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  1. - Top - End - #31
    Halfling in the Playground
     
    GreataxeFighterGuy

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    Default Re: Madness Such As This - Clockwork Spacewhales

    I....

    This thread is glorious.

    You are a madman. Never stop.
    Epic Path is a D20 game made by fans, for fans. Try it! You 'll like it!


    www.epicpath.org

  2. - Top - End - #32
    Firbolg in the Playground
     
    unseenmage's Avatar

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    Default Re: Madness Such As This - Clockwork Spacewhales

    Quote Originally Posted by mauk2 View Post
    I....

    This thread is glorious.

    You are a madman. Never stop.
    I'm flattered.Thank you!
    Last edited by unseenmage; 2017-08-09 at 10:20 PM.

  3. - Top - End - #33
    Firbolg in the Playground
     
    unseenmage's Avatar

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    Default Re: Madness Such As This - Clockwork Spacewhales

    So last time we played we finally took our great space vessel out into space. That is to say we super Gate-ed about wreaking havoc with our high level and mythic ranks alike.

    Spoiler: What transpired
    Show
    We began by ending the most recent impending invasion of Golarion by the Dominion of Black. My mythic Luscoma fared well right up until the world eater ship suicide bombed that entire orbit with its disgorged insides and slew ALL of my Luscoma at once with space acid magic explosion fiat stuff.
    It sucked.

    Newest model Luscoma is higher mythic rank AND incorporated the nigh unkillable Adamantine Golem.

    Afterwards we discovered several solar systems, saved from or aided each against the Dominion of Black, and set up trade routes via planar gates to each.

    We established a treaty of noninvolvement/trade with a Lawful positive energy people.

    We gave a small barren planet a couple of even smaller new moons hauled from their resource rich asteroid belt; as well as giving them a new habitable dwarf planet and gates to each. They started worshipping us immediately.

    We established peaceful noninvolvement with a barren planet of elder earth elementals. (The first rule of elder elemental fight club is you do not walk out onto the deserts during elder earth elemental fight club.)

    We made another space dragon ally against the Dominion. (Two kinda.) Also established trade with two more planets in that system. One is almost all kobolds (they have their own fleet of magical spacefaring sailing ships), and another which is analogous to Golarion but smaller and humans are rare.

    And finally, we quelled all religion on the Androffan homeworld, effectively slaying their last four jerk antitech gods, and claimed the system as our own domain.

    Our bard spread rumors and slew the last fanatics while my minionmancer destroyed the physical religious texts/sites planetwide.
    As these 'gods' were engaging in genocide against the only sentient creatures in their solar system it was that easy to end them. We really just hastened their deaths.

    Here we found the ship's drydock, how to make the warship version of our research vessel, and how to make tech artifacts.


    It was a fun night.

    Next Sunday we play in the Iron Gods reboot GMed by a fellow player (the guy with the best system mastery).

    He's running a small universe, tech everywhere, guns everywhere, tech vehicles allowed, slowed magic crafting, 4E style minions included... game. All tech costs are also reduced to 1/10th. Not by, but to.

    Needless to say we're all super excited.

    I'm not playing a crafter this time. She'll be a half-robot, Magus, Eldritch Archer named Error Doesnotcompute.
    As the adopted daughter of Torch's mayor Bane naiveté will be her forte. Spellcasting and cheap laserguns FTW.

    EDIT:
    Almost forgot. Check out this beaut idea from our Iron Gods games chat,
    Me
    Oh yeah and i had an idea.
    Step 1: Get a little ion tape or sovereign glue.
    Step 2: stick a tech grenade to a tanglefoot bag
    Step 3: pull pin on grenade and throw tanglefoot bag.
    Step 4: PROFIT???
    GM
    Ranged touch to hit (tanglefoot bag range), DC 15 Reflex to avoid being stuck to the floor; if not stuck to the floor, can attempt to get out of the grenade's 20' radius (at half speed, from entangled). otherwise, gotta scrape that crap off (tanglefoot bag rules) and attempt to get the hell out of dodge before the grenade goes off at the start of the thrower's next turn (DC 15 Reflex save for half damage). nasty.
    Edit again:
    Need a better name for my half-robot race than 'half-robot'. Would prefer if it were somehow based in real language/etymology.
    Thoughts?

    Edit again again: Am likely calling then the Phaest. Derived it from Hephaestus.
    Last edited by unseenmage; 2016-05-09 at 08:27 PM.

  4. - Top - End - #34
    Firbolg in the Playground
     
    unseenmage's Avatar

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    Default Re: Madness Such As This - Clockwork Spacewhales

    I'm building another adopted sister for Error, a second custom race the Logiad. Basically very minor technology fey. The idea is that there is SO MUCH tech in Numeria that places where it is highly concentrated have warped the natural energies of Golarion and the tech is now treated as a natural feature of the environment and as such can produce tech based fey.

    Spoiler: The Logiad (minor technology fey)
    Show


    Logiad
    Logiads are tech-fey who prefer secluded wreckage far from humanoids in need of scrap. Logiads' main interests are their own survival and that of their beloved technological marvels, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil technologists and alchemists, as they recognize a mutual respect for or empathy with technology.

    Some parts of the region known as Numeria have such high density of technological marvels that the mystical energies of the world consider them a natural feature of the environment. The Logiad is a fey sprung forth from such a region. There are perhaps other places in the world where alchemy, clockworks, gunsmithing or some other science or science-like process has littered the natural world with enough technology to spawn logiads as well but they are best known in Numeria.

    Logiads are benign guardians of technology, though they do little in the way of direct violence, they tend to trap and disable threats to their homes. Stoic and contemplative, logiads are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded wreckage hideaways find logiadss to be quiet, dependable, and protective of their friends.

    Physical Description: Logiads are strong and solidly built, with skin and hair colored metallic shades of black, copper, gray, or silver. While all logiads appear vaguely stony or metallic, a few bear more pronounced signs of their quasi-elemental heritage—skin that shines like polished enamel, electronic outcroppings protruding from their flesh, glowing diodes for eyes, or hair like frayed wires. They often dress in metallic tones, wearing practical clothing well suited to vigorous physical activity and preferring artificial flowers, simple lenses, and other artificial accents to complex manufactured jewelry.

    Society: As a minor offshoot of the dryad race, logiads have no real established society of their own. Instead, most civilized logiads grow up in human communities learning the customs of their adopted parents. Adult logiads have a well-deserved reputation among other races for being hermits and loners. Few take well to the bustle of city life, preferring instead to spend their days in quiet contemplation within some remote mountain laboratory or deep below the earth in a secluded geothermal generator. Logiads with a greater tolerance for life among humans often join the city watch, or find some other way to serve their community in a position of responsibility.

    Relations: Logiads feel comfortable in the company of dwarves and robots, with whom they have much in common. They find half-orcs and half-elves too strange and many halflings far too brash, and so avoid these races in general. Logiads gladly associate with humans and gnomes, feeling a sense of kinship with the other inquisitive races despite inevitable personality conflicts. Among the elemental-touched races, logiads have many friends and no true enemies.

    Alignment and Religion: Logiads are, perhaps above all else, set in their ways, and any disruption of their routine is met with quiet disapproval. Logiads are fiercely protective of their friends, but don't seem particularly concerned with the well-being of those outside their small circle of acquaintances. As such, most logiads are lawful neutral. Religious life comes with difficulty to the tech-touched. They appreciate the quiet, contemplative life of the monastic order, but most dedicate themselves to the worship of clockwork- or knowledge-related deities.

    Adventurers: Logiads are initially hesitant adventurers. They dislike leaving their homes and don't handle the shock of new experiences well. Usually it takes some outside force to rouse logiads into action, often by threatening their homes, lives, or friends. Once the initial threat is dealt with, however, logiads often find they've grown accustomed to the adventuring life, and continue to pursue it through the rest of their days. Logiads make good monks and sorcerers thanks to their prodigious charisma and self-acceptance.

    Logiad Racial Traits
    +2 Strength, +2 Charisma: Logiads are strong, solid, friendly, and personable. (2 RP)
    Fey: Logiads are fey. (2 RP)
    Tiny: Logiads gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Logiads gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Logiads take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Logiads have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Logiads cannot flank an enemy. (4 RP)
    Slow Speed: Logiads have a base speed of 20 feet. (+1 RP)
    Low-light Vision: Logiads can see twice as far as a race with normal vision in conditions of dim light. (0 RP, bundled with fey type)
    Spell-Like Ability: Technomancy 1/day (caster level equals the logiad's total level). (1 RP)
    Static Bonus Feat All Logiads gain Technologist as a bonus feat at 1st level. (2 RP)
    Gliding Wings Logiads take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, logiads can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Logiads with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. (3 RP)
    Impossible Affinity: Logiad sorcerers with the impossible bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Logiad clerics with the Artifice domain use their domain powers and spells at +1 caster level. (1 RP)
    Languages: Logiads begin play speaking Common and Sylvan. Logiads with high Intelligence scores can choose from the following: Androffan, Aquan, Auran, Dwarven, Ignan, Terran, and Undercommon. (0 RP)

    Logiad Alternate Racial Traits
    Acid Resistance
    Logiads with this trait have resistance 5 to acid. This racial trait replaces their bonus feat.

    Crystalline Form
    Source Advanced Race Guide pg. 1
    Logiads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces impossible affinity.

    Clockwork Insight
    Logiad spellcasters sometimes find that their quasi-elemental heritage makes creatures of clockwork more willing to serve them. Summon monster and summon nature’s ally spells that such logiads cast last 2 rounds longer than normal when used to summon creatures with the clockwork subtype. This racial trait replaces impossible affinity.

    Glaucite Skin
    Metallic growths cover the skin of logiads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces their bonus feat.

    Isolated
    Many Logiads are loners and raise their families in isolated groups, either in deep geothermal generators or remote technological ruins. They gain a +2 racial bonus on Perception checks and Knowledge (engineering) checks, and they can use Knowledge (engineering) untrained. They begin play speaking only Androffan, rather than Common and Sylvan. This racial trait replaces bonus feat and alters the logiad’s starting languages.

    Mostly Inhuman
    A few logiads have appearances much closer to those of their robot kindred. Such logiad appear to be completely mechanical, save perhaps minor features like usual eye color, and they count as humanoid (half-construct) as well as fey for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These logiad do not automatically gain their associated construct hardness. This ability alters the logiad's type, subtype, and languages and replaces spell-like ability and bonus feat. (7 RP)

    Mountain-Born
    Source Advanced Race Guide pg. 1
    Logiads are drawn to mountains and other remote high places, and after many generations they’ve grown well suited to their environment. Logiads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.

    Oread Gem Magic
    Source Blood of the Elements pg. 8
    The metallic nature of some Logiads is enhanced and grants them more earth elemental powers. Logiads with this racial trait can augment their earth-related spells and spell-like abilities through the use of precious and semiprecious gemstones as additional material components (see Table: Oread Gem Magic below). The gems are destroyed in the process, granting the spell the listed effects in addition to its normal effects unless otherwise noted. Only one instance of oread gem magic can be applied to a spell at a time; excess expended gems do not stack. This racial trait replaces the impossible affinity racial trait. Source: PPC:BotE (1 RP)
    Spoiler: Gem Magic
    Show

    Binding Earth: +1 damage; +1 to DC of Strength checks. Cost: Garnet worth 50 gp.

    Binding Earth, Mass: As binding earth augmentation, affecting all targets of the augmented spell. Cost: Garnets worth 250 gp.

    Calcific Touch: +1 Dexterity damage. Cost: Aquamarine worth 250 gp.

    Clashing Rocks: +1 damage per damage die. Cost: Emeralds worth 1,500 gp.

    Earthquake: +2 Reflex save DC in whatever application the spell is used; area increases to 100-foot-radius shapeable spread. Cost: Jet worth 500 gp.

    Elemental Body: Duration increases to 10 minutes/level. Cost: Amber worth 250 gp for elemental body I, +100 gp per spell level for greater versions.

    Elemental Swarm: Earth elementals summoned gain the advanced simple template (this does not stack with the Augment Summoning feat). Cost: Rubies worth 1,200 gp.

    Magic Stone: Range increment increases by 10 feet. Cost: Moonstone worth 25 gp.

    Meld into Stone: Can bring up to 200 pounds of equipment with you; you can see as normal out of the stone. Cost: Peridots worth 150 gp.

    Mighty Fist of Earth: Increase unarmed strike damage by one step (to 1d4 in most instances). Cost: Sard or sardonyx worth 25 gp.

    Raging Rubble: Rubble deals +1 damage; distraction DC increases by 1. Cost: Tourmaline worth 80 gp.

    Shifting Sand: Move area of sands up to 15 feet as a move action. Cost: Turquoise worth 125 gp.

