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View Full Version : Gentlemen, we can rebuild him. We have the magic.[3.5 Monster Class]



AugustNights
2010-12-10, 04:50 PM
Half-Golem

http://1.bp.blogspot.com/_7mGFJ7t-eaU/ScO206dYCZI/AAAAAAAAA68/c4U8gq6gUE0/s400/Golem_Android_by_cmdumestre.jpg

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

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

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

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

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

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

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

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


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

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

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

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

^ Haste ( http://www.d20srd.org/srd/spells/haste.htm) Effects heal a Half Mithral Golem 1d8 Hp per Caster Level.

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


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

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

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

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

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

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

More Half-golems here! (http://www.giantitp.com/forums/showpost.php?p=10000733&postcount=26)
Even more Half-golems here! (http://www.giantitp.com/forums/showpost.php?p=10387126&postcount=79)
Yet even more Half-golems here! (http://www.giantitp.com/forums/showpost.php?p=10387137&postcount=80)


One half not enough to satiate your partial golem needs? Half-wrought Horror (http://www.giantitp.com/forums/showpost.php?p=10058670&postcount=46) is the PrC for you!

A Chumps Twopence:

Old Comments:

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

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

The Half Golem can give you quick construct traits if you fail the save but then you lose Con, wich is important for several of the Half-Golem abilities. And also a penalty to charisma on top.

My Comments
Boy was that fun!
Not terribly pleased with the Half Nimblewright Golem’s Golemaic Weapon. Ideas?
Bets on I screwed something up, if you notice any mistakes, or power balance issues, please let me know!
Caution: Not all of these Half-golems are actually half golem. I’ve added in some more constructs to the mix, because why not?
You might think I’m crazy when I say that the following Golems are in the MMIII, but they are. They are suggested there, on pg.66, though no stat block is provided. [Amorphion (Limbo), Ash Golem (Gehenna), Battleglory (Ysgard), Gear Golem (Mechanus), Mindstrike Golem (Pandemonium), Perfector (Arcadia), Sentinel of Mithardir (Arborea), Shacklelock Golem (Carceri), Valorhammer (Celestia), Woodwrath Golem (Beastlands)]
Oh, I’ll take requests on more Half-golems.
This is definitely a WIP still.

