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    Barbarian in the Playground
     
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    Default Gentlemen, we can rebuild him. We have the magic [D&D 3.5+ Monster Class, P.E.A.C.H.]

    Half-Golem

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    Prerequisites:
    Ability: Constitution 10+
    Special: Must lack a body part to be replaced (Those who wish to remove the limb surgically must have another perform a DC 20 Heal check on them. One may attempt this heal check on their own, but the DC is increased by 10. Failure of this Heal check by 5 or more results in 1d6 points of constitution damage to the subject, and the limb being removed. Failure of this heal check by up to 4 or less does no damage, and does not remove the limb.)
    Special:Must Spend 100 GP for the raw materials used in construction of this limb at first level of this class, and then must respectively pay 200 GP and 300 GP to for taking the other two levels, in order to pay for the improvements. Alternatively should a player destroy a Golem of the appropriate type, and leave enough of its body in tact (DMís Discretion), it may forgo these prices.

    HD:d10
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |The Danger, Prototype Body, Construction Material, +1 Strength
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +0
    |Golemaic Weapon, Golem Plate, +1 Strength
    3rd|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Magic Resistance, Improve, +1 Strength[/table]
    Skills: The Successful Half-Golem Gains (4+Intelligence Modifier) skills per level. The Successful Half-golem class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).
    Skills: The Failed Half-Golem Gains (2+Intelligence Modifier) skills per level. The Failed Half-golem has no in class skills.
    See The Danger

    Proficiencies: The Half-Golem is proficient with any natural weapons it may gain from this class, however it does not gain any new armor proficiencies.

    Class Features: The following are the Class Features of the Half-Golem

    The Danger: Creating a Half-Golem still isn't an exact science, if magic ever was, and carries a large risk as that the shock resulting from the connection between the Characterís inner essence and the Elemental Spirit animating the Golemís limb. Sometimes this clash of energies can end in disaster. Upon taking the 1st level of this class the character must make a Will save (DC 15) after the 24 hour ritual required to implant the Golemís limb. Other people can help the operation process by attempting a DC 15 Heal check, (This assistance is non-stressful and fairly simple, and these assistants may take 10). Each successful Heal check grants the Character a +2 bonus to its Will save at the end of the Ritual. These assistants must partake in the 24 hour ritual. People wanting to play safe will hire several experts to assist the ritual.

    Succeeding on this save means the implantation went as smoothly as it could and the Character gains an extra +1 Constitution for each level of Half-Golem, The character also gains Light Fortification, offering it a 25% resistance to Critical Attacks and Precision Based Damage, such as Sneak attack. The character also can choose one of the save progressions of the Half-Golem class to become a ĎGood Save Progressioní (+2, +3, +3) and further gains (4+ Intelligence Modifier) skills per level.

    Failing this save, Or not having 10 constitution* and attempting this ritual anyhow, means the Elemental Spirit animating the Golem limb tries to take over the Character's body. The character's type changes to Construct, Gaining all of the following Construct Traits. The Golemís limb expands inside the Characterís body producing a horrible internal amalgam of minerals and flesh. The Failed Half-Golem class only gains (2+Intelligence Modifier) skill points per level and has no class skills. It also permanently loses 6 Charisma as that it partially loses its own identity. If this would reduce the Failed Half-golem to 0 Charisma it becomes a mindless rampaging construct that attacks everything on its path until destroyed. Any abilities from the Half-Golem Class that are based on Constitution instead use Wisdom for the Failed Half Golem.

    Construct Traits of the Failed Half-golem
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    The Failed Half-golem has no Constitution score.
    The Failed Half-golem gain Darkvision out to 60 feet.
    The Failed Half-golem has immunity to all mind-affecting effects.
    The Failed Half-golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    The Failed Half-golem is not subject to critical hits, nonlethal damage, ability drain, ability damage, fatigue or exhaustion, or energy drain.
    The Failed Half-golem cannot heal damage on its own, although it can be healed.
    The Failed Half-golem has immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    The Failed Half-golem is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    The Failed Half-golem, having had its body and soul befouled by that of which animated to slap-shod limb, cannot be raised or resurrected. It can only be revived by a wish, limited wish, or miracle spell or effect.
    The Failed Half-golem does not breathe, eat, or sleep.


    Some people actually consider the ĎFailed Half-Golemí to be the true Success, as they believe flesh to be weak, and would rather fully embrace the artificial side of the Half-golem, so they choose to automatically fail their saves. There are dark rituals where people who believe that the Failed Half-Golem is an improvement attempt to encourage a ĎFailureí this functions exactly as the Heal Checks to Aid the process, but instead impose a -2 penalty on the Characterís Will save at the end of the 24 Ritual.

    Prototype Body(Ex): At first level the Half Golem gains a bonus to natural armor class equal to half its Constitution modifier, and a natural slam attack that deals 1d8 damage (for a medium creature). Further, certain magical elemental damage heals 1 point of health per 3 damage it would normally have done to the Half-Golem, depending on the Half-Golemís type. The Half-Golem is otherwise immune to that specific element.

    Spoiler
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    {table=head] Material|Elemental Affinity
    Half Adamantine Golems|Do not Heal from Magic.
    Half Alchemical Golems |Heal from Acid damage.
    Half Amorphion Golems|Heal from Acid damage.
    Half Artillery Golems|Heal from any one element damage.**
    Half Ash Golems |Heal from Fire damage.
    Half Assembly Golems |Heal from Electricity damage.
    Half Battleglory Golems|Heal from Cold damage.
    Half Birthday-Cake Golems|Heal from Fire damage.
    Half Blood of War Golems|Heal from Repair/Cure* spells.
    Half Brain Golems|Heal from Electricity damage.
    Half Brass Golems|Heal from Fire damage.
    Half Butterscotch-Pudding Golems |Heal from Acid damage.
    Half Cadaver-Collector Golems|Heal from Electricity damage.
    Half Caltrop Golems|Heal from Fire damage.
    Half Calzone Golems|Heal from Fire damage.
    Half Carver Golems| Heal from Fire damage.
    Half Chain Golems|Heal from Fire damage.
    Half Chocolate Golems|Heal from Cold damage.
    Half Clay Golems|Heal from Acid damage.
    Half Coral Golems|Heal from Electricity damage.
    Half Demon-Flesh Golems|Heal from Electricity damage.
    Half Dragon-flesh Golems| Heal from any one element damage.**
    Half Fang Golems|Heal from Cold damage.
    Half Fewmet Golems|Heal from any one element damage.**
    Half Flesh Golems|Heal from Electricity damage.
    Half Force Golems|Heal from sonic damage.
    Half Gear Golems|Heal from Electricity damage.
    Half Gloom Golems|Heal from negative energy damage.
    Half Grave-dirt Golems|Heal from Electricity damage.
    Half Hangman Golems|Heal from Cold damage.
    Half Hellfire Golems|Heal from Fire damage.
    Half Homunculus Golems|Heal from Repair/Cure* spells.
    Half Ice Golems|Heal from Cold damage.
    Half Inevitable Golems|Heal from Electricity damage.
    Half Inquisition Golems|Heal from Fire damage.
    Half Iron Golems|Heal from Fire damage.
    Half Juggernaut Golems|Heal from Cold damage.
    Half Junk Golems|Heal from Acid damage.
    Half Magmacore Golems|Heal from Fire damage.
    Half Mindstrike Golems|Heal from Acid damage.
    Half Mud Golems|Heal from Cold damage.
    Half Mithral Golems|Heal from Haste Effects.^
    Half Nimblewright Golems|Heal from Electricity damage.
    Half Outer Golems|Heal from Acid damage.
    Half Peanut Butter Golems|Heal from Fire damage.
    Half Perfector Golems|Heal from Fire damage.
    Half PiŮata Golems|Heal from Cold damage.
    Half Plague Golems|Heal from Acid damage.
    Half Prismatic Golems| Special**
    Half Replicant Golems|Heal from Cold damage.
    Half Rubber-Chicken Golems|Heal from Fire damage.
    Half Sand Golems|Heal from Fire damage.
    Half Sentinel of Mithardir Golems|Heal from Electricity damage.
    Half Shacklelock Golems|Heal from Fire damage.
    Half Shadesteel Golems|Heal from negative energy damage.
    Half Shield-Guardian Golems|Heal from Fire damage.
    Half Siege Golems|Heal from Cold damage.
    Half Skywatcher Golems|Heal from Light Effects.^^
    Half Split-Rail Golems|Heal from Cold damage.
    Half Stained-glass Golems|Heal from sonic damage.
    Half Stone Golems|Heal from Cold damage.
    Half Tangled Seasonal Lights Golems|Heal from Electricity damage.
    Half Tombstone Golems|Heal from Cold damage.
    Half Trainer Golems|Heal from sonic damage.
    Half Valorhammer Golems|Heal from Cold damage.
    Half Warforged Golems|Heal Repair/Cure* spells.
    Half Web Golems|Heal from Acid damage.
    Half Woodwrath Golems|Heal from Cold damage.
    Half Worker Golems|Heal from Fire damage.[/table]
    *Repair/Cure: Successful Half-Golems that pass The Dangerís Will Save receive 1/3 benefits of Repair spells as if they were a Construct. Failed Half-Golems that fail The Dangerís Will Save receive the 1/3 the benefits of the Cure spells as if they were living.

    ** The Half Golem must select one of the following elements at first level, this effects its Prototype Healing. (Fire, Cold, Acid, or Electricity.)

    ^ Haste Effects heal a Half Mithral Golem 1d8 Hp per Caster Level.

    ^^ Any Light Based spell that deals damage heals the Half Skywatcher Golem, any Light spell that does not deal damage heals the Half Skywatcher Golem 1d4 hit points per Spell Level.


    Construction Material (Su): The Half-Golem gains different bonus at level 1 based on the material used to build its limbs. (See Below)

    Ability increase: The Half Golem gains a +1 bonus to Strength at levels 1,2, and 3.

    Golemaic Weapon (Su): The Half-Golem limb is improved at second level to include a powerful weapon. (See Below)

    Golem plate:At second level the Half-golem gains DR/Adamantine equal to 1/2 its HD.

    Magic Resistance: At third level the Successful Half-golem gains Spell Resistance equal to 10+1/2HD+Constitution modifier, the Failed Half-golem gains Spell Resistance equal to 10+1/2HD+Wisdom modifier. Spells that deal the elemental damage it has an affinity with bypass its Spell Resistance without the need to lower it.

    Improvement: At third level The Half-golemís limb can be further reinforced by spending extra resources. The Half-golem can increase any single physical ability score by an additional +1 by paying 400GP, then 500 GP for another extra +1, and so on. It takes 1 day of work for every 100 GP cost to improve the limb. The Half-golem may not gain a number of improvements beyond half its number of non Half-golem HD (rounded down).


    More Half-golems here!
    Even more Half-golems here!
    Yet even more Half-golems here!


    One half not enough to satiate your partial golem needs? Half-wrought Horror is the PrC for you!

    A Chumps Twopence:
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    Old Comments:
    The half-golem will suck some of your WBL but in return you get several powerfull bonus. All levels increase your Str and Con.

    First level gets you a passive ability, second level the golem special weapon and DR, and the third level gives Magic resistance (magic immunity would be kinda too much for three levels) and the ability to keep buffing your str for a relatively cheap price.

    The Half Golem can give you quick construct traits if you fail the save but then you lose Con, wich is important for several of the Half-Golem abilities. And also a penalty to charisma on top.
    My Comments
    Boy was that fun!
    Not terribly pleased with the Half Nimblewright Golemís Golemaic Weapon. Ideas?
    Bets on I screwed something up, if you notice any mistakes, or power balance issues, please let me know!
    Caution: Not all of these Half-golems are actually half golem. Iíve added in some more constructs to the mix, because why not?
    You might think Iím crazy when I say that the following Golems are in the MMIII, but they are. They are suggested there, on pg.66, though no stat block is provided. [Amorphion (Limbo), Ash Golem (Gehenna), Battleglory (Ysgard), Gear Golem (Mechanus), Mindstrike Golem (Pandemonium), Perfector (Arcadia), Sentinel of Mithardir (Arborea), Shacklelock Golem (Carceri), Valorhammer (Celestia), Woodwrath Golem (Beastlands)]
    Oh, Iíll take requests on more Half-golems.
    This is definitely a WIP still.

    Changelog:
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    Cleaned Up the Language. 10/12/10
    Made Improvement available for all Physical Ability Scores not just Strength. 10/12/10
    Allowed Assistants to Ďhelpí a Half-Golem fail The Danger. 10/12/10
    Half Brass Golem overhauled. 10/12/10
    Half Clay Golem overhauled. 10/12/10
    Half Dragon-Flesh Golem overhauled. 10/12/10
    Half Flesh Golem overhauled. 10/12/10
    Half Iron Golem overhauled. 10/12/10
    Half Stained Glass Golem overhauled. 10/12/10
    Half Stone Golem overhauled. 10/12/10
    Made Spell Resistance for the Failed Half Golem almost as good as that for the Successful. 10/12/10
    61 new materials to select from. 10/12/10
    Improved bonuses to natural armor so that it may be worth a blast. 10/12/10
    Golemaic Weapon alone was 9,000 characters over the posting limitÖposting delayed.10/12/10
    Shortened Golemaic Weapon's text, still not enough 10/12/10
    Posted Thread 4 posts long, intend on cleaning up Weapon Language10/12/10
    Cleared up that Woodwrath/Caltrop/Magmacore Material powers don't hurt the Half Golem 13/12/10
    Changed Heroes Feast (Goodness that was a terrible idea) to Heroism for Birthday Cake Golem 13/12/10
    Warforged word 'Marut' to 'Iron Golem' added link. 13/12/10
    Adjusted Calzone Material 13/12/10
    Changed Dragon Material to Blindsense instead of Blindsight 13/12/10
    Allow Gear material to cast lower iteratives of Repair 13/12/10
    Corrected spelling of juggernaut. 18/12/10
    Bumped Artillery's Levitation Speed. 18/12/10
    Increased Birthday-Cake's Candles to HD 18/12/10
    Boosted Brain's Intelligence by +2, and changed its deflection bonus to be Intelligence based. 18/12/10
    Gave Brass +2 Str and Full Con Armor 18/12/10
    Increased Dragon-flesh's Blindsense range 18/12/10
    Added HD limit to Final Summon of Grave-dirt material 18/12/10
    Removed Wis bonus from Prismatic Material, added Backlash!18/12/10
    Bumped Skywatcher's Materials Darkvision and lowlight vision and bonus to skills. 18/12/10
    Moved Assembly Golem Stats to [/url=http://www.giantitp.com/forums/showpost.php?p=10000733&postcount=26]More Half Notes[/url] 19/12/10
    Added room for More Half-golems! 19/12/10
    Added Half Retrospect Golem in More Half-golems 19/12/10
    Corrected Copy+past error in Prismatic Golem. 26/12/10
    Fixed code on Half retrospect and prismatic golem. 26/12/10
    Adjusted Improvement to half HD. 26/12/10
    Posted Half-wrought horror 29/12/10
    Added Bone Golem 11/1/11
    Added Assembly Link to material 11/1/11
    Fixed Prismatic material code again. 11/1/11
    Fixed Hellfire and Sentinel-of-Mirhardir's attacks to deal 3.5 Hellfire and equivelent Electricity damage.11/1/11
    Added Astral, Crystal, Psicrystal, Incarnum, Midnight, and Soulfused golems. 16/1/11
    Cleaned up more text. 16/1/11
    Fixed Fewmet's elemental radiation weapon 16/1/11
    Added Range to Sky-watcher's weapon 23/1/11
    Attempted to fix Soul-fused's weapon 23/1/11
    Added 5 HD and consequences to Half-Wrought Horror Pre-reqs. 23/1/11
    Fixed Amorphion's Alter Self Ability 9/2/11
    Fixed Confusion Code 9/2/11
    Updated Junk Material 9/2/11
    Fixed Prismtatic Weapon... again. 9/2/11
    Added Dragon Magazine# 341 'Lesser' Golems 9/2/11
    Added Half Retriever Golem 9/2/11
    Added Half 'Khandurus' Golems 9/2/11
    Added a whole mess of golems under "Even more" and "Yet even more" half golems 16/2/11
    Renamed old Half Blood Golem to Half Blood of War Golem 16/2/11
    Cleaned up formatting on a few entries 16/2/11
    Increased Half Cake golem's weapon damage 16/2/11
    Reworded Half Demon-Flesh and Half Clay weapons 16/2/11
    Added Half Dung Golem 16/3/11
    Added Draconomicon Golems 26/4/11


    Source
    Spoiler
    Show

    Adamantine Golem Epic Level Hand Book
    Alchemical Golem MMIII
    Amorphion Golem MMIII
    Animated Object MM
    Ash Golem MMIII
    Astral Golem XPH
    Artillery Golem Homebrew
    Assembly Golem Hombrew
    Battleglory Golem MMIII
    Birthday-Cake Golem Homebrew
    Black Ice Golem DR324
    Blood Golem Perilous Gateways
    Blood of "War" Golem Fiend Folio
    Bone Golem Homebrew
    Brain Golem Fiend Folio
    Butterscotch-Pudding Golem Homebrew
    Cadaver Golem Heroes of Horror
    Cadaver-Collector MMIII
    Caltrop Golem Homebrew
    Calzone Golem Somethingís Cooking
    ďCandleĒ Wax Golem Cliffhangers Adventures
    Cannon Golem DR355
    Chain Golem MMII
    Chalk Golem Denizens of Dread
    Chocolate Golem Homebrew
    Coal Golem Monster Mayhem
    Coral Golem Stormwrack
    Crystal Golem XPH
    Demon Flesh Golem Fiend Folio
    Diamond Golem Monsters of FaerŻn
    Dragon Flesh Golem MMII
    Dragonbone Golem Draconomicon
    Drakestone Golem Draconomicon
    Dung Hombrew
    Elder Eidolon Golem LoM
    Emerald Golem Monsters of FaerŻn
    Equine Golem A&EG
    Fang Golem MMIV
    Feuer the Iron Golem Monster Mayhem
    Fewmet Golem Homebrew
    Flesh Golem MMI
    Flesh Colossus Epic Level Hand Book
    Force Golem MMV
    Fungus Golem Dragon341
    Gear Golem MMIII
    Glass Golem Denizens of Dread
    Gloom Golem MMIII
    Gold Golem Random Encounters
    Golem RemnantFar Corners of the World
    Grave-dirt Golem Libris Mortis
    Greater Stone Golem MM
    Girsgol MMIII
    Hard Wood Golem Denizens of Dread
    Hangman Golem MMIII
    Hellfire Golem Fiend Folio
    Homunculus MMI
    Ice Golem Frostburn
    Incarnum Golem MOI
    Inevitable MMI
    Inquisition Golem Homebrew
    Iron Colossus Epic Level Hand Book
    Ironwyrm Golem Draconomicon
    Juggernaut MMII
    Junk Golem Dragon341
    ďKhandurusĒ Blood Golem DII, Diablerie
    ďKhandurusĒ Clay Golem DII, Diablerie
    ďKhandurusĒ Fire Golem DII, Diablerie
    ďKhandurusĒ Iron Golem DII, Diablerie
    Lemorian Golem DU142
    Magmacore Golem MMV
    Maggot Golem DR339
    Mask Golem Pathfinder: Masks of the Living God
    Mindstrike Golem MMIII
    Mud Golem MMIII
    Midnight Golem MOI
    Mithral Golem Epic Level Handbook
    Nimblewright MMII
    Obah-Blessed Clay Golem DU136
    Outer Golem Homebrew
    Paper Golem Dragon341
    Peanut Butter Golem Homebrew
    Perfector Golem MMIII
    Plague Golem Homebrew
    PiŮata Homebrew
    Prismatic Golem MMIII
    Psicrystal XPH
    Razor Golem Monster Mayhem
    Relief Golem DR334
    Replicant Homebrew
    Retriever MMI
    Retrospect Homebrew
    Rubber-Chicken Golem Homebrew
    Ruby Golem Monsters of FaerŻn
    "Ruby" Monster Mayhem
    Rune Golem DR343
    Sand Golem Sandstorm
    Sardorian Golem Psionic Bestiary
    Sentinel of Mithardir MMIII
    Serpentflesh Golem Serpent Kingdoms
    Shaboath LoM
    Shacklelock Golem MMIII
    Shadesteel Golem MMIII
    Shield-Guardian MMI
    Sickstone Golem Far Corners of the World
    Siege Golem Cityscape
    Skywatcher Golem Homebrew
    Soul-fused Golem MOI
    Split-Rail Golem Homebrew
    Stained-glass Golem MMII
    Stone Colossus Epic Level Hand Book
    Survey Stone Golem Perilous Gateways
    Swarm Golem DR309
    Tangled Seasonal Lights Golem Homebrew
    Tellene Bone Golem Denizens of Dread
    Tellene Bronze Golem Denizens of Dread
    Tellene Ice Golem Denizens of Dread
    Thayan Golem Monsters of FaerŻn
    Tin Golem Dragon341
    Tod the Iron Golem Monster Mayhem
    Tombstone Golem Libris Mortis
    Topiary Guardian Golem MMIII
    Trainer Golem Homebrew
    Valorhammer Golem MMIII
    Verranís Flesh Golem Monster Mayhem
    Walking Statue of Waterdeep Forgotten Realms, Waterdeep
    Wax Golem Dragon341
    Warforged MMIII/Eberron Campaign Setting
    Warforged Raptor Eberron, Forge of War
    Watcher Clay Golem Monster Mayhem
    Web Golem MMIII
    Wood Golem Dragon341
    Woodwrath Golem MMIII
    Worker Golem Homebrew


    Thanks to:
    BobGhengisKhan for permission to stat up the Half Plague Golem
    Debihuman for permission to stat up the Half PiŮata Golem
    The Demented One for permission stat up the Half Replicant Golem
    Draken for permission to stat up the Half Artillery Golem
    EdroGrimshell for permission to stat up the Half Bone Golem
    FMArthur for permission to stat up the Half Assembly Golem
    IceWalker for permission to stat up a Half Caltrop and Carver Golems
    Kellus for permission to stat up the Half Birthday-Cake Golem
    Maerok for permission to stat up a Half Chocolate Golem
    Stycotl for permission to stat up a Half Retrospect Golem
    The Vorpal Tribble for permission to stat up the Half Butterscotch Pudding, Fewmet, Inquisition, Outer, Peanut Butter, Rubber Chicken Skywatcher, Split-Rail, and Tangled Seasonal Lights Golems
    Zeta Kai for permission to stat up the Half Dung Golem.
    Last edited by AugustNights; 2013-03-19 at 03:16 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    AugustNights's Avatar

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    Portland, OR
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    Female

    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Construction Material
    Spoiler
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    Adamantine- This material is incredibly indestructible, The Half Adamantine Golemís Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when a Half Adamantine Golem gains Damage Reduction at third level, it gains additional DR equal to its strength modifier. A Half Adamantine Golem is immune to spells that normally effect metals, as that their body is timeless and concepts such as Rust, and Heat Metal, do nothing to it.

