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LOTRfan
2011-02-12, 06:43 PM
So, in a dragon magazine, there was a race of Stone Golems referred to as Golmoid. I thought they were pretty interesting, except they were made before the Living Construct subtype was created, so their stats list them as humanoid.

I made an update previously, but I have changed things up, so I am reposting. I also plan on adding more information and fluff. So here is post the Golmoid 3.0.
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http://images.community.wizards.com/community.wizards.com/user/mist-bound/c07db88d7cff39bb2aa46370f7415e7f.jpg?v=227250
Golmoids can trace their “heritage” back centuries ago, when Gnomes first started widespread use of Stone Golems as menial workers. During this time, the Gnomes started expanding across the Material Plane, and they needed workers to do the heavy lifting in the construction of their towns.

Gnomes, growing attached to their creations, began to personify them. Eventually, they started to improve upon the basic design, making them more and more humanoid in appearance. Some Gnomes even began to have contests to see who could grant their creations the most intelligence and personality.

It was soon discovered that these constructs could be resurrected when killed; somehow, they had gotten souls. At first, the Gnomes thought that their father-god, Garl Glittergold, had given them such gifts. When the clerics of Garl Glittergold denied it, the gnomes assumed that their god of inventions, Nebelun, had done it. When his tinkerer-priests also said it was not so, the Gnomes were confused. They themselves surely had not done it. Who had given their creations true life? Regardless of who had given them such a gift, the Gnomes set the Golmoids free, and the two have been living in harmony ever since.

Personality: The neutral faces that Golmoids are carved with hide the personality behind their faces. Most Golmoids are outgoing, cheerful people. They are generally shy around non-Gnomes, which leads many to believe they are cold and unemotional, but in the presence of Gnomes or friends, they often joke, pull pranks, and tell stories. Like all races, however, Golmoids have many different outlooks on life that vary from individual to individual. Golmoids often live simple lives as (paid) miners or laborers. They need little, and ask for even less. Their history has instilled a nearly racial hatred of slavery in all forms. As a result, most Golmoids wish to be as self-sufficient as possible.

Physical Appearance: Golmoids appear as gender-neutral humanoid creatures, with broad shoulders and red eyes. The exact coloring of a Golmoid depends on what type of rock was used in their creation. The majority are brown or black in color, but red, green, yellow, and banded combinations of different colors and shades are not rare. Many Golmoids chisel markings onto their skin to signify important events in their life. This is similar to the tattoos of biological creatures.

Relations: Golmoids are on good terms with Gnomes, as they released the Golmoids as soon as they found out the Golmoids were sentient (unlike the Humans and the Warforged). For the most part, the Golmoids still live with the Gnomes, even working for their ex-masters. As fellow living constructs with a similar background, Golmoids relate to Warforged easily. Golmoids are generally shy around Humans and Half-Orcs. Golmoids see Elves and Dwarves as different, exaggerated aspects of the Gnome race, and as such they find these two races easy to relate to.

Alignment: Most Golmoids are indifferent to one of the two alignment axes. As a result, a large portion of the population is neutral on at least one side of the alignment scales. The two largest fractions of the population are Chaotic Neutral and Neutral Good.

Religion: Most Golmoids pay homage to the Lords of the Golden Hills, the pantheon of gods the Gnomes worship. Many worship Nebelun (god of inventions and luck), but others worship Callarduran Smoothhands (god of the earth) and Flandal Steelskin (god of miners). A small minority follow the Warforged belief of the Godforged, the one true god who has given souls to all living construct races.

Languages: Golmoids speak Common and Gnome. Many Golmoids learn to speak Dwarven, Halfling and Terran as well.

Names: For the most part, Golmoids choose gender-neutral Gnome names (but those with a distinct masculine or feminine personality may chose fixed-gender names). Quite a few Golmoids have adopted the clannames of their ex-masters to honor them.

Adventurers: Golmoids are very useful allies and adventurers. They never tire, are extremely loyal, and even willing to put their lives on the line for allies. If people can live with their pranks, they will rarely find better friends.