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


Source
Adamantine Golem Epic Level Hand Book
Alchemical Golem MMIII
Amorphion Golem MMIII
Animated Object MM
Ash Golem MMIII
Astral Golem XPH
Artillery Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=57910)
Assembly Golem Hombrew (http://www.giantitp.com/forums/showthread.php?t=79806)
Battleglory Golem MMIII
Birthday-Cake Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=145583)
Black Ice Golem DR324
Blood Golem Perilous Gateways (http://www.wizards.com/dnd/article.asp?x=fr/pg20020731x)
Blood of "War" Golem Fiend Folio
Bone Golem Homebrew (http://www.giantitp.com/forums/showpost.php?p=10107544&postcount=56)
Brain Golem Fiend Folio
Butterscotch-Pudding Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=84225)
Cadaver Golem Heroes of Horror
Cadaver-Collector MMIII
Caltrop Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=95916)
Calzone Golem Something’s Cooking (http://www.wizards.com/dnd/files/Cooking.pdf)
“Candle” Wax Golem Cliffhangers Adventures (http://www.wizards.com/dnd/article.asp?x=dnd/ch/ch20001218b)
Cannon Golem DR355
Chain Golem MMII
Chalk Golem Denizens of Dread
Chocolate Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=46749&highlight=chocolate+golem)
Coal Golem Monster Mayhem ( http://www.wizards.com/default.asp?x=dnd/mm/20020830a)
Coral Golem Stormwrack
Crystal Golem XPH
Demon Flesh Golem Fiend Folio
Diamond Golem Monsters of Faerûn
Dragon Flesh Golem MMII
Dragonbone Golem Draconomicon
Drakestone Golem Draconomicon
Dung Hombrew (http://www.giantitp.com/forums/showthread.php?p=2949455#post2949455)
Elder Eidolon Golem LoM
Emerald Golem Monsters of Faerûn
Equine Golem A&EG
Fang Golem MMIV
Feuer the Iron Golem Monster Mayhem (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010330c)
Fewmet Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=11467)
Flesh Golem MMI
Flesh Colossus Epic Level Hand Book
Force Golem MMV
Fungus Golem Dragon341
Gear Golem MMIII
Glass Golem Denizens of Dread
Gloom Golem MMIII
Gold Golem Random Encounters (http://www.wizards.com/default.asp?x=dnd/re/20030901a)
Golem RemnantFar Corners of the World ( http://www.wizards.com/default.asp?x=dnd/fw/20041126a)
Grave-dirt Golem Libris Mortis
Greater Stone Golem MM
Girsgol MMIII
Hard Wood Golem Denizens of Dread
Hangman Golem MMIII
Hellfire Golem Fiend Folio
Homunculus MMI
Ice Golem Frostburn
Incarnum Golem MOI
Inevitable MMI
Inquisition Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=57575)
Iron Colossus Epic Level Hand Book
Ironwyrm Golem Draconomicon
Juggernaut MMII
Junk Golem Dragon341
“Khandurus” Blood Golem DII, Diablerie
“Khandurus” Clay Golem DII, Diablerie
“Khandurus” Fire Golem DII, Diablerie
“Khandurus” Iron Golem DII, Diablerie
Lemorian Golem DU142
Magmacore Golem MMV
Maggot Golem DR339
Mask Golem Pathfinder: Masks of the Living God ( http://www.d20pfsrd.com/extras/collaborators/bestiary-conversion-queue/mask)
Mindstrike Golem MMIII
Mud Golem MMIII
Midnight Golem MOI
Mithral Golem Epic Level Handbook
Nimblewright MMII
Obah-Blessed Clay Golem DU136
Outer Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=70137)
Paper Golem Dragon341
Peanut Butter Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=94843)
Perfector Golem MMIII
Plague Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=11300)
Piñata Homebrew (http://www.giantitp.com/forums/showthread.php?t=168077&highlight=Pi%F1ata)
Prismatic Golem MMIII
Psicrystal XPH
Razor Golem Monster Mayhem (http://www.wizards.com/default.asp?x=dnd/mm/20030418a)
Relief Golem DR334
Replicant Homebrew (http://www.giantitp.com/forums/showthread.php?t=39608)
Retriever MMI
Retrospect Homebrew (http://www.giantitp.com/forums/showthread.php?t=104346)
Rubber-Chicken Golem Homebrew (http://www.giantitp.com/forums/showthread.php?p=4115355#post4115355)
Ruby Golem Monsters of Faerûn
"Ruby" Monster Mayhem (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010427a)
Rune Golem DR343
Sand Golem Sandstorm
Sardorian Golem Psionic Bestiary (http://www.wizards.com/default.asp?x=dnd/psb/20040123c)
Sentinel of Mithardir MMIII
Serpentflesh Golem Serpent Kingdoms
Shaboath LoM
Shacklelock Golem MMIII
Shadesteel Golem MMIII
Shield-Guardian MMI
Sickstone Golem Far Corners of the World ( http://www.wizards.com/default.asp?x=dnd/fw/20021123a)
Siege Golem Cityscape
Skywatcher Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=112562)
Soul-fused Golem MOI
Split-Rail Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=11022)
Stained-glass Golem MMII
Stone Colossus Epic Level Hand Book
Survey Stone Golem Perilous Gateways (http://www.wizards.com/default.asp?x=dnd/pg/20030416b)
Swarm Golem DR309
Tangled Seasonal Lights Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=11290)
Tellene Bone Golem Denizens of Dread
Tellene Bronze Golem Denizens of Dread
Tellene Ice Golem Denizens of Dread
Thayan Golem Monsters of Faerûn
Tin Golem Dragon341
Tod the Iron Golem Monster Mayhem (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010706a)
Tombstone Golem Libris Mortis
Topiary Guardian Golem MMIII
Trainer Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=178895)
Valorhammer Golem MMIII
Verran’s Flesh Golem Monster Mayhem (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010511a)
Walking Statue of Waterdeep Forgotten Realms, Waterdeep (http://www.wizards.com/default.asp?x=dnd/ex/20050601a&page=6)
Wax Golem Dragon341
Warforged MMIII/Eberron Campaign Setting
Warforged Raptor Eberron, Forge of War (http://www.wizards.com/default.asp?x=dnd/ex/20070618a&page=5)
Watcher Clay Golem Monster Mayhem (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010601a)
Web Golem MMIII
Wood Golem Dragon341
Woodwrath Golem MMIII
Worker Golem Homebrew (http://www.giantitp.com/forums/showthread.php?t=178894)


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

AugustNights
2010-12-10, 04:52 PM
Construction MaterialAdamantine- This material is incredibly indestructible, The Half Adamantine Golem’s Strength increases by an additional +2 and its natural armor increases to equal its constitution modifier. Further when a Half Adamantine Golem gains Damage Reduction at third level, it gains additional DR equal to its strength modifier. A Half Adamantine Golem is immune to spells that normally effect metals, as that their body is timeless and concepts such as Rust, and Heat Metal, do nothing to it.