    Alchemical- This material is exceptionally toxic. However it seems to strengthen the Half Alchemical Golemís Body. The Half Alchemical Golem's Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Any creature that damages the Half Alchemical Golem with a melee attack suffers 1d4 acid damage per 4 HD, as acid violently splashes out towards them.

    Amorphion Golem- This material is constantly changing, ever reshaping itself. The Half Amorphion Golem may add a +2 bonus to any one of its ability scores. It may reassign this bonus 1/day, as a standard action. Further the Half-Amorphion Golem may alter its form as per the spell Alter Self 1/day per 4 HD as a Full Round Action, caster level equal to its HD.

    Artillery- This material is designed for effect combat mobility, the Half Artillery Golem may slow any fall it takes to 30 feet per round, and does not take falling damage while conscious. Upon Reaching 5 HD the Half Artillery Golem may levitate as if it had cast the spell of same name upon itself for a total number of rounds per day equal to its HD+ Charisma modifier. It does not suffer the normal attack penalties for this levitating. The Artillery Golem's levitation speed is 20 feet + 5 feet for every 2 HD it has above 5.

    Ash- This material is loose and easily airborne, creating quite a few problems for anyone standing near the Half Ash Golem. Any time the Half Ash Golem is damaged, it fills all squares adjacent to it with thick clouds of airborne Blistering Ash, causing a -2 penalty to Dexterity and vision based skill checks, attacks rolls, and Reflex Saves to all creatures within a square of airborne ash. Further, if the creature that did the damaging is in an adjacent square to the Half-Ash Golem, it suffers 1d4 points of fire damage per 4 HD. The Half-Ash Golem may also leave clouds of Ash behind it as part of a move action, filling any square moved through by the Half Ash Golem with this same airborne Ash. This ash dissipates three rounds after forming, and can be dissipated fast by wind effects. Further when a Half Ash Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Bludgeoning.

    Assembly- This material is built of very small constructs that may be disassembled and reassembled at any time. As a move action the Half Assembly Golem may disassemble part of its Golem limb in order to produce multiple miniscule Assembly Golems that may form together to build larger creatures. This functions similarly to the Summon Monster spell of Caster Level equal to half the Half Assembly Golemís HD, and it uses the following table. Like summon monster, a Half Assembly golem may summon 1d4-1 creatures of a lower tier than what it can currently summon, or 1d6+1 of any tier 2 or lower than itís currently available one. A Half Assembly Golem may use this ability a number of times per day equal to its Wisdom modifier.
    Spoiler
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    {table=head]Half Assembly Golem HD|Summoned Creatures
    1|Tiny Animated Object (Golem Shaped)
    3|Small Animated Object (Golem Shaped)
    5| Medium Animated Object (Golem Shaped)
    7|Tiny Assembly Golem or Large Animated Object (Golem Shaped)
    9|Small Assembly Golem
    11|Huge Animated Object (Golem Shaped)
    13|Medium Assembly Golem
    15|Gargantuan Animated Object (Golem Shaped)
    17|Large Assembly Golem[/table]
    Assembly Golem Block


    Battleglory- this material is built with the bones, weapons, armor, blood, and palpable stubbornness of the fallen warriors of Ysgard. The Half Battleglory Golemís strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further the Half Battleglory Golem is treated as having the Die Hard feat, and its downward limit of Hp is increased by its HD. For a successful Half Battleglory golem its Death Threshold becomes -X (X=10+the Half Battleglory Golemís HD), for a Failed Half Battleglory Golem it becomes -Y (Y=The Half Battleglory Golemís HD)

    Birthday-Cake- This material comes with alchemical candles that grow naturally from the cake-like arm, the Half Birthday-Cake Golem gains a number of candles equal to its HD. The Half Birthday-Cake Golem gains fast healing to the number of candles it has lit. These candles are particularly hard to put out. A character can blow out a Half Birthday-Cake Golemís candles as a standard action that provokes attacks of opportunity. The character makes a touch attack, and if successful, the character can blow out a number of candles equal to 1d20 + his Constitution modifier. A gust of wind works like a ranged attempt to blow out a birthday Golemís candles, and thus requires a ranged touch attack. A gust of wind blows out 1d20+Primary casting ability score candles. As a swift action, a Half Birthday-Cake Golem can relight 1d6 candles.
    If all of the Birthday-Cake Golemís candles are lit, it may extinguish them all as a swift action to grant a single targeted creature the benefits of Heroism caster level equal to its HD.

    Blood of War- This material is very strong but demands constant upkeep or else it becomes a hindrance. The character's strength score improves by an extra +4 and its Natural armor increases to equal its constitution modifier, further, it can detect any creature within a 30 feet per HD range that has been injured or is actively bleeding, as if by the Scentspecial quality. The Half Blood of War Golem must consume an amount of blood equal to the water it requires each day, every day the Half Blood of War Golem does not consume such blood it must make a Fortitude save (DC 10+number of days since its Last Feeding) or grow weak. It loses 1 points of Strength each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and the body of a recently slain creature with blood (Which is consumed in this process, each creature offers a total amount of repairs equal to half its constitution score), and a successful heal, profession, or craft check the appropriate type with DC (18) to remove each point of this Strength penalty. A Restoration spell will automatically remove this Strength penalty and will prevent this Strength penalty for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.

    Brain- This material resonates with psionic energy. The Half Brain Golem gains a +2 bonus to Intelligence and gains a deflection bonus to armor class equal to its Intelligence modifier, further it gains two additional power points per HD.

    Brass This material greatly improves the olfactory capabilities of the Half Brass Golem. The Half Brass Golem gains the Scent ability and gains a bonus on Survival checks (Including those made in Tracking) equal to its HD, it may make survival checks in the place of intelligence checks when attempting to navigate labyrinths and mazes, including those created by the Maze spell. Further the Half Brass golem gains a +2 bonus to strength, and its bonus natural armor is increased to equal its constitution modifier.

    Butterscotch-Pudding- This material is extremely sticky making the subject a great walking mess. Any weapon that deals damage to a Half Butterscotch-Pudding Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+1/2HD+Str Mod) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Butterscotch-Pudding Golem receives a racial bonus to equal to half its HD. A Half Butterscotch-Pudding Golem can spend a standard action to cover over a single weapon per round and hide it within its Limb, however the Half Butterscotch-Pudding Golem may only have one item hidden within its limb at any given time. This item can only be retrieved if the Half Butterscotch-Pudding Golem is unconscious and requires a Disarm check as if the Half Butterscotch-Pudding Golem is taking 10.

    Cadaver-Collector- This material is built with fierce steel and cruel spikes, the Half Cadaver-Collector Golem is treated as having armor spikes of a creature one size larger than it is for all intents and purposes. It is naturally proficient with these armor spikes, further, the Half Cadaver-Collector Golem is considered a quadruped for carrying capacities.

    Caltrop- This spiky material is constantly falling apart, as such any square moved through by a Half Caltrop Golem is left covered in caltrops. These caltrops attack roll is equal to the Half Caltrop Golemís attack roll, without any size bonuses or penalties. These caltrops deal 1d4 damage per 4 HD the Half Caltrop Golem has. The DC Heal check for these caltropsí speed reduction is 10+1/2 The Half Caltrop Golemís HD+ Strength Modifier. These disappear three rounds after forming, and the Half Caltrop Golem is immune to the effects of these caltrops. Further the Half Caltrop Golem is treated as having armor spikes for all intents and purposes. It is naturally proficient with these armor spikes.

    Calzone- This material is exceptionally delicious, but always just a little too hot to bite into. Any time the Half Calzone Golem is damaged, it makes a splash attack centered on its own square that deals 1d4 fire damage per 4 HD it has. A Successful reflex save halves this damage to any creature except one that directly did the damaging in the first place. Further the cheese within a Half Calzone Golem is particularly sticky, any weapon that deals damage to a Half Calzone Golem becomes stuck to its skin, unless the wielder succeeds on a DC 10+1/2 The Calzone Golemís HD + Strength reflex save. The weapon may be retrieved with a successful disarm check.

    Carver- This material is intricately deft but requires constant maintenance or it may become a hindrance. The Half Carver Golemís Dexterity improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Carver Golem gains a racial bonus on craft or profession checks involving woodworking or tree falling equal to its HD. However every time the Half Carver Golem takes Bludgeoning or Cold damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful Craft (Cutlery) or other appropriate check (DC 18) to remove each point of this Dexterity penalty. The Half Carver Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

    Chain- This material is loose and dangly, but also very effective for defending against ranged attacks. A Half Chain Golemís natural armor increases to equal its constitution modifier, and a Half chain Golem gains it gains DR/- against all ranged attacks equal to its Strength Modifier. (At third level this is applied after its DR/Adamantine)

    Chocolate- This material is tantalizingly aromatic to any creature that gets too close to the Half Chocolate Golem. Any creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Chocolate Golem possesses must make a will save DC (10+1/2 The Half Chocolate Golemís HD+ Wisdom Modifier) or behave Confused for a number of rounds equal to the Half Chocolate Golemís HD. A creature that succeeds on its save cannot be effected again by this ability. This is a mind-effecting affect that is scent dependent. (As such creatures who cannot smell are immune, and creatures with the Scent quality suffer a -4 circumstance penalty to their will save. Likewise Gnomes always suffer a -2 racial penalty to this will save.)

    Clay- This material gives extra momentum to the Half Clay Golem. After it has engaged in at least one round of combat the Half Clay Golem can act as if it were under the effects of Haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the Half Clay Golem has. In addition, when the Half Clay Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

    Coral- This material has impressive self-preservation properties. The subject gains fast healing equal to half its HD, further a Half Coral Golemís jagged bone like structure grates against creatures it grapples automatically dealing damage equal to its slam natural attack, this is Slashing damage. However this material is very water dependent and A Half Coral Golem must immerse its entire body in water at least once every week or suffer ill effects. After a week has passed, the Half Coral Golem must make a Constitution check every day thereafter (DC 10+ 1 per additional day) or take 1 point of Strength damage. Once a Half Coral Golem immerses its body in water, it regains 1d4 points of Strength per hour it remains immersed.

    Demon-flesh- This material is hewn from the bodies of the Flying terrors that hail from the Abyss. The Half Demon-Flesh Golem never suffers from falling damage and falls at a rate of 20 feet per round, even while unconscious its grafted wings snap open slowing its fall. Upon reaching 5 HD it gains the ability to glide 20 feet in any direction for every 10 feet it falls, its maneuverability is poor. Even if its maneuverability is improved to perfect, it cannot hover while gliding. Further the Half Demon Flesh Golem gains Darkvision 60 feet, this Darkvision works even in magical darkness.

    Dragon-flesh- This material is exceptionally sensible to vibrations. The Half Dragon-flesh Golem gains Blindsense with a range of 20 feet plus an extra 5 feet for every HD it has, further the Half Dragon-flesh golem gains a racial bonus on jump checks equal to its HD.

    Fang- This material is highly natural, and has ties to the forces of nature. The Half Fang Golem gains a +2 bonus to wisdom, and may be treated as an animal, fey, or its normal type (whichever benefits it the most) for the purposes of spells cast on it. (This does not overcome a Constructís immunity, or an Undeadís vulnerability, to cure spells.) Further the Half Fang Golem is treated as having armor spikes for all intents and purposes. It is naturally proficient with these armor spikes.

    Fewmet- This material is extremely fertile in magical energy, but it is also most foul, The Half Fewmet Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day as if it had gained a level in any arcane casting class it had access to before taking its First level of Half Fewmet Golem, if it had more than one Arcane casting class before taking its First level of Half Fewmet Golem, it must select one to gain this benefit. If the Half Fewmet Golem did not have an Arcane Caster class before, or if it does not wish to increase said casting class, it gains this benefit as for a 1st level Sorcerer. It only gains this increase at first level. Any creature successfully making a bite attack on the Half Fewmet Golem must pass a DC (10+1/2 The Half Fewmet Golemís HD + Constitution Modifier) fortitude save, or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.

    Flesh- This material is heavy, and uncannily powerful, the Half Flesh Golemís slam improves, it now deals 2d6+1.5 Strength Modifier damage (for a medium creature), further its critical is x3 rather than the usual x2. Further, the Half Flesh Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are whipstitched together, the Half Flesh Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

    Force- This material is naturally enigmatic, The Half Force Golem gains a deflection bonus to armor class equal to its Wisdom modifier, further it gains a bonus on bull-rush checks (including opposed strength checks that are part of bull-rush checks) equal to its HD.

    Gear Ė This material was deftly put in motion by the forces of Law itself, adamantine, Mithral, Silver and Marble make up gears, cogs, sprockets, and whirligigs that twist and turn within its complicated construction. The Half Gear Golem finds itself functioning at maximum efficiency, requiring half as much sleep or meditation each night, even to prepare spells, half as much food/water, and half as much air as other creatures (It may hold its breath twice as long as it could before.) Further it gains a +2 bonus to Dexterity. If the Half Gear Golem becomes a construct through the danger, this clockwork efficiency goes to its mind, granting it a +2 bonus to Wisdom. Further, the Half Gear Golem may make repairs on other Constructs without a craft check or tools, it effectively gains access to any Repair spell of equal level or lower to half its HD, this ability is usable a number of times per day equal to its wisdom modifier.

    Gloom- This material is wrought of the very emotional ambiance of the lower planes, the sheer force of Evil and Wickedness override any auras the Half Gloom Golem would normally project. Any divination power that reveals alignment reveals only Evil about the Half Gloom Golem. All spells and effects that affect creatures based on alignment treat the Half Gloom Golem as if it were Evil or its own alignment, whichever would be better for the Half Gloom Golem. Further the Half Gloom golem radiates a terrible sadness, any creature within 5 feet per HD of the Half Gloom must make a DC (10+1/2 the Half Gloom Golemís HD+ Wisdom Modifier) will save or suffer -2 penalty on attack rolls, saving throws, skill checks, ability checks and weapon damage rolls until it leaves this area. This is a mind-affecting Compulsion.

    Grave-dirt- This material is unnaturally perverse, and tied directly to the necromantic energies that can be found within defiled crypts. As a full round action that provokes an attack of opportunity, the Half Grave-Dirt Golem may vomit out an Undead creature as per the Summon Monster spell of level equal to half the Half Grave-Dirt Golemís HD, except it uses the following table. A Half Grave-Dirt Golem may use this ability a number of times per day equal to its Wisdom modifier. Treat the Half Grave-Dirt Golemís HD as the Caster Level. This is a supernatural ability.
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    {table=head]Spell|Undead
    Summon Monster I| Any Small 1 HD Creature Zombie, Any Medium 1 HD Creature Skeleton
    Summon Monster II| Any Large 3 HD Creature Zombie, Any Large Skeleton of up to 5 HD.
    Summon Monster III|Ghoul, Any Large Skeleton of up to 7 HD, Any Large 4 HD Creature Zombie
    Summon Monster IV| Huge Skeleton of up to 9 HD, Allip, Ghast, Any 7 HD Creature Zombie
    Summon Monster V| Skeleton of up to 11 HD any size, Mummy, Shadow, Vampire Spawn, Wight
    Summon Monster VI| Skeleton of up to 12 HD any size, Any 8 HD Creature Zombie of any size, Vampire (L.5 Human Fighter)
    Summon Monster VII| Skeleton of up to 14 HD any size, Any Creature Zombie of any size, Ghost (L.5 Human Fighter),
    Summon Monster VIII| Skeleton of up to 17 HD any size.
    Summon Monster IX| Skeleton of up 25 HD Any Size. [/table]
    Zombieís HD are doubled, so a 3 HD Creature Zombie will have 6 HD.


    Hangman- This material has impressive self-preservation properties but requires constant maintenance. The subject gains fast healing equal to half its HD. Further the Half Hangman Golem gains a racial bonus to Climb, Use Rope, Profession (Sailor) and Profession (Hangman) checks equal to half its HD. However every time the Half Hangman Golem takes slashing or fire damage it must make a Fort save DC (10+ damage dealt) or it takes a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successfully profession or craft check the appropriate type with DC (18) to remove each point of this Dexterity penalty. The Half Hangman Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of this Dexterity penalty to the Hp damage it recovers.

    Hellfire- This material is wrought from the very fires of the hells, The Half Hellfire Golem's Dexterity improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half hellfire Golem suffers 1d4 fire damage per 4 HD the Half Hellfire Golem has.

    Homunculus Ė This material is often made from clay and the blood of the very person who is to receive the Limb. A Half Homunculus Golem never fails their The Danger will save unless the participant wills it do so, further the Homunculus limb has almost a secondary awareness to it, granting the subject a +2 bonus to Dexterity.

    Ice- This material is mined from the eternal mountain that holds ancient evils deep within its ice. The Half Ice Golem's Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages with a melee attack the Half Ice Golem suffers 1d4 cold backlash damage per 4 HD the Half Ice Golem has.

    Inevitable- This material is the flesh of Law itself, steel, ivory, brass and marble stolen from those who exist to maintain Order. The sheer force of Order and Law override any auras the Half Inevitable Golem would normally project. Any divination power that reveals alignment reveals only Lawful about the Half Inevitable Golem. All spells and effects that affect creatures based on alignment treat the Half Inevitable Golem as if it were Lawful or its own alignment, whichever would be better for the Half Inevitable Golem. The natural abortion of deceit runs hot within the inevitable limb, causing a tangible pain in the subject that assists with dealing with such trickery. The Half Inevitable Golem receives a racial bonus on all checks that it makes opposed by a bluff check equal to 1/2 its HD.

