
Alignment: Always Neutral.
Advancement: -
Level Adjustment: -
Ah, Gonzales ♪ Made of metal strong ♪ Win silvered coin ♪ If you can end his song.
Most Trainer Golems are designed to actually train greenhorns, challenge average folk at festivals, or even keep the general soldier’s technique sharp. However, every now and then a truly challenging creature is built, these Advanced Trainer Golems are truly enigmatic in their construction, and most people who find themselves owning one have no idea where it came from or how it was constructed. Many theories have been pieced together about their origins but little light has been shed on this mystery. However, it is known that these golems will throw quite the temper tantrum when it comes to losing.
Combat
Like their lesser cousins the Advanced Trainer Golem does not lust after combat and won’t make aggressive actions unless it has been attacked, ordered to do so, or if a challenger has announced its intent to win coins from it. Persisting to attack an Advanced Trainer Golem after it has called the battle to an end is dangerous, and likely to set off the Trainer Golem’s Electric Rage. Once in such a rage the Advanced Trainer Golem becomes rather wreckless and destructive actively attacking any perceivable threats, and knocking over any freestanding objects it encounters. Only an Advanced Trainer Golem’s master can order the golem out of this frenzy.
Burst of Speed (Su): While in an Electrical Rage the Advanced Trainer Golem may spend a full round action to move up to 10x its base land speed. It may also may make a charge attack after moving 4x its base land speed rather than 2x.
Countersong (Su): The Advanced Trainer Golem gains the Countersong (http://www.d20srd.org/srd/classes/bard.htm#countersong) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Advanced Trainer Golem’s uses of this ability per day. A Advanced Trainer Golem may not use Inspire Courage or Distracting Song while it is using Countersong.
Destructive Trample (Su): While in an Electrical Rage the Advanced Trainer Golem may trample over free-standing objects with little difficulty. The Advanced Trainer Golem ignores difficult terrain while in Electric rage, and may trample over any portion of any freestanding object in its path of movement. The Advanced Trainer Golem deals 2d8+16 damage to any object it so tramples over (or rather through), ignoring the first 10 points of Hardness. If an object is not destroyed, by this damage it slows the Advanced Trainer Golem’s speed by 10, and suffers damage again, this continues until the Advanced Trainer Golem’s movement is reduced to 0 or the object is broken and the Advanced Trainer Golem continues moving.
Distracting Song (Su): The Advanced Trainer Golem may create distracting music that echoes out of its mostly hollow body. Any opponent within 30 feet of the Advanced Trainer Golem must make a will save opposed by the Advanced Trainer Golem's Perform (Sing) check or suffer a -2 circumstance penalty to attack rolls and armor class. This is a sonic based effect. Activating or deactivating this ability is a free action, a Advanced Trainer Golem may not use Countersong or Inspire Courage while it is using Distracting Song.
Electric Rage (Su): As a free action on its turn, the Advanced Trainer Golem may enter into an electric rage, increasing its strength by +4 as well as increasing its base land speed to 60 feet. While in electric rage the Advanced Trainer Golem gains access to Destructive Trample, Burst of Speed, and Luminaire attacks.
Inspire Courage (Su): The Advanced Trainer Golem gains the Inspire Courage (http://www.d20srd.org/srd/classes/bard.htm#inspireCourage) ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Advanced Trainer Golem’s uses of this ability per day. A Advanced Trainer Golem may not use Countersong or Distracting Song while it is using Inspire Courage.
Luminaire (Su): As a full round action the Advanced Trainer Golem may conjure a sphere of energy centered on its self. Light and electricity emanate in a 60 foot radius around the Advanced Trainer Golem, any creature caught in this area suffer 15d6 damage, half of which is electricity damage, and the other half is force damage. A DC 21 Reflex save reduces this damage by half. Further any creatures damaged by this ability must make a DC 21 Fortitude save or be blinded. Both DCs are charisma based.
Rushing Blow (Ex): As a full attack action the Advanced Trainer Golem may use its slam attack against any opponent it is aware of within 30feet, if this attack successfully strikes an opponent the Advanced Trainer Golem may make a Bull-rush Against that opponent as a free action without provoking an attack of opportunity. The Advanced Trainer Golem need not travel with its opponent to move it back further than the first 5 feet. If an opponent is knocked back further than 5 feet, it must make a DC 25 Reflex save or be knocked prone. This DC is strength Based.
