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LOTRfan
2011-02-17, 11:36 PM
So, the Monster Manual III mentions that many types of planar golems exist (even giving their names and general description), but all but two remain unstatted. In this thread, I intend to homebrew them all.

Reserved for Amorphion (Limbo Golem)

LOTRfan
2011-02-17, 11:37 PM
Reserved for Ash Golem (Gehenna Golem)

LOTRfan
2011-02-17, 11:38 PM
Battleglory
Huge Construct (Chaotic, Good, Extraplanar)
Hit Dice: 21d10+30 (145 hp)
Initiative: -1
Speed: 20 ft. (can't run)
Armor Class: 27 (+20 natural, -2 size, -1 Dex), touch 7, flatfooted 27
Base Attack/Grapple: +15/+33
Attack: Huge Greataxe +23 melee (4d6+15 damage)
Full Attack: 6 Huge Greataxes +23 (4d6+15 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage, Mighty Blow
Special Qualities: Construct traits, Damage Reduction 10/Law, Darkvision 60 ft., Lowlight vision, Immunity to Magic, Fast Healing 10, Positive Energy Connection, Superior Multiweapon Fighting
Saves: Fort +7, Ref +6, Will +10
Abilities: Str 31, Dex 8, Con ---, Int ---, Wis 16, Cha 16
Skills: -----
Feats: -----
Environment: The Heroic Domains of Ysgard
Organization: Solitary, or Squad (1-4 plus 3-6 Bariaurs of at least 10 HD)
Challenge Rating: 14
Treasure: None
Alignment: Always Chaotic Good
Advancement: 22-42 HD (Huge)
Level Adjustment: -----

A large, lumbering creature walks forward. Made from the corpses and equipment of several dead humanoids, this creature has six flailing arms with a greataxe attached to each.

Battleglories are variant flesh golems animated by the power of Ysgard itself. Made from the bodies of twelve barbarians who willingly donated their bodies to be used after their death. Battleglories are used by Bariaurs as backup soldiers and practice dummies (despite their high cost, they heal quickly, so owners can afford to do it).

Combat
Battleglories still hold the rage of the component barbarians, and may trigger this inner wildness whenever necessary. It is said that to see a Battleglory mid-rage is to watch a piece of art, both elegant and savage as it hacks into its enemies. Unlike most creatures, a Battleglory can carry two-handed weapons in one hand without penalty.

Magic Immunity (Ex): A Battleglory is immune to all spells that allow Spell Resistance, except for the following; Inflict Minor Wounds and its variants deal normal damage, while Cure Minor Wounds and its variants heal the normal amount of damage.

Mighty Blow (Ex): As a standard action, a Battleglory may swing a single greataxe with such strength that it knocks an opponent of its size or smaller 1d4 x 5 feet backwards. Such a target is knocked prone, and must succeed on a Fortitude save (DC 30), or be dazed for 1d4-1 (minimum 1) rounds. If the target collides with another object or creature before reaching the full distance, both take an extra 1d6 damage and are knocked prone. Only the one actually attacked must make the Fortitude save, however.

Positive Energy Connection: Despite being constructs, Battleglories are affected by positive energy as though they are living creatures (no doubt because of the essence of Ysgard within their core); if they die, they are revived at the start of each day (even on planes other than Ysgard) unless miracle or wish is used on the corpse, and they gain the full benefit of spells from the healing subschool.

Rage (Ex): Once per encounter, a Battleglory may channel the rage of the barbarians it is composed of. This functions as the Barbarian ability, except it gains a +8 bonus to strength, doesn't gain a bonus to Constitution or Will saves, and lasts 6 rounds.

Superior Multiweapon Fighting (Ex): A Battleglory may fight with all of its greataxes in a full attack without penalty. The Battleglory cannot, however, attack with the same greataxe more than once in this way. The Battleglory may use the greataxe as a one-handed weapon without penalty, and still applies 1.5 times its Strength modifier as a bonus to damage.

Construction
To create a Battleglory, one must use the bodies of eight Chaotic Good barbarians who willingly gave the constructor permission to use their bodies after they died. A spirit from Ysgard must then be summoned and placed within the ornamented bodies.

