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    Ogre in the Playground
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    Oct 2009

    Default Re: The Gates of Heaven: Giving Celestia the Dicefreaks Treatment

    Well, here's the first draft (I'm not sure at all on the pricing).
    Final draft

    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.

    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.

    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
    Last edited by LOTRfan; 2011-04-02 at 09:07 AM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

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