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

Amorphion Golem- This material is constantly changing, ever reshaping itself. The Half Amorphion Golem may add a +2 bonus to any one of its ability scores. It may reassign this bonus 1/day, as a standard action. Further the Half-Amorphion Golem may alter its form as per the spell Alter Self (http://www.d20srd.org/srd/spells/alterself.htm) 1/day per 4 HD as a Full Round Action, caster level equal to its HD.

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

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

Assembly- This material is built of very small constructs that may be disassembled and reassembled at any time. As a move action the Half Assembly Golem may disassemble part of its Golem limb in order to produce multiple miniscule Assembly Golems that may form together to build larger creatures. This functions similarly to the Summon Monster spell of Caster Level equal to half the Half Assembly Golem’s HD, and it uses the following table. Like summon monster, a Half Assembly golem may summon 1d4-1 creatures of a lower tier than what it can currently summon, or 1d6+1 of any tier 2 or lower than it’s currently available one. A Half Assembly Golem may use this ability a number of times per day equal to its Wisdom modifier. {table=head]Half Assembly Golem HD|Summoned Creatures
1|Tiny Animated Object (Golem Shaped)
3|Small Animated Object (Golem Shaped)
5| Medium Animated Object (Golem Shaped)
7|Tiny Assembly Golem or Large Animated Object (Golem Shaped)
9|Small Assembly Golem
11|Huge Animated Object (Golem Shaped)
13|Medium Assembly Golem
15|Gargantuan Animated Object (Golem Shaped)
17|Large Assembly Golem[/table]
Assembly Golem Block (http://www.giantitp.com/forums/showpost.php?p=10000733&postcount=26)

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

Birthday-Cake- This material comes with alchemical candles that grow naturally from the cake-like arm, the Half Birthday-Cake Golem gains a number of candles equal to its HD. The Half Birthday-Cake Golem gains fast healing to the number of candles it has lit. These candles are particularly hard to put out. A character can blow out a Half Birthday-Cake Golem’s candles as a standard action that provokes attacks of opportunity. The character makes a touch attack, and if successful, the character can blow out a number of candles equal to 1d20 + his Constitution modifier. A gust of wind works like a ranged attempt to blow out a birthday Golem’s candles, and thus requires a ranged touch attack. A gust of wind blows out 1d20+Primary casting ability score candles. As a swift action, a Half Birthday-Cake Golem can relight 1d6 candles.
If all of the Birthday-Cake Golem’s candles are lit, it may extinguish them all as a swift action to grant a single targeted creature the benefits of Heroism (http://www.d20srd.org/srd/spells/heroism.htm) caster level equal to its HD.

Blood of War- This material is very strong but demands constant upkeep or else it becomes a hindrance. The character's strength score improves by an extra +4 and its Natural armor increases to equal its constitution modifier, further, it can detect any creature within a 30 feet per HD range that has been injured or is actively bleeding, as if by the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent)special quality. The Half Blood of War Golem must consume an amount of blood equal to the water it requires each day, every day the Half Blood of War Golem does not consume such blood it must make a Fortitude save (DC 10+number of days since its Last Feeding) or grow weak. It loses 1 points of Strength each day it fails this save. It takes 1 minute of interrupted work with proper tools (cost 50 GP, not expended by this) and the body of a recently slain creature with blood (Which is consumed in this process, each creature offers a total amount of repairs equal to half its constitution score), and a successful heal, profession, or craft check the appropriate type with DC (18) to remove each point of this Strength penalty. A Restoration spell will automatically remove this Strength penalty and will prevent this Strength penalty for 24 hours. The subject can repair itself but it takes double time. There's no penalty for failing these repair checks.