    Inquisition- This material is exceptionally cruel, and capable of silencing the cries of its opponents. Once per day per 2 HD the Half Inquisition Golem has the Half Inquisition Golem may use Silence center on itself as a SLA, caster level equal to its HD. Will save DC equal to 10+Half the Half Inquisition Golemís HD + Wisdom Modifier. Further, as a swift action the Half Inquisition Golem may equip any tool found inside Healing kit, or that may be particularly vicious, granting the Half Inquisition Golem a racial bonus to Heal and Intimidate checks equal to half its HD.

    Iron- This material is incredibly strong but demands constant maintenance or it may become a hindrance. The Half Iron Golemís Strength improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Iron Golem gains a racial stability bonus on ability checks made to resist being bull rushed or tripped equal to half its HD. However every time the Half Iron Golem takes Bludgeoning or Cold damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Blacksmith) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

    Junk- A Half Junk Golem is immune to spells that normally effect metals or other specific materials, as that that their materials are not depended on any specific make-up, further the Half Junk Golem suffers half damage from any spell that directly damages constructs or objects. Further the Half Junk Golem may scavenge through refuse and trash in order to find appropriate materials to repair its body. A Half Junk Golem that spends 4 hours digging through a large collection of refuse, trash, garbage, or junk of mixed useless materials may recover Hp as living creature that has rested for 8 full hours. It requires 1 pound of mixed junk for every 1 hp restored in this manner.

    Juggernaut- This material is made for constant battle, The Half Juggernaut Golem gains fast healing equal to half its HD, as well as natural armor equal its full constitution modifier. Further the Half Juggernaut Golem is treated as having the Die Hard feat, and its downward limit of Hp is increased by its HD. For a successful Half Juggernaut golem its Death Threshold becomes - (10+the Half Juggernaut Golemís HD), for a Failed Half Juggernaut Golem it becomes - (The Half Juggernaut Golemís HD)

    Magmacore- This material is a mix of metal, stone, and molten earth, and is particularly difficult to contain, as such any square moved through by a Half Magmacore Golem is left covered in molten earth. These squares of Molten earth are considered difficult terrain, and slow land movement speeds as if it were two squares. Further any creature entering or standing in a square of molten earth suffers 1d4 points of fire damage per 4 HD the Half Magmacore Golem has. These squares of molten earth dissolve and cool three rounds after forming, and do not effect the Half Magmacore Golem. Further the Half Magmacore Golem gains a bonus to natural armor class equal to its full constitution modifier.

    Mindstrike- This material is wrought of boiling blood, and the screaming manias derived from the pandemonium. The sheer force of Madness and Chaos override any auras the Subject projects. Any divination power that reveals alignment reveals only Chaos about the Half Mindstrike Golem. All spells and effects that affect creatures based on alignment treat the Half Mindstrike Golem as if it were Chaotic or its own alignment, whichever would be better for the Half Mindstrike Golem. The madness and continuing shrieks that echo in the Half Mindstrike Golemís head renders it immune to all moral, fear, and confusion effects.

    Mud- This simple material is gooey and somehow slippery at the same time, as such any square moved through by a Half Mud Golem is left covered in Sticky-slippery Mud. This mud entangles any creatures that walk into its space, any such creature must make a balance check DC (10+1/2 the Half Mud Golemís HD+Strength modifier) or fall prone, directly after which, whether successful or not, the creature must make a Reflex save of equal DC or be glued in place. A strength check of equal DC breaks the creature free. This mud lasts for 3d4 rounds. Further the Half Mud Golem gains a racial bonus on all disarm checks equal to half its HD.

    Mithral- This material is uncannily light and durable. After it has engaged at least in one round of combat the Half Mithral Golem can act as if it were under the effects of haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Mithral Golem has. In addition the Half Mithral Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

    Nimblewright- This material is uncannily light and durable. After it has engaged at least in one round of combat the Half Nimblewright Golem can act as if it were under the effects of haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Nimblewright Golem has. In addition the Half Nimblewrightís slam attack is replaced with a Ďrapier-handí attack, which functions much like a monkís unarmed attack in that it is both a natural weapon and a light manufactured weapon. This attack deals 1d8 piercing damage, and has critical threat range of 18-20/x2.

    Outer- This material is made from metals from planes unknown by even the wisest of wizards. The Half Outer Golemís natural armor increases to equal its constitution modifier and when a Half Outer Golem gains Damage Reduction at third level, it gains additional DR equal to its Strength modifier. Further the Half Outer Golem gains a bonus equal to its HD to all saves against divination spells, clairsentience powers, and all teleportation effects.

    Peanut-Butter- This Material is different depending upon the Brand of the Peanut-Butter Golemaic graft, the Half Peanut-Butter Golem gains a one of the following material traits at first level, this decision may not be changed after first level.

    Spoiler
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    Jif: After it has engaged at least in one round of combat the Half Jif Peanut-Butter Golem can act as if it were under the effects of haste. Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Jiff Peanut-Butter Golem has. In addition the Half Jif Peanut-Butter Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

    Peter Pan: The Half Peter Pan Peanut-Butter Golem is continuously affected as if by Feather Fall spell. Further it may fly for a number of rounds per day equal to its HD at a speed of 60 feet with average maneuverability. These rounds may be used all at once or interspersed across the day.

    Plumpy'nut: Once per day the Half Plumpy'nut Peanut-Butter Golem may increase in size by one size category as the Enlarge Person spell, treat the Half Plumpy'nut Peanut-Butter Golemís HD as caster level.

    Reeseís: There's no one way to attack a Half Reeseís Peanut-Butter Golem. It gains immunity to either one damage type (Slashing, Bludgeoning, Piercing, Fire, Acid, Electricity ect.) or one Material (Silver, Adamantine, Cold Iron, Ect.) type, chosen by the last attack to damage it before it's turn.

    Skippy: The Half Skippy Peanut-Butter Golem moves erratically so that in any round it moves more than five feet all attacks against it are assessed a 20% miss-chance. This is not the same as concealment. It also gains a racial bonus to jump checks equal to its HD.

    Adamís: The Half Adamís Peanut-Butter Golem is exceptionally good for the Half Adamís Peanut Butter Golemís health, but requires constant restirring. The Half Adamís Peanut-Butter Golemís Constitution improves by an extra +4 and its Natural armor increases to equal its constitution modifier. Further the Half Adamís Peanut-Butter Golem gains a bonus on escape artist checks equal to its HD. However every day it must make a Fortitude save (DC 15+number of days since maintenance) or start to separate. The Half Adam's Peanut-Butter Golem suffers a -1 cumulative penalty to Constitution each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successful profession or craft check the appropriate type with DC (18) to remove each point of this Constitution penalty. A purify food and drink spell will automatically recover the this Constitution penalty and will prevent separation for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.


    Perfector- This material is gathered in peaceful planes and is designed to resonate tranquility. Any Humanoid or Outsider type creature within a range of 5 feet plus an extra 5 feet for every 4 HD the Half Perfector Golem possesses must make a will save DC (10+1/2 The Half Perfector Golemís HD+ Wisdom Modifier) or be effected as if by a Calm Emotions effect, Caster level equal to the Half Perfector Golemís HD. Further, upon reaching 4 HD the Half Perfector Golem may use Remove Disease as a spell like ability 1/week per 4 HD it possesses.

    PiŮata- This material is filled with wonderful delicious candies. The Half PiŮata Golem gains fast healing equal to half its HD, however it may willing stop this fast healing for 1 round in order to produce a handful of candy. This functions as a Goodberry spell of Caster Level equal to the Half PiŮata Golemís HD, except it requires no material component, and produces a number of Ďgood-candiesí equal to its constitution modifier. It may use this ability a number of times per day equal to its HD.

    Plague- This grisly material is the monkey-stitched result of a recent outbreak of disease, various parts of sickly corpses are unceremoniously bound to create this limb. The Half Plague Golem gains racial bonus on saves against all diseases, including supernatural diseases, equal to its HD. If it defeats any disease by natural means, including having aid from a heal check, the Half Plague Golem becomes immune to that disease, any becomes a carrier of said disease but has no means to spread them (yet). Further because their bodies are whipstitched together, the Half Plague Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

    Prismatic- This material is constructed out of a mixture of energy types, allowing the Half Prismatic Golem may change the energy that heals it via ĎPrototypeí once every 24 hours, This process requires 10 minutes of uninterrupted concentration. Further Any creature that damages the Half Prismatic Golem with a melee attack suffers 1d4 damage per 4 HD, as prismatic light violently lashes out towards them, roll on the following table to determine the type of damage.

    {table=head]1d8|Color|Result
    1|Red|Fire Damage
    2|Orange|Acid Damage
    3|Yellow|Electricity Damage
    4|Green|Disintegration Damage*
    5|Blue|Cold Damage
    6|Indigo|Wisdom damage**
    7|Violet|Sonic Damage
    8|White|Force Damage[/table]
    *Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate.
    **Widom damage offers a Will save DC (10+1/2HD+Cha Mod) for half. Creatures reduced to 0 wisdom through this attack are rendered permanently Insane as per the spell of the same name.


    Replicant- This material is naturally simple, and quickly cobbled together. The Half Replicant Golemís Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further, as a swift action the Half Replicant Golem may equip any tool that may be used in the creation of golemsí bodies, granting the Half Replicant Golem a racial bonus to all Craft checks equal to half its HD.

    Rubber-Chicken- This material is strangely bouncy and crafted of odd alchemical substances. The Half Rubber-Chicken Golem gains immunity to crushing and falling damage, and gains a bonus on swim checks to remain afloat or to travel towards the surface of the water equal to its HD. In addition, when the Half Rubber-Chicken Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Piercing.

    Sand- This material is loose and easily airborne, creating quite a few problems for anyone standing near the Half-Sand Golem. Any time the Half Sand Golem is damaged, it fills all squares adjacent to it with thick clouds of airborne sand, causing a -4 penalty to Dexterity and Vision based skill checks, attacks rolls, and Reflex Saves to all creatures within a square of airborne sand. Further, if the creature that did the damaging is in an adjacent square to the Half-Sand Golem, it must make a Reflex save DC (10+1/2 The Half Sand Golemís HD+Strength Modifier) or be blinded for as long as the Sand Cloud lasts. The Half-Sand Golem may also leave clouds of sand behind it as part of a move action, filling any square moved through by the Half Sand Golem with this same airborne sand. This sand dissipates three rounds after forming, and can be dissipated fast by wind effects. Further when a Half Sand Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Bludgeoning.

    Sentinel of Mithardir- This material is forged from the Ire of the Storm gods, The Half Sentinel of Mithardir Golem's Dexterity improves by an extra +2 and its Natural Armor increases to equal its constitution modifier. Any creature that damages the Half Sentinel of Mithardir Golem with a melee attack suffers 1d4 points of electricity back-lash damage per 4 HD the Half Sentinel of Mithardir Golem has.

    Shacklelock- This material is loose and dangly, but also very effective for binding and holding on to what it needs to hold. A Half Shacklelock Golemís natural armor increases to equal its constitution modifier, further it gains a bonus on grapple checks, opposing disarmed checks, and strength checks to hold its ground (Against such attacks as Bull-rush attempts, or Trip attacks) equal to half its HD.

    Shadesteel- This material was mined and forged entirely on the plane of shadow, granting the Half Shadesteel Golem the ability to blend into the shadows. In any lighting condition less than Full light, (Low-light, Darkness, ect.) the Shadesteel Golem gains a bonus on Hide checks equal to half its HD, further the Half Shadesteel Golem gains a +2 bonus to Strength.

    Shield-Guardian- This material has been magically treated for certain purposes. 1/day per 4 HD the Half Shield-Guardian Golem has it may cast Shield Other as a spell like ability, Caster level equal to the Half Shield-Guardian Golemís HD. The Half Shield-Guardian may store one spell in its body, either Ďpeacefullyí cast into it by a willing creature, or any spell that has failed to overcome the Half Shield- Guardian Golemís Spell Resistance. It may only have one spell within it at any given time, but it may immediately drop an old spell for a new available spell. It may cast this spell at any time, however while this spell is cast from the Half shield-guardian Golem, itís Caster Level and DCs are all based on the original caster. A Half-Shield-guardian Golem may only store spells of levels up to 1/2 its HD.

    Siege- This material is created out of complicated machines designed from wood , weight, and rope. The Half Siege Golem is treated as if it posses Powerful Build: The physical stature of the Half Siege Golem lets it function in many ways as if it were one size category larger. Whenever the Half Siege Golem 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 Half Siege Golem is treated as one size larger if doing so is advantageous to it. The Half Siege Golem is also considered to be one size larger when determining whether a creatureís special attacks based on size (such as improved grab or swallow whole) can affect it. The Half Siege Golem can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this upgrade stack with the effects of powers, abilities, and spells that change the Half Siege Golemís size category. However every time the Half Siege Golem takes slashing or fire damage it must make a Fortitude save DC (10+ damage dealt) or it takes a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and a successfully profession or craft check the appropriate type with DC (18) to remove each point of Strength penalty. The Half Siege Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of Strength damage to the Hp damage it recovers.

    Skywatcher- This material is designed to bend the light in such a way to offer perfect vision. The Half Skywatcher golem gains Darkvision out to 20 feet per HD it has. It also gains Improved Low-light vision increasing the distance it can see in low light conditions to four times that of a normal human, if it already has low-light vision this quadruples the range of the creatureís low-light vision. The Half Skywatcher golem also gains a racial bonus on all Spot and Search Checks equal to half its HD, if it spends a full round action focusing on such a check this increases to equal its HD. Further, upon reaching 5 HD, for an amount of rounds per day equal to its HD the Half Skywatcher Golem may Levitate as per the spell, caster level equal to its HD. Activating or ending this is a swift action.

    Split-rail- This Material is incredibly simple, and most calming to creatures of the wild. The Half Split-rail Golem gains a +2 bonus to Strength. Further any animal or magical beast type creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Split-rail Golem possesses must make a will save DC (10+1/2 The Half Split-rail Golemís HD+ Wisdom Modifier) or be effected as if by a Calm Animals effect, Caster Level equal to the Half Split-rail Golemís HD. (Untrained, non-dire animals get no save against this ability.)

    Stained-Glass- This material has impressive self-preservation properties. The subject gains fast healing equal to half its HD. It also is translucent and may change colors to blend into its surroundings, granting a bonus on hide checks equal to half the Half Stained-Glass Golemís HD while not moving.

    Stone- This material is especially sturdy. The Half Stone Golemís strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Further the Half Stone Golem may wield a weapon of 1 size larger than normal in its Stone-limb. This does not stack with Powerful Build or Feats such as Monkey-Grip. It may not wield a two-handed weapon in this manner.

    Tangled-Seasonal-Lights- This material is woven from magical vines of glowing light fruits, that seems to have a mind of its own, constantly tangling and tying terrible knots than no Expert with ranks in Profession (sailor) ever knew. The Half Tangled-Seasonal-Lights Golem gains fast healing equal to half its HD, further it may choose to have its lights on, or off, as it chooses, casting light out up to 10 feet per HD the Half Tangled-Seasonal-Lights Golem has, and low-light conditions out to twice this amount. This is treated as a light affect of spell level equal to 1/2 the Half Tangled-Seasonal-Lights Golemís HD.

    Tombstone- While this material is especially sturdy, it also is covered in the names of ancient forgotten dead. The Half Tombstone Golemís natural armor increases to equal its constitution modifier. Further the Tombstone Golem may use a Turn/Rebuke attempt 1/day as a Cleric of level equal to the Half Tombstone Golemís HD. The Half Tombstone Golem decides at each use whether it wants to Turn/Destroy, or Rebuke/Bolster. It uses strength in place of charisma for this effect. These Turning/Rebuking attempts cannot be used as a part of divine metamagic, because the source of this energy is an inherent tie to the dead, not a divine source.

    Trainer- This material is filled with resonating chambers, and various instrument like mechanisms. The Half Trainer Golem is capable of using its body as any musical instrument that it has 4 or more ranks in Perform (That instrument) for any task that requires one. This does not require the use of its hands as that the noise is created internally. The Half Trainer Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day and Bardic Music as if it had gained a level in Bard for each level of Half Golem it takes, if the Half Trainer Golem did not have Bard class before it gains this benefit as for a 1rst level Bard.

    Valorhammer- This material is the stone of the heavens, carved into a powerful body of Good and Righteousness. The sheer force of Good and Righteousness override any auras the Half Valorhammer Golem would normally project. Any divination power that reveals alignment reveals only Good about the Half Valorhammer Golem. All spells and effects that affect creatures based on alignment treat the Half Valorhammer Golem as if it were Good or its own alignment, whichever would be better for the Half Valorhammer Golem. Further, the Half Valorhammer Golem is particularly adept at dealing non lethal damage, it never suffers a penalty to attack when dealing non-lethal damage, and deals additional non-lethal damage on any such attack equal to its HD.

    Warforged- This material is made from the body of a Living Construct, designed to mirror the Half Warforged Golemís own species, it is naturally strong and the Half Warforged Golem gains a +2 bonus to Strength, and suffers only a -2 penalty to disguise its grafted nature. Further, the naturally living state of the Warforged material makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5.

    Web- This material is extremely sticky and surprisingly strong. Any weapon that deals damage to a Half Web Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+ 1/2 The Half Web Golemís HD + Strength) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Web Golem receives a racial bonus to equal to half its HD. Further the Half Web Golem gains a continual Spider Climb effect, as well as slow-falling for a distance equal to 10 feet per HD the Half Web Golem possesses.

    Woodwrath- This material was bound together in the outer planes of the wild. The Half Woodwrath Golem gains a +2 bonus to Constitution (Or Wisdom if it is a Failed Half-golem, See The Danger), further any square moved through by a Half Woodwrath Golem is left covered in overgrown wild assassin-vine like plants. These plants never become fully grown, but they do entangle any creature that walks into their space, and attempt to hold fast the creature there. The creature must make an opposed strength check in order to exit any such square, use the Woodwrath Golemís strength for this opposed check. These overgrown plants last for three rounds after forming, and do not effect the Half Woodwrath Golem.

    Worker- This material is built with heavy labor in mind, The Half Worker Golemís Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when the Half Worker Golem is considered one size larger for purposes of lifting and carrying capacities, as well the Half Worker Golem gains a bonus on all Profession checks involving construction and heavy labor, and Knowledge (Architecture and Engineering) checks.
    Last edited by AugustNights; 2011-02-16 at 12:49 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
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    Aug 2006
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Golemaic Weapon Pt I (A-N)
    Spoiler
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    Adamantine- The Half Adamantine Golem gains a trample attack, As a full-round action the it can literally run over an opponent at least one size category larger than itself or smaller. The Half Adamantine Golem may move up to twice its speed, and must completely cover the targetís space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength modifier damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Adamantine Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature

    Alchemical- As a free action, 1/Minute, the Half Alchemical Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Alchemical Golem, plus 5 feet for every 3 HD the Half Alchemical Golem has. Any creature caught in the gas suffers 1d4 acid damage per HD the Half Alchemical Golem has, Reflex DC (10+1/2 HD+Con Mod) for half, further any creature so damaged must make a Fortitude save of the same DC or be nauseated for 1 round.

    Amorphion- The Half Amorphion golem may radiate a Wild Magic as a 5 feet per HD radius emanation, centered on the Half Amorphion Golem, any spells cast within this area are treated as being cast on a plane with a Wild Magic atmosphere. Initiating this aura or ending it is a swift action, but the Half Amorphion Golem may only maintain its Wild Magic aura for a number of rounds per day equal to twice its HD.

    Artillery- As a free action, 1/Minute, the Half Artillery Golem may launch a vigorous line attack from its grafted cannon limb, this fills a 15 foot line in front of the Half Artillery Golem, plus 5 feet for every 2 HD it has. Any creature caught in this line suffers 1d4 points of Elemental (Fire, Cold, Acid, or Electricity, Based on the Half Artillery Golemís Affinity from Prototype Body) damage per HD the Half Artillery Golem has, Reflex DC (10+1/2 HD+Dex Mod) for half. Further the Half Artillery Golem may use its grafted cannon limb to fire Sling bullets, this attack deals 1d6 bludgeoning damage +1 Elemental Damage (Same as above), with a x3 critical multiplier. This attack has a range of 120 ft, like a projectile weapon, and may be used for iterative attacks. The Half Artillery Golemís cannon limb can have up to the Half Artillery Golemís constitution modifier in Bullets pre-loaded, much like a repeating crossbow. Loading one bullet takes the same action as loading a heavy cross bow.