Caster level 16th; Raise Dead, lesser planar binding; Price 204,000 gp; Cost 102,000 gp + 8,160 gp; Creator must be Chaotic Good.

LOTRfan
2011-02-17, 11:40 PM
Gear Golem
Huge Construct (Lawful, Extraplanar)
Hit Dice: 12d10+40 (106 hp)
Initiative: +0
Speed: 30 ft. (can't run)
Armor Class: 19 (+11 natural, -2 size), touch 8, flatfooted 19
Base Attack/Grapple: +9/+25
Attack: Slam +15 melee (2d6+8 damage)
Full Attack: 2 Slams +15 damage (2d6+8 damage)
Space/Reach: 15 ft./10 ft.
Special Attacks: Swallow Whole, Improved Grab
Special Qualities: Construct traits, Damage Reduction 10/Chaos, Fast Healing 5, Darkvision 60 ft., Immunity to Magic, Darkvision 60 ft., Lowlight vision
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 29, Dex 11, Con ---, Int ---, Wis 21, Cha 14
Skills: -----
Feats: -----
Environment: The Clockwork Nirvana of Mechanus
Organization: Solitary, or Collection (2-4 plus 1-2 Quadrones)
Challenge Rating: 11
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 13-24 HD (Huge), 25-48 HD (Gargantuan)
Level Adjustment: -----

A large, four legged construct lumbers forward. Its body is box-like in appearance, and composed of many constantly turning gears. Its "face" has an opening, which allows others to see the razor sharp gears turning rapidly inside. Two large arms extend form either side of the construct.

Gear Golems are servitors of the Modrons. They are generally used as heavy laborers, but they also are used to defend Primus' palace on the Modron domain of Regulus. For the most part, Primus relies on the living construct Modrons to perform its tasks, but when the Modron population is worn thin (whether because of invading raiders or the Great Modron March), the Gear Golems take responsibility for the security of the sixty-four cogs of Regulus.

Occasionally, Gear Golems can be found away from Regulus. These are usually war machines to fight against Slaadi or hunters to track down rogue Modrons. Whichever the case, the Gear Golems' preferred tactic is to grab hold of their prey and toss them inside their "mouths," where they are ripped apart by dozens of quick moving, razor sharp gears. Modrons who have not returned to Mechanus for months may occasionally be found filled with the gory remains of flesh and machine alike.

Combat
Generally, Gear Golems walk into combat mindlessly, grabbing the first target within reach and popping them into its mouth, to await being torn apart.

Immunity to Magic: A Gear Golem is immune to any spell or spell-like ability that allows spell resistance, with the following exception. Dispel Chaos increases the Gear Golem's fast healing to 10 for 1d4 rounds, while Dispel Law negates its fast healing for 1d4 rounds (or, if the Gear Golem is currently under the benefit of Dispel Chaos, it loses the benefit).

Improved Grab (Ex): To use this ability, a Gear Golem must hit an opponent of up to one size smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A Gear Golem can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+8 points of slashing damage and 8 points of bludgeoning damage per round from the razor sharp gears situated in the Gear Golem's center. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gears (AC 16). Once the creature exits, replacement gears cover the hole; another swallowed opponent must cut its own way out.

Construction
To construct a Gear Golem, one must make a body made out of gears from Mechanus itself, and prepare them to be animated via an axiomatic spirit using energy from the Energy Pool in the center of Regulus (this all costs roughly 12,000 gp).

Caster Level 11th; Craft Construct; Dispel Chaos, Lesser Planar Binding; Cost 12,680 gp + 1,015 XP; Price 25,375 gp; Creator must be Lawful Neutral

LOTRfan
2011-02-17, 11:41 PM
Reserved for Mindstrike Golem (Pandemonium Golem)

LOTRfan
2011-02-17, 11:42 PM
Reserved for Perfector (Arcadia Golem)