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

Brass This material greatly improves the olfactory capabilities of the Half Brass Golem. The Half Brass Golem gains the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) ability and gains a bonus on Survival checks (Including those made in Tracking) equal to its HD, it may make survival checks in the place of intelligence checks when attempting to navigate labyrinths and mazes, including those created by the Maze (http://www.d20srd.org/srd/spells/maze.htm) spell. Further the Half Brass golem gains a +2 bonus to strength, and its bonus natural armor is increased to equal its constitution modifier.

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

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

Caltrop- This spiky material is constantly falling apart, as such any square moved through by a Half Caltrop Golem is left covered in caltrops (http://www.d20srd.org/srd/equipment/goodsandservices.htm). These caltrops attack roll is equal to the Half Caltrop Golem’s attack roll, without any size bonuses or penalties. These caltrops deal 1d4 damage per 4 HD the Half Caltrop Golem has. The DC Heal check for these caltrops’ speed reduction is 10+1/2 The Half Caltrop Golem’s HD+ Strength Modifier. These disappear three rounds after forming, and the Half Caltrop Golem is immune to the effects of these caltrops. Further the Half Caltrop Golem is treated as having armor spikes for all intents and purposes. It is naturally proficient with these armor spikes.

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

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

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

Chocolate- This material is tantalizingly aromatic to any creature that gets too close to the Half Chocolate Golem. Any creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Chocolate Golem possesses must make a will save DC (10+1/2 The Half Chocolate Golem’s HD+ Wisdom Modifier) or behave Confused (http://www.d20srd.org/srd/spells/confusion.htm) for a number of rounds equal to the Half Chocolate Golem’s HD. A creature that succeeds on its save cannot be effected again by this ability. This is a mind-effecting affect that is scent dependent. (As such creatures who cannot smell are immune, and creatures with the Scent quality suffer a -4 circumstance penalty to their will save. Likewise Gnomes always suffer a -2 racial penalty to this will save.)

Clay- This material gives extra momentum to the Half Clay Golem. After it has engaged in at least one round of combat the Half Clay Golem can act as if it were under the effects of Haste (http://www.d20srd.org/srd/spells/haste.htm). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the Half Clay Golem has. In addition, when the Half Clay Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Inquisition- This material is exceptionally cruel, and capable of silencing the cries of its opponents. Once per day per 2 HD the Half Inquisition Golem has the Half Inquisition Golem may use Silence (http://www.d20srd.org/srd/spells/silence.htm) center on itself as a SLA, caster level equal to its HD. Will save DC equal to 10+Half the Half Inquisition Golem’s HD + Wisdom Modifier. Further, as a swift action the Half Inquisition Golem may equip any tool found inside Healing kit, or that may be particularly vicious, granting the Half Inquisition Golem a racial bonus to Heal and Intimidate checks equal to half its HD.

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

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

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

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

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

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

Mithral- This material is uncannily light and durable. After it has engaged at least in one round of combat the Half Mithral Golem can act as if it were under the effects of haste (http://www.d20srd.org/srd/spells/haste.htm). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Mithral Golem has. In addition the Half Mithral Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

Nimblewright- This material is uncannily light and durable. After it has engaged at least in one round of combat the Half Nimblewright Golem can act as if it were under the effects of haste (http://www.d20srd.org/srd/spells/haste.htm). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Nimblewright Golem has. In addition the Half Nimblewright’s slam attack is replaced with a ‘rapier-hand’ attack, which functions much like a monk’s unarmed attack in that it is both a natural weapon and a light manufactured weapon. This attack deals 1d8 piercing damage, and has critical threat range of 18-20/x2.

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

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


Jif: After it has engaged at least in one round of combat the Half Jif Peanut-Butter Golem can act as if it were under the effects of haste (http://www.d20srd.org/srd/spells/haste.htm). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the half Jiff Peanut-Butter Golem has. In addition the Half Jif Peanut-Butter Golem gains a +2 bonus to Dexterity, and all of its base speeds increase by 10 feet.

Peter Pan: The Half Peter Pan Peanut-Butter Golem is continuously affected as if by Feather Fall (http://www.d20srd.org/srd/spells/featherfall.htm) spell. Further it may fly for a number of rounds per day equal to its HD at a speed of 60 feet with average maneuverability. These rounds may be used all at once or interspersed across the day.