    Soften Earth and Stone: Creatures can move only at a quarter their normal speed (minimum 5 feet) in areas of mud and loose dirt. Cost: Fluorite worth 100 gp.

    Spike Stones: +1 piercing damage; spikes deal 1 point of bleed damage. Cost: Topaz worth 300 gp.

    Stone Shape: Shapes that include moving parts have only 5% chance of not working. Cost: Opal worth 250 gp.

    Stone Shield: If your opponent’s attack strikes the stone shield, its full damage roll is also applied to its weapon. Unarmed strikes and natural attacks are not affected. Cost: Jade worth 75 gp.

    Stoneskin: The cost of this spell’s expensive material component can be reduced or increased to affect the spell’s power accordingly. With reduced components, the spell grants DR 10/silver (instead of adamantine); with increased components, the spell absorbs 15 points of damage per caster level before it’s discharged. Cost: Diamonds worth 150 gp (reduced); diamonds worth 500 gp (increased).


    Stone in the Blood
    Source Advanced Race Guide pg. 1
    Logiads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the logiad’s resistances or immunities to activate this ability). The logiad can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces spell-like ability.

    Tech Growth
    Logiads with this racial trait learn how to mimic the versatility of their technological roots. Once per day, such a logiad can cause a touched nonmagical technological item, weighing no more than 10 lbs., to transform into another nonmagical technological object up to 10 pounds in weight, such as a pistol, grippers, or hard light shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it returns to its original size and shape. The transformed item retains any charges the original item possessed minus any charges that were expended while in its transformed state. In a Guns Everywhere campaign this ability also affects firearms, alchemical items, and clockworks except that only technological items can be turned into technological items. This racial trait replaces the spell-like ability racial trait. (? RP)

    Treacherous Plating
    Once per day, an logiad with this racial trait can will the floor to rumble and shift, transforming a 10-foot-radius patch of solid metal, worked stone, or artificial flooring into an area of difficult terrain, centered on an area the logiad touches. This lasts for a number of minutes equal to the logiad’s level, after which the ground returns to normal. This racial trait replaces the bonus feat racial trait.

    Logiad Favored Class Options
    Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, logiads have the option of choosing from a number of other bonuses, depending upon their favored class.
    Logiads count as Oreads for choosing Favored Class Options. (0 RP)


    Edit: For those keeping track, the race is now tiny and has gliding wings to emphasize its fey nature and further differentiate it from the half-robot race.
    Last edited by unseenmage; 2016-05-11 at 11:30 PM.

  5. - Top - End - #35
    Firbolg in the Playground
     
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    Default Re: Madness Such As This - Clockwork Spacewhales

    So here we are with a brand new shenanigan.

    Lycanthropic Golems. Were-Golems. Golem-thropes. They change during the new moon instead of the full. They can infect any roughly humanoid creature with their slams. Theynever age or sleep or eat or drink or drown or... They'll never stop altering the gameworld. And I'm okay with that.
    I'm using the Monstrous Lycanthrope template only both sides of the 'thrope will be Constructs.
    (Edit some more: Because my DM and I thought it would be cool we are intentionally focusing on the 'generally humanoid form' section of Curse of Lycanthropy instead of the 'infects' part so our Monstrous Lycanthropes can explicitly ignore disease immunity and affect constructs, undead, and elementals etc.)

    We're doing a level 12 one-shot adventure set in the Mana Wastes just before our other characters finish the Iron Gods and spread tech across the globe. My character is a Soulbound Shell (CR12) with witch spells. She'll take templates in place of class levels because reasons. She's a curse and construct obsessed character who was herself cursed to be a construct forever. Were-Golems are just right up her alley. Her spell list cannot change, she's only proficient with her dagger, and she has zero class skills. Her Constructs will have to do a lot of her heavy lifting.

    I have 43,336gp left to play around with which means I can afford up to a CR12 Construct (43,200 to make including the body). The Monstrous Lycanthrope template adds 1/3rd the base monster's CR to the base creature. This creates weirdness. I want a humanoid for the 'base construct' so it's a useful minion to me. The 'monster' side can be whatever. Golems will be preferrable, though I'm liking the idea of a were-Clockwork Dragon. Using the Young template and the Giant template to adjust CR and size helps increase the number of possible options.

    A question; Who is 'the creator' of the hybrid and monster form of a were-Golem? Without commands from a creator/master a Construct usually just sits about doing nothing. Some Constructs have abilities and deleterious consequences for their creator/master (homunculus/tupilaq).

    Spoiler: Monstrous Lycanthrope Options
    Show

    The first list is potential base creatures (the person part of a werewolf) while the second list is potential base monsters (the wolf part of a werewolf). Each part has to be within one size category of the other. The '+CR' bit is how much a base creature's CR would be modified by becoming a were-listed-mosnter.

    Edit: It has been brought to my attention that the CR calculation for the Monstrous Lycanthrope template is bonkers.
    Excerpt from my our game chat,
    ... the problem is, the normal lycanthrope template uses the HIGHER of the base creature or base animal's CR, then adds 1; this means that there is a "you must be at least this tall to ride the animal" thing going on. the monstrous lycanthrope template doesn't have that safety net. a 1st-level humanoid typically has a fractional CR. adding on 1/3 the CR of a monster (CR 20, in this case), then rounding down (because PF) means you can have a CR 6 1st-level were-"shield guardian young adamantine golem". both started with a 1st-level humanoid and a CR 20 creature, but one ends up as a CR 21 were-animal, the other as a CR 6 were-golem. which one stinks of gouda?
    Will be defaulting to the Pathfinder 'higher of the two's CR +1' precedent from here on out.

    Edit Again: Ugh. The stupid Difficult to Create special quality granted by the clockwork subtype means they're next to useless to me as components for these creatures. makes them, cost 150% more time and gp to create which is irritating to say the least.

    CR1 small Young Clockwork Servant
    CR1 medium Degenerate Clockwork Servant
    CR2 medium Clockwork Servant
    CR3 large Giant Clockwork Servant

    CR1 diminutive Young Soulbound Doll
    CR1 tiny Degenerate Soulbound Doll
    CR2 tiny Soulbound Doll
    CR3 small Giant Soulbound Doll

    CR3 small Young Junk Golem
    CR3 medium Degenerate Junk Golem
    CR4 medium Junk Golem
    CR5 large Giant Junk Golem
    CR5 small Young Shield Guardian Junk Golem
    CR5 medium Degenerate Shield Guardian Junk Golem
    CR6 medium Shield Guardian Junk Golem
    CR7 large Giant Shield Guardian Junk Golem

    CR3 small Young Mask Golem
    CR4 medium Mask Golem
    CR5 large Giant Mask Golem
    CR5 small Young Shield Guardian Mask Golem
    CR6 medium Shield Guardian Mask Golem
    CR7 large Giant Shield Guardian Mask Golem

    CR5 small Young Clockwork Soldier
    CR6 medium Clockwork Soldier
    CR7 large Giant Clockwork Soldier

    CR6 medium Young Flesh Golem
    CR7 large Flesh Golem
    CR8 huge Giant Flesh Golem
    CR6 medium Young Shield Guardian Flesh Golem
    CR8 large Shield Guardian Flesh Golem
    CR9 huge Giant Shield Guardian Flesh Golem

    CR6 small Young Soulbound Mannequin
    CR7 medium Soulbound Mannequin
    CR8 large Giant Soulbound Mannequin

    CR6 tiny Young Tupilaq
    CR7 small Tupilaq
    CR8 medium Giant Tupilaq

    CR7 medium Young Bone Golem
    CR8 large Bone Golem
    CR9 huge Bone Golem
    CR9 medium Young Shield Guardian Bone Golem
    CR10 large Shield Guardian Bone Golem
    CR11 huge Giant Shield Guardian Bone Golem

    CR7 medium Young Gargoyle Guardian
    CR8 large Gargoyle Guardian
    CR9 huge Giant Gargoyle Guardian
    CR7 medium Young Gargoyle Sentry
    CR8 large Gargoyle Sentry
    CR9 huge Giant Gargoyle Sentry

    CR8 medium Young Alchemical Golem
    CR9 large Alchemical Golem
    CR10 huge Giant Alchemical Golem
    CR10 medium Young Shield Guardian Alchemical Golem
    CR11 large Shield Guardian Alchemical Golem
    CR12 huge Giant Shield Guardian Alchemical Golem

    CR8 small Young Clockwork Mage
    CR9 medium Clockwork Mage
    CR10 large Giant Clockwork Mage

    CR9 medium Young Clay Golem
    CR10 large Clay Golem
    CR11 huge Giant Clay Golem
    CR11 medium Young Shield Guardian Clay Golem
    CR12 large Shield Guardian Clay Golem
    CR13 huge Giant Shield Guardian Clay Golem

    CR9 medium Young Magnetite Golem
    CR10 large Magnetite Golem
    CR11 huge Giant Magnetite Golem
    CR11 medium Young Shield Guardian Magnetite Golem
    CR12 large Shield Guardian Magnetite Golem
    CR13 huge Giant Shield Guardian Magnetite Golem

    CR10 medium Young Stone Golem
    CR11 large Stone Golem
    CR12 huge Giant Stone Golem
    CR12 medium Young Shield Guardian Stone Golem
    CR13 large Shield Guardian Stone Golem
    CR14 huge Giant Shield Guardian Stone Golem

    CR11 medium Young Clockwork Golem
    CR12 large Clockwork Golem
    CR13 huge Giant Clockwork Golem
    CR13 medium Young Shield Guardian Clockwork Golem
    CR14 large Shield Guardian Clockwork Golem
    CR15 huge Giant Shield Guardian Clockwork Golem

    CR11 small Young Soulbound Shell
    CR12 medium Soulbound Shell
    CR13 large Giant Soulbound Shell

    CR12 medium Young Iron Golem
    CR13 large Iron Golem
    CR14 huge Giant Iron Golem
    CR14 medium Young Shield Guardian Iron Golem
    CR15 large Shield Guardian Iron Golem
    CR16 huge Giant Shield Guardian Iron Golem

    CR15 large Young Clockwork Dragon
    CR16 huge Clockwork Dragon
    CR17 gargantuan Giant Clockwork Dragon
    CR16 large Young Flaming Tar Breath or Infiltrator Clockwork Dragon
    CR17 huge Flaming Tar Breath or Infiltrator Clockwork Dragon
    CR18 gargantuan Flaming Tar Breath or Infiltrator Clockwork Dragon
    CR17 large Young Destroyer, Flaming Tar Breath, Infiltrator, and Mithral Clockwork Dragon
    CR18 huge Destroyer, Flaming Tar Breath, Infiltrator, and Mithral Clockwork Dragon
    CR19 gargantuan Giant Destroyer, Flaming Tar Breath, Infiltrator, and Mithral Clockwork Dragon

    CR18 large Young Adamantine Golem
    CR19 huge Adamantine Golem
    CR20 gargantuan Giant Adamantine Golem
    CR20 large Young Shield Guardian Adamantine Golem
    CR21 huge Shield Guardian Adamantine Golem
    CR22 gargantuan Giant Shield Guardian Adamantine Golem



    Y'know, I think I'll turn all my Leadership gained Followers and Cohort into Soulbound constructs. Probably Were-Golem variants too, just because.


    Also, it occurred to me to wonder how victims of my were-golems could cure themselves. Research found me this from Wolf Munroe on the Paizo boards,
    ...this information is in Pathfinder Adventure Path #45. It's on page 71 to 72 in the Ecology of the Lycanthrope article.

    Pathfinder #45 presents 3 methods of curing lycanthropy for an afflicted lycanthrope:

    1.) Remove Disease or Heal spell cast by a cleric of 12th level or higher can cure lycanthropy, but only within 3 days of the disease being contracted. (The description actually specifies "by a cleric of 12th level of higher" but I'd be inclined to interpret that as meaning any casting/wand/scroll/item with a caster level of at least 12.)
    2.) After this time "magic such as Remove Curse" can still cure the lycanthropy but only while the lycanthrope is in one of its alternate forms. (The book says "when the victim is fully transformed into a were-creature.") Note that this says "magic such as Remove Curse," which would include not just Remove Curse. The spell Break Enchantment also has some ability to remove curses.
    3.) Wolfsbane allows a person to make a new saving throw to purge themselves of the lycanthropy. The character has to consume the poison and suffer the effects. If the afflicted lycanthrope survives, they get a second saving throw at the same DC as when the lycanthropy was first contracted. If the saving throw is a success, the lycanthropy is cured. If it is a failure, there is no further effect from that exposure to the wolfsbane. The wolfsbane may be attempted multiple times though, with each dose of the poison allowing for another saving throw.