Immunity to Magic (Ex): A Advanced Trainer Golem is immune to any spell or spell-like ability that allows spell resistance and has a verbal component, or that is Sonic dependent. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell dealing Sonic Damage heals the Advanced Trainer Golem 1 point of HP for every 3 points of damage it would have dealt.
Any spell dealing Electricity Damage heals the Advanced Trainer Golem 1 point of HP for every 3 points of damage it would have dealt. Further the Advanced Trainer Golem is immediately sent into an Electrical Rage after being effected by such an attack.
A Silence (http://www.d20srd.org/srd/spells/silence.htm) spell that is centered on the Advanced Trainer Golem deals damage to the Training Golem equal to 1d6 damage per Caster Level and the Training Golem is slowed (as the Slow ( http://www.d20srd.org/srd/spells/slow.htm) spell) for the duration of the spell. Further this automatically ends any Electrical Rage the Advanced Trainer Golem is in.
Trainer (Ex): The Advanced Trainer Golem’s Slam attack deals nonlethal damage without penalty to attack roll. The Advanced Trainer Golem may deal lethal damage with its Slam and Rushing Slam, but it suffers a -2 to attack when doing so.
Further the Advanced Trainer Golem's body is designed to absorb lethal damage in specific areas without inflicting harm to the Advanced Trainer Golem. An opponent may choose to deal nonlethal damage to the Advanced Trainer Golem without incurring the normal penalties to attack for doing so, as that these locations are specifically designed to simulate real combat.
Dealing lethal damage to the Advanced Trainer Golem is no more difficult than it is for doing so to other constructs.
While the Advanced Trainer Golem is immune to nonlethal damage, it has a perfect mental tally of all the nonlethal damage it would have suffered after damage reduction from any single attack, group of attacks, or over a period of time. It keeps track of this in arbitrary numbers that tend to confuse common folk, for this reason many masters order their Advanced Trainer Golem to folllow this basic description for nonlethal damage registered.
Bruised:29 nonlethal damage
Battered: 59 nonlethal damage.
Busted: 88 nonlethal damage.
Beat: 118 nonlethal damage
Some Advanced Trainer Golems are commanded to offer awards at a certain point, or relate its recorded nonlethal damage track after a fight.
Skills: The Advanced Trainer Golem gains a +16 racial bonus to Perform (Sing).
-=-=-=-=-=-=-
Lore
A Knowledge (Arcana) check reveals the following:
{table=head]DC|Information
15|Construct Type, Distracting Song Attack
20|Training or Challenge Tool, Nonthreatening
25|Advanced Trainer Golem, Higher challenged than initially imagined.
30|Rushing Blow, Damage Reduction to Magic.
35|Electrical Rage and triggers, Burst of Speed, Destructive Trample.
40|Immunity to Magic in full detail, Luminaire Attack[/table]
A Bardic Knoweldge check reveals the following:
{table=head]DC|Information
10|Creepy Feeling
15|Distracting Song and Bardic Music Capabilities
20|Advanced Trainer Golem, Higher challenged than initially imagined.
25|Rushing Blow, Damage Reduction to Magic.
30| Electrical Rage and triggers, Burst of Speed, Destructive Trample.
35| Immunity to Magic in Full Detail, Luminaire Attack.
40|The name and history of the Specific Bard’s soul that is animating this Golem[/table]
-=-=-=-=-=-=-=-
A Chump’s Twopence:
Thanks to Vorpal Tribble for his Monster Making For the Feebleminded (http://www.giantitp.com/forums/showthread.php?t=43009) which helped me out with this monster as well!
The formula’s got this guy at a CR 5, but I’m thinking CR 4 or even CR 3 is fine, especially considering the mostly nonlethal damage it deals.
I really don’t grasp Golem Construction Costs too well, so feedback on that would be great.
P.E.A.C.H.ing and Grammar/Spelling assistance appreciated.
Somehow I forgot to add saves to the original. Fixed that.
Advanced version added without Construction section, because it seems easily abused by player characters.