Golmoid Racial Traits
• +2 Strength, +2 Con, -2 Dexterity, -2 Int, +2 Cha; Golmoids are large creatures with the brute strength and fantastic endurance. While the Gnomes attempts at making the Golmoids very intelligent might have failed, they did transfer the Gnomish outlook on life and the friendly personality many Gnomes share.
• Medium Construct (Living Construct): As Living Constructs, Golmoids share many bonuses and penalties of both the humanoids they mimic and the stone golems they are “descended” from. See the Living Construct subtype for more information.
• Base Speed 20 ft. Golmoids are not affected by medium loads, and heavy loads are treated as medium loads when it comes to penalties taken.
• +2 racial bonus to craft (alchemy) checks. Originally used as mindless laborers, Golmoids have been helping their gnome masters craft items for years. Craft is always a class skill for Golmoids.
• +2 bonus to saving throws from enchantment spells and effects.
• Stone Pelt: Golmoids have all sorts of stone covering their body. The stone used to carve a Golmoid provides a +3 armor bonus. This stone is not natural armor and doesn't to stack with the other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as suit of armor or a robe, and thus a Golmoid character cannot wear armor or magic robes. Golmoid can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. A Stone Pelt provides a Golmoid with a 20% arcane spell failure chance, similar to the penalty for wearing medium armor. Any class ability that allows a spellcaster to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
• Powerful Build (Ex): The physical stature of Golmoids lets them function in many ways as if they were one size category larger. Whenever a Golmoid is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Golmoid is treated as one size larger if doing so is advantageous to him. A Golmoid is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Golmoid can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Light Fortification (Ex): When a critical hit or sneak attack is scored on a Golmoid, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
• Automatic Languages: Common, Gnome. Bonus Languages: Dwarven, Halfling, Terran.
• Favored Class: Bard
• Level Adjustment: +1

LOTRfan
2011-02-12, 06:45 PM
Gravelly Body [Golmoid]
Your body is composed of several loose rocks, so it is easily adjustable to fit under mundane clothing.
Prerequisites: Golmoid.
Benefits: You lose all benefits and penalties of the Stone Pelt. In exchange, you can wear any armor or clothing, mundane or magical, for full effect.
Special: This feat must be taken at 1st level.

Igneous Body [Golmoid]
Your body is composed of cooled lava.
Prerequisites: Golmoid.
Benefits: Your armor bonus changes to +9, and you gain Damage Reduction 2/adamantine. You are considered to be wearing heavy armor, and have a +1 maximum dexterity bonus to AC, a -7 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 50%.
Special: This feat must be taken at 1st level.

Lodestone Hands [Golmoid]
Magnetic lodestone is contained within your hands, making it easier to grip metallic weapons.
Prerequisites: Golmoid
Benefits: While wielding metal weapons, The Golmoid gains a +4 bonus to avoid all disarming attempts if it is a one handed or light weapon, or a +8 bonus if it is a two handed weapon. This bonus stacks with other bonuses to avoid being disarmed.

Magma Soul [Golmoid]
The burning heat of lava still boils at your very core.
Prerequisites: Golmoid, Igneous Body.
Benefits: You gain the fire subtype. When grappling or being grappled, your foe takes 1d6 points of fire damage. At 5th level, and every five levels after, this damage increases by +1d6.
Special: If you ever gain the cold subtype, or become immune to cold in any other way, you lose all benefits of this feat.

Metamorphic Body [Golmoid]
You are covered in loose, banded rock.
Prerequisites: Golmoid.
Benefits: You gain an armor class of +4. You are considered to be wearing Medium armor, with a maximum dexterity bonus of +2 and an armor check penalty of -6. You have an arcane spell failure chance of 30%. In addition, when you move no more than 5 ft. during your turn, the rocky bands close together and give you an additional +2 bonus to your armor class.

Organic Sediments [Golmoid]
Shells, coal, and coral can be found all over your body.
Prerequisites: Golmoid, Sedimentary Body.
Benefits: Spells from the healing subschool have full effect on the Golmoid, as do repair spells. Spells that cause damage to living creatures, like harm, also take full effect against the Golmoid.