LOTRfan
2011-02-17, 11:43 PM
Sentinel of Mithardir
Medium Construct (Chaotic, Good, Extraplanar)
Hit Dice: 11d10+20 (80 hp)
Initiative: +1
Speed: 30 ft. (can't run)
Armor Class: 17 (+6 natural, +1 Dex), touch 11, flatfooted 16
Base Attack/Grapple: +8/+11
Attack: Slam +7 melee (1d6+3 damage plus 1d6 electric)
Full Attack: 2 Slams +7 melee (1d6+3 damage plus 1d6 electric)
Space/Reach: 5 ft./5 ft.
Special Attacks: electric touch, shocking grasp
Special Qualities: Construct Traits, immunity to magic, immunity to electricity, sand glide, regenerative, death throes, Lowlight vision, Damage Reduction 10/Evil, Darkvision 60 ft.
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 17, Dex 13, Con ---, Int ---, Wis 14, Cha 4
Skills: -----
Feats: -----
Environment: The Olympian Glades of Arborea
Organization: Solitary, or group (1 plus 2-4 Celestial Elves)
Challenge Rating: 10
Treasure: None
Alignment: Always Chaotic Good
Advancement: 7-12 HD (medium); 13-24 HD (Large)
Level Adjustment: -----

A muscular elf composed of sand glides among the dunes. The occasional streak of lightning flies from its body and strikes the surrounding area.

Pelion, or Mithardir as the Celestial Elves call it, is the last layer of Arborea, a heavenly desert of pure white sand. Despite its calm appearance, it is often referred to as the prison of the upper planes; it is here that forgotten deities and celestial superweapons live out the rest of eternity, buried in the sands of time.

There are few settlements on Pelion, but those who do often have strong guardians to protect them in case one of these ancient things awaken. The Celestial Elf colonists create special golems, elven in shape and infused with electric energy. This silent sentinels await outside all major settlements, like statues perfectly shaped from sand.

These golems, referred to by their creators as Sentinels of Mithardir, who spend eternity in slumber, except for emergencies.

Combat
Celestial Elves usually position Sentinels of Mithardir in sandy areas, so they constantly regenerate.

Death Throes (Su): When killed, a Sentinel of Mithardir explodes violently with electric energy. All creatures within 30 ft. take 10d6 damage (Reflex save DC 17 for half). Save DC is Wisdom based.

Electric Touch (Su): When hitting a creature with its slam attack (or being hit by a creature using a natural or light weapon), the creature takes 1d6 electric damage as some electricity is discharged.

Immunity to Magic: A Sentinel of Mithardir is immune to any spell or spell-like ability that allows spell resistance, with the following exception. Contact with water (magically created or otherwise) makes the Golem act as though slowed. Any attack that deals electric damage heals the Sentinel of Mithardir.

Regenerative (Ex): When situated on sandy ground, the Sentinel of Mithardir gains an ability akin to regeneration (despite not having a constitution score). No attack deals lethal damage, the creature is healed 10 points of damage every round, and the Sentinel "regrows" any lost limbs limbs in 3d6 rounds. Dousing the Sentinel of Mithardir with any form of liquid clumps its sand together, and negates this ability for 3d10 minutes.

Sand Glide (Ex): A Sentinel of Mithardir can glide through sand as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Sentinel of Mithardir flings the golem back 30 feet.

Shocking Grasp (Sp): Every 1d4 rounds, a Sentinel of Mithardir may cast shocking grasp at a single target. Caster Level 11th.

Construction
To create a Sentinel of Mithardir, one must collect several hundred pounds of sand and power it using the natural electrical storms of Pelion, along with a celestial spirit. The combined price of both is 22,000 gp.

Caster Level 13th; Regeneration, Lesser Planar Binding, Shocking Grasp; Cost 115,000 gp + 9,200 XP; Price 230,000 gp; Creator must be Chaotic Good

LOTRfan
2011-02-17, 11:45 PM
Reserved for Shacklelock Golem (Carceri Golem)

LOTRfan
2011-02-17, 11:46 PM
Well, here's the first draft (I'm not sure at all on the pricing).
Final draft