    Ash- As a free action, 1/Minute, the Half Ash Golem may breathe out a cloud of blistering ash which fills a 10 foot cone in front of it, plus 5 feet for every 3 HD it has. Any creature caught in this cloud of ash must succeed on a Fortitude save DC (10+1/2 the Half Ash Golemís HD+ Constitution Modifier) or be blinded for 1d4+1 rounds. This ash is thick and difficult to see through, and hangs about for a number of rounds equal to the Half Inquisition Golemís Constitution modifier. This ash prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. Any creature caught within this ash suffers 1d4 fire damage per 2 HD that the Half Ash Golem Has.

    Assembly- The Half Assembly Golem is particularly skilled at clinging on to other objects, and holding on to wiggling other creatures. It gains improved grab, allowing it to initiate a grapple after successfully landing a slam attack, without the need of a touch attack or provoking an attack of opportunity. Further the Half Assembly Golem is particularly skilled in dissembling objects, constructs, and itself. 1/minute, if the Half Assembly Golem strikes with its natural slam attack it may choose to forgo its improved grab in order to leave diminutive constructs on its foe. These constructs distract living creatures, who must make a DC (10+1/2 HD+Con Mod) Fortitude save each round or be nauseated for 1 round, this effect lasts for a number of rounds equal to the Half Assembly Golemís HD. Constructs or objects receive no such saving throw and suffer 1d8 damage per round until the effect ends.

    Battleglory- The Half Battleglory Golem has an uncanny fervor for fighting, and a strange grace to its bloodlust. If the Half Battleglory Golem takes damage it must make a will save with DC equal to the damage taken or fly into a Whirling Frenzy similar to a barbarianís rage, except it gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves, While in a whirling frenzy, the Half Battleglory Golem may make one extra attack in a round at its highest base attack bonus, but this attack suffers a Ė2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Half Battleglory Golem might make before its next action. This whirling frenzy is otherwise identical to the standard Barbarianís rage in all other ways. It can choose to fail this save. It can Whirling Frenzy 1/day plus an additional time for every 4 HD it has. Half Battleglory Golem levels stack with barbarian levels for determining Rage bonus. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

    Birthday-Cake- As a free action, 1/Minute, the Half Birthday-Cake Golem can fan the flames of its candles into a deadly breath attack. This attack spreads out to a 10 foot cone in front of the Half Birthday-Cake Golem, plus 5 feet for every 3 HD it has. This cone deals 1d8 fire damage per lit candle to any creature caught within it, Reflex DC (10+1/2 HD+Con Mod) for half.

    Blood of War- The Half Blood of War Golem may spin the flails dangling off of its golem limb in order to more effective strike multiple opponents. 1/minute, as a standard action the Half Blood of War Golem may make one Slam attack at its highest base attack bonus against every creature within reach of its slam attack. Additionally the Half Blood of War Golem may Ďthrowí its flail like appendages. Its slam attack gains thrown weapon range of 5 feet per HD the Half Blood of War Golem has, because this ranged attack involves to weighted flails at the end of a chain, it may also be used to make a trip attack, after ďthrowingĒ its slam attack the Half Blood or War Golem must wait 1 minute before it regrows its slamming flails. At 10 HD its Slam attack gains the Returning special quality.

    Brain- The Half Brain Golem has access to a powerful wave of mental energy, similar to its Mindflayer kinís Mind Blast. As a free action, 1/Minute, the Half Brain Golem may let out a terrible wave of psychic energy which emanates in a 10 foot cone in front of the Half Brain Golem, plus 5 feet for every 3 HD the Half Brain Golem has. Any creature caught in these psychic waves must succeed on a will save DC (10+1/2 HD+Wis Mod) or be stunned until the beginning of the Half Brain Golemís next turn. The Half Brain Golem my Augment this Mind Blast by spending 1 power point to increase add 1d4 points of damage to this attack, however it may not increase this damage past 1d4 damage per HD the Half Brain Golem has.

    Brass- 1/day the Half Brass Golem may designate any creature it can see or smell through its scent ability as its quarry. For a duration of 1 minute per HD the Half Brass Golem has, it knows the exact location of that creature no matter what distance or obstacles are between the Half Brass Golem and the quarry, so long as the quarry is on the same plane as the Half Brass Golem. The Quarry may, as a full round action, attempt an Intelligence Check DC (10+1/2 HD+Wis Mod) in order to lose the Half Brass Golem, effectively ending this effect. The Half Brass Golem may use this ability an additional time per day for every 4 HD it possesses.

    Upon reaching 5 HD, the Half Brass Golem gains a +2 bonus to AC and saves against creatures other than its Quarry. Its Quarry takes a -2 penalty on all attack rolls against creatures other than the Half Brass Golem. These bonuses and penalties are negated if the Half Brass Golem attacks another creature besides its Quarry, but this does not end the Quarry effect. (It still is aware of the exact location of its Quarry no matter what distance).

    Upon reaching 10 HD the Half Brass Golem may instead use one its daily uses of Quarry to Cast Maze as a spell like ability, Caster Level equal to the Half Brass Golemís HD. The Half Brass Golem may freely enter this maze in order to track any creatures within.

    Butterscotch-Pudding- The Half Butterscotch-Pudding Golem may as a standard action, 1/minute, throw a terrible globule of Butterscotch-pudding, this attack functions as a net but has a range increment of 50 feet, and is effective against creatures up to one size category larger than the Half Butterscotch-Pudding Golem. An entangled creature can escape with a successful Escape Artist check DC (10+1/2 HD+Str Mod) or burst free with a successful Strength Check of the same DC, both of which are standard actions. The Half Butterscotch-Pudding Golem may either choose to have a strand of pudding leading back to it, as with a rope and net, or to glue a creature to the area it stands, forcing the creature to make a DC (10+Str Mod) Reflex save or be glued in place as well as entangled. The Burst or Escape Artist check to escape the Ďnetí also frees the creature from being glued to the floor where it stands.

    Cadaver-Collector- If the Half Cadaver-Collector Golem successfully grapples a creature, it may attempt a grapple check to impale the creature on its back. If this grapple check succeeds the creature suffers 2d8+1.5 Str Mod damage (Medium), and is considered pinned. This creature suffers 1d8 damage (Medium) each round, on the Half Cadaver-Collector Golemís turn that it remains pinned as the Half Cadaver-Collector Golemís movement causes additional pain. To escape being impaled, the creature must succeed on an opposed Strength Check, which the Half Cadaver Collector Golem gains a racial bonus to equal to half of its HD. If a creature succeeds on this strength check it suffers 1d8 damage (Medium), but is free from the Impalement. If it fails this strength check it suffers 2d8 damage (Medium), and remains pinned in place. And ally may attempt to free an Impaled creature as a standard action, with an opposed strength check, to which the Half Cadaver-Collector Golem does not gain its racial bonus on. Once the Half Cadaver-Collector Golem has Impaled a target, it is no longer considered grappling and may move and attack freely on its turn, without penalty.
    The Half Cadaver-Collector Golem may have up to 1 creature of its size or smaller Impaled at any time, creatures 3 size categories smaller than the Half Cadaver-Collector Golem are too small to be impaled by it, but the Half Cadaver-Collector Golem may still grate them against its spikes with a successful grapple check dealing suffers 2d8+1.5 Strength Modifier damage (Medium). Impaled creatures and their gear count against the Half Cadaver-Collector Golemís carrying limit.

    Caltrop- As a free action, 1/Minute, the Half Caltrop Golem can launch a massive spray of caltrops from its body. This fills a 10 foot cone in front of the Half Caltrop Golem, plus 5 feet for every HD the it has. Creatures within the area are bombarded with flying metal, which deals 1d6 piercing damage per HD of the Half Caltrop Golem to anyone in the area, Reflex DC (10+1/2 HD+Con Mod) for half. Further this covers all affected squares with caltrops, as if dropped by the Half Caltrop Golemís Construction material.

    Calzone- As a free action, 1/Minute, the Half Calzone Golem may breathe out a cloud of fantastic smelling gas which spreads in a 10 foot cone in front of the Half Calzone Golem, plus 5 feet for every 3 HD it has. This cloud hands in the air for a number of rounds equal to the Half-Calzone Golemís HD, and does not block vision what so ever. Any creature caught in the gas must make a fortitude save DC (10+1/2 HD+Con Mod) or become over-come by a maddening hunger, and suffer from the nauseated condition for 1 round any creature that succeeds on its save but remains in the cloud must make a fortitude save each round it remains in the affected area.

    Carver- The Half Carver Golemís slam attack improves to a saw-slam which deals slashing or bludgeoning damage as the Half Carver Golem wills it, and by passes damage reduction to Adamantine, Cold Iron, and Magic. Further it ignores the hardness of any wood. Also, as a move action, 1/Minute, the Half Carver Golem can spin up its spinning slaw slam in order to deal more damage. After spinning this saw the Half Carver Golemís saw-slam attack deals 2d6+1.5 Strength Modifier damage, and has a critical of x3, this effect lasts for 1d4+1 rounds.

    Chain- As part of a Full-Defense action the Half Chain Golem can surround itself with a whirling, slicing shield of chains, Any creature adjacent to the Half Chain Golem suffers 1d6 slashing damage per HD of the Half Chain Golem, a successful Reflex save DC (10+1/2 HD+Dex Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Chain Golem is subjected to this damage without a saving throw. The Half Chain Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Chain Golem may not take a move action while this ability is activated. A Half Chain golem may use this ability a number rounds per day equal to twice its HD.

    Chocolate- Once every minute, As part of a normal slam attack, the Half Chocolate Golem may use its melty delicious nature to make a slam attack that leaves the targeted creature covered in a sticky mess, that is has a fantastic scent. If the attack is successful the targeted creature must succeed on a Will Save DC Once every minute, As part of a normal slam attack or be effected as per the Slow spell for a number of rounds equal to the Half Chocolate Golemís HD. Further any creature that can smell or taste that is indifferent towards the slowed creature will instead behave as if it were hostile to that creature, as that the sweet allure of chocolate drifts from the target.

    Clay- The Half Clay Golemís slams may deliver a powerful curse. The damage from the Half Clay Golemís slams can't be removed by any means until the creature damaged receives a healing check DC (10+1/2 HD +Con Mod) or receive a Conjuration [Healing] spell that passes a Caster level check of the same DC. Further The Half Clay Golemís natural attacks always bypass regeneration.

    Coral- The Half Coral Golemís slam is terribly jagged and leaves vicious wounds, the damage from the Half Coral Golemís slams may not removed naturally or magically unless the target is fully submerged in water. further the Half Coral Golem may make a Dazing attack with its slam attack, 1/minute, Creatures damaged this slam attack must succeed on a DC (10+1/2 HD +Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Coral Golemís next turn.

    Demon-flesh- The Half Demon-Flesh Golem gains a terrible whip like tail, that scalds the mental faculties of those it strikes. The Half Demon-Flesh Golemís slam attack gains a reach of 5 feet per 3 HD it has, unlike most reach weapons, the Half Demon-Flesh Golem may attack adjacent squares with no penalty. 1/minute as part of a full attack action with its tail, the Half Demon-Flesh Golem may make a dazing attack. The creature damaged by this slam must succeed on a DC (10+ 1/2 HD+Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Demon-Flesh Golemís next turn.

    Dragon-flesh- The Half Dragon-Flesh Golemís slam attack is replaced by a claw attack that deals 1d8+1.5 Strength damage (Medium). When the Half Dragon-Flesh Golem attacks with this claw, it inspires terror in all creatures within 30 feet that have fewer Hit Dice than it has, such creatures must succeed at a Will save (10+ 1/2 HD+Cha Mod) or suffer from the shaken condition for 1d4 rounds per 2 HD of the Half Dragon-Flesh Golem. A successful save leaves that opponent immune to this fear effect for 24 hours.

    Fang- As a free action, 1/Minute, the Half Fang Golem can launch a massive spray of spikes from its body. This fills a 10 foot cone in front of the Half Fang Golem, plus 5 feet for every HD it has. Creatures within the area are bombarded with various spikes, which deals 1d6 piercing damage per HD of the Half Fang Golem to anyone in the area, Reflex DC (10+ 1/2 HD+Con Mod)for half. Further any creature damaged by these spikes suffers a penalty on saving throws against Druid and Fey spells and abilities, equal to the Half Fang Golemís Wisdom Modifier. This penalty lasts for a number of rounds equal to the Half Fang Golemís HD.

    Fewmet- The Half Fewmet golem may radiate an aura of energy (specifically the energy it has an affinity for, See Prototype Body) as a 5 feet per HD radius emanation, centered on the Half Fewmet Golem, any creatures or objects within this area suffer 1d4 points of Elemental damage per HD. Initiating this aura or ending it is a swift action, but the Half Fewmet Golem may only maintain its Energy aura for a number of rounds per day equal to twice its HD.

    Flesh- The Half Flesh Golem has a tendency to be unstable, and may fly off the handle at the slightest threat. If the Half Flesh Golem takes damage it must make a will save with DC equal to the (10+damage taken) or fly into a rage exactly like a barbarianís, incurring all the benefits and penalties of doing so. It can choose to fail this save. It can rage 1/day plus an additional time for every 4 HD it has. Half Flesh Golem levels stack with barbarian levels for determining Rage bonus. The Failed Half Flesh Golemís rage is a little different, any bonuses that the Barbarianís rage would grant to Constitution are instead granted to Wisdom, the Rage duration is based on Wisdom, and the Half Flesh Golem temporarily gains hp based on its Wisdom modifier, as if it were a Constitution modifier for a living creature.

    Force- The Half Force Golem gains a powerful force attack, It gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.

    Spoiler
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    Force Burst: As a standard action, 1/minute, the Half Force Golem may unleash a 30 feet radius blast of force centered on itself. Any creature caught in the blast suffers 1d6 force damage per 2 HD of the Half Force Golem and are knocked prone. If the opponent succeeds on a reflex save (DC 10+1/2 HD+Cha) they only suffer damage and are not knocked prone.

    Pulse: As a standard action, 1/minute, the Half Force Golem may launch a bolt of force at any target within 10 feet plus 5 feet per HD it has, as a ranged touch attack, if it hits, the Half Force Golem makes an opposed Strength check against the target, adding its Cha mod to the check. If The Half Force Golem succeeds, the opponent is flung 5 feet in a direction of the Half Force Golem's choice, and is knocked prone. The distance of this ability increases by 5 feet at 6 HD, and by another 5 feet every 3 HD thereafter. The Half Force Golem may also choose the fling the target straight into the air, in which case the target suffers from appropriate falling damage. If the target's movement is stopped by a wall or barrier, they suffer 1d6 damage for every 5 feet that they would have gone further.

    Reactive Force: A number of times per day equal to the Half Force Golemís Charisma modifier it may push an opponent past it. Whenever an opponent attacks and misses the Half Force Golem in melee, the Half Force Golem may move the opponent 5 feet to an empty space in any direction as an immediate action. This movement does not provoke attacks of opportunity.

    Force Slam: As a full round action, 1/minute, the Half Force Golem slams into the enemy, channeling its force abilities. The Half Force Golem makes a normal attack roll, if it strike it deal its normal slam damage plus force damage equal to the Half Force Golemís Cha mod; further on a successful attack the Half Force Golem can make a free bull rush attempt, and add its charisma modifier to the strength check. If this succeeds, the opponent is knocked prone as well as back. At 8 HD the Half Force Golem can use this ability as a standard action, and at 13 HD as a part of a full round attack, however this is still only 1/minute.


    Gear- The Half Gear Golem gains improved grab, allowing it allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. The whirling cogs and sprockets grind against these creatures relentlessly, regardless of the success of the Half Gear Golemís grapple checks. Even if the Half Gear Golem is held or pinned it still automatically deals its slam + 1.5 Str mod damage in any round that it is considered grappling. The Half Gear Golem needs to make no attack roll to deal this damage. Further, this damage is doubled if the Half Gear Golem has the target pinned.

    Gloom- Once per day per 3 HD the Half Gloom Golem has, it may declare one of its slam attacks to be a Touch of Woe. If the Slam attack hits its target that target suffers 1d6 points of charisma damage. If an opponent is reduced to 0 Charisma from this attack, it drops into a night-mare filled coma and cannot be restored to consciousness without the aid of a Break Enchantment or Remove Curse effect. Creatures damaged by this Touch of Woe often behave miserable and withdrawn until their Charisma damage is restored.

    Grave-dirt- The Grave-Dirt Golemís natural attacks leave soiled wounds caked in foul grave-dirt, Creatures damaged by its slam suffer 2d4 points of vile damage on the subsequent round to its delivery. This is not negative energy, and thus harms undead as well. This damage may not removed naturally or magically unless the target is within the bounds of a Hallowed area. Further the Half Grave-Dirt Golemís slam always bypass regeneration.

    Hangman- The Half Hangman Golem gains reach of 5 extra feet with its slam attack, as well as Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Hangman Golem deals constriction damage equal to its slam damage. If it beats the opponents grapple check by 10, the opponent must succeed on a DC (10+1/2 HD+Con Mod) Fortitude save or be dazed for one round. Even on a successful save the opponent begins to suffocate until it can break free from the grapple.

    Hellfire- The Half Hellfire Golemís slam attacks burn with the ire of the hells, the Half Hellfire Golemís slam deals an additional 2d6 hellfire damage profane damage and that is not subject to fire resistance or immunity. Creatures struck by slam attack must make a Reflex save DC (10+1/2HD+Con Mod) or catch flame with this hellish fire for a number of rounds equal to the Half Hellfire Golemís Con mod, suffering 1d6 hellfire damage each round. The creature may spend a full round action and make a Survival check DC (10+1/2HD+Con Mod) in order to put out this fire. The aid of water, or other fire extinguishing effects increases this creatureís Survival check by +5, but do not immediately extinguish the hellfire.

    Homunculus - The Half Homunculus Golem gains a poisonous barb, allowing it to inflict poison with its slam attack. An opponent damaged by its slam attack must make a DC (10+1/2HD+Con Mod) Fortitude save or sleep for 1 minute, within 10 minutes the creature must make another Fortitude save regardless of the success or failure of the initial Fortitude save, or sleep for another 1d6 minutes per HD. This poison may also be delivered as a touch attack that does not immediately alert the creature touched that they have been stung. A Half Homunculus Golem may Ďloadí 1 does of a poison, potion, alchemical substance, or other liquid, into its barb as a standard action. The Half Homunculus Golem may deliver this substance through its poisonous barb instead of its normal poison.

    Ice- The Half Ice Golem, as a free action 1/minute, can spray ice shards from its body filling a 10 foot cone in front of the Half Ice Golem, plus 5 feet for every 3 HD. Any creature caught in the spray suffers 1d4 damage per HD, Reflex DC (10+1/2 HD+ Con Mod) for half. Half of this damage is piercing, the other half is cold damage, further any creature so damaged must make a Fortitude save of equal DC or be Blinded for 1d4+1 rounds.

    Inevitable- As a standard action, 1/minute, the Half Inevitable Golem may invoke a terrible smiting that delivers the Punishment of the Inevitables. This attack gains an insight bonus to attack equal to the its Cha Mod, and deals additional damage equal to the its HD. This need not be the Half-Inevitable Golemís slam attack, and this attack is not alignment dependent.

    Inquisition- The Half Inquisition Golem gains a powerful torture attack, it gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.

    Spoiler
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    Prolonging Sting: The Half Inquisition Golem gains an alchemical sting touch attack, allowing it to deliver alchemical or poisonous substances with itís a touch attack, this requires a regular attack action, and deals no damage. However it does not provoke attacks of opportunity. It produces an alchemical substance that it can deliver through this vector that restores 1d6+ Con Mod hp of living cretures. It can produce a number of doses of this substance equal to its HD. It may Ďloadí a poison, potion, alchemical substance, or other liquid, into its Alchemical Sting as a Standard action. The Half Inquisition Golem may deliver this substance through its Alchemical Sting instead of its normal healing substance.