Sedimentary Body [Golmoid]
Your body is made of all sorts of stones and organic particles.
Prerequisites: Golmoid.
Benefits: Your armor bonus changes to +4. You are considered to be wearing light armor, and have a +6 maximum Dexterity bonus to AC, and no penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 20%.
Special: This feat must be taken at first level.

Sicklestone Body [Golmoid]
Your body is made of the glowing, silver-green stone of the Underdark.
Prerequisites: Golmoid
Benefits: You lose your +2 racial bonus to Constitution. Your armor bonus is +2, and you gain damage reduction1/Adamantine. You have a maximum Dexterity penalty of +6, and no check penalty. You do not have an arcane spell failure chance. You glow with a sickening light that illuminates 20 ft. surrounding you, and gives dim illumination 20 ft. further than that. When grappling or being grappled, all involved except the Golmoid takes 1d2 Constitution damage per round. Finally, whenever a Golmoid travels in sunlight, it must make a fortitude save every hour (DC 15), or crumble into a chalk-like substance.
Special: Must be taken at 1st level.

Volcanic Might [Golmoid]
You can exhale the magma from deep inside the very center of your body.
Prerequisites: Golmoid, Igneous Body, Magma Soul, Con 19+.
Benefits: The Golmoid gains a Breath Weapon as a supernatural attack usable every 1d4 rounds. The breath weapon is a line of fire that extends 5 ft. per HD of the Golmoid (with a maximum of 100 ft. at 20th level). This breath weapon deals 1d6 points of fire damage, which increases by another 1d6 at 3 HD and every third HD afterwards. A successful Reflex save (DC 10 + ½ Golmoid’s HD + Golmoids Constitution modifier).

LOTRfan
2011-02-12, 06:46 PM
Substitution Levels/Prestige Classes/Paragon Class (Possibly)

The Golmoid Paragon
Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Spellcasting
1 | +0 | +2| +0 | +0 | Fortification | ---
2 | +1 | +3 | +0 | +0 | Fort save Bonus, Skill Bonuses | +1 level of Bard
3 | +2 | +3 | +1 | +1 | Ability Boost (Con +2) | +1 level of Bard[/table]

Class Skills
The Golmoid Paragon's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Intimidate (Cha), Listen (Wis), Perform (Wis), and Spot (Wis). Golmoids gain a number of skill points equal to 4 + INT modifier.

Class Features
The Golmoid Paragon has the following class features.

Fortification (Ex): At 1st level, Golmoid's Light Fortification increases to Fortification. When a critical hit or sneak attack is scored on a Golmoid, there is a 50% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.

Fortitude Save Bonus: At 2nd level, the Golmoid Paragon gains an untyped +2 bonus to Fortitude saves.

Skill Bonuses: At 2nd level, the Golmoid Paragon gains a +2 bonus to both Intimidate and Bluff, along with another +2 bonus to all perform checks.

Ability Boost: At 3rd level, the Golmoid Paragon's Constitution score increases by +2.

The Living Volcano
Some Golmoids are special compared to their brethren. They are forged from the rocks of the deepest volcanoes. This heat exists deep in their core long after their bodies were cooled and chiseled into their current form. For the most part, this elemental power remains dormant, but a few Golmoids try to reawaken the power interwoven into the very fiber of their being.

These Golmoids are referred to as the Living Volcanoes. Living Volcanoes work to achieve the elemental power of fire. Using themselves as conduits, they channel divine energy directly from the Elemental Plane of Fire. These Golmoids seek to one day achieve their most ancient form, becoming the purest combination of fire and earth, magma.

For the most part, Living Volcanoes have not found away to retain this state permanently (while remaining alive, anyway), but a few have mastered the art of superheating themselves into a pool of lava. They bind their souls to themselves in this form, so while no longer living in the traditional sense, they experience it until they revert back to their normal forms.