    Classic Horrors Revisited mentions undead lycanthropes:
    On a side note, I'm not sure whether becoming a vampire cures lycanthropy or not. In Classic Horrors Revisited it is pointed out that some lycanthropes that become ghouls retain their lycanthropy while some lycanthropes lose their lycanthropy when they become ghouls. No specific mention is made of vampires that were formerly werewolves. (In my campaign I'd allow vampiric werewolves because I like the idea of vampires with hybrid forms that can inflict lycanthropy.)
    Last edited by unseenmage; 2016-07-31 at 11:21 AM.

  6. - Top - End - #36
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    Default Re: Madness Such As This - Clockwork Spacewhales

    Edit: Clockwork creature's "Difficult to Create" special quality made this one exceed my available gp. Also forgot the Clockwork Mage was one of those dumb-as-a-stump unintelligent constructs; seriously though, how is it a clockwork 'mage' when it cannot think AT ALL. Urgh.

    Spoiler: Clockwork Mage - Monstrous Lycanthrope - Degenerate, Shield Guardian Clay Golem
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    Clockwork Mage Were-Clay Golem (Humanoid Form)
    This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
    Monstrous lycanthropes are humanoid shaped creatures with the ability to turn into a monster and a monster-humanoid hybrid shape.

    Clockwork Mage Monstrous Lycanthrope Degenerate, Shield Guardian Clay Golem CR 12
    Source Bestiary 4 pg. 32, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1
    XP 19,200
    N Medium construct (clockwork, shapechanger)
    Init +9; Senses darkvision 60 ft., low-light vision; Perception +3
    Defense
    AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
    hp 102 (15d10+20)
    Fort +5, Ref +12, Will +8
    DR 5/adamantine; Immune construct traits; SR 23
    Weaknesses vulnerable to electricity
    Offense
    Speed 30 ft.
    Melee 4 slams +18 (1d4+3)
    Special Attacks wand magic
    Statistics
    Str 16 (3), Dex 21 (5), Con — (--), Int — (--), Wis 16 (3), Cha 1 (-5)
    Base Atk +15; CMB +18; CMD 33
    Feats Improved InitiativeB, Lightning ReflexesB
    SQ difficult to create, swift reactions, winding
    Ecology
    Environment any land
    Organization solitary
    Treasure none
    Special Abilities

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights of the new moon, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

    Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

    Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
    Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic
    Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
    Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
    Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
    Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement
    Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14)
    Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste

    Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

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    Clockwork Mage Were Degenerate, Shield Guardian Clay Golem (Hybrid Form)
    This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
    Monstrous lycanthropes are humanoid shaped creatures with the ability to turn into a monster and a monster-humanoid hybrid shape.
    This lumbering figure is sculpted from soft clay and its face is only vaguely humanoid.

    Clockwork Mage Were-Clay Golem CR 12
    Source Bestiary 4 pg. 32, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1
    XP 19,200
    N Large construct (clockwork, shapechanger)
    Init +9; Senses darkvision 60 ft., low-light vision; Perception +3
    Defense
    AC 34, touch 16, flat-footed 27 (+5 Dex, +2 dodge, +18 natural, -1 size)
    hp 112 (15d10+30)
    Fort +5, Ref +12, Will +8
    DR 5/adamantine, DR 10/silver; Immune construct traits; SR 23; Fast Healing 5
    Weaknesses vulnerable to electricity
    Offense
    Speed 30 ft.
    Melee 2 slams +20 (2d10+6 plus cursed wound plus curse of lycanthropy)
    Special Attacks berserk, haste, wand magic
    Statistics
    Str 22 (6), Dex 21 (5), Con — (--), Int — (--), Wis 16 (3), Cha 1 (-5)
    Base Atk +15; CMB +22; CMD 37
    Feats Improved InitiativeB, Lightning ReflexesB
    SQ difficult to create, swift reactions, winding
    Ecology
    Environment any land
    Organization solitary
    Treasure none
    Special Abilities

    Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights of the new moon, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Cursed Wound (Ex) The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

    Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

    Fast Healing (Ex) A shield guardian has fast healing 5.

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

    Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
    A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
    A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
    An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
    Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

    Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

    Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
    Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic
    Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
    Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
    Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
    Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement
    Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14)
    Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste

    Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

    --------------------------------------------------------------------------------------------

    Clockwork Mage Were Degenerate, Shield Guardian Clay Golem (Monster Form)
    Monstrous lycanthropes are humanoid shaped creatures with the ability to turn into a monster and a monster-humanoid hybrid shape.
    This lumbering figure is sculpted from soft clay and its face is only vaguely humanoid.

    Clockwork Mage Were Clay Golem CR 12
    Source Bestiary 4 pg. 32, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1
    XP 19,200
    N Large construct (clockwork, shapechanger)
    Init +9; Senses darkvision 60 ft., low-light vision; Perception +3
    Defense
    AC 34, touch 16, flat-footed 27 (+5 Dex, +2 dodge, +18 natural, -1 size)
    hp 112 (15d10+30)
    Fort +5, Ref +12, Will +8
    DR 5/adamantine, DR 10/silver; Immune construct traits; SR 23; Fast Healing 5
    Weaknesses vulnerable to electricity
    Offense
    Speed 20 ft.
    Melee 2 slams +20 (2d10+6 plus cursed wound plus curse of lycanthropy)
    Special Attacks berserk, haste, wand magic
    Statistics
    Str 22 (6), Dex 21 (5), Con — (--), Int — (--), Wis 16 (3), Cha 1 (-5)
    Base Atk +15; CMB +22; CMD 37
    Feats Improved InitiativeB, Lightning ReflexesB
    SQ difficult to create, swift reactions, winding
    Ecology
    Environment any land
    Organization solitary
    Treasure none
    Special Abilities

    Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights of the new moon, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Cursed Wound (Ex) The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

    Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

    Fast Healing (Ex) A shield guardian has fast healing 5.

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

    Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
    A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
    A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
    An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
    Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

    Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

    Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
    Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic
    Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
    Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
    Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
    Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement
    Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14)
    Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste

    Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.



    Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
    If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
    Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
    Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
    Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

    Clockwork mages are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a wand into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought.
    A humanoid figure of mithral and steel, a clockwork mage has large crystal ball filled with shifting vapors for a head. It stands 7 feet tall.

    A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
    A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

    A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It stands over 8 feet tall and weighs 600 pounds.
    Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator
    Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

    Degenerate creatures are weaker than their ordinary cousins.

    Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
    A spellcaster with enough talent, resources, and inspiration can create a special variant of a golem known as a shield guardian. Any true golem can be created as a shield guardian, but the choice to do so must be made during the golem's construction—a completed golem cannot later be “upgraded” to function as a shield guardian.
    A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

    Construction
    Price: 108,000gp
    To Create: 54,000gp
    Body: 10,800gp
    Time to Create: 108 days
    Spells Involved: animate objects, bless, commune, discern location, geas/quest, mnemonic enhancer, prayer, resurrection, and either shield or shield other
    Highest CL Prerequisite: Resurrection (CL13)
    Spellcraft DC: 18 (DC 63 if missing all prerequisites)
    Last edited by unseenmage; 2016-05-29 at 12:35 PM.

  7. - Top - End - #37
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    Default Re: Madness Such As This - Clockwork Spacewhales

    Another failed attempt. Didn't realize the Haunted Construct template was so restrictive. I included a reworded version of those restrictions below.

    Spoiler: Soulbound Mannequin - Monstrous Lycanthrope - Haunted Construct, Primordial, Shield Guardian Flesh Golem
    Show

    Soulbound Mannequin Were Flesh Golem (Humanoid Form)
    This strange construct is shaped like a masked humanoid made of wood and porcelain.
    Soulbound Mannequin Monstrous Lycanthrope Haunted Construct, Primordial, Shield Guardian Flesh Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1, Pathfinder Adventure Path #66: The Dead Heart of Xin, Pathfinder Player Companion: Monster Summoner’s Handbook
    XP 19,200
    N (but see below) Medium construct
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
    Defense
    AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
    hp 85 (10d10+20)
    Fort +3, Ref +6, Will +3
    DR 5/magic; Immune construct traits
    Weaknesses susceptible to mind-affecting effects
    Offense
    Speed 30 ft.
    Melee 2 claws +15 (1d8+4 plus grab)
    Special Attacks constrict (1d8+4)
    Spell-Like Abilities (CL 10th; concentration +9)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    Statistics
    Str 18 (4), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +14 (+18 grapple); CMD 27
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +8, Perception +11
    Languages Common
    SQ alignment variation, soul focus
    Ecology
    Environment any land
    Organization solitary, pair, or family (3–12)
    Treasure standard
    Special Abilities

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    Chaotic Neutral: confusion (DC 13)
    Lawful Neutral: fear (DC 13)
    Neutral: hold monster (DC 13)
    Neutral Evil: enervation
    Neutral Good: greater invisibility

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    --------------------------------------------------------------------------------------------------------------------------------------------------------

    Soulbound Mannequin Were Flesh Golem (Hybrid Form)
    This strange construct is shaped like a masked humanoid made of wood and porcelain.
    A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life.

    Soulbound Mannequin Were Haunted Construct, Primordial, Shield Guardian Flesh Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1, Pathfinder Adventure Path #66: The Dead Heart of Xin, Pathfinder Player Companion: Monster Summoner’s Handbook
    XP 19,200
    N (but see below) Large construct
    Init +9; Senses darkvision 60 ft., low-light vision; Perception +13
    Defense
    AC 30, touch 16, flat-footed 27 (+4 deflection, +3 Dex, +14 natural, -1 size)
    hp 121 (10d10+30+36)
    Fort +5, Ref +8, Will +5
    DR 5/magic, DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 16
    Weaknesses susceptible to mind-affecting effects, vulnerable to positive energy
    Offense
    Speed 30 ft.
    Melee 2 slams +18 (4d6+8 plus curse of lycanthropy)
    Special Attacks curse of lycanthropy
    Spell-Like Abilities (CL 10th; concentration +9+2)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    1/day—dancing lights, faerie fire, lesser confusion (DC 9)
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    Statistics
    Str 22 (6), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +19 (+23 grapple); CMD 20
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +10, Perception +13
    Languages Common
    SQ alignment variation, soul focus
    Ecology
    Environment any land
    Organization solitary, pair, or family (3–12)
    Treasure standard
    Special Abilities

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    Chaotic Neutral: confusion (DC 15)
    Lawful Neutral: fear (DC 15)
    Neutral: hold monster (DC 15)
    Neutral Evil: enervation
    Neutral Good: greater invisibility

    Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 17 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Haunted (Su)
    A Haunted Construct gets a +4 deflection bonus to AC, +4 hp per HD+2 bonus on all rolls (including damage rolls) and special ability DCs, and a haunted construct gains eleven wizard combat spells as spell-like abilities, once per day each, of appropriate spell levels to the Haunted Construct's CR.
    Haunting a construct grants a wizard's soul the ability to speak to the PCs via their own voice, which issues from the closest thing the construct has for a mouth in a booming, bass tone. When a wizard's soul haunts a construct, they gain complete control over it. Constructs native to the wizard's former home receive no saving throw against this, but those brought in from outside that area can attempt a DC 15 Will save to resist being haunted. A construct that resists being haunted cannot be targeted by any further attempts to haunt it for 24 hours. Once a construct becomes wizard-haunted, it remains haunted until that wizard's soul abandons it for another construct-only one construct may be wizard-haunted by an individual wizards' soul at a time. This condition also ends the moment the construct steps out of the wizard's former home.

    Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
    A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
    A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    Vulnerable to Positive Energy (Ex) A haunted construct takes damage from positive energy as if it were undead. Negative energy does not affect it in any way.