    Furnace: The Half Inquisition Golemís slam attacks burn red hot, dealing an additional 2d6 fire damage on a successful slam or touch attack, and any creature grappling with it suffers twice this damage, even if the Half Inquisition Golem is held or pinned. Further if it is in water, all adjacent squares next to the Half Inquisition golem begin to boil, dealing 1d6 Fire damage to any creature that passes through or remains in that square.

    Choking Gas: As a free action the Half Inquisition Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Inquisition Golem, plus 5 feet for every 3 HD. This heavy thick gas is difficult to see through, and hangs about for a number of minutes equal to its Con Mod. This Gas prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. However, this gas also prevents any creature caught within it from breathing. Any creature caught inside this gas begins to suffocate. It may use this attack 1/day for every 3 HD. A Half Inquisition Golem may Ďloadí an inhaled vector poison, or other liquid that has a vapor effect, into its Choking Gas Attack as a Standard action. It may deliver this substance through its Choking Gas Attack instead of its normal Choking Gas, this does not use up one of its uses of Choking Gas per day.

    Iron Maiden: The Half Inquisition Golem gains armor spikes that it is naturally proficient with, as a creature one size larger than it. Because of the various different spikes it has these bypass all damage reductions short of Epic. At 20 HD they bypass DR/Epic as well. Further it gains improved grab, allowing it to initiate a grapple check as a free action after making a successful slam attack, without requiring a touch attack or provoking an attack of opportunity.


    Iron- As a free action, 1/Minute, the Half Iron Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Iron Golem, plus 5 feet for every 3 HD. Any creature caught in the gas is subjected to the its inhaled vector poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) and an initial and secondary damage of 1d4 Con damage. This damage increases by one size category every 4 HD the Half Iron Golem has. At 5 HD the Half Iron Golem may instead deal acid damage equal to its initial damage with this breath weapon, offering no save, and not requiring the creature to inhale it. Creatures immune to poison are not immune to the acid.

    Junk- As part of a Full-Defense action the Half Junk Golem can surround itself with a cloud of flying sharp debris. Any creature adjacent to it suffers 1d4 slashing damage per HD the Half Junk Golem has, Reflex save DC (10+1/2 HD+ Dex Mod) for half. Any creature or object entering or passing through a square adjacent to the Half Junk Golem is subjected to this damage without a saving throw. The Half Junk Golem may not take a move action while this ability is activated. A Half Junk Golem may use this ability a number rounds per day equal to twice its HD. If this ability is activated in an area of substantial refuse this damage increases to 1d10 slashing damage per HD of the Half Junk Golem, and the Half-Junk Golem gains fast healing equal to its HD while this power is active.

    Juggernaut- The Half Juggernaut Golem gains a trample attack, as a full-round action it can literally run over an opponent of up to its own size category, but no larger. It may move up to twice its speed and must completely cover the targetís space while making this trample attack. This attack deals damage equal to twice its slam plus twice its Str Mod damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Juggernaut Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Creatures damaged by the Half Juggernaut Golemís Trample attack must make a DC (10+1/2 HD+Str Mod) Reflex save or be knocked prone.

    Magmacore- As a free action 1/minute the Half Magmacore Golem may shatter its natural armor, completely losing is bonus to natural armor from the Half-Golem class, gaining aBlur effect for the following minute. At the end of which the Half Magmacore Golemís natural armor returns. When Shattering its armor all creatures within a 5 feet per HD radius blast, centered on the Half Magmacore Golem, suffer 1d4 damage per HD, Reflex DC (10+1/2 HD+Con Mod) for half. Half of this damage is piercing, the other half is fire damage.

    Mindstrike- The Half Mindstike Golem gains an additional bite natural attack that deals 1d6 damage, and may be used to deliver a mind-addling venom. Any creature damaged by this bite is subjected to this poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) with initial and secondary damage of 1d6 Cha damage. This damage increases by one size category every 4 HD the Half Iron Golem has. If an opponent is reduced to 0 Charisma from this venom, it grows irrevocably mad, as if by Insanity. At 5 HD it may instead deal acid damage equal to its initial damage with this venom, offering no save, and creatures immune to poison are not immune to the acid.

    Mud- As a free action, 1/Minute, the Half Mud Golem can belch out a massive spray of slop. This fills a 10 foot cone in front of the Half Mud Golem, plus 5 feet for every HD. Creatures within the area are sprayed with thick sticky mud, creatures in this area must make Reflex save DC (10+1/2 HD+Con Mod) or fall prone. Further this covers all affected squares with mud, as if dropped by its Construction material.

    Mithral- The Half Mithral Golem gains a second slam attack and may make a flurry attack with its slams, gaining an additional attack at full base attack bonus, however when using this flurry, all attacks made in the round suffer a -2 penalty. (The Half Mithral Golem should wind up with 3 slam attacks with a flurry).

    Nimblewright- If the Half Nimblewright Golem hits an opponent with its rapier hand attack, it may attempt to trip that opponent without needing to make a touch attack, or provoking an attack of opportunity. Further, when attacking a prone creature, it deals an additional 2d8 damage with a successful attack.
    Last edited by AugustNights; 2011-02-16 at 12:55 PM.

  4. - Top - End - #4
    Barbarian in the Playground
     
    AugustNights's Avatar

    Join Date
    Aug 2006
    Location
    Portland, OR
    Gender
    Female

    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Golemaic Weapon Pt II (O-W)
    Spoiler
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    Outer- The Half Outer Golem gains reach of 5 extra feet with its slam attack, as oozy green tentacles grow out of its body. It also gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Outer Golem deals constriction damage equal to its slam damage. Further, 1/minute the Half Outer Golem may make a charge attack at 4 times its movement speed, as it charges it grows uncannily hot, and its slam attack deals an additional 1d6 fire damage at the end of this charge.

    Peanut-Butter- Half Peanut-Butter Golemís may seem smooth and fantastic, but sometimes one can find themselves in a bit of a crunch with a one that has gone nutty. If the Half Peanut-Butter Golem takes damage it must make a Will save DC (10+ the damage dealt) or go completely Nuts. Going Nuts is similar to a barbarianís rage, except it temporarily gains a +4 bonus to Strength and the Half Peanut-Butter Golemís natural armor increases to equal its Constitution modifier (1.5 its constitution modifier if it is a Half Adamís Peanut-Butter Golem). Going Nuts is otherwise identical to the standard Barbarianís rage in all other ways. It can choose to fail this save. It can go Nuts 1/day plus an additional time for every 4 HD it has. Half Peanut-Butter Golem levels stack with barbarian levels for determining Rage bonus. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the bonus to natural armor class increases by an additional +2 points. At Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the bonus to natural armor class increases by an additional +2 points (which stack with the two points gained at effective Barbarian level 11.)

    Perfector- The Half Perfector Golem gains a terrifying Gaze attack, any creature within a 5 feet per HD radius of the Half Perfector Golem are subjected to this Gaze attack, and must succeed on a DC (10+1/2 HD+Con Mod) or become shaken for 1d4 rounds per 2 HD. A successful save leaves that opponent immune to this fear effect for 24 hours. Further the Half Perfector Golem may use Banishment as a spell like ability 1/day per 5 HD the Half Perfector Golem has. Caster level equal to its HD.

    PiŮata- As part of an attack action, 1/minute, the Half PiŮata Golem may make a blinding attack with its slam. Any creature struck this slam must succeed on a DC (10+1/2HD+Dex Mod) Reflex save, or be blinded. Any such struck creature must make a DC (10+1/2HD+Cha Mod) Will save or be compelled to attack the Half PiŮata Golem for a number of rounds equal to its HD. This secondary compulsion is a Mind-effecting affect, and happens regardless of the target being blinded or not.

    Plague- As free action, 1/minute, the Half Plague Golem may attempt to spread any one disease it is carrying (see Construction Material), it may choose one of the following means of spreading it in each instance it uses this ability. The Fortitude save for any given disease spread in this manner is DC (10+1/2HD+Con Mod), and has an incubation time of 1d4+1 rounds. The Half Plague Golem may have a number of diseases actively ready to infect equal to its Con Mod. (Or in other words the Half Plague Golem may not have more objects smeared with disease substance than its Con Mod.)
    Spoiler
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    Contact The Half Plague Golem may touch the surface of any single object placing a contact disease over 1 square foot of its surface area per HD. Any creature touching this area within 10 minutes per HD must make a Fortitude save or suffer the ill effects of the disease.

    Ingested: The Half Plague Golem may touch any one food or liquid substance up to 2 pounds per HD spreading its disease in it. Any creature consuming this substance within 1 hour per HD must make a Fortitude save or suffer the ill effects of the disease. (1 gallon is roughly 8 pounds.)

    Inhaled: The Half Plague Golem may exhume foul air, which fills its own square, and spreads out in a 5 feet per 3 HD radius spread centered on the Half Plague Golem. This foul air does not inhibit vision, and hangs in the air for 1d4+1 rounds before dispersing. Any creature moving through and breathing in this foul air must make a successful Fortitude save or suffer from the ill effects of the disease.

    Injury: The Half Plague Golem may line a manufactured or natural weapon with its disease. Any creature struck by this weapon within the next 10 rounds must make a successful Fortitude save or suffer the ill effects of that disease.


    Prismatic- As a free action, 1/minute, the Half Prismatic Golem may extend a luminous tendril from its body in order to make a Prismatic touch attack. This attack has a random effect based on the color of the tendril that made the attack, it cannot control which tendril it uses. Roll 1d8 and consult the following table to figure out the exact effect of the attack. This attack deals 1d4 damage of the appropriate type per HD.
    {table=Head]1d8|Color|Result
    1|Red|Fire Damage
    2|Orange|Acid Damage
    3|Yellow|Electricity Damage
    4|Green|Disintegration Damage*
    5|Blue|Cold Damage
    6|Indigo|Confusion**
    7|Violet|Sonic Damage
    8|White|Force Damage[/table]
    [size=1]*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate.
    **Confusion does no damage, but subjects the creature to a Confusion effect as per the spell of the same name. Caster Level equal to the Half Prismatic Golemís HD. At 10 HD this increases to an Insanity effect, as per the spell of the same name.

    Replicant- The Half Replicant Golem can create Replicants with the speed and ease of a normal Replicant. Doing so requires it to first gather 50 gp worth of raw materials. The process of creation is erratic and only takes 1d4+1 days to complete. The Replicant created only has Ĺ a HD and is completely average for its kind, except for any flaws it may have. The newly created Replicant is loyal to the Half Replicant Golem. This Replicant is treated as a hand-built and is utterly and mindlessly loyal to the Half Replicant Golem. There is a chance the new Replicant is imperfectly created. Roll a d% and consult the Replicantís table to see if this happens and the exact manner of the flaw. Alternatively the Half Replicant Golem may use 10 gp worth of raw materials and a full-round action that provokes an AoO to cobble out a Replicant that lasts for 1d4 rounds per HD. (This Replicant is incapable of building other Replicants and has 2 flaws.)

    Rubber-Chicken- As part of an attack action, 1/minute, the Half Rubber-Chicken Golem may make a Bad Joke attack with its slam. Any creature struck this slam attack must succeed on a DC (10+1/2 HD+Cha Mod) Will save, or be effected by a Hideous Laughter effect, caster level equal to its HD.

    Alternatively at third level the Half Rubber-Chicken Golem may opt to, instead, gain access to the Falling Anvil discipline regardless of class. In addition, it may choose one 1st-level Strike from this discipline and use it once per encounter (as if it had picked up a strike with the Martial Study feat, although this does not count against the number of times it may select this feat).

    Sand- When the Half Sand Golem strikes a living creature, some of the shapesand used to create its graft forces its way into its opponentís mouth or nose, causing that creature to suffocate. The opponent must make a DC 10 Constitution check, repeated each round with the DC increasing by 1 for each previous round, until it can clear the sand from its lungs, or begin to suffocate. The creature can clear the sand from its blocked airways by spending a full-round action that provokes attacks of opportunity.

    Sentinel-of-Mirhardir- The Half Sentinel-of-Mirhardir Golemís slam attack runs wild with all the pride of the Olympian Gods, its slam deals an additional 2d6 God-Thunder damage, holy damage that is not subject to electricity resistance or immunity. God-Thunder deals full damage to objects. Creatures struck by this slam attack must make a successful Fortitude save DC (10+1/2 HD+Cha Mod) or suffer a penalty to Dex equal to the Half Sentinel-of-Mirhardir Golemís Cha Mod. Creatures wearing heavy metal armor, or built primarily out of metal suffer a -4 penalty to this saving throw.

    Shacklelock- The Half Shacklelock Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the it deals constriction damage equal to its slam damage. If the Half Shacklelock Golem successfully pins a creature, it may, as an immediate action, bind that creature in a pair of Masterwork Manacles, that have an Escape Artist DC equal to (10+1/2HD+Str Mod) or require 2 Open Lock checks of the same DC. (One for the feet, and one for the Hands.) The Shacklelock Golem does not need to continue grappling the creature to leave it in its manacles, and may choose to have a bit of chain of any length up to 10 feet per HD leading back to the bound creature. The Half Shacklelock Golem may have a number of creatures so bound at any given time equal to 1/2 its HD.

    Shadesteel- As a free action, 1/Minute, the Half Shadesteel Golem may release a wave of negative energy which emanates out in a 10 foot cone in front of the Half Shadesteel Golem, plus 5 feet for every 3 HD. Any creature caught this emanation suffers 1d4 negative energy damage per HD, Will save DC (10+1/2HD+Con Mod). Undead creatures are healed by this effect as they would be by an Inflict Wounds spell.

    Shield-Guardian- The Half Shield-Guardian Golem gains a transfer pain touch attack. It may make a touch attack against any two creatures adjacent to it. One of these creatures is healed 1d6 Hp per HD, the other creature and the Half Shield-Guardian Golem each suffer half this damage rounded down. A Will save from the other creature reduces this damage by half again, but not for the Shield-Guardian.

    Siege- The Half Siege Golem may launch a boulder or other large object from its Catapult like limb, the Half Siege Golem may throw the following sized stones or inanimate objects based on its size (before Powerful Build.) The Range of these thrown objects is 200 feet, as a projectile weapon (thus having 10 range increments.)
    This attack may function as a normal ranged attack at a -2 penalty, or it may be used as the Catapult siege engine. This allows the Half Siege Golem to arc the attack, it does not require a line of sight to attack the targeted area, which is as large as the size of an object it can hurl. The Half Siege Golem must make an attack roll against an AC 15. If this attack roll fails, roll 1d8 for direction, 1 being towards the Half Siege Golem, 2-8 being clockwise around that square. This attack lands 15 feet away from its intended target in the rolled direction. Creatures and objects in the area where the attack land suffer damage as appropriate, but may make a reflex save DC (10+1/2 HD+Dex Mod) for half damage.

    Reloading this Catapult limb requires a full-round action, however the Half Siege Golem has a special holster built into its back to hold 1 spare boulder at all times. Any Boulder in this Holster may be loaded as a swift action. Any Boulder or object in this holster, add its weight against the Half Siege Golemís carrying capacity as normal.
    Spoiler
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    {table=head]Size Before Powerful Build| Size and Weight of Rocks
    Fine|Cannot throw rocks, Pebbles though. They donít do damage. (No objects)
    Diminutive|Rocks weighing up 5 pounds each. (Fine objects)
    Tiny|Rocks weighing 10 to 15 pounds each ( Diminutive objects)
    Small|Rocks weighing 20 to 30 pounds each (Tiny objects)
    Medium|Rocks weighing 40 to 50 pounds each (Small objects)
    Large|Rocks weighing 60 to 80 pounds each (Medium Objects)
    Huge|Rocks weighing 90 to 120 pounds each (Large Objects)
    Gargantuan|Rocks weighing 130 to 170 pounds each (Huge Objects)
    Colossal|Rocks weighing 180 to 230 pounds each (Gargantuan Objects[/table]


    Skywatcher- The Half Skywatcher Golem, as a free action, 1/minute, may release a beam of searing light. This requires a ranged touch attack and deals 1d8 damage per 2 HD, and has a range of 40 feet per HD. Undead creatures, and creatures particularly weak to sunlight, suffer 1d6 damage per HD. Undead creatures that are particularly weak to sunlight (such as vampires) suffer 1d8 damage per HD. Inanimate objects and Constructs only suffer 1d6 damage per 2 HD.

    Split-rail- The Half Split-Rail Golemís gangly limb allows for it to make slam attacks as if it were a reach weapon sized appropriately for the Half Split-Rail Golem, however the Half Split-Rail Golem takes no penalty to attack rolls for attacking creature adjacent to it with its slam attack. Further as a standard action 1/minute, the Half Split Rail Golem may make a sweeping attack, this attack passes through a 10 foot cone in front of the Half Split-Rail Golem, plus 5 feet for every 3 HD. Any creature caught in this cone suffers damage equal to the Half Split-Rail Golemís slam attack, and is knocked prone. A successful Reflex DC (10+1/2HD+Dex Mod) halves the damage and negates the knocked prone status.

    Stained-Glass- The Half Stained-Glass Golemís slam attack is replaced by two claw attacks that deal 1d6 damage (Medium). Further, as a standard action 1/minute the Half Stained-Glass Golem may create a hypnotic pattern by bending light fascinating any single creature of HD lower than or equal to that of the Half-Stained Glass Golem. A successful Will save DC (10+1/2HD+Cha Mod) negates this effect. A Half-Stained Glass Golem may maintain this effect with a standard action, and may keep a creature fascinated for a number of rounds equal to its Cha Mod.

    Stone- The Half Stone Golem can cause a creeping curse in those raise their ire, as a free action 1/minute. The Half Stone Golem may select any target within a range of 10 feet plus 5 for every 3 HD beyond 5, this Target must succeed on a DC (10+1/2 HD+Con Mod) Will Save or suffer the effects of a Slow spell, Caster Level equal to its HD.

    Tangled-Seasonal-Lights- The Half Tangled-Seasonal-Lights Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, it deals constriction damage equal to its slam damage. Further, the Half Tangled-Seasonal-Lights Golem may use an Animate Rope spell like ability once per day per 3 HD. It may use this ability to do one of the following: Animate a rope as per normal, Cause a creatureís clothing or vaguely cloth/rope-like accessories to entangle said creature for a duration equal to the Animate Ropeís duration, or to cause a targeted creatureís internal organs to twist and knot, dealing 1d4 points of nonlethal damage each round for Animate Ropeís duration.

    Tombstone- 1/day per 5 HD the Half Tombstone Golem has, it may make a Slaying attack, as part of a normal slam attack, if this slam attack succeeds the Half Tombtone Golem rolls 1d6 per HD, if this totals equal to or over the targeted creatureís current hit points, it dies without a save. If it successfully slays a creature by this means it gains temporary hp equal to half the creatureís current hit points before dying, and a +2 bonus to Strength for 10 minutes per HD. This is a death effect.

    Trainer- As a free action, 1/Minute, the Half Trainer Golem may let out a terrible shriek that fills a 10 foot cone in front of the Half Trainer Golem, plus 5 feet for every 3 HD. Any creature caught in this area suffers 1d4 sonic damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature so damaged must make an additional Fortitude save of the same DC or be deafened for 1d4+1 rounds.

    Valorhammer- As a standard action, 1/minute, the Half Valorhammer Golem may invoke a merciful smiting that delivers the non-lethal damage and the cleansing comfort of guilt relieving pain. This attack gains an insight bonus to attack equal to its Cha Mod, and deals additional non-lethal damage equal to its HD. This need not be the Half Valorhammer Golemís slam attack, this attack is not alignment dependent. A creature rendered unconscious through attack is subjected to an Atonement effect.

    Warforged- Warforged grafts are highly adaptable, and are easily modified, the Half-Warforged Golem gains 1 upgrade selected from the Iron Golem Monster Class that it qualifies for instead of a Golem weapon.

    Web- The Half Web Golem may, as a standard action, 1/minute, throw a web-net, which as a net but has a range increment of 50 feet, and is effective against creatures up to one size category larger than the Half Web Golem. An entangled creature can escape with a successful Escape Artist check DC (10+1/2HD+Str Mod) or burst free with a successful Strength Check DC (10+Str Mod), both of which are standard actions, a strand of web-silk leads back the Half Web Golem. Further, there are venomous barbs in the web, any creature entangled is subjected to a numbing poison. The creature is only subjected to the poison once per entanglement. This poison has a Fortitude Save DC of (10+1/2HD+Con Mod), and deals 1d4 Dexterity damage as initial and secondary damage. This damage increases by one size category every 4 HD. At 5 HD the Half Web Golem may instead throw an Acidic web, which deals acid damage equal to its poisonís initial damage. Creatures immune to poison are not immune to the acid. The Creature is only subjected to this acid once per entanglement.

