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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Force Golem


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    HD: d10
    {table=head]
    Level
    |
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |Features
    1|+0|+0|+0|+0|Force Incarnate, Force Control, +1 Str, +1 Dex
    2|+1|+0|+0|+0|Force Armor, Alloy Liquidity, +1 Str, +1 Cha
    3|+2| +1| +1| +1|Magic Resistance, Quicksilver, +1 Str, +1 Dex
    4|+3| +1| +1| +1|Powerful Construction, +1 Str, +1 Cha
    [/table]
    Class Skills (2+ Int Modifier): None

    Proficiencies: The Force Golem is proficient with his natural weapons, and simple and martial weapons.

    Force Incarnate: The Force Golem loses all racial modifiers and receives the Construct type (which grants darkvision 60'), medium size, 30 ft. land speed, and 2 natural slam attacks dealing 1d6+strength modifier damage. The Force Golem cannot wear armor.
    In addition, the Force Golem takes +50% damage from force damage.

    The Force Golem has all the characteristics of the construct type (which has been changed from the normal construct type, so it is highly advisable the below is read):
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    • No Constitution score.
    • Darkvision out to 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
    • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Magical sonic damage heals the iron golem 1 point of health per 3 damage it would normally do.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Never being alive to begin with, a construct cannot be raised or resurrected. It can only be revived by a wish, limited wish, miracle, or by reconstructing the Force Golem's body (requiring 2,250 gp worth of specially treated alloys- or the golem's previous body-, 2,500 gp worth of rare substances, and a DC 18 weaponsmithing or armorsmithing check) and then a reincarnate spell, which will always put the golem's soul into the new effigy.
    • Constructs does not breathe, eat, or sleep.



    Force Control: At level 1st level, the Force Golem can choose one of the following abilities below, usable at will. Every class level thereafter the golem gains 1 more ability.
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    *Pulse: As a standard action, the Force Golem may launch a bolt of force at any target within 60' as a ranged touch attack, plus an additional 5 feet for each additional HD thereafter; if he hits, the golem makes an opposed strength check against the target, adding his own charisma modifier. If he succeeds, the opponent is flung 5 feet in a direction of the golem's choice, and is knocked prone. The distance of this ability increases by 5' at 6th level, and by another 5 every 3 levels thereafter, up to 30' at level 18. The golem may also choose the fling the target straight into the air, where they take appropriate falling damage. If the opponent's movement is stopped by a wall or barrier, they take 1d6 damage per 5' they would have normally gone.
    *Reactive Force: Whenever an opponent attacks and misses the Force Golem in melee, the force golem may move the opponent 5 feet to an empty space in any direction as a free action. This movement does not provoke attacks of opportunity.
    *Force Burst: As a standard action, the golem may unleash a 30 ft. radius blast of force centered on itself. Any caught in the blast take 1d6 damage per 3 HD of the Force Golem (up to 6d6 at 18 HD) and are knocked prone. If the opponent succeeds on a reflex save (DC 10+1/2HD+cha mod) they take half damage and are not knocked prone.
    *Force Slam: As a full round action, the golem slams into the enemy, channeling its force abilities: it deals normal slam damage plus charisma modifier; if he hits, he can make a free bull rush attempt, and add his charisma modifier to the strength check. If this succeeds, the opponent is knocked prone.
    At 8 HD the golem can use this ability as a standard action, and at 13 HD as a part of a full round attack.


    Lastly, the Force Golem gains natural armor bonus equal to his strength modifier.
    The Golem also gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

    Ability Score Increases: The Force Golem gains +1 Strength at all levels, +1 Charisma at levels 2 & 4, and +1 Dexterity at levels 1 & 3, for a grand total of +4 strength, +2 dexterity, and +2 charisma.

    Force Armor: The force golem adds his charisma modifier to AC as a deflection bonus. In addition, the Force Golem gains DR/adamantine equal to 1/2 HD.

    Alloy Liquidity: The Force Golem gains a bonus to balance, climb, jump, and tumble checks equal to 1/2 its HD.

    Magic Resistance: The Force Golem gains SR 13+HD.

    Quicksilver: The Force Golem gains a bonus to reflex saves equal to its charisma modifier.

    Powerful Construction: The force golem gains the powerful build ability, and his slam attacks deal 1d8+strength modifier damage.


    Changelog/Comments:
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    Okay, so, I spread out force control over the levels, and removed the class skills and good reflex save but added alloy liquidity & Quicksilver (which pretty much makes up for it). I also gave it much, much higher ability scores. Sure, it doesn't get to wear armor... but it gets both strength charisma and dexterity to AC, and gains a +2 bonus to all 3 of them. It's sortof a battlefield control glasscannon type... a lot of immunities, some cool abilities, but low AC & HP.
    The only problem I can see is that it's attribute dependent... but I can live with that.
    Last edited by Gorgondantess; 2011-01-29 at 12:37 AM.
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