Valorhammer
Large Construct (Good, Lawful, Extraplanar)
Hit Dice: 7d10+30 (68 hp)
Initiative: +1
Speed: 20 ft. (canít run), Fly 40 ft. (Poor)
Armor Class: 17 (-1 size, +7 natural, +1 Dex), touch 10, flatfooted 16
Base Attack/Grapple: +5/+16
Attack: Large masterwork warhammer +12 melee (2d6+7 plus 2d6 vs. evil), or light ray +5 ranged touch (2d6 damage)
Full Attack: Large masterwork warhammer +12 melee (2d6+7 plus 2d6 vs. evil), or 2 light rays +5 ranged touch (2d6 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Holy Warhammer, Smite Evil, Light Ray
Special Qualities: Construct Traits, Lowlight Vision, Damage Reduction 10/Evil, Darkvision 60 ft., Immunity to Magic, Detect Evil
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 25, Dex 12, Con ---, Int ---, Wis 11, Cha 10
Skills: -----
Feats: -----
Environment: The Seven Mounting Heavens of Mount Celestia
Organization: Solitary, or Patrol (1 plus 2-6 Lantern Archons)
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Good
Advancement: 8-14 HD (Large)
Level Adjustment: -----

A mechanical creature resembling a large, flying dwarf lands several feet away. It is made of pure white alabaster and mithral. It wields a large warhammer, engraved with the beautiful Celestial language.

Valorhammers are Planar Golems created using the metals mined from Mount Celestia. The creators of these extravagant golems fashion them in the image of the dwarves of Nemmiron, with the addition of mithral wings. Valorhammers generally serve as a police garrison, using their ability to detect evil to scare off hidden fiends or evil mortals.

Valorhammers are even more efficient at their jobs because of their ability to channel their energies into their warhammers, making them merciful weapons. This greatly reduces the risk of accidental mortalities when trying to merely subdue an opponent. Valorhammers are greatly feared for the other abilities granted to them when wielding a warhammer, and for their ability to fire searing rays of holy energy at their opponents, similar to Lantern Archons.

Valorhammers mithral/alabaster composition makes them lightweight compared to other constructs of their size, and as a result may fly using their wings. Valorhammers cannot speak, but understand commands issued to them in Celestial.

Combat
Valorhammers rarely enter combat without their warhammers, as this grants them an advantage when fighting fiendish invaders. Valorhammers do whatever is instructed of them by any nearby Archons. When brought to half its Hit Points, it can now longer fly.

Detect Evil (Su): Valorhammers can use Detect Evil at-will.

Holy Warhammer (Su): When wielding a masterwork warhammer crafted in the forges of Mount Celestia, a Valorhammer may channel the powers of the animating celestial spirit to grant it extra abilities. While wielding such a weapon, the weapon is treated as good- and lawful- aligned when it comes to bypassing Damage Reduction. It deals an extra 2d6 damage to creatures with an evil alignment. It is treated as having the merciful magical weapon ability (causing the damage to deal an extra 1d6 damage, for a total of 3d6, but all damage dealt is nonlethal. This ability can be turned off and on at will). In addition, when the merciful enhancement is suppressed, it deals double the normal amount of damage the Valorhammer would normally deal with a Smite Evil attack. When not in the hands of the Valorhammer, the warhammer is just of the common, masterwork variety. The warhammer being wielded by the Valorhammer must have been created in the forges of Mount Celestia for the Valorhammer to channel its abilities; no ordinary warhammer works.

Immunity to Magic: A Valorhammer is immune to any spell or spell-like ability that allows spell resistance.

Light Ray: As a standard action every 1d4 rounds, the Valorhammer may release a single light ray from the palm of its hand, dealing 2d6 damage. This has a range of 30 ft. The light bypasses all damage reduction.

Smite Evil (Su): Three times per day, a Valorhammer may make a special attack that deals extra damage equal to its Hit Dice against another creature. This extra damage is only dealt if the creature smote is evil in alignment. The Valorhammer must decide to use this power before the attack. If the attack misses or is used against a creature of non-evil alignment, there are no effects, but the attempt is still expended.

Construction
To construct a Valorhammer, one must use special materials mined from Mount Celestia and build the body on the plane itself. The materials for the body and the preparation to house the spirit costs 7,000 gp. Assembling the body requires a Craft (Armorsmithing) check (DC 24).

Caster Level 11th; Craft Construct; Detect Good, Holy Smite, Cure Light Wounds, Lesser Planar Binding; Price 47,375 gp; Cost 23,687 gp + 1,895 XP; creator must be Lawful Good

LOTRfan
2011-02-17, 11:47 PM
Reserved for Woodwrath Golem.

Thats all the reserved spae I need. Any comments on the Valorhammer?