    Woodwrath- The Half Woodwrath Golem gains a trample attack, as a full-round action it can move up to four times its land speed to literally run over an opponent of up to its own size category, but no larger. It must completely cover the targetís space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength modifier damage to any creature it runs over. The target gains an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a Reflex save DC (10+1/2HD+Str Mod) for half damage. The Half Woodwrath Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

    Worker- As a free action, 1/minute, the Half Worker Golem may fire a terrible tribeam cannon designed to eliminate material. This cannon strikes unerringly at a range of 10 feet per HD. The targeted creature or object suffers 1d4 damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature or object reduced to 0 hp in this manner is disintegrated. This attack ignores hardness and deals full damage to objects.
    Last edited by AugustNights; 2011-02-16 at 09:48 AM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    TheGeckoKing's Avatar

    Join Date
    Oct 2009
    Location
    In a flying castle
    Gender
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Firstly, this is awesome. If you take but one thing from this post, take this. IT'S AWESOME.

    Secondly, I skimmed though it, and I think I have an idea. What if there was a way (Feats? Prc?) to incorporate more than one material into your body. Of course this would mean auto WIS/CHA penalties, and going though The Danger again at a penalty, but a Chocolate Birthday Cake Half-Golem is too cool to miss.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    It's something I've considered, and will continue to ponder over. I think it would have to be more class levels if anything. Perhaps a repeating L.1 PRC that allows for you to either Select: 1 New Material, or A New Weapon if you have the Material Prereq. Maybe. First lets get this guy balanced before we worry about that interesting idea. But it's on my back burner for certain.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Fair enough, and i've found one thing I'm not fond of - The Blood Golem Material. I would of just given a capped bonus for being coated in blood, or something, rather than make it a vampire golem...thing.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Spoiler
    Show
    per 4 HD the Half Ash Golem has. The Half-Sand Golem may also leave clouds of Ash
    A Restoration spell will automatically recover the Strength damage and will Strength loss for 24 hours.
    Will what?

    Dragon-flesh- This material is exceptionally sensible to vibrations. The Half Dragon-flesh Golem gains Blindsight with a range of 10 feet plus an extra 10 feet for every 4 HD it has.
    I thought Dragons only get blindsense, so why would a limb get Sight? If I'm wrong, forgive me.

    If the Half Fewmet Golem did not have an Arcane Caster class before, or if it does not wish to increase said casting class, it gains this benefit as for a 1rst level Sorcerer.
    1st or first

    Force- This material is naturally enigmatic, The Half Force Golem gains a deflection bonus to armor class equal to its Wisdom modifier, further it gains a bonus on bull-rush checks (including opposed strength checks) equal to its HD.
    Hmmm... I get that force is all about pushing someone around, but why not Trip as well? Also, as written the parenthetical overrides the bull-rush because most other combat maneuvers are strength based and are opposed. I assume you meant to Resist? If so, the wording could be cleaned up.

    Further, the Half Gear Golem may make repairs on other Constructs without a craft check or tools, it effectively gains a Repair spell of equal level to half its HD usable a number of times per day equal to its wisdom modifier.
    As in, Repair Light Damage that grows into the other versions? Sometimes thats a downgrade and sometimes there isn't an applicable, especially at higher levels. If you mean that it Repairs for 1d8/2HD a number of times per day equal to Wis mod, then the wording could be more clear.

    The Half Hangman Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of Dexterity damage to the Hp damage it recovers.
    Dex damage only from Slashing and Fire, or any Dex damage?

    Hellfire- This material is wrought from the very fires of the seven hells,
    Seven? You mean 9? Granted, not all of them are on fire, and the one with Hellfire is likely the coldest, but still.

    Inevitable- This material is the flesh of Law itself, steal, ivory, brass and marble stolen from those who exist to maintain Order

    The Half Inevitable Golem receives a racial bonus on all checks that it makes opposed by a bluff check.
    Steel
    Equal to?

    This mud entangles any creatures that walk into its space, any such creature must make a balance check DC (10+1/2 the Half Mud Golemís HD+Strength modifier) or fall prone, directly after which, weather successful or not, the creature must make a Reflex save of equal DC or be glued in place.
    Weather: the sky
    whether: or not

    I love the Half-PiŮata and will be finding the base for it after I'm done to see if I love that as well.

    The Half Shield-Guardian may store one in its body, either Ďpeacefullyí cast into it by a willing creature, or any spell that has failed to overcome the Half Shield- Guardian Golemís Spell Resistance.
    I get it from the next line, but you missed it in the bold.

    The Half Siege Golem can repair itself but it takes double time. There's no penalty for failing these repair checks. A repair spell of any level instantly recovers an equal amount of Strength damage to the Hp damage it recovers.
    Again, any Str damage or just from fire/slashing?

    This is treated as a light affect of spell level equal to 1/4 the Half Tangled-Seasonal-Lights Golemís HD.
    Eh, I'm not sure about 1/4th on this as it can be snuffed out fairly easily at any level you're going to be working at, but as its just light I doubt anyone cares. >.>

    Tombstone-
    Does this allow it to take Divine feats? Might potentially want to think twice about that.

    Half-warforged is delicious.

    Woodwrath- This material was bound together in the outer planes of the wild. The Half Woodwrath Golem gains a +2 bonus to Constitution
    So a Failed is just boned out of a stat boost?


    Didn't do the weapons, because whoadang.

    Hmm... should have spoiled that to begin with.
    Last edited by Tacitus; 2010-12-10 at 06:21 PM.
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    1st: Thanks! That helps a lot. There was a mountain of copy and pasting, and it seems some old errors have creeped back into the work.

    Quote Originally Posted by Tacitus View Post
    [SPOILER]
    I thought Dragons only get blindsense, so why would a limb get Sight? If I'm wrong, forgive me.
    I'll double check that.

    As in, Repair Light Damage that grows into the other versions? Sometimes thats a downgrade and sometimes there isn't an applicable, especially at higher levels. If you mean that it Repairs for 1d8/2HD a number of times per day equal to Wis mod, then the wording could be more clear.
    Former, how is that a downgrade if the later isn't?

    I love the Half-PiŮata and will be finding the base for it after I'm done to see if I love that as well.
    It should be linked in the First Post under Sources.

    Eh, I'm not sure about 1/4th on this as it can be snuffed out fairly easily at any level you're going to be working at, but as its just light I doubt anyone cares. >.>
    I'll give it a bump then.

    Does this allow it to take Divine feats? Might potentially want to think twice about that.
    I suppose some people still allow for those things, huh? I stipulate that it does not.

    Half-warforged is delicious.
    Light simple meal.

    So a Failed is just boned out of a stat boost?
    "Any abilities from the Half-Golem Class that are based on Constitution instead use Wisdom for the Failed Half Golem." Under The Danger.
    But I'll make a stipulation.

    Didn't do the weapons, because whoadang.
    Whoadang indeed. This was fun.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Well I think at one point the CLW/RLD jumps from CSW/RSD to Mass CLW/MLD from one spell level to the next, which means you can heal a bunch of things for a pittance but can't give burst healing to a single. If you intend to allow it to use any Repair of up to half their HD, then that also needs a wee bit of clarification.

    And I figured it might give Wis instead, but I tend to look for things that might potentially cause questions in the future just to get them out of the way. >.>
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Shouldn't there be a risk for spell failure, with the light fortification or the part in question of being under prosthesis, IE being replaced with a prosthetic limb?

    Also the Iron weapon sounds a little overpowered with the effects on others constitution ability score.
    Last edited by ocel; 2010-12-10 at 07:16 PM.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    So. Many. Golems!

    This is awesome. I haven't read all of the materials, but I shall definately bookmark this.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Keep in mind that Golemaic weapons are based on material type as well!

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Oh, I did! I was a big fan of this class on the old thread too.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    very cool. i love the adams peanut butter addition. not too many people would understand that, i think.

    you mind adding another one to the list?
    http://www.giantitp.com/forums/showthread.php?t=104346
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Quote Originally Posted by ocel View Post
    Shouldn't there be a risk for spell failure, with the light fortification or the part in question of being under prosthesis, IE being replaced with a prosthetic limb?
    I don't think so. Warforged suffer no spell failure, Renegade Mastermakers suffer no spell failure, Graft Feats apply no spell failure, as it seems to me there is substantial precedent for not including Spell failure.

    Quote Originally Posted by ocel View Post
    Also the Iron weapon sounds a little overpowered with the effects on others constitution ability score.
    It's a poison attack, resistances, immunities, and all that good stuff against poisons should apply. It is a little strong, but most enemies are going to have high poison resistances.

    Quote Originally Posted by Stycotl View Post
    very cool. i love the adams peanut butter addition. not too many people would understand that, i think.
    I only buy this stuff because dogs love it as a treat, and it isn't too harmful to them in small doses.

    Quote Originally Posted by Stycotl View Post
    you mind adding another one to the list?
    http://www.giantitp.com/forums/showthread.php?t=104346
    I'd love to, I'll let you know when I get to it!

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Don't warforged have spell failure?

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Composite plating. Right. Yes they do, but they can opt to have an unarmored body with a feat. Hmmm. Still I don't think Spell Failure should be a part of this class, it seems like additional punishment to spell casters who already have little reason to take the 2-3 level dip this class offers.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    This thread rocks so dang hard.
    Quote Originally Posted by shadow_archmagi View Post

    DM says: WHY!? WHY!? WHY?!
    DM means: NO! NO! NO!!!
    Player hears: GOOD JOB PLAYER! DO IT AGAIN AND AGAIN!
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    @ Monkman

    I think you have confused materials for weapons in a few places. Otherwise here's my response.

    Cadaver-collector: Ayup. Says right there, armor spikes, one size category larger. Impale as golemaic weapon.

    Calzeone- Nope. Its a splash attack, I added that its centered in its square now. Ifa ranged attack hits the Calzone golem the assualtant gets no reflex save, but is also not within the area of the attack, so requires none.

    Trainer Golem: I feel as if one level in Bard for Spells and Bardic Music isn't too powerful At level one thats some very mild bonuses.

    Warforged: I'm fine with there being a Warforged Graft and a Monster Class Warforged.

    Woodwrath: Good note, I'll clear up that no, they dont.

    Jet Pack: I may add jetpack fluff, but I think anything better than levitate may be too much here.

    Birthdaycake: Something tells me I didn't actually read Heroes' Feast when I made that ability. that needs some editation.As for light spells, why? They already have a bunch of canles they can light at will.

    Blood: Nope. Unless they specifically can sustain a creature without blood (Like Vampires) then it doesn't fly for the Half Blood Golem. The Blood doesn't replace the water, that's just an arbitrary amount depnding on the race. (Halfling require less water than dwarves who probably require less water than... I don't know, Ocean Drinkers.)

    Brass: Oh, that is a bit weak. Need to come with something. Already Maze, see weapon.

    @ Tacticus

    Warforged: Pants. I meant Maug. Fixed. Pants. Maug isn't finished. Lets go with Iron Golem.

    Dragon: Blindsense may be better any how coming from a balancing point of view.

    Force: See Golemaic Weapon

    Gear: Working on that...


    Other notes:

    Still tinkering the Half Retrospect Golem.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Question. For Fewmet golem, does the first level stack with casting or does all three?
    Quote Originally Posted by shadow_archmagi View Post

    DM says: WHY!? WHY!? WHY?!
    DM means: NO! NO! NO!!!
    Player hears: GOOD JOB PLAYER! DO IT AGAIN AND AGAIN!
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Quote Originally Posted by jguy View Post
    Question. For Fewmet golem, does the first level stack with casting or does all three?

    Fewmet- This material is extremely fertile in magical energy, but it is also most foul, The Half Fewmet Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day as if it had gained a level in any arcane casting class it had access to before taking its First level of Half Fewmet Golem, if it had more than one Arcane casting class before taking its First level of Half Fewmet Golem, it must select one to gain this benefit. If the Half Fewmet Golem did not have an Arcane Caster class before, or if it does not wish to increase said casting class, it gains this benefit as for a 1st level Sorcerer. It only gains this increase at first level. Any creature successfully making a bite attack on the Half Fewmet Golem must pass a DC (10+1/2 The Half Fewmet Golemís HD + Constitution Modifier) fortitude save, or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.
    Answer in red.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    I think that the Golems that grant DR = Str should instead add their Str mod to their DR.

    Here's an example with a base 18 Str score and a base race that gives +2 Str.

    By the 3rd level of this class they would have a Strength score of 25 and DR of DR 7/Adamantine. Any other Half-Golem would have only DR 1/Adamantine so yeah, it looks real good right now.

    Now let's take a look at the same two characters when they're 14. The former would have Strength 28 (assuming its dumping all of its ability points to Strength) and DR 9/Adamantine. The other character would have DR 7/Adamantine. So while the former still has more than the latter, the 6 point gap from level 3 has changed to a 2 point gap.

    Finally, here's a look at 20. The former has Strength 30 and DR 10/Adamantine. But hey, guess what, so does the other Half-Golem. And you know what else? The other half-golem didn't have to dump all 5 points it got from leveling into Str to reach that high a DR.

    Now sure, this doesn't take into account using the ability to spend more gold on your graft to bump scores or using gold to buy permanent increases to Str or taking classes like War Hulk to get your strength up. But on the flip side the other golem type character didn't have to direct their entire character build to buff up one stat just so that one of their body material type's major features wasn't rendered useless.

    Edit: Some may say that this would be overpowered, but compared to monsters that are at CR 20 or higher, that's actually just on-par with them and those monsters also tend to have other things like Fast Healing or Regeneration or casting, etc.
    Last edited by Tanuki Tales; 2010-12-17 at 10:47 PM.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Quote Originally Posted by Bendraesar View Post
    I think that the Golems that grant DR = Str should instead add their Str mod to their DR.

    Here's an example with a base 18 Str score and a base race that gives +2 Str.

    By the 3rd level of this class they would have a Strength score of 25 and DR of DR 7/Adamantine. Any other Half-Golem would have only DR 1/Adamantine so yeah, it looks real good right now.

    Now let's take a look at the same two characters when they're 14. The former would have Strength 28 (assuming its dumping all of its ability points to Strength) and DR 9/Adamantine. The other character would have DR 7/Adamantine. So while the former still has more than the latter, the 6 point gap from level 3 has changed to a 2 point gap.

    Finally, here's a look at 20. The former has Strength 30 and DR 10/Adamantine. But hey, guess what, so does the other Half-Golem. And you know what else? The other half-golem didn't have to dump all 5 points it got from leveling into Str to reach that high a DR.

    Now sure, this doesn't take into account using the ability to spend more gold on your graft to bump scores or using gold to buy permanent increases to Str or taking classes like War Hulk to get your strength up. But on the flip side the other golem type character didn't have to direct their entire character build to buff up one stat just so that one of their body material type's major features wasn't rendered useless.

    Edit: Some may say that this would be overpowered, but compared to monsters that are at CR 20 or higher, that's actually just on-par with them and those monsters also tend to have other things like Fast Healing or Regeneration or casting, etc.
    Right. Uhm. There are no Half Golems that base their damage reduction off of strength straight, and the Adamantine golem gains its strength modifier to DR.
    I don't think comparing a 3 level prestige class to something that is CR 20 is a precise metric. DR 1/Adamantine is pretty tight at levels 1-3, and as for the scaling, anything higher than 10 kind of puts the other classes to shame. This isn't to say that items shouldn't be allowed to increase this, or offer higher DR, but higher DR from class levels seems excessive to me.


    Quote Originally Posted by Magicyop View Post
    Half-Golem: Yeah, this is an awesome revision. The sheer number of options it allows is... amazing.
    I could have sworn I already responded to this. I guess not.
    Yeah options are my favorite thing ever.
    I opened the monster manuals, did a few site searches and got my build on.

    Quote Originally Posted by Magicyop View Post
    Okay, so first thing: I agree that you should somehow be able to take it more than once, or take a repeating one level dip that grants you an additional construction material. Perhaps increase the danger to your humanity each time, but combining some of these would be awesome.
    Thinking of a 5 level prestige class, The Halfwrought Horror, which goes a little something like this:
    1) New Material(*), Mild active ability
    2) New Weapon(*), Other Mild active ability
    3) New Material(**), Cool Ability
    4) New Weapon (**), Interesting Ability
    5) New Weapon or Material of Choosing, Living Construct Type/I don't something crazy for those failed types.


    Quote Originally Posted by Magicyop View Post
    [*]Golem Plate: I... I almost want the DR overcoming to be based on your material, as much more work as that would be. Birthday Cake resisting all but adamantine doesn't seem to make a lot of sense.
    I'm okay with it, I think of DR like that is the cakey substance gums up normal weapon's attacks. Besides, other material types will be unbalanced and weaker in the long run.

    Quote Originally Posted by Magicyop View Post
    [*]Magic Resistance: A little on the high side, but good!
    It would be immunity, so this seems okay to me.


    Quote Originally Posted by Magicyop View Post
    [*]Construction Material:
    Artillery: Seems less powerful than a lot of the other materials, fairly situational. But good.

    Birthday Cake: Seems like you want to have some more candles than that, or give them more fast healing. Because as is, it seems like you're taping on some pretty serious conditions for fast healing which is no greater than that which other monster classes grant. Otherwise, funny and cool.

    Brain: I feel like being half made of brain should give you an intelligence boost... I mean, if you're boosting strength with other materials, why not?

    Brass: A little bit underpowered, but otherwise okay.

    Caltrop: Seems like the cadaver collector, only more powerful. Now that I've seen this one, it seems like you might want to give cadaver a little bit more power? But leaving caltrops behind is pretty awesome.

    Clay: It looks fun and balanced, but what does moving fast have to do with clay?

    Dragonflesh: Can we get a little bit greater range on that blindsense? Maybe 10 per 3 HD instead? Otherwise, nice.

    Fewmet: On the powerful side, but fun.

    Gravedirt: Skeleton of ANY SIZE? You might want to specify a little, some people will read that as, "I summon a colossal ++++++++++ human skeleton."

    Juggernaught: There's no GH in juggernaut. Basically like the other one, but still fun.

    Prismatic: Okay, that works. Seems not quite flashy enough for prismatic, but it's good.

    Skywatcher: Not very powerful compared to some of the others, but still good.

    Woodwrath: Can't say I'm a massive fan of the flavor, but the ability is super fun and seems balanced.
    Artillery: Perhaps a bump to Levitation Speed? Give it a more 'jet pack' sort of feel.

    Birthday Cake: Hmmm well considering the rate at which the candles will go out, perhaps a number equal to HD opposed to Half HD?

    Brain: I...W...YES! That's a freaking great idea!

    Brass: My head is leaking red fluids from beating it against this guy hoping creativity will flow. Maybe something simpler would be better +2 Str, Nat armor = AC, and Keen Scent sound good?

    Caltrop/Cadaver: If you check the Cadaver's Weapon, its carrying capacity increase is going to help it out a lot. Perhaps it should have armor spikes of a creature 2 sizes larger rather than 1 size larger?

    Clay: Part of the monster entry.

    Dragonflesh: Ah, yes. Recently changed it from Blindsight, so longer ranger blindsense would be better.

    Fewmet: I suppose a bit, but Sorcerers can use all the help they can get, especially if dipping into something like Half-golem. And think of the Role playing downsides. You're a half-fecal golem, some taverns won't even let you in!

    Gravedirt: While there is nothing larger than Colossal+ you bring up a good point that I should limit this summoning by HD.

    Juggernaught: Wouldja look at that. Huh.

    Prismatic: I suppose it could use a little kick. Maybe a prismatic backlash? Hmmm and Dancing lights at will? I think yes.

    Skywatcher: What say we bump that Lowlight vision up to 4x instead of 2x, and allow spot checks to be increased if not moving?

    Woodwrath: Which part? Assassin vines, or being cobbled from the various whatnots of the wilder planes?