Living Volcanoes are generally solitary, preferring to work towards elemental ascendancy in calm silence. Some, however, go out into the world. These reasons vary from individual to individual, but many go out on pilgrimages. Some may be looking to find a primeval volcano, others trying to protect portals to the elemental planes of fire.

Prerequisites:
To become a Living Volcano, a character must fulfill the following prerequisites:
Race: Golmoid
Feats: Igneous Body, Magma Soul, Volcanic Might (http://www.giantitp.com/forums/showpost.php?p=10362214&postcount=2)
Special: Must have spent at least one week meditating either at the top of an active volcano or by a portal to the Elemental Plane of Fire.

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th
1st| +0 | +2 | +0 | +0 | Elemental Companion | 5 | 3 | - | - | -
2nd| +1 | +3 | +0 | +0 | Turn/Rebuke Elemental | 6 | 4 | - | - | -
3rd| +2 | +3 | +1 | +1 | Breath Weapon 2d6 | 6 | 5 | - | - | -
4th| +3 | +4 | +1 | +1 | | 6 | 6 | 3 | - | -
5th| +3 | +4 | +1 | +1 | Breath Weapon 3d6 | 6 | 6 | 4 | - | -
6th| +4 | +5 | +2 | +2 | | 6 | 6 | 5 | 3 | -
7th| +5 | +5 | +2 | +2 | Breath Weapon 4d6 | 6 | 6 | 6 | 4 | -
8th| +6/+1 | +6 | +2 | +2 | | 6 | 6 | 6 | 5 | 3
9th| +6/+1 | +6 | +3 | +3 | Breath Weapon 5d6 | 6 | 6 | 6 | 6 | 4
10th| +7/+2 | +7 | +3 | +3 | Lava Form | 6 | 6 | 6 | 6 | 5 [/table]

Skills: Living Volcanoes have the following class skills: Bluff (Cha) Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Nature), Knowledge (The Planes), Listen (Wis), Spellcraft (Int), and Spot (Wis). They gain a number of skill points per level equal to 4 + INT modifier.

Armor and Weapon Proficiencies: The Living Volcano gains no armor proficiency, but gains proficiency with martial weapons.

Spellcasting: A Living Volcano casts divine spells which are drawn from it's own spell list. He can cast any spell he knows without preparing it ahead of time, the way a cleric must (see below).

To learn or cast a spell, the Living Volcano must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a living volcano can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. A Living Volcano knows all spells on the spell list.

Unlike a cleric, a living volcano need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Elemental Companion: At 1st level, the Golmoid gains a tiny magma paraelemental (http://www.giantitp.com/forums/showpost.php?p=10285809&postcount=84) that functions in many ways like a familiar. This magma paraelemental companion allows the Living Volcano to be treated as one level higher on all caster level checks and save DCs that concern fire-based spells. See familiar advancement for more information on how the tiny magma paraelemental advances.

Turn/Rebuke Elemental (Su): At 2nd level, Living Volcanoes can use their connections to the Elemental Plane of Fire to influence elementals (specifically, those with either the fire or water subtypes). They can turn water creatures and rebuke fire creatures as a Cleric of their Hit Dice could turn/rebuke Undead.

Breath Weapon (Su): As you become more connected to the Elemental Plane of Fire, your fiery breath weapon becomes more powerful. At 3rd level, the damage dealt by your breath weapon increases to 2d6. The damage increases by one die every odd level afterwards, to a maximum of 5d6 at 9th level.

Lava Form (Su): Once per day, a Golmoid can assume an ooze-like lava form for a number of rounds equal to 3 + their Constitution modifier. In this form, they are large creatures with a reach of 5 ft. They gain all ooze traits except for immunity to mind-affecting effects (as they retain their minds). They have blindsight 20 ft., and may engulf enemies of large size or smaller as per the engulf feature of the gelatinous cube. Those trapped inside suffer 20d6 fire damage per round, and 10d6 damage for 1d3 rounds after the escaping. When a foe hits the Living Volcano in this state with a light weapon or natural weapon, they suffer 2d6 fire damage and an additional 1d6 fire damage for 1d3 rounds afterwards. It takes one full round actions to melt into this form, and one full round actions to solidify back into their natural state.