Debihuman
2011-02-18, 09:30 AM
If you are creating planar golems, they should have the Extraplanar Subtype.

Valorhammer is probably overpowered for its hit dice. It does far more than any comparable golem in the MM and it is should cost a LOT more and probably have a CL to creature that is far higher. Mithral costs 500 gp/lb. 1000 lbs of mithral is 500,000 gp (assuming that the rest of the creature is made from alabaster). For 4,000 gp it is going to be made of alabaster with a single pound of mithral.

I recommending adding a planar binding spell to the creation for every single one of these. That increases the CL to 11 as a minimum. Since the animating force for a golem is "a spirit from the Elemental Plane of Earth," it should be required.

The Valorhammer can fly, which makes it far faster than other golems. Since it is a feature, I recommend that you drop the fly speed by half. It is still faster than its land speed. I'd also add that if it takes half damage or more it is grounded.

How often can the walvorhammer use its Light Ray special ability?

Debby

Eldan
2011-02-18, 09:34 AM
I'm disappointed that the celestial golem isn't called "Orichalcum golem". It even means "mountain metal", for Chronias' sake!

I'd also assume that planar golems are made from pseudoelementals, not actual elementals.

LOTRfan
2011-02-18, 06:20 PM
If you are creating planar golems, they should have the Extraplanar Subtype.

Valorhammer is probably overpowered for its hit dice. It does far more than any comparable golem in the MM and it is should cost a LOT more and probably have a CL to creature that is far higher. Mithral costs 500 gp/lb. 1000 lbs of mithral is 500,000 gp (assuming that the rest of the creature is made from alabaster). For 4,000 gp it is going to be made of alabaster with a single pound of mithral.

I'll see what I can do.


I recommending adding a planar binding spell to the creation for every single one of these. That increases the CL to 11 as a minimum. Since the animating force for a golem is "a spirit from the Elemental Plane of Earth," it should be required.

It seems that other, non-core golems have other types of elemental spirits powering it, so I assume that the power source doesn't have to be an elemental earth spirit. Expanding upon this reasoning, I do not intend these things to be powered by elemental spirits (see my response to Eldan below), but planar binding makes sense for what I have planned.


The Valorhammer can fly, which makes it far faster than other golems. Since it is a feature, I recommend that you drop the fly speed by half. It is still faster than its land speed. I'd also add that if it takes half damage or more it is grounded.

How often can the walvorhammer use its Light Ray special ability?

Debby

Interesting idea, I'll add it in. Light Ray is at will.


I'm disappointed that the celestial golem isn't called "Orichalcum golem". It even means "mountain metal", for Chronias' sake!

I'd also assume that planar golems are made from pseudoelementals, not actual elementals.

I took the name directly out of the Monster Manual III.

I agree that the golems shouldn't be powered by elemental spirits. Instead, I'm thinking about "outer spirits" (better name pending) from the Outer Planes. Each Golem has a specific type powering it.

Axiomatic for the law-dominant planes
Anarchic for the chaos-dominant planes
Celestial for the good-dominant planes
Fiendish for the evil-dominated planes

Debihuman
2011-02-19, 10:58 AM
Ray attacks probably shouldn't be an "At Will" ability. That significantly overpowers it for the CR. See other comparable creatures (Arrowhawk for example). I would make the Light Ray a Supernatural ability and have it available once every round or even once every 1d4 rounds. Isn't its primary attack the warhammer? The ray attack should probably be listed in the at as well. It should only do 2d6 damage not 3d6.

Debby

Eldan
2011-02-19, 11:05 AM
Pseudoelementals are just that, really.

Basically, Planescape stated that the outer planes are not actually connected to the inner planes. Therefore, elementals can not be summoned. What instead happens is that the mage creates a pseudoelemental from the pseudomatter of the outer planes. This elemental looks mostly like the elemental summoned, but it has the alignment of the plane it's summoned on. So a Celestial Fire Pseudoelemental is lawful good, while an abyssal Earth Pseudoelemental is chaotic evil.

Debihuman
2011-02-19, 11:12 AM
Planescape rules don't necessary apply to 3.5. See Planar Handbook. It is possible to summon an earth elemental as you can always attribute it to a planar breach see page 151.