    -------------------------------------------------------------------------------------------------------------------------------------------------------

    Soulbound Mannequin Were Flesh Golem (Monster Form)
    A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life.
    Soulbound Mannequin Were Haunted Construct, Primordial, Shield Guardian Flesh Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1, Pathfinder Adventure Path #66: The Dead Heart of Xin, Pathfinder Player Companion: Monster Summoner’s Handbook
    XP 19,200
    N (but see below) Large construct
    Init +9; Senses darkvision 60 ft., low-light vision; Perception +13
    Defense
    AC 30, touch 16, flat-footed 27 (+4 deflection, +3 Dex, +14 natural, -1 size)
    hp 121 (10d10+30+36)
    Fort +5, Ref +8, Will +6
    DR 5/magic, DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 16
    Weaknesses susceptible to mind-affecting effects, vulnerable to positive energy
    Offense
    Speed 40 ft.
    Melee 2 slams +18 (4d6+8 plus curse of lycanthropy)
    Special Attacks curse of lycanthropy
    Spell-Like Abilities (CL 10th; concentration +9)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    1/day—dancing lights, faerie fire, lesser confusion (DC 9)
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    Statistics
    Str 22 (6), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +19 (+23 grapple); CMD 20
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +10, Perception +13
    Languages Common
    SQ alignment variation, soul focus
    Ecology
    Environment any land
    Organization solitary, pair, or family (3–12)
    Treasure standard
    Special Abilities

    Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    Chaotic Neutral: confusion (DC 15)
    Lawful Neutral: fear (DC 15)
    Neutral: hold monster (DC 15)
    Neutral Evil: enervation
    Neutral Good: greater invisibility

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 17 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Haunted (Su) A Haunted Construct gets a +4 deflection bonus to AC, +4 hp per HD+2 bonus on all rolls (including damage rolls) and special ability DCs, and a haunted construct gains eleven wizard combat spells as spell-like abilities, once per day each, of appropriate spell levels to the Haunted Construct's CR.
    Haunting a construct grants a wizard's soul the ability to speak to the PCs via their own voice, which issues from the closest thing the construct has for a mouth in a booming, bass tone. When a wizard's soul haunts a construct, they gain complete control over it. Constructs native to the wizard's former home receive no saving throw against this, but those brought in from outside that area can attempt a DC 15 Will save to resist being haunted. A construct that resists being haunted cannot be targeted by any further attempts to haunt it for 24 hours. Once a construct becomes wizard-haunted, it remains haunted until that wizard's soul abandons it for another construct-only one construct may be wizard-haunted by an individual wizards' soul at a time. This condition also ends the moment the construct steps out of the wizard's former home.

    Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
    A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
    A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    Vulnerable to Positive Energy (Ex) A haunted construct takes damage from positive energy as if it were undead. Negative energy does not affect it in any way.


    Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
    If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
    Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
    Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
    Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

    A soulbound mannequin is a human-sized improvement on the soulbound doll (Pathfinder RPG Bestiary 2, 255). The binding process is sophisticated enough to leave much of the soul’s personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin’s face is expressionless and its voice has little inf lection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.

    A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
    A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

    A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. A flesh golem stands 8 feet tall and weighs 500 pounds.
    A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
    Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
    Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

    Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
    A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

    Haunted constructs are constructs possessed by a powerful wizard's soul and imbued with some of that wizard's magics and powers.

    Primordial creatures are magical precursors or echoes of creatures from the Material Plane.

    Construction
    Price: 72,000gp
    To Create: 36,000gp
    Body: 7,200gp
    Time to Create: 72 days
    Spells Involved: animate dead, bull’s strength, disguise self, false life, geas/quest, lesser geas, limited wish, magic jar, minor creation
    Highest CL Prerequisite: Animate Objects (CL11)
    Spellcraft DC: 16 (DC 61 if missing all prerequisites)
    Last edited by unseenmage; 2016-05-29 at 12:29 PM.

  8. - Top - End - #38
    Firbolg in the Playground
     
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    Middle of nowhere USA.
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    Default Re: Madness Such As This - Clockwork Spacewhales

    OKAY! I think this one is it. This is the new minion for the one-shot adventure. Tried to keep it's CR and HD high enough to remain relevant even when we end the adventure at 15th level. Also wanted the monster side to be a golem just because were-golem sounds cooler than were-random-construct-nobody's-heard-of. Soulbound Mannequin was chosen as the base creature because it is intelligent and figuring out where my character found its soul creates fun for the DM.
    Edit: Didn't get to play tonight and realized that we didn't max the CR on the base creature part of this golemthrope. Now have a week to get this thing right. Gotta say i am definitely enjoying the unique challenge of building these things.


    Spoiler: Soulbound Mannequin - Monstrous Lycanthrope - Primordial, Shield Guardian Bone Golem
    Show

    Soulbound Mannequin Were Bone Golem (Humanoid Form)
    This strange construct is shaped like a masked humanoid made of wood and porcelain.
    Soulbound Mannequin Monstrous Lycanthrope Primordial, Shield Guardian Bone Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Bestiary 3 pg. 1, Pathfinder Player Companion: Monster Summoner’s Handbook
    XP 19,200
    N (but see below) Medium construct (shapechanger)
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
    Defense
    AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
    hp 85 (10d10+30)
    Fort +3, Ref +6, Will +4
    DR 5/magic; Immune construct traits
    Weaknesses susceptible to mind-affecting effects
    Offense
    Speed 30 ft.
    Melee 2 claws +15 (1d8+4 plus grab)
    Special Attacks constrict (1d8+4)
    Spell-Like Abilities (CL 10th; concentration +8)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    Statistics
    Str 18 (4), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +14 (+18 grapple); CMD 27
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +8, Perception +11
    Languages Common
    SQ alignment variation, soul focus
    Ecology
    Environment any land
    Organization solitary, pair, or family (3–12)
    Treasure standard
    Special Abilities

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    Chaotic Neutral: confusion (DC 13)
    Lawful Neutral: fear (DC 13)
    Neutral: hold monster (DC 13)
    Neutral Evil: enervation
    Neutral Good: greater invisibility

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Disguise Self(Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    --------------------------------------------------------------------------------------------------------------------------------------------------------

    Soulbound Mannequin Were Bone Golem (Hybrid Form)
    This strange construct is shaped like a masked humanoid made of wood and porcelain.
    This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew.

    Soulbound Mannequin Were Primordial, Shield Guardian Bone Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Bestiary 3 pg. 1, Pathfinder Player Companion: Monster Summoner’s Handbook
    XP 19,200
    N (but see below) Large construct (shapechanger)
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
    Defense
    AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
    hp 105 (10d10+50)
    Fort +3, Ref +6, Will +4
    DR 5/magic, , DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 23
    Weaknesses susceptible to mind-affecting effects
    Offense
    Speed 40 ft.
    Melee bite +14 (2d6+5 plus curse of lycanthropy), 2 slams +14 (2d6+5)
    Special Attacks bone prison, curse of lycanthropy
    Spell-Like Abilities (CL 10th; concentration +8)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    1/day—dancing lights, faerie fire, lesser confusion (DC 9)
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    Statistics
    Str 20 (5), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +16 (+20 grapple); CMD 19
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +8, Perception +11
    Languages Common
    SQ alignment variation, soul focus
    Ecology
    Environment any land
    Organization solitary, pair, or family (3–12)
    Treasure standard
    Special Abilities

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    Chaotic Neutral: confusion (DC 13)
    Lawful Neutral: fear (DC 13)
    Neutral: hold monster (DC 13)
    Neutral Evil: enervation
    Neutral Good: greater invisibility

    Bone Prison (Ex) As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack (at a +12 bonus) to hit. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Immunity to Magic (Ex) A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
    Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
    A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw against attacks that deal negative energy damage.
    A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    -------------------------------------------------------------------------------------------------------------------------------------------------------

    Soulbound Mannequin Were Bone Golem (Monster Form)
    This strange construct is shaped like a masked humanoid made of wood and porcelain.
    This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew.

    Soulbound Mannequin Were Primordial, Shield Guardian Bone Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Bestiary 3 pg. 1, Pathfinder Player Companion: Monster Summoner’s Handbook
    XP 19,200
    N (but see below) Large construct (shapechanger)
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
    Defense
    AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
    hp 105 (10d10+50)
    Fort +3, Ref +6, Will +4
    DR 5/magic, DR 5/adamantine and bludgeoning, DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 23
    Weaknesses susceptible to mind-affecting effects
    Offense
    Speed 40 ft.
    Melee bite +14 (2d6+5 plus curse of lycanthropy), 2 slams +14 (2d6+5)
    Special Attacks bone prison, curse of lycanthropy
    Spell-Like Abilities (CL 10th; concentration +8)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    1/day—dancing lights, faerie fire, lesser confusion (DC 9)
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    Statistics
    Str 20 (5), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +16 (+20 grapple); CMD 19
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +8, Perception +11
    Languages Common
    SQ alignment variation, soul focus
    Ecology
    Environment any land
    Organization solitary, pair, or family (3–12)
    Treasure standard
    Special Abilities

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    Chaotic Neutral: confusion (DC 13)
    Lawful Neutral: fear (DC 13)
    Neutral: hold monster (DC 13)
    Neutral Evil: enervation
    Neutral Good: greater invisibility

    Bone Prison (Ex) As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack (at a +12 bonus) to hit. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Immunity to Magic (Ex) A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
    Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
    A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw against attacks that deal negative energy damage.
    A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.




    Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
    If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
    Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
    Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
    Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

    A soulbound mannequin is a human-sized improvement on the soulbound doll (Pathfinder RPG Bestiary 2, 255). The binding process is sophisticated enough to leave much of the soul’s personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin’s face is expressionless and its voice has little inf lection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.

    A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
    A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

    Bone golems are most often crafted as guardians of tombs—and sometimes formed from the very corpses they guard.
    Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
    Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

    Primordial creatures are magical precursors or echoes of creatures from the Material Plane.

    Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
    A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

    Construction
    Price: 72,000gp
    To Create: 36,000gp
    Body: 7,200gp
    Time to Create: 72 days
    Spells Involved: disguise self, false life, geas/quest, lesser geas, limited wish, magic jar, minor creation, telekinesis, and either animate dead or animate objects
    Highest CL Prerequisite: Animate Objects (CL11)
    Spellcraft DC: 16 (DC 50 if missing all prerequisites)

    Soulbound Mannequin
    Bone Golem
    Last edited by unseenmage; 2016-05-31 at 11:18 AM.

  9. - Top - End - #39
    Firbolg in the Playground
     
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    Default Re: Madness Such As This - Clockwork Spacewhales

    So the base creature matters more than the base monster where HD and mental ability scores are involved. The base monster matters more where superpowers, size (changes what enemies can be infected by Monstrous Lycanthropy), and physical ability scores are involved. Additionally, the closer both base creatures are to the target CR the better the resultant golemthrope will fare against level appropriate encounters.
    Meaning sure I could have a Homunculus Were Wood Golem but there would hardly be a point as its HD would be incredibly low.

    So, here I am again modifying the weregolem I intend to take into this adventure, the last one doesn't stack up to the challenge and we didn't get to actually play yesterday; Now I have a week to tweak the beast.

    The Fiend-Infused Golem template is fantastic for this evil character. However, the mental ability scores aren't anything to write home about AND for this project I want the Golem to be on the base monster side of the equation.

    The Granule Construct Swarm and Hanshepsu are both ridiculously great base creatures. Not sure if I'll be using them or not. Still leaning towards a templated Soulbound Mannequin, especially as the DM has figured out where I got the soul to power it.

    Putting the Primordial template on both the base creature and base monster would give the resultant golemthrope access to the template granted DR, SR, SLAs, increased speed, and increased natural weapon damage in both forms but it does feel a bit scummy to do so. Though now that I think on it the same effect is gained by just having the golemthrope stay in hybrid form all the time so I guess this one's the reverse of an exploit.

    Simple Class Templates
    would seem to work best on a Soulbound Mannequin. If I make it a spellcaster there's the chance of it later becoming a Worm That Walks so there's that.

    The Marrowstone Golem got completely missed in my first sweep of all the golems. That thing is a monsterous monster. Definitely a strong contender for base monster. On top of that my current target for base monster CR is exactly the Marrowstone's CR 8. (Monstrous Lycanthrope will add +1 at the end, Shield guardian adds +2 and Primordial adds +1 for a total of 12, the highest I can currently afford.)

    So a Simple Rogue Soulbound Mannequin or Simple Wizard Soulbound Mannequin Monstrous Lycanthroped onto a Primordial Shield Guardian marrowstone Golem looks to be the next best thing.
    I did keep my eyes open for non-golem options for base monsters but my self-imposed restriction for this project was to stick to the were-golem idea just because. Oh and yeah, the Amalgam template previously explored in this thread is absolutely a fantastic base for both base creature and base monster but those ideas are being played out in another game and I am trying to give this character her own thing. Am also avoiding clockwork Lusca, clockwork Oma, Tattoo Guardians, and Behemoth Golems for much the same reason. Oh and no robots in this part of the world.
    Last edited by unseenmage; 2016-05-31 at 10:48 AM.