Living Volcano Spell List
0th- Dancing Lights
Flare
Light
1st- Burning Hands
Fiery Eyes
Melt
Orb of Fire, Lesser
Smoke Ladder
2nd- Animate Fire
Fire Shuriken
Fireburst
Flame Arrow
Flame Blade
Flame Dagger
Flaming Sphere
Pyrotechnics
3rd- Fire Stride
Fire Wings
Fireball
Flashburst
4th- Fire Shield
Fire Trap
Wall of Fire
Blistering Radiance
All spells can either be found in the Player's Handbook or the Spell Compendium

Paraelemental Companion
{table=head]Master's Living Volcano Level|Paraelemental Benefits | Size
1-2 | Alertness, improved evasion, share spells, empathic link | Tiny (http://www.giantitp.com/forums/showpost.php?p=10285809&postcount=84)
3-4 | Deliver touch spells | Small*
5-6 | Speak With Master | Medium*
7-8 | Spell Resistance | Large*
9-10 | Scry on Companion | Huge*[/table]
*Found in Manual of the Planes

Alertness (Ex): While the elemental companion is within arm’s reach (when tiny) or in an adjacent square (when small or larger), the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the elemental companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his elemental companion. The elemental companion must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the elemental companion if it moves farther than 5 feet away and will not affect the elemental companion again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his elemental companion (as a touch range spell) instead of on himself.

A master and his elemental companion can share spells even if the spells normally do not affect creatures of the elemental companion’s type (elemental).

Empathic Link (Su): The master has an empathic link with his elemental companion out to a distance of up to 1 mile. The master cannot see through the elemental companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his elemental companion does.

Deliver Touch Spells (Su): The elemental companion can deliver touch spells for him. If the master and the elemental companion are in contact at the time the master casts a touch spell, he can designate his elemental companion as the "toucher." The elemental companion can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Spell Resistance (Ex): The Elemental companion gains spell resistance equal to the master’s level + 5. To affect the Elemental Companion with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the elemental companion’s spell resistance.

Scry on Companion (Sp): The Living Volcano may scry on his elemental companion (as if casting the scrying spell) once per day.

LOTRfan
2011-02-12, 06:54 PM
Golmoid, 1st Level Warrior
Medium Construct (Living Construct)
Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Speed: 20 ft.
Armor Class: 12 (+3 stone pelt, -1 Dex), touch 9, flatfooted 12
Base Attack/Grapple: +1/+7
Attack: Longsword +3 melee (2d6+2 damage)
Full Attack: Longsword +3 melee (2d6+3 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Golmoid traits, Stone Pelt, Powerful Build, Light Fortification
Saves: Fort +4, Ref -2, Will -1
Abilities: Str 15, Dex 9, Con 14, Int 8, Wis 9, Cha 10
Skills: Craft (alchemy) +6
Feats: Power Attack
Environment: Temperate Hills
Organization: Group (2-4), or Squad (5-11 plus 2-3 Gnomes plus 1 leader of 3rd level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By Character Class
Level Adjustment: +1

A large, Stone Golem-esque creature walks by. Covering his body are various chiseled out markings, and its eyes glow a deep red.

Golmoids are the allies of Gnomes. Long ago, the Gnomes used Stone Golems as servants. Eventually, they gave these creatures intelligence, and a mysterious god gave them a soul. Since then, the Gnomes have set them free, and they live together in underground villages.

Combat
Despite their good nature, Golmoids make deadly combatants. Their lack of flesh make them difficult to harm, and they have immense strength.

Stone Pelt: Golmoids have all sorts of stone covering their body. The stone used to carve a Golmoid provides a +3 armor bonus. This stone is not natural armor and doesn't to stack with the other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as suit of armor or a robe, and thus a Golmoid character cannot wear armor or magic robes. Golmoid can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. A Stone Pelt provides a Golmoid with a 20% arcane spell failure chance, similar to the penalty for wearing medium armor. Any class ability that allows a spellcaster to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

Powerful Build (Ex): The physical stature of Golmoids lets them function in many ways as if they were one size category larger. Whenever a Golmoid is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Golmoid is treated as one size larger if doing so is advantageous to him. A Golmoid is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Golmoid can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Light Fortification (Ex): When a critical hit or sneak attack is scored on a Golmoid, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.