Debby

Arcane_Secrets
2011-02-19, 11:39 AM
Regarding the pseudoelemental issue, couldn't you take the Protoss cybernetics approach, and say that some angels/aasimon/whatever term you want to use willingly choose to have themselves bound within these constructs to provide a serve to the realms above? For the evil planes, of course, it'd be a forced process with no choice on the part of the victim.

LOTRfan
2011-02-19, 11:42 AM
Ray attacks probably shouldn't be an "At Will" ability. That significantly overpowers it for the CR. See other comparable creatures (Arrowhawk for example). I would make the Light Ray a Supernatural ability and have it available once every round or even once every 1d4 rounds. Isn't its primary attack the warhammer? The ray attack should probably be listed in the at as well. It should only do 2d6 damage not 3d6.

Debby

The changes shall be made. You are correct, it seems better that way. The Light ray will be weakened and made usable every 1d4 rounds, as you have suggested. That way, the ray allows the Valorhammer's connection to the Archons is obvious without stepping on the toes of the warhammer.


As for the power source, I like the idea of a disembodied spirit from the plane itself being the animator of these creatures. Perhaps, as a special requirement for construction, they must be made on the outer plane of origin?

LOTRfan
2011-02-19, 11:50 AM
Any other problems with the Valorhammer?

Also, when I am done with the Valorhammer, which would you guys want me to start next?

Debihuman
2011-02-19, 12:08 PM
My mistake I didn't realize you were statting up the golems suggested by MMIII. In the case of Valorhammer, you should stat out the weapon properly as a holy merciful warhammer.




A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus

Merciful

The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.

Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.

LOTRfan
2011-02-19, 03:47 PM
Initially, I planned that as well, but I decided against it, because it would make the golem more unique compared to others of its kind (similar to how the bearded devils and trumpet archons can channel their powers through weapons). If you believe it is better for them to just wield a weapon, though, I'll change it.

I'm currently working on pricing, and if it remains the way it is, this will add 10,000 gp to the construction cost.

Elfstone
2011-02-19, 03:57 PM
I vote Gear golem next.

LOTRfan
2011-02-19, 04:06 PM
Gear Golem it is, then. I'll start creating it (I'll probably give it some sort of swallow whole/engulf ability), but in the meantime, I reworked the pricing. Is it any better, or is it still too low?

Debihuman
2011-02-19, 08:20 PM
Looks better although you didn't drop the Fly speed. 50 ft. is a little too fast, IMNSHO.

Attacks lines should note that the weapon is a Large masterwork warhammer.

Debby
P.S. I'm looking forward to your gear golem too. :-)

LOTRfan
2011-02-19, 08:43 PM
Oh, I thought I already fixed that. :smallredface:

I thought the large size was implied by the monster's size, but looking at the monster entries from other books, they mention the size of the weapon if the creature is not medium. I'll add that in now.

The first draft of the gear golem should be done tomorrow.

LOTRfan
2011-02-20, 06:16 PM
Alright, I'm currently working on the Gear Golem draft. Surprise visit from the extended family, so I didn't complete it earlier. I hope you guys understand. :smallsmile:

LOTRfan
2011-02-20, 07:48 PM
Gear Golem is now finished (the first draft, at least). Any comments/concerns?

Debihuman
2011-02-20, 08:50 PM
I really like the gear golem. Nice touch with the Swallow Whole too.

Debby

LOTRfan
2011-02-20, 09:03 PM
Thank you! I was originally planning a type of proto-inevitable, but that seemed to obvious a choice (especially for 3.5). Great, now I have to work on that...

I liked the idea of a construct swallowing prey whole and ripping them apart. It was a very unique idea from the MMIII, and I for one am glad that I was ability to give it stats.

EDIT: If no one has any corrections, does anyone want to decide which comes next?

Debihuman
2011-02-20, 11:17 PM
Advancement seems a little off on the gear golem. It should be 13-24 Huge and then go to 25-48 (Gargantuan).

Debby

LOTRfan
2011-02-21, 08:47 AM
I will change it right now. Thank you.