    Quote Originally Posted by Magicyop View Post
    Okay, this is... really killer to try and critique. And I'm not even going into great detail on most of the construction materials. Can't imagine how long you must have worked on this. I'll get to the rest of the stuff later.
    It was really fun to work on, and I don't have internet in my house, so free time is large, but ability to post is minimal. Thanks for you response Magicyop!
    Last edited by AugustNights; 2010-12-18 at 02:45 PM.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Woops, misread a few of the golems.

    And DR 1/Adamantine isn't really much when you can net DR 2/- from one single feat that only has Toughness and a Con of 20 as preqs.

    And its not like its such a bad thing to give melee nice things.

    Edit: But my point is moot since I misread the golems that originally made me bring this up. xD
    Last edited by Tanuki Tales; 2010-12-18 at 05:11 PM.

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    More Half-golems!

    This space is for additional Half-Golems as done by request, or requested by this Chump!

    New Half Golems
    Half Retrospect Golem

    Prototype Body
    {table=head]Material|Elemental Affinity
    Half Astral Golems|Do not Heal from Magic.
    Half Bone Golems|Heal from negative energy damage.
    Half Crystal Golem|Heal from Fire damage.
    Half Equine Golems|Heal from Cold damage.
    Half Fungus Golems|Heal from Acid damage.
    Half Incarnum Golems|Heal from Repair/Cure* spells.
    Half Khandurus Blood Golems|Heal from Repair/Cure* spells.
    Half Khandurus Clay Golems|Heal from Cold damage.
    Half Khandurus Fire Golems|Heal from Fire damage.
    Half Khandurus Iron Golems|Heal from Fire damage.
    Half Midnight Golems|Heal from Repair/Cure* spells.
    Half Paper Golems|Heal from Cold damage.
    Half Psicrystal Golems|Heal from Repair/Cure* spells.
    Half Retriever Golems|Heal from Fire damage.
    Half Retrospect Golems|Heal from Electricity damage.
    Half Soul-fused Golems|Heal from Repair/Cure* spells.
    Half Tin Golems|Heal from Fire damage.
    Half Wax Golems|Heal from Cold damage.
    Half Wood Golems|Heal from Cold damage.
    [/table]

    Construction Material
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    Astral- This material is sculpted from raw ectoplasm, a portion of the astral medium drawn into the Material Plane, and is particularly messy to graft to the flesh, as that Astral Constructs do not behave similarly to normal constructs, Increase the DC of The Danger by 10. The Half Astral Golem may reshape its material 1/day, in order to do so it selects one of the following benefits, and gains it for the following 24 hours.
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    Buff: The Half Astral Golem gains an additional +2 bonus to Constitution, and its natural armor bonus increases to equal its full constitution bonus.

    Blindsense: The Half Astral Golem gains Blindsense with a range of 10 feet plus an extra 5 feet for every 2 HD it has.

    Celerity: The Half Astral Golem gains an additional +2 bonus to Dexterity and its base land speed is increased by 5 feet per 2 HD.

    Deflection: The Half Astral Golem gains a +2 bonus to Intelligence and gains a deflection bonus to armor class equal to half its Intelligence modifier

    Dimension Slide: The Half Astral Golem can slip through space as per theDimension Slide power as a move action, for up to 20 feet per HD per day, any slip counts as 10 feet.

    Extreme Damage Reduction:: The Half Astral Golem gains a +2 bonus to constitution, if the Half Astral Golem has the Golem Plate class feature, itís Damage reduction is increased by its constitution score.

    Fast Healing: The Half Astral Golem gains Fast Healing equal to 1 less than half its HD.

    Flight: The Half Astral Golem gains a Fly speed of 5 feet per HD with an average maneuverability, it may fly for a number of rounds per day equal to its HD. These rounds may be used all at once or interspersed across the day.

    Mobility: The Half Astral Golem gains a bonus to base land speed increases by 5 feet per 2 HD, further the Half Astral Golem gains a dodge bonus to Armor Class against attacks of opportunity caused when it moves out of or within a threatened area equal to half its HD. A condition that makes it lose its Dexterity bonus to Armor Class (if any) also makes it lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. This ability does not qualify as the Mobility feat for any purposes, but it does stack with it.

    Muscle: The Half Astral Golem gains an additional +2 bonus to Strength, and its natural armor bonus increases to equal its full constitution bonus.

    Native: The Half Astral Golem may tie itself to the plane it is on, the Half Astral Golem is treated as a creature native to the plane it is on when it chooses this ability, it gains the extraplanar subtype for all other planes.

    Natural Invisibility: For a number of rounds per day equal to its HD the Half Astral Golem may become naturally invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

    Power Resistance: The Half Astral Golem gains an additional +2 bonus to Charisma. If the Half Astral Golem has access to the Magic Resistance class feature, it gains Power Resistance instead of Spell Resistance, and this power resistance is increased by its charisma modifier. Even in a game with transparency the Half Astral Golem only adds its charisma when resisting psionic abilities.

    Resistance: Choose one of the following energy types: fire, cold, acid, electricity, or sonic. Magic elemental damage of the selected type heals 1 point of health per 4 damage it would normally do to a Half Astral Golem. The Half Astral Golem is otherwise immune to that specific element.

    Swim: The Half Astral Golem gains a swim speed equal to twice its base land speed. As a creature with a swim speed the Half Astral Golem gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Further, if the Half Astral Golem is dependent on air for breathing, it gains the Amphibious quality, allowing it to breath in both air and water.


    Bone- This material is crafted from the binding of ritually prepared bones that have been animated using magics similar to those that create the undead. These bones are unnaturally hard and resistant to damage, however there is a strange agility to wire-tied bones. The Half Bone Golemís Dexterity improves by an extra +2 and its Natural armor increases to equal its constitution modifier. In addition, when the Half Bone Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning. Further, the Half Bone Golem's natural necromatic energies makes it somewhat vulnerable to turn/rebuke undead attempts. The Half Bone Golem is treated as an Undead creature with turn resistance equal to its HD when subjected to a turn/rebuke undead attempt. The Half Bone Golem may be Bolstered as a normal undead creature.

    Crystal- This material is crafted from massive blocks of quartz crystal, an incredibly hard and strong material. The Half Crystal Golemís Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further when a Half Crystal Golem gains Magic Resistance at third level it gains power resistance rather than spell resistance, and this power resistance is increased by its strength modifier. Even in a game with transparency the Half Crystal Golem only adds its strength when resisting psionic abilities.

    Equine-This material is heavily worked wood and animated with the spirit of a swift air elemental. The Half Equine golem gains a +10 bonus to its land speed, and gains the carrying capacities of a quadruped if it did not already have them. Rather than the normal slam attack that most Half Golems gain, the Half Equine Golem gains 2 natural hoof attacks that deal 1d6 damage. The Half Equine Golemís Dexterity increases by an additional +2.

    Fungus-This material is composed of exotic and toxic fungi, lichen, and other odd plant-like life forms that have been magically treated to a hardened and rubbery state. The Half Fungus Golemís Strength improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition, when the Half Fungus Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Slashing.

    Incarnum-This material has appears to be made of dark glass and shimmering metal bands, smoky shapes seem to writhe within this material shifting just beneath its surface. The Half Incarnum Golem gains fast healing equal to half its HD. Further the Half Incarnum Golemís deep rooted connection to its own incarnum essence grants the Half Incarnum Golem an insight bonus equal to its HD on concentration checks.

    Khandurus Blood-This material is pulled from veins of the Darkest of sages and wise men of Khandurus, and boils with vibrant necromantic energy. A Half Khandurus Blood Golem gains an additional +2 bonus to Charisma and its natural armor bonus increases to equal its constitution modifier. In addition,the Half Khandurus Blood Golem may consume flesh and blood in order to repair or heal the damage done to its body. A Half Blood Golem that spends 4 hours slowly consuming raw flesh or blood may recover Hp as living creature that has rested for 8 full hours. It requires 1 pound of flesh, or 1 pint of blood, for every 1 hp restored in this manner. (A creature has enough consumable flesh and blood to heal a Half Blood Golem a number of hp in this manner up to its full constitution score.)

    Khandurus Clay-This material is dug from the spoiled and tainted land of Khandurus. Necromatic Spells cast within a 5 foot radius per HD of the Half Khandurus Clay Golem gain a +1 bonus to caster level, and have their DCs increased by +1 and an additional +1 for every 5 HD the Half Khandurus Clay Golem has.

    Khandurus Fire-This material is compiled of the the flames of Khandurus, and while cooler than the fires of the Hells themselves, this Fire is the hottest of the prime material plane. The Half Khandurus Fire Golem's Dexterity improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half Khandurus Fire Golem suffers 1d4 fire damage per 4 HD the Half Khandurus Fire Golem has.

    Khandurus Iron-This material is forged from the odd ores found within the dark plighted lands of Khandurus. The dark energies and extreme presences of this land leave itís metal ores filled with potent and latent energies, and in the most skilled of hands the magic in the metal may be coaxed into weapons and great creations. The Half Khandurus Iron Golemís Strength improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition, when the Half Khandurus Iron Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Magic.

    Midnight-This material is raw incarnum given form by the bonds of magic. The Half Midnight Golem effectively gains an additional level, for purposes of meldshaper Level, number of soulmelds it can shape, the number of chakra binds it can create, and its essential pool as if it had gained a level in any meldshaping class it had access to before taking its first level of Half Midnight Golem. The Half Midnight Golem does not, however, gain any other abilities of that class, such as new tiers of chakra binds. If it had more than one meldshaping class before taking its First level of Half Midnight Golem, it must select one to gain this benefit. If the Half Midnight Golem did not have an meldshaping class before, or if it does not wish to increase said meldshaping class, it gains this benefit as for a 1st level Totemist. It only gains this increase at first level. Furtheer the Half midnight Golem is adept at blending into the night and gains a racial bonus on hide checks equal to half the Half Midnight Golemís HD while in areas of darkness or shadowy illumination.

    Paper-This material is carefully folded from extremely delicate, but fantastically beautiful, paper and offers amazing elegance to the Half Paper Golem. The Half Paper Golemís Dexterity increases by an additional +4, and is continuously affected as if by the Feather Fall spell. In addition the Half Paper Golemís slam attack now deals slashing damage and has critical threat range of 18-20/x2. However, every time the Half Paper Golem takes Slashing or Fire damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful Craft (Origami) or other appropriate check (DC 18) to remove each point of this Dexterity penalty. The Half Paper Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

    Psicrystal- The Half Psicrystal Golem is generally grafted to replace an eye or other small 'limb' of its owner's choosing, and is generally grafted to the Psion that cognicized it. Though some cruel psions will forcibly graft their own psicrystal to another in order to always be capable of spying on them. In any case, A Half Psicrystal Golem never fails their The Danger will save unless the participant wills it do so, further the Psicrystal 'limb' is teaming with self-awareness that overflows into the mind of its subject, granting the subject a +2 bonus to Charisma. A grafted Psicrystal continues to function as a normal Psicrystal would.

    Retriever-This material was tempered in the chaotic forges of the abyss, and quenched in the cooling essence of fleeting innocence, this material is quite strong and filled with strange magic. This material grants the Half Retriever Golem an additional +2 to Strength and its natural armor bonus increases to equal its Constitution modifier. Further the Half Retriever Golem gains access to Discern Location as a spell like ability, which it may use once per day per 4 HD. Its caster level is equal to its HD.

    Retrospect- This material is extraordinarily difficult to graft to the flesh, as that it does not exist exactly in one place or time. Increase the DC of The Danger by 5. Once attached to the flesh, the Half Retrospect Golem begins to fade in and out of its own existence in time and space, offering it a deflection bonus to armor class equal to its wisdom modifier. Further the Half Retrospect golem may push this odd ability to begin to waver itself in time and space for a number of rounds per day equal to its HD, while wavering itself all attacks suffer a 20% miss chance, which is not negated by truesight or any other form of advanced vision. This is not an illusion effect. What is more, upon reaching 5 HD, while wavering, the Half Retrospect Golem a Ephemeral Step (see spoiler) Speed equal to half its base land speed.
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    Ephemeral Step Movement Speed: This movement speed functions similar to dimension door, allowing a creature that has access to it to instantly transfer itself from its current location to any location within the distance that the Movement Speed allows for. This requires no more effort than walking or running on the part of the creature with this base land speed, creatures with an Ephemeral step movement speed cannot bring additional creatures with them, unless specified otherwise. If a creature with an ephemeral step arrives in a location already occupied by a solid body, the creature suffers 1d6 points of damage and is shunted the nearest open space on a suitable surface within 100 feet of the intended location, if there is no such free space within 100 feet the creature suffers an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If no such space exists the creature suffers 4d6 points of damage, and does not move from its initial location, wasting its movement for that turn.


    Soul-fused-This material is the result of a rare instance when raw incarnum will bond with non-sentient semi-animated matter, imbuing the matter with a semblance of life. This material is highly rich in self-awareness on essential energies granting the Half Soul-fused golem a +2 bonus to Charisma. The Half Soul-fused golem also gains a small bonus to its essentia pool, granting the Half Soul-fused golem 1+1 per 6HD additional essentia points. Further, the naturally living state of the Soul-fused material makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5.

    Tin-This material is composed of complex layers of a light but simple metal, fashioned in such a way as to be used for some profession or craft. The Half Tin Golemís Strength improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition, the Half Tin Golem gains a racial bonus equal to its HD on any two Profession or Craft Checks. Further, with the Half Tin Golemís heart encased in cold metal the Half Tin Golemís gains immunity to all fear and moral effects.

    Wax-This material almost appears to be normal flesh, though it is much more malleable and soft. The pliability of this material grants the Half Wax Golem an additional +2 to Dexterity and its natural armor bonus increases to equal its Constitution modifier. Because of its semi-shapeable flesh the Half-Wax Golem use Disguise Self as a spell-like ability 1/day per HD as a full-round action. This is a Transformation, not an Illusion. The Half Wax Golemís body changes, but not its possessions. The change is permanent until willingly changed. Use of this ability grants a +10 circumstance bonus on Disguise checks.

    Wood-This material is made of alchemically treated wood that still lives and continues to grow. The Half Wood Golem gains Fast Healing equal to half its HD. Further the Half Wood Golemís naturally connection with nature grants the ability to Speak with Plants 1/day per HD as a spell like ability, with a caster level equal to its HD. Spells and affects that effect or target plant creatures treat the Half Wood Golem as a plant creature. Half Wood Golems may spend 1 hour with their feet in soil and their limb in natural sunlight in order to forgo eating normal food for 1 day.


    Golemaic Weapon
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    Astral- Not unlike the Half Astral Golemís material, the weapon this monstrosity utilizes is also wrought of raw ectoplasm, and is amorphous and flexible as the material used to create it. When re-shaping its construction material ability, the Half Astral Golem may also reshape its weapon. Choose one of the following.

    Spoiler
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    Bullrush: As a full round action, 1/minute, the Half Astral Golem may slam into its target, to make a special bulrush attack. The Half Astral Golem makes a normal attack roll, if it strike it deal its normal slam damage and may make a free bull rush attempt. If this attack succeeds, the opponent is knocked prone as well as back. At 8 HD the Half Astral Golem can use this ability as a standard action, and at 13 HD as a part of a full round attack, however this is still only 1/minute.

    Cleave: The Half Astral Golem's Slam attack increases in one size category, and may deal slashing damage, further the Half Astral Golem gains the benefits of the Cleave feat, even if it does not possess it, if the Half Astral Golem already has access to the Cleave feat, it gains an insight bonus on the attack rolls of the extra attack(s) granted by this feat equal to half its HD.

    Concussion: As a free action 1/minute, the Half Astral Golem can manifest concussion blast as a manifester of level equal to half its HD. This is a psionic-like ability.

    Constrict: The Half Astral Golem gains the benefits of the Improved Grab ability, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Astral Golem deals constriction damage equal to its slam damage. If it beats the opponents grapple check by 10, the opponent must succeed on a DC (10+1/2 HD+Con Mod) Fortitude save or be dazed for one round. Even on a successful save the opponent begins to suffocate until it can break free from the grapple.

    Extra Attack: The Half Astral Golem gains one additional slam attack, identical to the Slam attack it gains from Prototype body. Its bonus on damage rolls for this extra slam attacks is equal to its Strength modifier ◊ 1Ĺ, as normal.

    Energy Bolt: Choose one of the following energy types: fire, cold, acid, electricity, or sonic. As a free action 1/minute, the Half Astral Golem can manifest energy bolt as a manifester of level equal to half its HD, always using the energy type it selected when it chose this weapon. This is a psionic-like ability.

    Energy Touch: Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Half Astral Golemís natural attacks and unarmed strikes are wreathed in the chosen energy type, dealing an extra 2d6 points of energy damage, unless sonic was selected in which case the Half Astral Golem deals an extra 2d4 points of damage of an energy type.

    Keen Striking: The Half Astral Golemís natural slam attack may deal slashing or piercing damage rather than bludgeoning damage, and its threat range is increased to 18-20/x3. Upon reaching 10 HD the Half Astral Golemís natural slam is treated as having the vorpal special quality.

    Poison Touch: The Half Astral Golemís slam attack gains a poisonous quality, allowing it to inflict poison with its slam attack. An opponent damaged by its slam attack is subjected to its injury vector poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) and an initial and secondary damage of 1d4 Ability damage. This damage increases by one size category every 5 HD the Half Astral Golem has. When the Half Astral golem is selects this weapon it must choose one of the three physical abilities (Strength, Dexterity or Constitution) for this ability to damage, once this choice is made it cannot be changed until the half Astral golem selects itís weapon and construction material again.

    Pounce: The Half Astral golemís slam attack becomes two natural claw attacks that deal 1d4 damage, and one natural bite attack that deals 1d4 damage. When making a charge the Half Astral Golem may attack with all three of these weapons at its highest base attack bonus.

    Rend: The Half Astral Golem gains two claw attacks that deal 1d6 damage, instead of its normal slam attack. A Half Astral Golem that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1Ĺ times its Str modifier.

    Smite: As a standard action, 1/minute, the Half Astral Golem may invoke a terrible smiting with its slam attack that delivers the frustration and confusion that the lack of any strong moral or ethical concerns tends to weight on a neutral creature. This attack gains an insight bonus to attack equal to the Half Astral Golemís Cha mod, and deals additional damage equal to the its HD. Unlike the Half Inevitable Golemís smite, this attack does need to be its slam attack, however this attack is still not alignment dependent.

    Spring Attack: The Half Astral Golemís base land speed increases by 5 feet per 2 HD, further when using the attack action with its slam attack, the Half Astral Golem can move both before and after the attack, provided that its total distance moved is not greater than its speed. Moving in this way does not provoke an attack of opportunity from the attacked target, though it might provoke attacks of opportunity from other creatures, if appropriate. Unlike the spring attack feat this ability may be used in heavy armor, and does not qualify as the Spring Attack feat for any purposes.

    Whirling Blades Attack: As part of a Full-Defense action the Half Astral Golem can surround itself with a whirling, slicing shield of ectoplasmic blades, Any creature adjacent to the Half Astral Golem suffers 1d4 slashing damage per HD of the Half Astral Golem, a successful Reflex save DC (10+1/2 HD+Dex Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Astral Golem is subjected to this damage without a saving throw. The Half Astral Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Astral Golem may not take a move action while this ability is activated. A Half Astral Golem may use this ability a number rounds per day equal to twice its HD.

    Whirlwind Attack: A a standard attack action 1/minute the Half Astral Golem may make a slam attack against each opponent within reach of the Half Astral Golemís Slam attack. Unlike Whirlwind attack the Half Astral Golem does not forfeit any other attacks, and may use this as either a standard action, or part of a full attack iterative, and does not qualify as the Whirlwind Attack feat for any purposes.

    Trample: The Half Astral Golem gains a trample attack, as a full-round action it can literally run over an opponent of up to its own size category, but no larger. It may move up to twice its speed and must completely cover the targetís space while making this trample attack. This attack deals damage equal to twice its slam plus one times its Strength modifier damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Astral Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Creatures damaged by the Half Astral Golemís Trample are not knocked prone.

    Trip: If the Half Astral Golem hits an opponent with its natural slam attack, it may attempt to trip that opponent without needing to make a touch attack, or provoking an attack of opportunity. Further, when attacking a prone creature, the Half Astral Golem deals an additional 1d8 damage with a successful attack.