Skills: Golmoids gain a +2 bonus to all craft (alchemy) checks.

LOTRfan
2011-02-12, 07:18 PM
Added the Sicklestone Body feat. I suggest it be used for enemies, only, unless the campaign is Underdark-based.

LOTRfan
2011-02-12, 10:07 PM
Reserved for sample NPC's.

Debihuman
2011-02-13, 10:18 AM
Nifty.

A few things with the stat block : In AC, the +3 armor should be natural armor, needs touch and flat-footed ACs too.

Whenever you make a classed monster, you should use the elite array stats and then apply the appropriate ability modification. The elite array is 15, 14, 13, 12, 10, 8.

Do you know which issue of Dragon Magazine had this in it? Nevermind, I found it. It was issue 317 in case anyone is interested.

Debby

LOTRfan
2011-02-13, 10:44 AM
Nifty.

A few things with the stat block : In AC, the +3 armor should be natural armor, needs touch and flat-footed ACs too.

You are right that I should have labelled it better, but it is not natural armor. Similar to the Warforged and their composite plating, the stone pelt is not natural armor, so doesn't stack with any armor except natural. I'll add in the ouch and flatfooted ACs.


Whenever you make a classed monster, you should use the elite array stats and then apply the appropriate ability modification. The elite array is 15, 14, 13, 12, 10, 8.

Really? I could be wrong, but I could've sworn all the humanoid warrior stat blocks in the srd used 13, 11, 12, 10, 9, 8. I'll have to check that out.

I probably should've mentioned the original article with the Golmoids. My apologies.

Thank you for the PEACH.

LOTRfan
2011-02-13, 01:09 PM
Does anyone think I should give the Golmoid Paragon an increase in Bard spellcasting?

LOTRfan
2011-02-13, 10:40 PM
Alright, so the Golmoid Paragon is finished.

I am working on the first prestige class, a divine caster with connections to the Elemental Plane of Fire. Does anyone have any suggestions on how to differentiate it from other caster classes?

So far, it will have:
Spells that mainly deal with fire, including the Wu Jen spell list
The Magma Elemental companion
As a capstone feature, the ability to transform into an ooze-like lava creature.
Ability to turn water creatures and command fire creatures

Zaydos
2011-02-13, 10:50 PM
Only looked over the actual race itself and the feats but I'd give it either +2 more Str or reduce the Dex penalty by 2. I also have the same problem with Stone Pelt as I do with Composite Plating (notably it's a penalty or a feat tax) except it's worse since you can't get any good armor via a feat or remove it via a feat.

That said I like the attempt, and I'll read the rest later.

Actually stopped to look over the paragon class before I left. It's kind of... weak.

Medium BAB, effectively a good Fort save, 2+ Int skills per level, progresses bard twice and gives Fortification, a few skill bonuses, and a +2 to Con.

This isn't as strong as the other paragon classes (bonus feat, adds a skill to all lists, +2 casting any class, +2 to any stat, 4+ Int skills of your choice) and as an LA race according to UA it should be better.

I'd give them a good Fort save flat out, 4+ Int/level skill points, a few more class skills, and let them get +2 to Bluff and Intimidate.

LOTRfan
2011-02-13, 11:38 PM
Only looked over the actual race itself and the feats but I'd give it either +2 more Str or reduce the Dex penalty by 2.

Okay, I'll adjust the stats and monster entry accordingly.


I also have the same problem with Stone Pelt as I do with Composite Plating (notably it's a penalty or a feat tax) except it's worse since you can't get any good armor via a feat or remove it via a feat.

I'll toss in a feat similar to the Unarmored Body Feat.

That said I like the attempt, and I'll read the rest later.


Actually stopped to look over the paragon class before I left. It's kind of... weak.