  10. - Top - End - #40
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    Default Re: Madness Such As This - Clockwork Spacewhales

    Okay, I know my monster is TOO MUCH when the character count is too high to post it SEVERAL TIMES.
    Spoiler: Aerial, Alchemically Quickened, Simple Wizard Soulbound Mannequin - Monstrous Lycanthrope - Primordial, Shield Guardian Marrowstone Golem
    Show

    Soulbound Mannequin Were Marrowstone Golem (Humanoid Form)
    This strange construct is shaped like a masked humanoid made of wood and porcelain.
    Aerial, Alchemically Quickened, Simple Wizard Soulbound Mannequin Monstrous Lycanthrope Primordial, Shield Guardian Marrowstone Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Inner Sea Bestiary pg. 17, Pathfinder Player Companion: Monster Summoner’s Handbook, Pathfinder Roleplaying Game Monster Codex
    XP 19,200
    N (but see below) Medium construct (air, shapechanger)
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
    Defense
    AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
    hp 85 (10d10+30)
    Fort +3, Ref +6, Will +4
    DR 3/—, DR 5/magic; Energy Absorption 24; Resist electricity 15, energy 5 (varies see Arcane School Abilities below); Immune construct traits
    Weaknesses susceptible to mind-affecting effects
    Offense
    Speed 40 ft., fly 40 ft. (perfect)
    Melee mwk cestus +15/+10 (1d4+4 plus 1d6 electricity) or 2 claws +15 (1d8+4 plus 1d6 electricity plus grab)
    Special Attacks change shape, constrict (1d8+4 plus 1d6 electricity)
    Spell-Like Abilities (CL 10th; concentration +8)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    Spells Prepared (CL 10th)
    4th—true form (DC 16)
    3rd—dispel magic, lightning bolt (DC 15)
    2nd—command undead (DC 14), scorching ray (RT +13)
    1st—‡ magic missile (5 missiles), shield
    0th—‡ acid splash (RT +13), detect magic
    Statistics
    Str 18 (4), Dex 16 (3), Con — (--), Int 15 (2), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +14 (+18 grapple); CMD 27
    Feats Improved Initiative, Simple Weapon Proficiency, Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +8, Perception +11, Knowledge Arcana +12, Spellcraft +12
    Languages Common, lycanthropic empathy
    SQ aerial, alchemically quickened, alignment variation, arcane bond, arcane school abilities, monstrous blood, soul focus
    Ecology
    Environment any land (Darklands)
    Organization solitary, pair, or family (3–12), or gang (2–5)
    Treasure standard
    Special Abilities

    Aerial (Su) An Aerial creature has a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD) and has 1d6 electricity damage on attacks with natural weapons and metal weapons.

    Alchemically Quickened (Ex) The creature's base speed increases by 10 feet, and each round in which it moves more than 10 feet, it also gains the effect of a blur spell until the start of its next turn.

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    • Chaotic Neutral: confusion (DC 12)
    • Lawful Neutral: fear (DC 12)
    • Neutral: hold monster (DC 12)
    • Neutral Evil: enervation
    • Neutral Good: greater invisibility


    Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
    Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
    A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
    A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
    If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
    This Simple Wizard creature has a cestus as its Bonded Object. (Melds with body in monster form.)

    Arcane School Abilities (Ex, Su, or Sp) A Simple Wizard creature uses its HD –2 as its wizard level to determine the effect and DC [minimum 1].
    A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
    Each arcane school gives the wizard a number of school powers.
    • Resistance (Ex) The Simple Wizard creature gains resistance 5 to an energy type, chosen when it prepares spells. This resistance can be changed each day.
    • Protective Ward (Su) As a standard action, the Simple Wizard creature can create a 10-foot-radius field of protective magic centered on it that lasts for a number of rounds equal to its Intelligence modifier. All allies in this area (including the Simple Wizard creature) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels the Simple Wizard creature possesses. It can use this ability a number of times per day equal to 3 + its Intelligence modifier.
    • Energy Absorption (Su) The Simple Wizard creature has an amount of energy absorption equal to 3 times your wizard level (24 points of energy absorbtion) per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

    This Simple Wizard creature has the Abjuration School; The abjurer uses magic against itself, and masters the art of defensive and warding magics.

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20. (Melds with body in monster form.)

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    Wizard Spells (Su) Can cast a small number of wizard spells (see the Cleric, Druid, and Wizard Spell Slots table on Pathfinder Roleplaying Game Monster Codex page 251) using its HD as its CL.
    A Simple Wizard has the ability to cast spells as a wizard. A Simple Wizard only has spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, the DM can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.
    (Note: Monsters with spellcasting are oft not required to have spell component pouches, spellbooks, or even arms. Naga cast spells and they do not even have feats to offset their deficiencies. Additionally, the wording of the Simple Class Template: Wizard strongly implies that it can only cast spells during combat.)

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    Soulbound Mannequin Were Marrowstone Golem (Hybrid Form)
    This strange construct is shaped like a masked humanoid made of wood and porcelain.
    Thin veins of black rock crisscross the frame of this hulking construct.

    Soulbound Mannequin Were Primordial, Shield Guardian Marrowstone Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Inner Sea Bestiary pg. 17, Pathfinder Player Companion: Monster Summoner’s Handbook, Pathfinder Roleplaying Game Monster Codex
    XP 19,200
    N (but see below) Large construct (air, shapechanger)
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
    Aura necrotic field (30 ft.)
    Defense
    AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
    hp 95 (10d10+40)
    Fort +3, Ref +6, Will +4
    DR 3/--, DR 10/adamantine, DR 10/cold iron, DR 5/magic, DR 10/silver; Energy Absorption 24; Fast Healing 5; Immune construct traits, magic; Resist electricity 15, energy 5 (varies see Arcane School Abilities below); SR 23
    Weaknesses susceptible to mind-affecting effects
    Offense
    Speed 50 ft., fly 50 ft. (perfect)
    Melee 2 slams +15 (2d8+6 plus 1d6 electricity, plus 2d6 negative energy, plus curse of lycanthropy)
    Space 10 ft., Reach 10 ft.
    Special Attacks change shape, create spawn, curse of lycanthropy
    Spell-Like Abilities (CL 10th; concentration +8)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    1/day—dancing lights, faerie fire, lesser confusion (DC 9)
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    1/day—spell storing (see below)
    Spells Prepared (CL 10th)
    4th—true form (DC 16)
    3rd—dispel magic, lightning bolt (DC 15)
    2nd—command undead (DC 14), scorching ray (RT +13)
    1st—‡ magic missile (5 missiles), shield
    0th—‡ acid splash (RT +13), detect magic
    Statistics
    Str 22 (6), Dex 16 (3), Con — (--), Int 15 (2), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +17 (+21 grapple); CMD 30
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +8, Perception +11, Knowledge Arcana +12, Spellcraft +12
    Languages Common, lycanthropic empathy
    SQ aerial, alchemically quickened, alignment variation, arcane bond, arcane school abilities, controlled, find master, guard, monstrous blood, primordial, shield other, soul focus
    Ecology
    Environment any land (Darklands)
    Organization solitary, pair, or family (3–12), or gang (2–5)
    Treasure standard
    Special Abilities

    Aerial (Su) An Aerial creature has a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD) and has 1d6 electricity damage on attacks with natural weapons and metal weapons.

    Alchemically Quickened (Ex) The creature's base speed increases by 10 feet, and each round in which it moves more than 10 feet, it also gains the effect of a blur spell until the start of its next turn.

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    • Chaotic Neutral: confusion (DC 12)
    • Lawful Neutral: fear (DC 12)
    • Neutral: hold monster (DC 12)
    • Neutral Evil: enervation
    • Neutral Good: greater invisibility


    Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
    Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
    A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
    A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
    If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
    This Simple Wizard creature has a cestus as its Bonded Object. (Melds with body in monster form.)

    Arcane School Abilities (Ex, Su, or Sp) A Simple Wizard creature uses its HD –2 as its wizard level to determine the effect and DC [minimum 1].
    A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
    Each arcane school gives the wizard a number of school powers.
    • Resistance (Ex) The Simple Wizard creature gains resistance 5 to an energy type, chosen when it prepares spells. This resistance can be changed each day.
    • Protective Ward (Su) As a standard action, the Simple Wizard creature can create a 10-foot-radius field of protective magic centered on it that lasts for a number of rounds equal to its Intelligence modifier. All allies in this area (including the Simple Wizard creature) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels the Simple Wizard creature possesses. It can use this ability a number of times per day equal to 3 + its Intelligence modifier.
    • Energy Absorption (Su) The Simple Wizard creature has an amount of energy absorption equal to 3 times your wizard level (24 points of energy absorbtion) per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

    This Simple Wizard creature has the Abjuration School; The abjurer uses magic against itself, and masters the art of defensive and warding magics.

    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Create Spawn (Su) Any humanoid creature that is slain by a marrowstone golem rises from death as a free-willed ghoul in 24 hours. A creature with four or more class levels rises as a ghast instead. In either case, the ghoul or ghast has a 25% chance of retaining whatever class levels it had in life.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Immunity to Magic (Su) A marrowstone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the golem, as noted below.
    • A transmute rock to mud spell slows a marrowstone golem (as the slow spell) for 2d6 rounds, with no saving throw.
    • Effects that heal undead heal half that amount of damage to a marrowstone golem, to a limit of its full normal hit points.
    • A marrowstone golem that fails its save against a magical attack that deals positive energy damage (including the channel energy ability when used to harm undead, but not when used to heal living creatures) does not take any damage from the attack, but it loses its create spawn ability, its necrotic field aura, and the negative energy damage from its slam attack for 1d4 rounds.


    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Necrotic Field (Su) Undead within 30 feet of a marrowstone golem gain a +2 resistance bonus on saving throws, increase the save DCs of their extraordinary and supernatural abilities by 2, and gain a +4 bonus to channel resistance. Positive energy effects cause only half damage to a creature within the marrowstone golem’s aura. Their aura particularly strengthens ghouls and ghasts, giving them a +2 bonus on attack and weapon damage rolls.

    Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20. (Melds with body in monster form.)

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    Wizard Spells (Su) Can cast a small number of wizard spells (see the Cleric, Druid, and Wizard Spell Slots table on Pathfinder Roleplaying Game Monster Codex page 251) using its HD as its CL.
    A Simple Wizard has the ability to cast spells as a wizard. A Simple Wizard only has spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, the DM can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.
    (Note: Monsters with spellcasting are oft not required to have spell component pouches, spellbooks, or even arms. Naga cast spells with and they do not even have feats to offset their deficiencies. Additionally, the wording of the Simple Class Template: Wizard strongly implies that it can only cast spells during combat.)

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    Soulbound Mannequin Were Marrowstone Golem (Monster Form)
    Thin veins of black rock crisscross the frame of this hulking construct.
    Soulbound Mannequin Were Primordial, Shield Guardian Marrowstone Golem CR 12
    Source Bestiary 4 pg. 248, Advanced Bestiary, Inner Sea Bestiary pg. 17, Pathfinder Player Companion: Monster Summoner’s Handbook, Pathfinder Roleplaying Game Monster Codex
    XP 19,200
    N (but see below) Large construct (air, shapechanger)
    Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
    Aura necrotic field (30 ft.)
    Defense
    AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
    hp 95 (10d10+40)
    Fort +3, Ref +6, Will +4
    DR 10/adamantine, DR 10/cold iron, DR 10/silver; Energy Absorption 24; Fast Healing 5; Immune construct traits, magic; Resist electricity 15, energy 5 (varies see Arcane School Abilities below); SR 23
    Weaknesses susceptible to mind-affecting effects
    Offense
    Speed 40 ft.
    Melee 2 slams +15 (2d8+6 plus 2d6 negative energy plus curse of lycanthropy)
    Space 10 ft., Reach 10 ft.
    Special Attacks change shape, create spawn, curse of lycanthropy
    Spell-Like Abilities (CL 10th; concentration +8)
    At will—detect poison, light, mage hand, open/close, prestidigitation
    1/day—dancing lights, faerie fire, lesser confusion (DC 9)
    3/day—alarm, feather fall, hold portal
    1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
    1/day—spell storing (see below)
    Spells Prepared (CL 10th)
    4th—true form (DC 16)
    3rd—dispel magic, lightning bolt (DC 15)
    2nd—command undead (DC 14), scorching ray (RT +13)
    1st—‡ magic missile (5 missiles), shield
    0th—‡ acid splash (RT +13), detect magic
    Statistics
    Str 22 (6), Dex 16 (3), Con — (--), Int 15 (2), Wis 12 (1), Cha 7 (-2)
    Base Atk +10; CMB +17 (+21 grapple); CMD 30
    Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
    Skills Intimidate +8, Perception +11, Knowledge Arcana +12, Spellcraft +12
    Languages Common, lycanthropic empathy
    SQ alignment variation, arcane school abilities, controlled, find master, guard, monstrous blood, primordial, shield other, soul focus
    Ecology
    Environment any land (Darklands)
    Organization solitary, pair, or family (3–12), or gang (2–5)
    Treasure standard
    Special Abilities

    Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
    • Chaotic Neutral: confusion (DC 12)
    • Lawful Neutral: fear (DC 12)
    • Neutral: hold monster (DC 12)
    • Neutral Evil: enervation
    • Neutral Good: greater invisibility


    Arcane School Abilities (Ex, Su, or Sp) A Simple Wizard creature uses its HD –2 as its wizard level to determine the effect and DC [minimum 1].
    A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
    A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
    Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
    This Simple Wizard creature has the Abjuration School; The abjurer uses magic against itself, and masters the art of defensive and warding magics.
    • Resistance (Ex) The Simple Wizard creature gains resistance 5 to an energy type, chosen when it prepares spells. This resistance can be changed each day.
    • Protective Ward (Su) As a standard action, the Simple Wizard creature can create a 10-foot-radius field of protective magic centered on it that lasts for a number of rounds equal to its Intelligence modifier. All allies in this area (including the Simple Wizard creature) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels the Simple Wizard creature possesses. It can use this ability a number of times per day equal to 3 + its Intelligence modifier.
    • Energy Absorption (Su) The Simple Wizard creature has an amount of energy absorption equal to 3 times your wizard level (24 points of energy absorbtion) per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.


    Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

    Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

    Create Spawn (Su) Any humanoid creature that is slain by a marrowstone golem rises from death as a free-willed ghoul in 24 hours. A creature with four or more class levels rises as a ghast instead. In either case, the ghoul or ghast has a 25% chance of retaining whatever class levels it had in life.

    Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

    Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

    Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

    Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

    Immunity to Magic (Su) A marrowstone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the golem, as noted below.
    • A transmute rock to mud spell slows a marrowstone golem (as the slow spell) for 2d6 rounds, with no saving throw.
    • Effects that heal undead heal half that amount of damage to a marrowstone golem, to a limit of its full normal hit points.
    • A marrowstone golem that fails its save against a magical attack that deals positive energy damage (including the channel energy ability when used to harm undead, but not when used to heal living creatures) does not take any damage from the attack, but it loses its create spawn ability, its necrotic field aura, and the negative energy damage from its slam attack for 1d4 rounds.


    Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

    Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

    Necrotic Field (Su) Undead within 30 feet of a marrowstone golem gain a +2 resistance bonus on saving throws, increase the save DCs of their extraordinary and supernatural abilities by 2, and gain a +4 bonus to channel resistance. Positive energy effects cause only half damage to a creature within the marrowstone golem’s aura. Their aura particularly strengthens ghouls and ghasts, giving them a +2 bonus on attack and weapon damage rolls.

    Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

    Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

    Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20. (Melds with body in monster form.)

    Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

    Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

    Wizard Spells (Su) Can cast a small number of wizard spells (see the Cleric, Druid, and Wizard Spell Slots table on Pathfinder Roleplaying Game Monster Codex page 251) using its HD as its CL.
    A Simple Wizard has the ability to cast spells as a wizard. A Simple Wizard only has spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, the DM can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.
    (Note: Monsters with spellcasting are oft not required to have spell component pouches, spellbooks, or even arms. Naga cast spells with and they do not even have feats to offset their deficiencies. Additionally, the wording of the Simple Class Template: Wizard strongly implies that it can only cast spells during combat.)

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    Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
    If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
    Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
    Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
    Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

    A soulbound mannequin is a human-sized improvement on the soulbound doll (Pathfinder RPG Bestiary 2, 255). The binding process is sophisticated enough to leave much of the soul’s personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin’s face is expressionless and its voice has little inf lection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.

    A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
    A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

    Carved from rock hewn from the marrowstone mines of Sekamina, these golems amplify the magical radiation emitted by veins of lazurite. They can only be crafted within the necropolis of Nemret Noktoria, land of ghouls, for lazurite brought beyond its boundaries loses its potency. Binding the lazurite into the body of the golem stabilizes it and lets the construct leave the boundaries of the ghoulish city with its fell powers intact. Though the ghouls guard the secrets of making a marrowstone golem, they are sometimes known to trade their handiwork with outsiders.
    Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
    Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

    Aerial creatures are native denizens of the Elemental Planes of Air, and they possess unique adaptations to help them survive there.

    Alchemically quickened creatures also suffers from bouts of mania as a result of their condition. The transformative mutagens of experimental alchemy have caused many strange and unexplained conditions throughout history. Although they often provide potent abilities, alchemical alterations invariably come with unwanted side effects. The method by which a creature becomes afflicted with an alchemical alteration should be unique for each creature.

    Wizard creatures are skilled in the ways of arcane magic, and their spellcasting ability is unmatched. Beyond casting damaging spells, a wizard creature can call upon mighty forces to serve the will of the creature and its allies.

    Primordial creatures are magical precursors or echoes of creatures from the Material Plane.

    Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
    A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

    Construction
    Price: 72,000gp
    To Create: 36,000gp
    Body: 7,200gp
    Time to Create: 72 days
    Spells Involved: disguise self, false life, geas/quest, lesser geas, limited wish, magic jar, minor creation, telekinesis, and either animate dead or animate objects
    Highest CL Prerequisite: Animate Objects (CL11)
    Spellcraft DC: 16 (DC 50 if missing all prerequisites)
    Last edited by unseenmage; 2016-05-31 at 12:40 PM.

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    Default Re: Madness Such As This - Clockwork Spacewhales

    I am back!
    Albeit with less fantasticamazing creations.

    Our group was bouncing from game to game with three rotating GMs and three different levels of play. When we started a second "one-shot" with two to yhree planned campaigns waiting in the wings we decided to play through something and stick with it for a while.

    The game involving the golemthrope above won out. Having finally gained a level in said game and cashed in on some loot my character went ahead as planned and, instead of making a ton of soon-to-be-outclassed minions she bought additional HD for the golemthrope.

    We game today in a few hours and I, procrastinator that I am, havn't started tackling said daunting task.

    Am planning to give the thing its own character sheet and to write its superpowers on seperate lined paper.


    If this game gets us to a high enough level my character wants to build a were-clockwork dragon and let it transform her (unless she can find a way to have herself remade into a "natural golemthrope" were-clockwork dragon instead.)

    I really like the clockwork dragon do to its cool motif and its variant superpowers. Kust havn't had the opportunity to play with them as I'm always distracted by my other IC projects. :)

    Edit: Almost forgot! My character DID wind up leveling up via the aquisition of templates. Right now she is a Worm That Walks. It's gross and she's not happy about it but I, the player, am delighted. Is fun times.
    She will be swapping out higher CR templates as she levels in preference of stacking a bunch of lower CR templates.
    A couple more levels and I'll need ro consider if I want her Amalgam-ed with anything... There are few enough templates for Constructs that some overlap with the ideas in the original campaign might well be inevitable.
    Last edited by unseenmage; 2016-07-31 at 10:54 AM.

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    Default Re: Madness Such As This - Clockwork Spacewhales

    I have a habit of building woefully underpowered characters.

    Anathema the Soulbound Shell, Worm that Walks was no exception.

    We just finished the Warriors of the Reborn Forge adventure. Was fun but kind of a slog. We all also kinda wound up building NPCs when all was said and done.

    Anathema wound up becoming the criminal kingpin of the city. She'll eventually go Lich, then later Amalgam Clockwork Dragon.


    Next week we return to our Iron Gods re-playthrough. This time around it's going to be more Numerian Mad Max.
    Will be nice to play the half-robot again. Am curious where she'll wind up as she's my first non-minion mancer in a long time.
    Last edited by unseenmage; 2016-08-30 at 09:29 AM.

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    Default Re: Madness Such As This - Clockwork Spacewhales

    Iron Gods Take 2 has been postponed a lot due to illness and scheduling issues. On top of that the current character isn't a minionmancer at all. Instead she's a mundane-item-mancer; a half-robot gun magus actually.

    I've been toying with combining tech, alchemy, firearms, and clockworks in this thread. All of which could be vastly improved with the use of Animate Objects.

    Thst said, the Sentry Mannequin and Key Wound Rattler are both objects that it would be fun to animate then leave sitting as though they were mundane. They're like statues with actual stats as to what they actually do.

    Contracting Rope is another fun item for animation. Combined with Ion Tape the possibilities become endless.

    Sky Mines, tech Grenades, and the various auto-firing traps are also fantastic animation options.
    Especially with animated Tanglefoot Bags that sacrifice themselves to keep your enemy right where you want them.

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    Default Re: Madness Such As This - Clockwork Spacewhales

    It has been a while but I am back with more Construct hijinks. Well, more that I have more ideas for Construct hijinks. Either way, should be fun.

    Where the Taxidermic Creature template is completely useless to me the Trompe L'oeil Creature template might be too good. The Trompe L'oeil template turns any creature with an Intelligence score into a Construct with an oil painting phylactery. It loses none of its superpowers; Oh, and it also gets magical enhancements on any manufactured weapons or armor it is depicted using that is stronger the higher its HD are.
    Imma gonna Amalgam these things with Tattoo Guardians and just wear them around for fun.

    More seriously, they're from the Horror Adventures book and do not have language granting their creator command of them. Much like the Alter Ego template from Occult Bestiary it is easy to imagine using this template and our table's 'make any Construct by paying for its CR' rule to make a copy of the BBEG and set it loose to do our bidding. Heck, I could make a Trompe L'oeil BBEG Amalgam Alter Ego BBEG and just set it loose and it'd be fun times. Though making a simple Simulacrum of such a creature is likely the smarter bet.
    Edit: Pfffftt! You can make a Trompe L'oeil of another Trompe L'oeil. I mean, it doesn't really gain anything but it is certainly amusing.

    In any case we are already considering how fast our Lyres of Building can erect art galleries for the display of our brand new appreciation for fine art. Though I guess an Animated Object arthouse Amalgam Tattoo Guardian would be more quickly deployed.


    Two other ideas to add to the thread before I go and sadly, these are both pure homebrew. The first is an idea I'd been percolating on ever since I first laid eyes on the Amalgam template. I thought, 'Why not Amalgam several different Constructs together but let them remain separate until their combined might was needed?' And thus the Modulus Colossus was born.
    Basically it is up to seven Constructs each combined into one Colossus with an Alternate Form ability that transforms it between being individual monsters or one monster. Enjoy.

    Spoiler: Modulus Colossus
    Show

    Colossus, Modulus Colossus
    This enormous monstrosity looks like a sculpture of several golems molded into a misshapen humanoid shape.
    Mythic Modulus Colossus CR 20/MR 8
    Source Bestiary 4 pg. 36, homebrew
    XP 307,200
    N Colossal construct (colossus, mythic)
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
    Aura selective antimagic aura (30 ft.)
    Defense
    AC 38, touch 1, flat-footed 38 (–1 Dex, +37 natural, –8 size)
    hp 309 (22d10+201)
    Fort +9, Ref +6, Will +7
    DR 10/epic; Immune construct traits
    Offense
    Speed 40 ft.
    Melee 2 slams +34 (6d6+20/19–20) or stomp +34 (6d6+20)
    Space 30 ft., Reach 30 ft.
    Special Attacks mythic power (8/day, surge +1d10), mythic quickening, pinning stomp, wrack
    Spell-Like Abilities (CL 17th; concentration +19)
    3/day—wall of force
    1/day—forcecage (DC 19)
    Statistics
    Str 51, Dex 9, Con —, Int 5, Wis 10, Cha 14
    Base Atk +22; CMB +50 (+58 sunder); CMD 61 (67 vs. sunder)
    Feats CleaveM, Great Cleave, Great Fortitude, Greater Sunder, Greater Vital Strike, Improved Critical (slam), Improved Initiative, Improved SunderM, Improved Vital Strike, Power Attack, Vital StrikeM
    Skills Intimidate +13, Perception +11
    Languages Common
    SQ alternate form, mythic creation, mythic resilience, hive mind
    Ecology
    Environment any land
    Organization solitary
    Treasure none
    Special Abilities
    Alternate Form (Ex) As a full-round action, a modulus colossus can break apart into five composite creatures. These composite creatures are identical to the modulus colossus's component constructs but lack their original DR and any golem’s berserk and immunity to magic abilities. They gain DR 5/epic and selective antimagic aura (10 feet). Divide the colossus’s current total hit points by 5 to determine how many hit points each composite creature has. Reverting into a single form requires all of the remaining composite creatures to be adjacent to each other and a full-round action. When this occurs, add up the remaining hit points to determine the colossus’s total hit points.

    Hive Mind (Ex) A modulus colossus's component constructs share a telepathic bond with other components of the same colossus that enhances their perception. If at least one component construct disbelieves an illusion, all linked component constructs are also considered to disbelieve that illusion. If one is aware of combatants, all other linked component constructs are also aware of those combatants.

    Mythic Quickening (Sp) As a swift action, a colossus can expend one use of mythic power to cast or activate one of its spell-like abilities as a free action.

    Mythic Resilience (Ex) A colossus can expend one use of mythic power as swift action to double its damage resistance for 1 round.

