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| brasswatchman008-14-06, 09:24 PM | As a result of my dissatisfaction with the half-golem template in MM2 (discussed below), I ended up coming up with the following. It's basically warforged crossed with the half-dragon template, with a few changes to add flash here and there. My main question is, does LA +4 seem fair? Thanks. Sorry for the long write-up. HALF-GOLEM TEMPLATE Products of strange magic and stranger alchemy, half-golems are artificial creatures that are half living flesh and half-construct. They are not borne so much as grown in alchemical labs, using a process that is a less-than-logical extension of the methods used to create homunculi. As adults, half-golems make fearsome adversaries, possessing an often uncontainable rage. Size and Type: Type changes to living construct. Size is unchanged. Hit Dice: Same. Initiative: Same as character. Speed: Same as character but a half-golem cannot run. Armor Class: Natural armor class improves by +6. Attack: A half-golem gains a slam attack, with its damage based on size. Size Slam Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Special Attacks A half-golem retains all the special attacks of the base character. It also gains an attack based on the type of golem it is based on, as follows: Clay – Curse Wound (Ex): Once per day, a clay half-golem can choose to apply a curse to one attack against an enemy. The damage the half-golem deals with that attack doesn’t heal naturally and resists healing spells. A character attempting to cast a Conjuration (healing) spell on the wound must succeed on a DC 26 caster level check caster level check, with a DC equal to 10 + 1/2 the half-golem's HD + the half-golem's Con modifier, or the spell has no effect on the injury. Flesh – Breath Weapon (Su): Once per day, a flesh half-golem can emit a 60-foot line of electricity from its mouth. The attack deals 6d8 points of damage. A successful Reflex save (DC 10 + ˝ half-golem’s Hit Dice + half-golem’s Con modifier) reduces damage by half. Stone – Slow (Su): Once per day, a stone half-golem can use a slow effect, as per the spell. The effect has a range of 10 feet, centered on the half-golem, and has a duration of 7 rounds. The effect can be negated with a Will save (DC 13 + half-golem’s Cha modifier). Iron – Breath Weapon (Su): Once per day, an iron half-golem can emit a 30-foot cone of corrosive (acid) gas, which deals 6d8 points of damage. A successful Reflex save (DC 10 + ˝ half-golem’s Hit Dice + half-golem’s Con modifier) reduces damage by half. Special Qualities As a living construct, a half-golem gains the following abilities and immunities: - immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and energy drain. - does not need to eat, sleep or breathe (but must rest for 8 hours in order to prepare spells). - cannot heal damage naturally. In addition, a half-golem gains the following qualities: - Darkvision 60 ft. - Damage reduction: 5/adamantine (if HD 11 or less) or 10/adamantine (if HD 12 or more). - Spell resistance equal to the character’s HD + 5 (maximum 25). - Composite Material (Ex): The material that makes up half of a half-golem’s body essentially occupies the same space on the body as a suit of armor or a robe, and thus half-golems cannot wear armor or magic robes. On the other hand, a half-golem’s flesh can be enchanted just as armor can be. The half-golem must be present for the entire time it takes to enchant him or her. A half-golem also receives a 5% arcane spell miss chance, similar to the penalty for wearing light armor. Any class ability that allows a half-golem to ignore the arcane spell failure chance for light armor lets him or her ignore this penalty as well. - Light Fortification (Ex): When a critical hit or sneak attack is scored on a half-golem, there is a 25% chance that the critical hit or sneak attack is negated and that damage is rolled normally instead. - Berserk (Ex): Once per day, regardless of what material his or her golem half is made from, a half-golem can go into a berserk state in combat. This ability acts similar to the spell rage. The half-golem gains a +2 bonus to Strength and Constitution, a +1 morale bonus to Will saves, and a -2 penalty to AC. A half-golem must take a standard action to go into a berserk state, and remains enraged for a number of rounds equal to its (unenhanced) Constitution modifier + 4. A half-golem is not fatigued after coming out of a berserk state. A half-golem cannot end its rage voluntarily. If the half-golem is a barbarian, the bonuses and penalty are cumulative with the barbarian rage class feature. Abilities: Str +8, Con +4, Wis -2. Str +8, Dex -2, Con +6, Cha -2. Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3. Level Adjustment: +4 |
| brasswatchman008-15-06, 10:22 PM | Just bumping this back to the top of the thread... this is my first time with a template write-up. Are there any conventions on this forum when it comes to writing templates that I don't know about? Will modify what I have if necessary. |