Medium BAB, effectively a good Fort save, 2+ Int skills per level, progresses bard twice and gives Fortification, a few skill bonuses, and a +2 to Con.

This isn't as strong as the other paragon classes (bonus feat, adds a skill to all lists, +2 casting any class, +2 to any stat, 4+ Int skills of your choice) and as an LA race according to UA it should be better.

I'd give them a good Fort save flat out, 4+ Int/level skill points, a few more class skills, and let them get +2 to Bluff and Intimidate.

I'll make those adjustments immediately. Thanks for the PEACH! :smallsmile:

LOTRfan
2011-02-14, 10:11 AM
Here's the current spell list for the Living Volcano (purposely all fire/light based). The question is, would it be overpowered to allow them to automatically know all spells on the list?

Living Volcano Spell List
0th- Dancing Lights
Flare
Light
1st- Burning Hands
Fiery Eyes
Melt
Orb of Fire, Lesser
Smoke Ladder
2nd- Animate Fire
Fire Shuriken
Fireburst
Flame Arrow
Flame Blade
Flame Dagger
Flaming Sphere
Pyrotechnics
3rd- Fire Stride
Fire Wings
Fireball
Flashburst
4th- Fire Shield
Fire Trap
Wall of Fire
Blistering Radiance
All spells can either be found in the Player's Handbook or the Spell Compendium

LOTRfan
2011-02-14, 11:25 AM
Living Volcano is done. I think it may be a little powerful (especially the Lava Form ability)...

Zaydos
2011-02-14, 11:35 AM
Without flaws they have to be level 6 before taking the living volcano class, and then level 16 before getting lava form. This puts them at ECL 17 with +11 or worse BAB, 4th level spells (edit: from a very limited direct damage centric list where your lowered CL is going to hurt the most), and their best ability being to turn into magma for a short time 1/day and do high fire damage (if they can grapple anything; and if they can find any enemies that don't have at least fire resistance). Definitely not too strong. I left out the familiar but it's too small to fight (and smaller than a wizard can get earlier with Improved Familiar) and he doesn't have the (largely transmutation) spells to turn it into a fighter +. So final verdict: Not too strong.

With flaws they get Lava Form at ECL 12 when it still is somewhat useful and they get casting only a little below level appropriate.

Also three small things:

What's the HD; I couldn't find it but I might just be blind
I didn't see skills either
Ooze traits include Blindsight (it says they're blind and have blindsight it does not list range) so blindsense is redundant... unless you intend for them to be blind and have only blindsense.


And before I post I noticed that lava form takes 2 rounds to enter, so you need 2 rounds of foreknowledge that you're going to fight to use your 1 battle long 1/day ability.

LOTRfan
2011-02-14, 11:55 AM
Without flaws they have to be level 6 before taking the living volcano class, and then level 16 before getting lava form. This puts them at ECL 17 with +11 or worse BAB, 4th level spells (edit: from a very limited direct damage centric list where your lowered CL is going to hurt the most), and their best ability being to turn into magma for a short time 1/day and do high fire damage (if they can grapple anything; and if they can find any enemies that don't have at least fire resistance). Definitely not too strong. I left out the familiar but it's too small to fight (and smaller than a wizard can get earlier with Improved Familiar) and he doesn't have the (largely transmutation) spells to turn it into a fighter +. So final verdict: Not too strong.

With flaws they get Lava Form at ECL 12 when it still is somewhat useful and they get casting only a little below level appropriate.

Do you have any improvements to make this prestige class better for characters without flaws?


Also three small things:


What's the HD; I couldn't find it but I might just be blind
I didn't see skills either
Ooze traits include Blindsight (it says they're blind and have blindsight it does not list range) so blindsense is redundant... unless you intend for them to be blind and have only blindsense.


I meant blindsight. I'll add the other two in a little bit (I thought I already did that, though. Perhaps I didn't submit the edit? :smallconfused:).


And before I post I noticed that lava form takes 2 rounds to enter, so you need 2 rounds of foreknowledge that you're going to fight to use your 1 battle long 1/day ability.