Plumpy'nut: Once per day the Half Plumpy'nut Peanut-Butter Golem may increase in size by one size category as the Enlarge Person (http://www.d20srd.org/srd/spells/enlargeperson.htm) spell, treat the Half Plumpy'nut Peanut-Butter Golem’s HD as caster level.

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

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

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

Perfector- This material is gathered in peaceful planes and is designed to resonate tranquility. Any Humanoid or Outsider type creature within a range of 5 feet plus an extra 5 feet for every 4 HD the Half Perfector Golem possesses must make a will save DC (10+1/2 The Half Perfector Golem’s HD+ Wisdom Modifier) or be effected as if by a Calm Emotions (http://www.d20srd.org/srd/spells/calmEmotions.htm) effect, Caster level equal to the Half Perfector Golem’s HD. Further, upon reaching 4 HD the Half Perfector Golem may use Remove Disease (http://www.d20srd.org/srd/spells/removeDisease.htm) as a spell like ability 1/week per 4 HD it possesses.

Piñata- This material is filled with wonderful delicious candies. The Half Piñata Golem gains fast healing equal to half its HD, however it may willing stop this fast healing for 1 round in order to produce a handful of candy. This functions as a Goodberry (http://www.d20srd.org/srd/spells/goodberry.htm) spell of Caster Level equal to the Half Piñata Golem’s HD, except it requires no material component, and produces a number of ‘good-candies’ equal to its constitution modifier. It may use this ability a number of times per day equal to its HD.

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

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

{table=head]1d8|Color|Result
1|Red|Fire Damage
2|Orange|Acid Damage
3|Yellow|Electricity Damage
4|Green|Disintegration Damage*
5|Blue|Cold Damage
6|Indigo|Wisdom damage**
7|Violet|Sonic Damage
8|White|Force Damage[/table]
*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm).
**Widom damage offers a Will save DC (10+1/2HD+Cha Mod) for half. Creatures reduced to 0 wisdom through this attack are rendered permanently Insane (http://www.d20srd.org/srd/psionic/powers/insanity.htm) as per the spell of the same name.

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

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

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

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

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

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

Shield-Guardian- This material has been magically treated for certain purposes. 1/day per 4 HD the Half Shield-Guardian Golem has it may cast Shield Other (http://www.d20srd.org/srd/spells/shieldother.htm) as a spell like ability, Caster level equal to the Half Shield-Guardian Golem’s HD. The Half Shield-Guardian may store one spell in its body, either ‘peacefully’ cast into it by a willing creature, or any spell that has failed to overcome the Half Shield- Guardian Golem’s Spell Resistance. It may only have one spell within it at any given time, but it may immediately drop an old spell for a new available spell. It may cast this spell at any time, however while this spell is cast from the Half shield-guardian Golem, it’s Caster Level and DCs are all based on the original caster. A Half-Shield-guardian Golem may only store spells of levels up to 1/2 its HD.

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

Skywatcher- This material is designed to bend the light in such a way to offer perfect vision. The Half Skywatcher golem gains Darkvision out to 20 feet per HD it has. It also gains Improved Low-light vision increasing the distance it can see in low light conditions to four times that of a normal human, if it already has low-light vision this quadruples the range of the creature’s low-light vision. The Half Skywatcher golem also gains a racial bonus on all Spot and Search Checks equal to half its HD, if it spends a full round action focusing on such a check this increases to equal its HD. Further, upon reaching 5 HD, for an amount of rounds per day equal to its HD the Half Skywatcher Golem may Levitate (http://www.d20srd.org/srd/spells/levitate.htm) as per the spell, caster level equal to its HD. Activating or ending this is a swift action.

Split-rail- This Material is incredibly simple, and most calming to creatures of the wild. The Half Split-rail Golem gains a +2 bonus to Strength. Further any animal or magical beast type creature within a range of 10 feet plus an extra 10 feet for every 4 HD the Half Split-rail Golem possesses must make a will save DC (10+1/2 The Half Split-rail Golem’s HD+ Wisdom Modifier) or be effected as if by a Calm Animals (http://www.d20srd.org/srd/spells/calmanimals.htm) effect, Caster Level equal to the Half Split-rail Golem’s HD. (Untrained, non-dire animals get no save against this ability.)