EDIT: Unless someone has a request on which they want me to do first, I'll be doing the Sentential of Mithrandir (sorry, Mithardir, I have LOTR on the mind at the second :smallredface:)

Debihuman
2011-02-21, 01:27 PM
Valorhammer still has a couple of issues, namely the light ray. See Ghaele in SRD for how it should look in the stat block. Holy damage doesn't bypass everything. If it bypasses everything don't make it holy. Also, does it only make one light ray at full attack or can it make 2?

I think you need to list all of the effects of the damage for the warhammer as well. I think it's correct below but double check me. I'm not sure if the holy merciful weapon abilities stack the way you described them in the text. If all the additional damage is non-lethal I may have it written it incorrectly. Also, in order to have enhancements, the weapon must be magical not masterwork (although in the hands of anyone other than the valorhammer it would be just a masterwork warhammer).


If the ranged touch is indeed holy damage then (2d6 holy)

If you were going to do all this, then why not make it a magical holy merciful warhammer in the first place? At least it would get a slightly better attack and damage.

Attack: Large mwk warhammer +12 melee (2d6+7 plus 2d6 vs. evil plus 1d6 nonlethal)* or light ray + 5 ranged touch (2d6 holy)

Full Attack: Large mwk warhammer +12 melee (2d6+7 plus 2d6 vs. evil plus 1d6 nonlethal)* or 2 light ray +5 ranged touch (2d6 holy)

Wow, is this confusing or what. I now officially hate complicated weapons.

For all this it should have been a +1 holy merciful warhammer.

Grumble, grumble....

Debby

LOTRfan
2011-02-21, 01:33 PM
From what I understand*, doesn't the merciful magic weapon feature make all damage dealt nonlethal? So it could only deal lethal damage when the merciful property is deactivated, and even then, you lose that additional 1d6 damage.

*I could be wrong, as my players and I tend to just forget this property even exists.

Debihuman
2011-02-21, 01:45 PM
That's what I think but it's not in the text that way so it is very confusing and I don't play much these days so I'm a bit rusty on magic items.

What should it look like?

Debby

Eldan
2011-02-21, 01:46 PM
As for the Light Ray: the one on the Lantern Archon is untyped and specifically works against any kind of resistance. Model it after that, then?

LOTRfan
2011-02-21, 01:55 PM
That's what I think but it's not in the text that way so it is very confusing and I don't play much these days so I'm a bit rusty on magic items.

What should it look like?

Debby

I think I'll add what you wrote above, except for the 1d6 nonlethal damage. I'll make special mention of that in the warhammer section of the Combat part.


As for the Light Ray: the one on the Lantern Archon is untyped and specifically works against any kind of resistance. Model it after that, then?

Yes, that is what I modeled it after.

LOTRfan
2011-02-22, 01:45 PM
Okay, without any suggestions, I'm going to start work on the Sentinel of Mithardir.

Debihuman
2011-02-22, 06:27 PM
I think I'll add what you wrote above, except for the 1d6 nonlethal damage. I'll make special mention of that in the warhammer section of the Combat part.

Sounds good to me. I gave up on trying to figure it out.


Yes, that is what I modeled it after.

Except you wrote that the light is "holy energy" which it shouldn't be. See the Lantern Archon's ray attack. It isn't "holy." Holy means it only bypasses the corresponding damage reduction, and you wanted it to bypass all damage reduction. If you are going to model the ray attack after the one in the Lantern Archon, then you need to change the language accordingly.

I'm looking forward to seeing your version of the Sentinel of Mithardir.

Debby

LOTRfan
2011-02-22, 06:31 PM
I'll change the wording.

Sentinel of Mithardir is almost done. Seeing as how you said my version, I think I must ask, is there another version? If there is, could you mention the source/give a link if it is homebrew? I'd like to see how this compares to that one. Now that I'm almost done, I don't think I need to worry about it influencing my version.

LOTRfan
2011-02-22, 07:05 PM
Sentinel of Mithardir is done. It is prohibitively expense, but I was expecting as much, considering it can regenerate.

LOTRfan
2011-02-22, 08:50 PM
Alright, I'm starting the Battleglory, Ysgard's Planar Golem. It should be done sometime tomorrow.

LOTRfan
2011-02-23, 06:44 PM
Sorry for the wait, I'm still working on the Battleglory. In the mean time, any comments on the Sentinel of Mithardir? Is the regeneration too much?