    Pinning Stomp (Ex) When a colossus is in its normal form, as a swift action it can make a single melee attack at its highest base attack against a target three or more size categories smaller than the colossus. This attack deals an amount of damage equal to twice that of its slam attack plus 1-1/2 times the colossus's Strength bonus. If the colossus hits with this attack, it can attempt a grapple check as a free action. This grapple doesn't provoke attacks of opportunity. If the grapple is successful, the target is pinned and takes an amount of damage equal to that of the colossus's slam attack each round at the start of the colossus's turn until either the pinned creature frees itself or the colossus moves out of the pinned creature's space. The colossus doesn't need to attempt grapple checks to continue the pin, nor can it attempt a check to move, further damage, or tie up the grappled creature. A colossus can at most two creatures pinned with this attack at one time.

    Selective Antimagic Aura (Su) Spells with the force descriptor and force effects are unaffected by this field.

    Wrack (Su) Modulus colossus component constructs can emit a force blast at a single opponent within 5 feet. This attack deals 3d6 points of nonlethal force damage (Reflex DC 21 half). This save DC is Constitution-based. If two or more modulus colossus component constructs are within 20 feet of each other, they can work together to create a force shockwave once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing component construct. All creatures within that radius take 4d8 points of lethal force damage for each component construct contributing to the shockwave, to a maximum of 20d8. A Reflex save (DC 10 + the number of component constructs contributing) halves the damage.

    Standing 80 feet high and weighing 500 tons, modulus colossus are masterful marvels of teamwork and unity.

    For as long as mortals have known magic, magicians have created constructs to serve them. From the mightiest golem forged of nearly indestructible material and elemental energies, to a clockwork minion cunningly built from countless metal gears, to a humble animated broom that cleans of its own accord, construct creation has become a mainstay of a spellcaster’s craft. To some spellcasters, golems and other constructs are simply not strong enough, powerful enough, impressive enough, big enough, or unique enough. These spellcasters design and build creations far larger and more powerful-creations that makes the world take notice of their might and prowess. They build colossi.

    Colossi are constructs of great stature, the smallest of them towering ten times the height of a human, bigger than even the tallest giants. Though superficially similar to golems, they are distinguished not only by their greater size but also by their greater magical powers. A golem is given a semblance of life by an elemental spirit, sealed within the body by a magical barrier that also serves to keep out other magical inf luences. A colossus is likewise given life by an elemental spirit, but this spirit is much closer to being a true soul, and requires no such magical barrier to prevent it from fleeing the body and leaving behind only inert, dead matter. Like a proper soul, it provides will and impulse rather than power alone. It controls its artificial body via a magical physiology of potent and eldritch spellcraft, just as a living being commands its muscles, nerves, and blood.

    A single colossus can help its master to raze a kingdom and crush armies, and is immune to almost all forms of retaliation. Many colossi are intended to do exactly that- to forge an empire for their creator, to subjugate a hated foe, or to annihilate some equally dangerous enemy. Some are created to be defensive weapons, as deterrents against invasion. Others are tasked to serve as guardians for singular locations or objects that are not to be disturbed under the direst of consequences.

    Because a colossus is an artificial creature, its exact form, function, and composition are left to the discretion of its creator. Nonetheless, all colossi share certain traits that distinguish them from lesser constructs. These traits are described in the colossus subtype (see page 305).

    Only the greatest and most legendary spellcasters can create colossi, because the process requires experience and knowledge beyond ordinary mortal ken. Shaping a colossus’s controlling spirit is about as close as a mortal being has come to truly creating a life and a soul. An inadequately prepared crafter is likely to produce an inert pile of rubble, or at best, a mere golem of tremendous proportions, but relatively fragile for its immense size. At worst, such a creation can fail catastrophically, with results that are unpredictable, but invariably expensive and dangerous.

    Unlike many artificial creations, colossi are able to think for themselves. The creator has some degree of control over the personality of a colossus, and usually tries to instill an urge to please its “parent” to make it easier to control. Molding an elemental spirit is similar to raising children, however; the results are inconsistent and hard to predict. On occasion, it results in stubborn, cruel, or merely childish colossi. Rarely, a colossus realizes it’s strong enough to refuse to follow orders, and instead follows its own will independent of those who would command it. Such rogue colossi have little interest in the society of minuscule beings like humanity. Some manage to make a sort of existence among the larger giants, but as most are too conspicuous in their primary forms to mingle with mortal beings well, they seek out forgotten corners of the globe where they can quietly dwell.

    The magical energy required to fuel such hulks is great and often difficult to control. Most colossi drain nearly all magic energies from their immediate area, with the exception of energies in tune with a colossus’s own powers. Draining such energy creates an area around the colossus in which most magic simply doesn’t function. The magic that does still work in these areas is just as likely to further empower the colossus as it is to harm it, since it’s by necessity in tune with the colossus’s magical metabolism. Still, a clever spellcaster can find and exploit this metaphorical chink in a colossus’s armor.

    All colossi have two forms. The primary form resembles an immense humanoid, much like a larger golem. The second varies from type to type, but often serves to disguise the colossus as something more innocuous, as it can be difficult to conceal a 60-foot behemoth. Some colossi, however, can transform into terrible, inhuman forms that are even more powerful and destructive, forgoing any attempt at being subtle.

    Colossi can take many forms depending upon the materials used in their construction and the will of their individual creators. Creating a colossus is an ambitious undertaking, leading most creators to base their designs on lessons learned crafting lesser constructs. As a result, the best-known kinds of colossi are the flesh, stone, and iron varieties, corresponding to the most common and best-understood varieties of golem. Other varieties are possible, such as the clay colossus given life by divine secrets, the glacial colossus wrought of unmelting ice and frost, and the timber colossus built from still-living wood, which bears eerie powers over plants and creatures of the natural world.

    Variant Modulus Colossus
    The following are a number of variant modulus colossus. Some modulus colossus exhibit more than one of these variations.

    Form the Head (CR +1): Some modulus colossus are headless, designed to incorporate a 'head' component construct at a later date. The head component construct must be willing and have Intelligence of at least 3 and be at least large size. Incorporating the head component construct requires a full-round action from both the colossus and the new head component during which they must be adjacent to one another. Becoming a head component forever bonds the chosen construct to the modulus colossus making them one creature. When incorporation of the head component construct is complete the modulus colossus as the option to replace any trained skill or feat the head component construct had with a skill or feat of its own. Additionally the modulus colossus gains any head-based special attacks, special qualities, or natural attacks of the head component construct (eg Gaze, Bite, or Gore attacks).

    Mechanical (CR +0): Modulus colossus created using clockwork or robot constructs gain those respective subtypes. Additionally robotic modulus colossus also know androffan as a bonus language and have Technologist as a bonus feat. Clockwork modulus colossus remain wound for 10 days per hit die.

    Piloted (CR +2) Rare modulus colossus are slightly hollow, constructed to be piloted by smaller creatures. Pilots must be at least two size categories smaller than the body part they operate. Piloted modulus colossus lose access to their own skills, feats, and spell-like abilities when piloted. Instead the pilot(s) skills and feats can be utilized using the construct bodies they operate in place of their own. Otherwise each cockpit is functionally identical to an apparatus of the crab's excepting that operating any number of levers is a move action. Only modulus colossus created using clockworks or robots can be piloted. When a piloted modulus colossus is in colossus form only the skills and feats of one of the pilots can be utilized at a time however each of the other pilots can Aid Another automatically if they choose.

    Seven Heroes (CR +2): Some modulus colossus are created by combining seven smaller constructs instead of five. The additional two constructs must be no larger than huge size. These additional components alter form to become either additional limbs or any two pieces of mundane, non-expendable masterwork equipment appropriately sized for the colossus which it is automatically proficient with. If any of the additional component constructs become arms the modulus colossus gains an additional slam attack, if legs an additional stomp attack.

    Compact (CR varies): Smaller versions of the modulus colossus can be created using smaller component constructs. The limb components must be one size smaller than the torso component. The colossus's CR -3 is equivalent to the torso component's CR while the colossus's CR -5 is equivalent to the limb component's CR. Due to the magic used in their creation modulus colossus are never smaller than huge size when in colossus form regardless of the original size of their component constructs. Head component constructs for Compact variant modulus colossus must be two sizes smaller than the torso.

    Construction
    The body of an modulus colossus is constructed from five smaller constructs, one gargantuan construct of up to CR 18 and four huge constructs of up to CR 16, costing no less than 20,000 gp all together.
    Modulus Colossus
    CL 17th; Price no less than 200,000 gp
    Construction
    Requirements Craft Construct, Mythic Crafter, mythic tier or rank 8, antimagic field, disintegrate, forcecage, mage armor, wall of force, wish; Skill Spellcraft DC 30; Cost 100,000 gp

    Notes: Force seems to be the most neutral 'everyman' descriptor for its magics.
    No clue what the pricing thresholds should be. The price of the body needs to be low enough to make 4 of most huge constructs and 1 of almost any gargantuan construct... But I do not as yet know what those thresholds are. Price currently based on the Building and Modifying section of the PRD where pricing Constructs based on their CR is detailed.



    The other idea is also, again sadly, purely homebrew; Constructs which effectively age. Effectively any creature can earn 1sp/day. That said if Constructs could add templates to themselves after creation by paying for the CR increase at a rate of 1sp/day then viola, gaining power with time, eg aging. For this version though the rate of aging was simplified for ease of use.

    Spoiler: Conjured Construct template
    Show

    At creation Conjured Constuct's bodies are built solely from magically conjured materials. The nature of their substance means that these Constructs will eventually, inevitably cease to be. The animation ritual for the Construct also acts as a preservative ritual for the conjured substance of their body.

    Conjured Constructs
    A spellcaster without enough resources but plenty of inspiration can create a special variant of a construct known as a conjured construct. Any construct can be created as a conjured construct, but the choice to do so must be made during the construct's construction—a completed construct cannot later be “downgraded” to function as a conjured construct.

    Conjured constructs are designed to serve temporarily. When created, a conjured construct's body is constructed entirely from conjured items and materials. The tools and location used in a conjured construct's creation are even sometimes entirely conjured though such isn't necessary.

    Aging Effects (Ex) Conjured constructs only last for 28 days (i.e. 4 weeks or one lunar month) before becoming inert. Each conjured construct's lifespan is divided into three parts — New, Stable, and Unstable. Newly created conjured constructs have the Young simple template, and they remain in this state for one week before becoming Stable. Conjured constructs lose the Young template upon becoming Stable, and they remain Stable for two weeks until finally progressing to Unstable for the remainder of their lifespan. Unstable conjured constructs gain the Degenerate simple template.

    Berserk (Ex) When a conjured construct enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the construct goes berserk. This chance resets to 0% after one minute of inactivity. A berserk construct attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

    Death Throes (Ex) When a conjured construct is reduced to 0 hit points, it collapses to the ground and thrashes wildly. It gets one final primary natural attack on every creature within 5 feet, after which it dies. This final attack deals an additional die of damage for each age category the conjured construct is beyond young age. It cannot grapple or constrict with this final attack. Conjured constructs that self-destruct or survive to expire of old age do not suffer death throes.

    Eldritch Sparks (Su) A conjured construct's substance is highly unstable. It will expire rather than last forever as a normal construct would, but this instability also serves the construct as a defensive ability. Any creature that damages a conjured construct with a bludgeoning or piercing melee weapon is sprayed by eldritch sparks, and takes 1d4 points of fire damage for each age category beyong young the conjured construct has survived with each successful hit with such a weapon. Creatures using reach weapons are not subject to this damage.

    Self-Destruct (Su) Unless specifically programmed otherwise by its creator, a conjured construct explodes 1 round after it is destroyed. On what would normally have been the conjured construct’s next action, it explodes, dealing 1d6 points of force damage per age category beyond young age it has survived in a 5-foot radius (Reflex DC 10 for half damage). The save DC is Constitution-based.

    Variant Cursed Conjured Constructs
    The following are a number of variant conjured constructs. Some conjured constructs exhibit more than one of these variations. The necessarily rushed nature of a conjured construct's animation ritual often leads to mistakes. Often these mistakes ruin the ritual but sometimes a they succeed in creating a cursed conjured construct. As with magic items there is no known method of intentionally creating a cursed construct.

    Ghost (CR +2): Sometimes a conjured construct's personality matrix is powerful enough to survive its physical existence. Perhaps it the programmed mind of the construct blends with the animating spirit, perhaps it snags on a bit of negative energy as it fades from existence. Whatever the reason some conjured constructs never quite disappear as they should becoming a Ghost. Only intelligent conjured constructs can be ghost cursed. Ghost cursed conjured constructs always haunt their creator.

    Haunt (CR +1): Haunt cursed conjured constructs contain one or more trap-like Haunts within their form. The haunt persists so long as the cursed conjured construct survives and will infest the location of its death. Each haunt cursed conjured construct has a haunt or haunts whose total CR do not exceed it's own.