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

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

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

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

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

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

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

Web- This material is extremely sticky and surprisingly strong. Any weapon that deals damage to a Half Web Golem becomes stuck to its skin, unless the wielder succeeds on a DC (10+ 1/2 The Half Web Golem’s HD + Strength) Reflex save. The weapon may be retrieved with a successful disarm check which the Half Web Golem receives a racial bonus to equal to half its HD. Further the Half Web Golem gains a continual Spider Climb (http://www.d20srd.org/srd/spells/spiderClimb.htm) effect, as well as slow-falling for a distance equal to 10 feet per HD the Half Web Golem possesses.

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

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

AugustNights
2010-12-10, 04:53 PM
Golemaic Weapon Pt I (A-N)Adamantine- The Half Adamantine Golem gains a trample attack, As a full-round action the it can literally run over an opponent at least one size category larger than itself or smaller. The Half Adamantine Golem may move up to twice its speed, and must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength modifier damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Adamantine Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature

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

Amorphion- The Half Amorphion golem may radiate a Wild Magic (http://www.d20srd.org/srd/planes.htm#wildMagic) as a 5 feet per HD radius emanation, centered on the Half Amorphion Golem, any spells cast within this area are treated as being cast on a plane with a Wild Magic atmosphere. Initiating this aura or ending it is a swift action, but the Half Amorphion Golem may only maintain its Wild Magic aura for a number of rounds per day equal to twice its HD.

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

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

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

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

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

Blood of War- The Half Blood of War Golem may spin the flails dangling off of its golem limb in order to more effective strike multiple opponents. 1/minute, as a standard action the Half Blood of War Golem may make one Slam attack at its highest base attack bonus against every creature within reach of its slam attack. Additionally the Half Blood of War Golem may ‘throw’ its flail like appendages. Its slam attack gains thrown weapon range of 5 feet per HD the Half Blood of War Golem has, because this ranged attack involves to weighted flails at the end of a chain, it may also be used to make a trip attack, after “throwing” its slam attack the Half Blood or War Golem must wait 1 minute before it regrows its slamming flails. At 10 HD its Slam attack gains the Returning (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#returning) special quality.

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

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

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

Upon reaching 10 HD the Half Brass Golem may instead use one its daily uses of Quarry to Cast Maze (http://www.d20srd.org/srd/spells/maze.htm) as a spell like ability, Caster Level equal to the Half Brass Golem’s HD. The Half Brass Golem may freely enter this maze in order to track any creatures within.

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

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

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

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

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

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

Chocolate- Once every minute, As part of a normal slam attack, the Half Chocolate Golem may use its melty delicious nature to make a slam attack that leaves the targeted creature covered in a sticky mess, that is has a fantastic scent. If the attack is successful the targeted creature must succeed on a Will Save DC Once every minute, As part of a normal slam attack or be effected as per the Slow ( http://www.d20srd.org/srd/spells/slow.htm) spell for a number of rounds equal to the Half Chocolate Golem’s HD. Further any creature that can smell or taste that is indifferent towards the slowed creature will instead behave as if it were hostile to that creature, as that the sweet allure of chocolate drifts from the target.

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

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

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

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

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

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

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

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


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

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

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

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

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

Gloom- Once per day per 3 HD the Half Gloom Golem has, it may declare one of its slam attacks to be a Touch of Woe. If the Slam attack hits its target that target suffers 1d6 points of charisma damage. If an opponent is reduced to 0 Charisma from this attack, it drops into a night-mare filled coma and cannot be restored to consciousness without the aid of a Break Enchantment (http://www.d20srd.org/srd/spells/breakenchantment.htm) or Remove Curse (http://www.d20srd.org/srd/spells/removecurse.htm) effect. Creatures damaged by this Touch of Woe often behave miserable and withdrawn until their Charisma damage is restored.

Grave-dirt- The Grave-Dirt Golem’s natural attacks leave soiled wounds caked in foul grave-dirt, Creatures damaged by its slam suffer 2d4 points of vile damage on the subsequent round to its delivery. This is not negative energy, and thus harms undead as well. This damage may not removed naturally or magically unless the target is within the bounds of a Hallowed ( http://www.d20srd.org/srd/spells/hallow.htm ) area. Further the Half Grave-Dirt Golem’s slam always bypass regeneration.