I'll reduce the time to a single round.

Zaydos
2011-02-14, 12:11 PM
One thing you could do is a medium BAB, and make their companion grow in size as they level. A huge magma paraelemental is only what CR 7 if I remember correctly off the top of my head.

LOTRfan
2011-02-14, 12:15 PM
Alright, BAB will be changed to medium, Hit Dice will be d8 (for now, anyway), and I'll come up with a better progression for the paraelemental.

LOTRfan
2011-02-14, 04:44 PM
Would increasing the size category of the paraelemental companion every other level after two work? In such a case, the paraelemental would be huge by 10th level.

Zaydos
2011-02-14, 04:45 PM
Huge with familiar benefits might work... hmm... I'll have to check the MoP and PHB.

Edit: Looking it over little worried that it might be too strong, but on this chassis it will probably be the strongest element of the character. It's a little stronger than a 16th level druids animal companion if he just chooses one of the MM 16th level companions (which is not optimal at all) then it gets familiar abilities (+5 AC...). Final verdict: it's not too strong.

LOTRfan
2011-02-14, 04:46 PM
Yes, I was going to include the familiar benefits with that. I'll add in the table shortly.

And the original +1 to caster level checks is okay?

radmelon
2011-02-14, 04:56 PM
No metamorphic body?

LOTRfan
2011-02-14, 05:01 PM
I'm currently working on that, actually. :smallbiggrin:

I plan on having one prestige class for each of the three main body types..

LOTRfan
2011-02-14, 05:03 PM
Edit: Looking it over little worried that it might be too strong, but on this chassis it will probably be the strongest element of the character. It's a little stronger than a 16th level druids animal companion if he just chooses one of the MM 16th level companions (which is not optimal at all) then it gets familiar abilities (+5 AC...). Final verdict: it's not too strong.

Currently, I'm thinking of only adding the "Special" benefits from the familiar list (with some modifications), but if you think the natural armor would also be good, I'll add that, too.

LOTRfan
2011-02-14, 08:21 PM
I'll fix the remainder of the Living Volcano tomorrow. Any opinions/suggestions on what Metamorphic Body should be like?

Zaydos
2011-02-14, 08:30 PM
Well you have a light armor and a heavy armor body (also why is their heavy armor worse than warforged?) so maybe a medium armor body form?

Maybe base it on breastplate and maybe an ability to resist transmutation effects? I really don't know.

LOTRfan
2011-02-14, 08:33 PM
Well you have a light armor and a heavy armor body (also why is their heavy armor worse than warforged?) so maybe a medium armor body form?

Is it worse than warforged? I'll have to correct that.

Zaydos
2011-02-14, 08:41 PM
Is it worse than warforged? I'll have to correct that.

Yeah warforged get the equivalent of admantine full-plate this is the equivalent of adamantine half-plate I think?

Actually if they're LA +1 and spending a feat on it you could probably give them the equivalent of adamantine battle-plate from Races of Stone (exotic heavy armor). For metamorphic body maybe some kind of interlocking scale (from the same book) would work.

On a note about how my views of balance have changed when I first saw the sneak peak of warforged in Dragon Magazine I thought adamantine body and mithril body were broken (in my defense I thought they could wear armor over their composite plating). Now I realize feat to replicate 4200 GP is a painful cost at any level (it's not worth it for the +1 AC compared to chain shirt Lv 1 unless you can't wear armor and then it's a painful feat tax) and even to replicate 11500 GP (adamantine full-plate) it's good at 1st level and bad late game.

LOTRfan
2011-02-14, 08:50 PM
Alright, then. I'll have the updated Igneous Body feat and the Metamorphic Body feat up tomorrow.

LOTRfan
2011-02-15, 08:32 PM
I have updated the Igneous, Metamorphic, Sedimentary, Gravelly, and Sicklestone body feats.

LOTRfan
2011-02-16, 08:20 PM
Okay. I think that is an end of my Golmoid homebrew. I'd still like more opinions on the Living Volcano balancing, though.