    Bone- As a free action, 1/Minute, the Half Bone Golem can launch a massive spray of sharpened bones and wire from its body. This fills a 10 foot cone in front of the Half Bone Golem, plus 5 feet for every HD it has. Creatures within the area are bombarded with sharp skiked bones, which deals 1d4 piercing damage per HD of the Half Bone Golem to anyone in the area, Reflex DC (10+ 1/2 HD+Con Mod)for half. Further the Half Bone Golem may use its grafted limb to fire naturally produced bone darts, this attack deals 1d8 piercing damage, with a 19-20/x3 critical multiplier. This attack has a range of 80 ft, like a projectile weapon, and may be used for iterative attacks. The Half Bone Golem can rapidly regenerate twice its dexterity modifier in bone darts per day, rapid regeneration requires a free action. Otherwise it requires 1 hours time to regenerate a bone dart. These bone darts may be removed and used as normal dart by any creature proficient with it (1d4 damage, x2 critical, 20 ft thrown range increment.) Darts removed from the limb may not be 'reloaded' into it.

    Crystal-As a free action, 1/Minute, the Half Crystal Golem can use a dispel psionics ability. The effect is as an area dispel in a 5 feet per HD radius burst, centered on the Half Crystal Golem. The Dispel check is 1d20+the Half Crystal Golem's HD, and is not limited by the usual cap of 10.

    Equine- As a free action, 1/Minute, the Half Equine Golem may release a violent neigh or whinny which emits a 10 foot cone of sonic energy in front of the Half Equine Golem, plus 5 feet for every 3 HD. Any creature caught in this area suffers 1d4 sonic damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature so damaged must make an additional Fortitude save of the same DC or be deafened for 1d4+1 rounds.

    Fungus- As a free action, 1/Minute, the Half Fungus Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Fungus Golem, plus 5 feet for every 3 HD. Any creature caught in the gas is subjected to the its inhaled vector poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) and an initial and secondary damage of 1d4 Con damage. This damage increases by one size category every 4 HD the Half Fungus Golem has. At 5 HD the Half Fungus Golem may instead deal acid damage equal to its initial damage with this breath weapon, offering no save, and not requiring the creature to Ďinhaleí it. Creatures immune to poison are not immune to the acid.

    Incarnum-When the Half Incarnum Golem strikes it adapts its attack to take advantage of weaknesses in the opponentís defenses. Each round that it successfully damages a living or undead creature with its slam attack, it gains a cumulative +1 insight bonus (maximum +5) on attack rolls and damage rolls with its slam attack against that opponent. This bonus remains in force until the Half Incarnum golem deals damage to a different target. Further after successfully striking a creature with damage reduction or regeneration the Half Incarnum Golemís slam attack modifies itself one step closer to either overcoming the damage reduction or getting past the regeneration (the Half Incarnum Golemís choice). The Half Incarnum Golem is not aware of how itís damage changes and thus cannot share this information with its allies. (For example if fighting a lich the Half Incarnum Golemís attack would be treated as magical after landing its first strike. Or while fighting a creature with Damage Reduction Piercing and Magic and Adamantine The Half Incarnum Golemís Slam attack would require 3 successful slams in order to overcome the damage reduction, though it could not relay to its allies how to overcome this creatures DR.) Like the bonus to attack and damage this modification to the Half Incarnum Golemís slam attack remains until it deals damage to another target.

    Khandurus Blood- The Half Khandurus Blood Golemís slam attack becomes a terrible siphon of blood, flesh, and life energy. 1/day per HD as a standard attack action, the Half Khandurus Blood golem may declare that it is making a siphoning slam attack. If this slam attack hits the Half Khandurus Blood Golem deals extra damage equal to its charisma modifier, further the Half Khandurus Blood Golem may grant any target within 10 feet per HD temporary Hp equal to the half amount of damage it dealt, this temporary hp lasts for 1 hour per HD of the Half Khandurus Golem, and stacks with itself but cannot exceed 3x the Half Khandurus Blood Golemís HD.

    Khandurus Clay The Half Khandurus Clay Golemís slam attacks leave the taint of Khandurusís earth on its targets. The damage from the Half Khandurus Clay Golemís slams can't be removed by any means until the creature damaged receives a healing check DC (10+1/2 HD +Con Mod) or receive a Conjuration [Healing] spell that passes a Caster level check of the same DC. Further The Half Khandurus Clay golemís natural attacks always bypass regeneration.

    Khandurus Fire- The Half Khandurus Fire Golem may radiate an aura of heat as a 5 feet per HD radius emanation, centered on the Half Khandurus Fire Golem, any creatures or objects within this area suffer 1d6 points of Fire damage per HD. Initiating this aura or ending it is a swift action, but the Half Khandurus Fire Golem may only maintain its Heat aura for a number of rounds per day equal to twice its HD.

    Khandurus Iron- The Half Khandurus Iron Golem taps into its internal magic reserve, enhancing its slam attack, not unlike a soulblade enhances their mindblade, The Half Khandurus Iron Golemís slam attack gains a +1 magical enhancement bonus to its slam attacks, as if it were a magic weapon. Every 4 HD the Half Khandurus Iron Golem has this improves by +1. Beginning at 4 HD the Half Khandurus Iron Golem may assign any of the special ability that can normally be assigned to a bludgeoning light weapon to its Slam attack, in exchange for its equivalent enhancement bonus. The Half Khandurus Iron Golem can choose any combination of weapon special abilities that does not exceed the total allowed by its HD. The Half Khandurus Golem may not have a total enhancement bonus to attack and damage greater than +5 until it reaches 21 HD, at which point it may not have a total enhancement bonus to attack and damage greater than +10. A Half Khandurus Iron Golem can reassign the ability or abilities he has added to his slam attack 1/day. To do so, it must first spend 8 hours in concentration. After that period, the slam attack loses its old abilities and enhancements and gains the new ability or abilities selected by the Half Khandurus Iron Golem.

    More Abilities
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    {table=head]Special Quality|Enhancement Cost
    Dual
    |
    +2
    Shield
    |
    +2
    Poisoned
    |
    +3
    [/table]

    Dual: The Half Khandurus Iron Golem gains a second Slam attack with all of the modifiers of the first.

    Poisoned The Half Khandurus Iron Golemís Slam attack drips with a vicious poison. The Initial and Secondary damage are selected by the Half Khandurus Iron Golem at time of taking this special ability, the DC is (10+1/2 HD + Charisma Mod.)
    Ability Damage- 1d4 initial and secondary damage to the chosen ability, this increases by 1 size every 4 HD.

    Sleep- Intial damage, sleep for 1 round per HD, Secondary Damage sleep for 1d4 hours, this die size increases by 1 step for every for HD.

    Toxicity- Rather than having an Initial and Secondary Damage this Poison Deals damage each round after it has infected its victim. The difference between the fortitude save and the DC is the damage that the target suffers on their next turn, this damage is suffered every round with a cumulative -1 to the damage dealt each round until the poison deals 0 damage. This damage is not negated by Damage Reduction.

    Shield- The Half Khandurus Iron Golem loses its slam attack and instead gains the benefits and penalties of wielding a Heavy Iron Shield, which may be modified by Shield special abilities rather than weapon special abilities. (Weapon Special abilities may still be selected, but only apply to shield bash attacks, further the Enhancement Bonus to a Shield Slam must either be used Armor Enhancement or Weapon Enhancement, and cannot be used as both.)


    Midnight- The Half Midnight golem may radiate a deadly soulburning aura as a 5 feet per HD radius emanation, centered on the Half Midnight Golem, any living creatures within this area suffer 1d6 points of damage per HD the Half Midnight golem has, and suffers 1 point of strength damage for every 2 HD the Half Midnight golem has. A successful fortitude save DC (10+1/2 HD + Con Mod) reduces this damage by half and negates the strength damage.

    Paper- The Half Paper Golem gains an additional slashing slam attack, and may make a flurry attack with its slams, gaining an additional attack at full base attack bonus, however when using this flurry, all attacks made in the round suffer a -2 penalty. (The Half Paper Golem should wind up with 3 slam attacks with a flurry).

    Psicrystal- Having a cognicized psicrystal grafted into the flesh opens the subject's mind and abilities, granting the subject access to any one psionic-like ability of first level. This ability is chosen once at the level the Half Psicrystal Golem gains its Golemaic Weapon class feature, and cannot be changed after that. This psionic-like ability does not need to be of the same class of the person who cognicized the crystal, as that it is an awakening of the subject's latent powers (even if the subject congnicized the crystal). This power may be drawn from either the generic psion/wilder list, or the psychic warrior list, and must have a manifesting time of 1 standard action or less. The Half Psicrystal Golem may use this psionic-like ability as a free action 1/minute

    Retriever- The Half Retriever Golem gains access to one of the Retrieverís terrible eyes, the Half Retriever Golem may select one Eye to benefit from, it may not change this selection after it gains access to Golemaic Weapon.
    Spoiler
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    Ruby Eye- The Half Retriever Golem, as a free action, 1/minute, may release a beam of scorching flames. This requires a ranged touch attack and deals 1d6 fire damage per HD, and has a range of 10 feet per HD.

    Topaz Eye- The Half Retriever Golem, as a free action, 1/minute, may release an arc with a thunderous charge. This requires a ranged touch attack and deals 1d6 electricity damage per HD, and has a range of 10 feet per HD.

    Sapphire Eye- The Half Retriever Golem, as a free action, 1/minute, may release a stream of bone-chilling mist. This requires a ranged touch attack and deals 1d6 cold damage per HD, and has a range of 10 feet per HD.

    Emerald Eye- The Half Retriever Golem, as a free action, 1/minute, may release a geyser of fiendishly powerful acid. This requires a ranged touch attack and deals 1d6 Acid damage per HD, and has a range of 10 feet per HD.

    Amethyst Eye- The Half Retriever Golem, as a free action, 1/minute, may launch a petrifying ray. This requires a ranged touch attack and deals 1d6 Dexterity damage, and has a range of 10 feet per HD. This damage increases by one size category every 4 HD the Half Retriever Golem has. The targeted creature is allowed a Fortitude save DC (10+1/2 HD+ Strength Modifier), for half damage. Should the target be reduced to 0 Dexterity in this manner they become petrified, as per Flesh to Stone, except that this works on any creature that has its Dexterity reduced to 0, and is not necessarily restricted to ďfleshĒ creatures.


    Retrospect- The Half Retrospect Golemís existence on multiple time lines allows it to strike creatures in such a way that their own existence within time and space is muddled. As part of a Slam attack 1/minute the Half Retrospect Golem may make a backstaggering slam. Any creature successfully hit by this backstaggering slam must make a Will save DC (10+1/2HD+Wisdom Modifier) or suffer the effects of a or suffer the effects of a Slow spell, Caster Level equal to its HD. Upon reaching 8 HD this attack also instills the effects of Dimensional Anchor like effect for the duration that the creature is slowed.

    Soul-fused- The Half Soul-fused Golem gain access to a unique chakra: the golem chakra. This chakra is not associated with any location on the body, but rather represents the Half Soul-fused Golemís connection to raw incarnum. When the Half Soul-fused Golem binds a soulmeld to their golem chakra, their Half Soul-fused Golem limb takes on characteristics of the meld, usually involving a limited physical transformation. Since the golem chakra doesnít match a body location, binding a soulmeld to this chakra doesnít restrict the Half Soul-fused Golemís use of magic items that take up a body location. Any soulmeld bound to the Half Soul-fused Golemís golem chakra has an essentia capacity equal to the normal capacity for the Half Soul-fused Golemís soulmelds. Further the Half-Soul Fused Golem may select any one Ďhandsí chakra soulmeld, it may shape and bind this soulmold as a meldshaper level equal to its HD, it may use its essentia as normal to with this soulemeld. The Half Soul-fused Golem chooses the soulmeld when it gains access to its Golemaic weapon, and may not change it after this choice has been made. The only Chakra it may shape or bind this soulmeld to is its golem chakra. The Half Soul-fused Golem may ignore any alignment descriptors or requirements for the purposes of selecting the normal version may have.

    Tin- The Half Tin Golemís slam is replaced by an interchangeable weapon graft-grip, any weapon to be socketed into this graft-grip must first be specially fitted, which costs an additional 20 gold. The Half Tin Golem may only graft weapons with which it is proficient, or magical devices it is capable of using. This graft-grip replaces one hand, and the Tin golem gains a separate Ďhandí graft that may be interchanged with any other weapon grafts it makes, while the Ďhandí graft is socketed the Half Tin Golem gains access to its natural slam. Anyother socketed weapon can becomes a natural extension of the Half Tin Golemís arm. Now that the weapon and Half Tin Golem are one, the Half Tin Golem gains a +1 competence bonus on all attack and damage rolls while using the weapon, this bonus increase by 1 for every 5HD the Half Tin Golem has. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. While anything but the Ďhandí graft is socketed into the Half Tin Golemís weapon graft-grip they lose the use of that hand and take a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph the Half Tin Golem can ignore the grafted weapon or alter it normally, at the Half Tin Golemís discretion. This weapon cannot be disarmed, but it can still be sundered.

    Wax- The Half Wax Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Wax Golem deals constriction damage equal to its slam damage. Further if the Half Wax Golem pins its opponent, it may forgo its constriction damage in order to make a special face-stealing attack. The Half Wax Golem must choose to either assume the likeness of the creature it has pinned, or mar the appearance of the creature it has pinned. If it chooses to assume the likeness of the creature it has pinned the Half Wax Golem may, as a swift action, use its Disguise self spell like ability to assume the appearance of the creature it has pinned, in addition to the circumstance bonus this spell like ability grants, the Half Wax Golem gains a racial bonus equal to half its HD on this disguise check. If the Half Wax Golem decides to mar the appearance of the creature it has pinned, it expends one of its uses of Disguise self and the pinned creature must make a will save DC (10+1/2 HD+ The Half Wax Golemís Charisma Modifier) or have their face and outstanding features warped, melded and reshaped, usually in a very messy manner. The target cannot be readily recognized visually or aurally unless the identifying party makes a DC (10+1/2 the Half Wax Golemís HD +the Half Wax Golemís Charisma Modifier) Spot check. This effect lasts for 1 hour per Half Wax Golem HD.

    Wood- The Half Wood Golem gains the ability to temporarily increase its size at the cost of mobility. As a move action 1/day per 4 HD, the Half wood golem may put down roots into the floor around it, and increase its size, doubling its height, length and width and multiplying its weight by 8. This increase changes the Half Wood Golemís size category to the next larger one, and grants a +2 size bonus to Strength and a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1) along with all the normal benefits and drawbacks of increasing in size category. If insufficient room is available for the desired growth, The Half Wood Golem attains the maximum possible size and can make a Strength check (using its increased Strength score) to burst any enclosures in the process. If it fails, the Half Wood Golem is constrained without harm by the materials enclosing it; the Half Wood Golem cannot crush itself to death by increasing its size. All of the Half Wood Golemís equipment, worn or carried, is similarly expanded by this ability. Melee and projectile weapons deal more damage. Any affected item that leaves the Half Wood Golemís possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack. For every 6 HD the Half Wood golem has it may increase its size category by another step, increasing its size bonus to Strength by +2 and penalty to Dexterity by -2 for every size category it increases, and gaining all the benefits and drawbacks of the new size. While the Half Wood Golem increases its size it may not move from its rooted location, but neither may it be bull rushed, tripped, nor otherwise pushed from its location unless the earth or ground in a 10 foot radius around the Half Wood Golem is destroyed. This effect lasts until the Half Wood Golem willingly ends it, has insufficient ground to root itself in, or is knocked unconscious.

    More Half Notes!
    Spoiler
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    Because the current assembly golem may be edited soon, FMArthur suggested I post a current version of the Assembly Golem. Here that is.

    The Assembly Golem
    Spoiler
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    {table=head]Block|Large Assembly Golem|Medium Assembly Golem|Small Assembly Golem|Tiny Assembly Golem
    Hit Dice:|11d10 (61 HP)| 5d10 (28 HP)| 3d10 (17 HP)| 2d10 (11 HP)
    Initiative:| -1| 0| +1| +2
    Speed:| 20ft|20ft|20ft|20ft
    Armor Class:|26 (-1 size, -1 Dex, + 18 natural), touch 8, flat-footed 26|22 (+12 natural), touch 10, flat-footed 22|17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16|15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple:|+8/+21|+6/+11|+4/+3|+2/-5
    Attack:|Slam +16 melee (2d10+9)|Slam +11 melee (2d8+5)|Slam +8 melee (2d6+3)|Slam +5 melee (1d10+1)
    Full Attack:|2 Slams +16 melee (2d10+9)|2 Slams +11 melee (2d8+5)|2 Slams +8 melee (2d6+3)|2 Slams +5 melee (1d10+1)
    Space/Reach:|10ft/10ft|5ft/5ft|5ft/5ft|2.5ft/0ft
    Special Attacks:|Golem Assembly, Golem Disassembly |Golem Assembly, Golem Disassembly|Golem Assembly, Golem Disassembly|Golem Assembly, Golem Disassembly
    Special Qualities:|Construct traits, damage reduction 10/adamantine, darkvision 60ft, immunity to magic, low-light vision, Collective Assembly Golem Awareness|Construct traits, damage reduction 7/adamantine, darkvision 60ft, immunity to magic, low-light vision, Collective Assembly Golem Awareness|Construct traits, damage reduction 4/adamantine, darkvision 60ft, immunity to magic, low-light vision, Collective Assembly Golem Awareness|Construct traits, damage reduction 2/adamantine, darkvision 60ft, immunity to magic, low-light vision, Collective Assembly Golem Awareness
    Saves:|Fort +4, Ref +3, Will +4|Fort +2, Ref +2, Will +2|Fort +1, Ref +2, Will +1|Fort +1, Ref +3, Will +1
    Abilities:|Str 28, Dex 8, Con -, Int -, Wis 11, Cha 1|Str 20, Dex 10, Con -, Int -, Wis 11, Cha 1|Str 16, Dex 12, Con -, Int -, Wis 11, Cha 1|Str 12, Dex 14, Con -, Int -, Wis 11, Cha 1
    Skills:|-|-|-|-
    Feats:|-|-|-|-
    Environment:|Any|Any|Any|Any
    Organization:|Solitary or gang (2-4)|Solitary to gang (3-5)| trios or gang (4-8)|trios or mob (4-16)
    Challenge Rating:|9|6|4|3
    Treasure:|None|None|None|None
    Advancement:|-|-|-|-
    Level Adjustment|-|-|-|-[/table]

    Last edited by AugustNights; 2011-02-17 at 12:58 PM.

  27. - Top - End - #27
    Ogre in the Playground
     
    Stycotl's Avatar

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    New Half Golems
    Half Retrospect Golem
    awesome! i am going to have to find a reason to throw one of these into the game i am DMing now.

    i had not even considered half-golemizing other types of constructs, but it makes just as much sense. very cool project.
    my own diabolical experiments (homebrew)

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  28. - Top - End - #28
    Barbarian in the Playground
     
    AugustNights's Avatar

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Half golems made of other contructs changes Treasure: None, into "Don't hurt it's left arm! I need a new one!"

    I'm glad you like it.
    Progress on the Half-Wrought Horror, shouldn't be too delayed.

  29. - Top - End - #29
    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    I haven't read all of the weapons and so forth, but I can tell you that I really like the fluff and mechanics of it aren't too bad. They do seem a little too powerful though. I do like the way, most of these abilities scale with level, but I think that this ability is a little too good:

    Improvement: At third level The Half-golemís limb can be further reinforced by spending extra resources. The Half-golem can increase any single physical ability score by an additional +1 by paying 400GP, then 500 GP for another extra +1, and so on. It takes 1 day of work for every 100 GP cost to improve the limb. The Half-golem may not gain a number of improvements beyond its number of non Half-golem HD.
    In theory one could gain a +17 to their stats by spending.... 20,400gp. That's pretty cheap, considering you're paying 36,000 for a +6 bonus to a stat with an item. You may wish to tone that down a little.

  30. - Top - End - #30
    Dwarf in the Playground
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    Default Re: Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]

    Agreed;it's too much. Maybe you should cap it at Con Modifier? Just so to display that you can't enhance something beyond its capabilities to withstand said enhancements.

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