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

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

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

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

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

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


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

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

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

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

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

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

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

Magmacore- As a free action 1/minute the Half Magmacore Golem may shatter its natural armor, completely losing is bonus to natural armor from the Half-Golem class, gaining aBlur ( http://www.d20srd.org/srd/spells/blur.htm) effect for the following minute. At the end of which the Half Magmacore Golem’s natural armor returns. When Shattering its armor all creatures within a 5 feet per HD radius blast, centered on the Half Magmacore Golem, suffer 1d4 damage per HD, Reflex DC (10+1/2 HD+Con Mod) for half. Half of this damage is piercing, the other half is fire damage.

Mindstrike- The Half Mindstike Golem gains an additional bite natural attack that deals 1d6 damage, and may be used to deliver a mind-addling venom. Any creature damaged by this bite is subjected to this poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) with initial and secondary damage of 1d6 Cha damage. This damage increases by one size category every 4 HD the Half Iron Golem has. If an opponent is reduced to 0 Charisma from this venom, it grows irrevocably mad, as if by Insanity (http://www.d20srd.org/srd/psionic/powers/insanity.htm). At 5 HD it may instead deal acid damage equal to its initial damage with this venom, offering no save, and creatures immune to poison are not immune to the acid.

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

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

Nimblewright- If the Half Nimblewright Golem hits an opponent with its rapier hand attack, it may attempt to trip that opponent without needing to make a touch attack, or provoking an attack of opportunity. Further, when attacking a prone creature, it deals an additional 2d8 damage with a successful attack.

AugustNights
2010-12-10, 04:54 PM
Golemaic Weapon Pt II (O-W)Outer- The Half Outer Golem gains reach of 5 extra feet with its slam attack, as oozy green tentacles grow out of its body. It also gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Outer Golem deals constriction damage equal to its slam damage. Further, 1/minute the Half Outer Golem may make a charge attack at 4 times its movement speed, as it charges it grows uncannily hot, and its slam attack deals an additional 1d6 fire damage at the end of this charge.

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

Perfector- The Half Perfector Golem gains a terrifying Gaze attack, any creature within a 5 feet per HD radius of the Half Perfector Golem are subjected to this Gaze attack, and must succeed on a DC (10+1/2 HD+Con Mod) or become shaken for 1d4 rounds per 2 HD. A successful save leaves that opponent immune to this fear effect for 24 hours. Further the Half Perfector Golem may use Banishment (http://www.d20srd.org/srd/spells/blur.htm) as a spell like ability 1/day per 5 HD the Half Perfector Golem has. Caster level equal to its HD.

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

Plague- As free action, 1/minute, the Half Plague Golem may attempt to spread any one disease it is carrying (see Construction Material), it may choose one of the following means of spreading it in each instance it uses this ability. The Fortitude save for any given disease spread in this manner is DC (10+1/2HD+Con Mod), and has an incubation time of 1d4+1 rounds. The Half Plague Golem may have a number of diseases actively ready to infect equal to its Con Mod. (Or in other words the Half Plague Golem may not have more objects smeared with disease substance than its Con Mod.)

Contact The Half Plague Golem may touch the surface of any single object placing a contact disease over 1 square foot of its surface area per HD. Any creature touching this area within 10 minutes per HD must make a Fortitude save or suffer the ill effects of the disease.

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

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

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

Prismatic- As a free action, 1/minute, the Half Prismatic Golem may extend a luminous tendril from its body in order to make a Prismatic touch attack. This attack has a random effect based on the color of the tendril that made the attack, it cannot control which tendril it uses. Roll 1d8 and consult the following table to figure out the exact effect of the attack. This attack deals 1d4 damage of the appropriate type per HD.
{table=Head]1d8|Color|Result
1|Red|Fire Damage
2|Orange|Acid Damage
3|Yellow|Electricity Damage
4|Green|Disintegration Damage*
5|Blue|Cold Damage
6|Indigo|Confusion**
7|Violet|Sonic Damage
8|White|Force Damage[/table]
[size=1]*Disintegration Damage has no elemental damage tied to it, but if a creature is reduced to 0 or more hp by this damage it is disintegrated as per the spell Disintegrate (http://www.d20srd.org/srd/spells/disintegrate.htm).
**Confusion does no damage, but subjects the creature to a Confusion (http://www.d20srd.org/srd/spells/confusion.htm) effect as per the spell of the same name. Caster Level equal to the Half Prismatic Golem’s HD. At 10 HD this increases to an Insanity (http://www.d20srd.org/srd/psionic/powers/insanity.htm) effect, as per the spell of the same name.