    Vampiric (CR +2/+1): Vampiric conjured constructs are not under their creator's control. Intelligent vampiric conjured constructs become common vampires, while mindless ones become mere vampire spawn. Vampiric conjured constructs do not become undead instead remaining constructs that are also vampiric. Vampiric conjured constructs only feed on non-living creatures and instead of bestowing constitution damage or negative levels they deactivate their victims for that many days instead, draining their animating energies regardless if they are arcane or divine in origin. Vampiric conjured constructs have been known to even feed on their own kind in this manner. Vampire conjured constructs cease aging as a true vampire would. Vampire spawn conjured constructs continue to age as normal with the exception that for every three consecutive days they feed their own death is postponed by one day. Though mindless they can still sense this phenomena on a primal level and as such will seek to feed unceasingly.

    Zombie (CR varies) Sometimes the preservative aspect of a conjured construct's animation ritual works too well and the slain construct rises again as a zombie. Zombie conjured constructs are true undead with no connection to or memory of their master. Now animated by negative energy these cruel things seek only to snuff life from the living.

    Construction: A conjured construct's base materials cost one-fifth the base construct's cost. A conjured construct's price is one-fifth the base construct's price. The creature's master may assemble the body or hire someone else to do the job. The Craft check required to make the body is 4 lower than normal for the base construct's kind. After the body is sculpted, the conjured construct is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. Due to the transitive nature of the conjured materials used in constructing the creature's body, the building and the ritual must be performed together. In addition, the following spells are added to the base construct's requirements: make whole and either major creation or minor creation.

    Notes: Could give it superpowers that drain its lifespan... Hmmm, could make the superpowers it HAS drain its lifespan...
    Last edited by unseenmage; 2017-01-20 at 02:12 AM.

  15. - Top - End - #45
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    Default Re: Madness Such As This - Clockwork Spacewhales

    In the interest of infiltrating the Dominion of Black, or whatever else you'd want to infiltrate, I present the Clockwork Mimic Amalgam Doppelganger!

    It's Detect Thoughts DC and Perception got tanked but other than that I am more than happy with the result.

    Spoiler: Clockwork Mimic Amalgam Doppelganger
    Show

    Clockwork Mimic Amalgam Doppelganger
    What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth.
    This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.
    Clockwork Mimic Amalgam Doppelganger
    CR 8
    Source Pathfinder RPG Bestiary pg. 1, Tome of Horrors Complete, Advanced Bestiary, Pathfinder RPG Bestiary pg. 89
    XP 4,800
    N Medium construct (clockwork, shapechanger)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +1
    Defense
    AC 18, touch 13, flat-footed 15 (+3 dodge, +5 natural)
    hp 58 (7d10+20)
    Fort +4, Ref +4, Will +3
    DR 5/adamantine; Immune construct traits; SR 19
    Weaknesses vulnerable to electricity
    Offense
    Speed 30 ft.
    Melee slam +12 (1d8+8 plus adhesive), 2 claws +6 (1d8+3)
    Special Attacks constrict (slam, 1d8+8), mimicry, perfect copy
    Spell-Like Abilities (CL 18th)
    At will—detect thoughts (DC 10)
    Statistics
    Str 20, Dex 11, Con --, Int 11, Wis 12, Cha 7
    Base Atk +7; CMB +12; CMD 22 (can’t be tripped)
    Feats Dodge, Great Fortitude, b Improved Initiative, b Lightning Reflexes
    Skills Bluff +9 (+13 while using change shape ability), Diplomacy -2, Disguise +9 (+19 while using change shape ability, +29 when mimicking objects), Perception +1, Sense Motive +1, Stealth +0; Racial Modifiers +4 Bluff, +4 Disguise, +20 Disguise when mimicking objects
    Languages Common
    SQ change shape (polymorph), difficult to create, mimic object, swift reactions, winding
    Ecology
    Environment any
    Organization solitary, pair, or gang (3–6)
    Treasure NPC Gear
    Special Abilities
    Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

    Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

    Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.

    Mimicry (Ex) A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

    Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.

    Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

    Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

    Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.


    Mimics are thought to be the result of an alchemist’s attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traffic by small numbers of creatures, thus increasing their odds of successfully attacking their victims.
    Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires.
    A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.

    Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal.
    Clockworks have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the clockwork continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).

    An amalgam is two different monsters brought together into one being by either magic or selective breeding. The amalgam template can be used to create a new race to replace a standard one, or new creatures resulting from a crossbreeding experiment, or a series of monsters influenced by a god or demon, or even a unique creature created by a magical accident.
    Doppelgangers are strange beings that can take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes are vacant and white.

    Doppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, then move to more complicated societies like dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds.
    Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. They are particularly fond of invading human societies in order to indulge in their desires—some enjoy the complex dance of politics while others seek constant change in the race and gender of both themselves and their romantic companions. While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race’s sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers.
    Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers’ change shape ability functions like the spell polymorph rather than alter self.

    Construction
    Price by CR

    The creator must begin with crafted clockwork parts worth 3,200 gp.
    Clockwork Mimic Amalgam Doppelganger
    CL 9th; Price 32,000 gp
    Construction
    Requirements Craft Construct, alter self, detect thoughts, polymorph; creator must be at least CL 9th; Skill Spellcraft DC 14; Cost 16,000 gp

    Last edited by unseenmage; 2017-02-26 at 11:16 PM.

  16. - Top - End - #46
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    Default Re: Madness Such As This - Clockwork Spacewhales

    Oh wow, I completely forgot to put the lid back on this thread last time I put it away. This game was our very first campaign to run until we found a satisfactory ending.

    It's done. We did it. We ended a campaign.

    We ascended to godhood, the game is done.

    Spoiler: How it all ended
    Show


    By the time all was said and done we had just the GM and two players left. My Android Promethean Alchemist who played more like a 3.5 Artificer and the Ghoul Bard who played more like a Wizard.

    We'd completed the Iron Gods AP, repaired the starship, and reclaimed the Androffan homeworld from the Androffan deities turned demigods.

    We had also picked quite the fight with the Dominion of the Black, an intergalactic dyson-sphere building superpower composed of multiple disparate factions in our game.

    After quite the long hiatus we reconvene to find that while my character has been rebuilding civilization on several planets at once and the ghoul has been exploring (read tasting) alternate prime material planes the Dominion has left presents in various places throughout our territories.

    Giant glistening black eggs with super kaiju inside. They adapt to our poking and prodding with each new egg that hatches. We defeat one with magic, the next is immune, etc.
    We Plane Shift some to a convenient private demiplane where sections are time-locked. After thorough examination we discover that the creatures are all descended from magically/technologically/genetically modified space dragons!! To the point that they're barely recognizable as such.

    Apparently the entirety of our GM's Dominion is run by several branches of the same lineage. Soon we're summoned each to our own emergencies.

    My Android is called to Golarion. We'd accidentally jumpstarted the world's technological revolution and the Dominion had used this as cover to take over much of Cheliax.
    Being the forward sort my Android decides to pop in and visit the strongest devil to enlist their aid in reclaiming their pet nation. They refuse of course and if not for our pet tech deity they'd have murdered me on the spot for my insolence.
    Eventually the Android builds a force bubble in a faraway star much like the ones folk love inside of in the Golarion star then, using some single use magic item McGuffins made by our pet deity, simultaneously teleports every piece of Dominion living-tech and Dominion agent on Golarion into said star while he watches them burn prepared to step in and finish the job if any prove to be immune/resistant.

    The Ghoul had previously gained a potentially friendly contact within the Dominion. This contact calls on him.
    See, it turns out my three draconic daughters had been stashing AI copies of my Android's mind about the cosmos to preserve him should worse come to worse.

    And of course one of these copies is claimed by the Dominion. When the Ghoul Wish teleports the copy home it was unrecognizable. The AI had been forced into a living shell, tortured, and modified psychically as well as physically. The Ghoul, grinning, stashed it in a timelocked demiplane for safekeeping then gives the Draconic daughters a crash course in how not to hide something precious to them.

    My character never did learn about the whole ordeal until after he'd ascended.

    A nascent Dominion deity was also hidden in Cheliax. Removing all of its living-tech and followers was intended to reduce it to a demigod as we saw happen with the original Androffan gods when they slew all but the Androids on their world.
    The plan was for the Ghoul to face off with the depowered God and wreck face.
    Instead the being in Cheliax was an aspect of a greater deity worshipped by all the Dominion. It, laughingly, lured the Ghoul and his artifact ship, nearly into a black hole before our pet tech god could stop him.

    The ghoul and the Dominion god have a long distance chat. Turns out it doesn't care about the Dominion, their worship is one sided. Aligning itself with the Ghoul becomes a potential future possibility.

    The Ghoul's Dominion contact calls again. This time requesting meeting. When we arrive though it turns out they required extraction.
    Previously we'd turned a Shipmind into an Android and spread the knowledge that all Shipminds were once mortals twisted now into enslaved ooze living main computers for Dominion ships.
    The Dominion, unfazed, "decomissioned" the faulty Shipminds. In the wake of this slaughter, our Shipmind contact, fled taking three high ranking space dragon commanders with it.

    The Ghoul used Scribe's Binding to turn all three into books on the spot.

    There was a disagreement and the turncoat Shipmind took advantage and stasis pod-ed the three of them.
    We knew the Dominion would eventually arrive at these coordinates so we got clever.
    We made Animated Object Simulacrums of every inanimate part and actual Simulacrums of the living bits for the entire ship and crew.
    Then we had FAKE space dragon commanders act out another arguement that this time resulted in the disintegration of the entire FAKE ship. Which was all recorded on a REAL observation drone which we left derelict at the coordinates.

    Later we perused the space-dragon-books and learned that the youngest was an Oracle. She'd prophesied that we could be responsible for the fall of their branch of the Dominion.
    She'd a secret though. A prophesy she hadn't yet shared. That my Android would eventually come under attack by the goddess Brigh, jealous of his power. This would spark an interstellar, inter-deity war that could tear the universe a new one.

    See, my character has been a devout follower of Brigh for his whole life. In fact everything he'd done had been done largely in her name.
    So he was perplexed to say the least.

    So he asks the only woman he knows for advice, Cassandalee their pet tech god. Who, as if happens, was a 20 something year old when she got AI-ed and ascended to godhood. She'd never even dated.
    So when my Android suggested that, since he'd always been devoted to Brigh when she was on high, why change things now that they were on nearly equal footing?
    If he was to love his goddess why not make official by marrying her?
    Cassandalee's facepalm could be heard through the cosmos. But then, it wasn't the worst idea and she didn't have any better.

    It should be noted that at this point we're all laughing uncontrollably.

    So, the Android, social misfit he is, decides to consult with his closest friend and ally on the matter, a taste-obsessed hideous ghoul. Who shrugs and agrees that it seems logical. And while they're discussing the benefits of sharing followers and divine rank Cassandalee brings in the Draconic daughters.

    One of these dragons was an adult and had adult relationships and even she, after her own clawsome facepalm, agreed that this might be the best plan. She is especially helpful in strongly emphatically agreeing that we should definitely tell the prospective bride of the prophesy.

    Meanwhile calamity strikes again. Turns out removing the tech from Golarion wasn't enough. The last tech users and androids are being persecuted and slain en masse.
    So, we remove the refugees to Androffa. Brigh shows up to help personally.

    Casually, whilst evacuating our faithful, the Android tells Brigh of the prophesy and his solution. Her fears spin quickly and her face vents steam where a living woman would blush. The last of the refugees evacuated, Brigh pauses, considers, then nods.

    Then all hell breaks lose. So in our world deities are planet specific. Not all, but most. And my little mythic demigod was already swinging outside his weight class, the ghoul too.
    If a true goddess were to join her power to mine then not only would the Android power up, Brigh would ascend again, to a more powerful tier.

    So the whole of the Golarion pantheon shows up and forbids the union. The most powerful among them threatens to stop us. Guess their ranks would be thinned sand one goddess.
    Brigh swings wide her arms gesturing to her innumerable believers already seeded across the galaxy and asks them and what followers?

    Meanwhile, while the pantheon is distracted, the Ghoul makes an epic run for the Test of the Starstone aboard his artifact sailing ship crewed with skeletons trailing a continent sized cloak of animated object tech. clockworks, firearms, and alchemy.

    See we had planned to knock the tech level back a notch or two to offset our accidental earlier jumpstarting of Golarion's tech age.
    For this reason we'd planned to remove all of the tech from the planet, but stopped short and only scoured Cheliax clean of Dominion living-tech.

    Since he'd been clued in to the Android's imminent ascension to wedded godhood and the pantheon's attention being elsewhere the Ghoul decided to go out with style. So he enacted the global tech animation plan and used them to brute force the Test of the Starstone.

    So, as the Android took his vows aboard the starship that started his journeys the Ghoul sailed his artifact sailing ship into divinity and beyond.

    GM said that's the first game he's ever brought to such a satisfying conclusion.



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