| JiCi08-16-06, 07:58 AM | Let's see: - No one will play a creature that can go berserk and kill its allies. It's the same problem with the Frenzied Berserker. So eliminate that. - in 3.5, all four golems can run, so eliminate the "can't run" part. - while flesh golems are often associated with Frankenstein, they do not have a breath weapon, but you can give them the rage ability... to represent the berserk ability. - Initiative: Same as character -1 seems pointless... unless you give this template a -2 to Dexterity, to represent the clumsiness of having golem parts attached to you. Oh, and a -2 to Charisma could be balancing, since you're a bit... huh... less representing. - Living Construct subtype, light fortification and composite plating are alright. How about adding a spell resistance ? Golems are immune to spells afterall. - Is it an acquired or inherited template ? Acquired seems more appropriate. To which creature can this template be applied ? I say any corporeal creature. Why ? because you won't suspect a skeleton or a warforged with this template. - Dude, you forgot two golems... if you were aiming "only golems in the SRD". Adamantine and Mithral golems are included in the SRD. Just add trample and alacrity (or haste as a supernatural ability). I think I told you anything I needed. Oh, and yes, LA +4 is good. Hope that help. |
| brasswatchman008-29-06, 05:17 PM | The forum jump deleted a bunch of changes I'd made to the template. I've put in the new changes, taking into account what comments I've gotten; in case you didn't see my message on the other forum, JiCi, thanks. You were a big help. Changes to the template have been italicized. For anyone who cares, the original version of the Berserk quality was as follows: Berserk (Ex): When a half-golem enters combat, there is a cumulative 1% chance each round that he or she will abruptly fly into a berserk rage, attacking wildly until all living creatures within sight are destroyed. While in this state, the half-golem gains +4 Strength, +4 Constitution, and -2 to AC. While berserk, a half-golem cannot use any Charisma-, Dexterity- or Intelligence-based skills, use the Concentration skill, cast spells, activate magic items or use any abilities that require patience or concentration. A half-golem cannot end its berserk state voluntarily. When it enters a berserk state, it immediately attacks the closest creature within range, regardless of allegiance or friendship. When it kills the creature at hand, it will move to the next closest creature – regardless of who is foe and who is friend – and so on, until all living creatures it can sense have been eliminated. Only then will the half-golem come out of its rage. Spells that end a barbarian’s rage prematurely – such as calm emotions – can bring a half-golem from out of its berserk state, but a berserk half-golem receives a +2 to its Will save to resist such effects. Once the berserk state ends, the half-golem automatically takes 1 point of Wisdom drain (or 1d4 points of Sanity damage) with no save. If the half-golem is a barbarian, the bonuses and the penalty are cumulative with the barbarian rage class feature. |
| brasswatchman008-29-06, 05:22 PM | You may want to modify the caster level check on the Clay versions Curse ability. The check is difficult to beat for any character below level 16. Point. Trick is, what's the DC of the clay golem's cursed wound attack based on? I couldn't figure that out. Oh, well. I'll just go with the formula for the poison SA for now. If anyone else has additional insight on the matter, please let me know. |
| brasswatchman008-31-06, 02:16 AM | bump |
| brasswatchman009-03-06, 12:13 AM | bump :sigh: |
| JiCi09-03-06, 08:14 AM | Where's the adamantine and mithral golem ? |
| brasswatchman009-04-06, 01:56 PM | :) Right. Knew I was forgotting something. I'll get back to you in a sec. |
| Slagger the Chuul09-05-06, 03:20 AM | You should note that the half-golem gains the augmented subtype, which tells you that it still has all the features of its original Hit Die type. For example, a half-golem hill giant has the features (BAB, skills, saves, and hit points) of the giant type rather the construct type, so its type is "Construct (augmented giant, living construct)". You haven't specified to which kinds of creatures the template can be applied. Limiting it to living, corporeal creatures would be a good start (and also specifically exclude constructs, since the door's open for living constructs). You should also drop the composite plating; unlike a warforged, the half-golem's armor is represented by natural armour, rather than a built-in armour bonus. For similar reasons, the inability to heal doesn't fit. This isn't a full-body construct like the warforged (which are balanced to be a +0 LA race), so the same limitations don't apply. The half-golem retains a lot more of its original nature, while the warforged were "born" as constructs. |