Replicant- The Half Replicant Golem can create Replicants with the speed and ease of a normal Replicant. Doing so requires it to first gather 50 gp worth of raw materials. The process of creation is erratic and only takes 1d4+1 days to complete. The Replicant created only has ½ a HD and is completely average for its kind, except for any flaws it may have. The newly created Replicant is loyal to the Half Replicant Golem. This Replicant is treated as a hand-built and is utterly and mindlessly loyal to the Half Replicant Golem. There is a chance the new Replicant is imperfectly created. Roll a d% and consult the Replicant’s table (http://www.giantitp.com/forums/showthread.php?t=39608) to see if this happens and the exact manner of the flaw. Alternatively the Half Replicant Golem may use 10 gp worth of raw materials and a full-round action that provokes an AoO to cobble out a Replicant that lasts for 1d4 rounds per HD. (This Replicant is incapable of building other Replicants and has 2 flaws.)

Rubber-Chicken- As part of an attack action, 1/minute, the Half Rubber-Chicken Golem may make a Bad Joke attack with its slam. Any creature struck this slam attack must succeed on a DC (10+1/2 HD+Cha Mod) Will save, or be effected by a Hideous Laughter ( http://www.d20srd.org/srd/spells/hideouslaughter.htm) effect, caster level equal to its HD.

Alternatively at third level the Half Rubber-Chicken Golem may opt to, instead, gain access to the Falling Anvil (http://www.giantitp.com/forums/showthread.php?t=122824&highlight=Looney+Tunes) discipline regardless of class. In addition, it may choose one 1st-level Strike from this discipline and use it once per encounter (as if it had picked up a strike with the Martial Study feat, although this does not count against the number of times it may select this feat).

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

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

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

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

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

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

Reloading this Catapult limb requires a full-round action, however the Half Siege Golem has a special holster built into its back to hold 1 spare boulder at all times. Any Boulder in this Holster may be loaded as a swift action. Any Boulder or object in this holster, add its weight against the Half Siege Golem’s carrying capacity as normal.

{table=head]Size Before Powerful Build| Size and Weight of Rocks
Fine|Cannot throw rocks, Pebbles though. They don’t do damage. (No objects)
Diminutive|Rocks weighing up 5 pounds each. (Fine objects)
Tiny|Rocks weighing 10 to 15 pounds each ( Diminutive objects)
Small|Rocks weighing 20 to 30 pounds each (Tiny objects)
Medium|Rocks weighing 40 to 50 pounds each (Small objects)
Large|Rocks weighing 60 to 80 pounds each (Medium Objects)
Huge|Rocks weighing 90 to 120 pounds each (Large Objects)
Gargantuan|Rocks weighing 130 to 170 pounds each (Huge Objects)
Colossal|Rocks weighing 180 to 230 pounds each (Gargantuan Objects[/table]


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

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

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

Stone- The Half Stone Golem can cause a creeping curse in those raise their ire, as a free action 1/minute. The Half Stone Golem may select any target within a range of 10 feet plus 5 for every 3 HD beyond 5, this Target must succeed on a DC (10+1/2 HD+Con Mod) Will Save or suffer the effects of a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell, Caster Level equal to its HD.

Tangled-Seasonal-Lights- The Half Tangled-Seasonal-Lights Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, it deals constriction damage equal to its slam damage. Further, the Half Tangled-Seasonal-Lights Golem may use an Animate Rope (http://www.d20srd.org/srd/spells/animaterope.htm) spell like ability once per day per 3 HD. It may use this ability to do one of the following: Animate a rope as per normal, Cause a creature’s clothing or vaguely cloth/rope-like accessories to entangle said creature for a duration equal to the Animate Rope’s duration, or to cause a targeted creature’s internal organs to twist and knot, dealing 1d4 points of nonlethal damage each round for Animate Rope’s duration.

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

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

Valorhammer- As a standard action, 1/minute, the Half Valorhammer Golem may invoke a merciful smiting that delivers the non-lethal damage and the cleansing comfort of guilt relieving pain. This attack gains an insight bonus to attack equal to its Cha Mod, and deals additional non-lethal damage equal to its HD. This need not be the Half Valorhammer Golem’s slam attack, this attack is not alignment dependent. A creature rendered unconscious through attack is subjected to an Atonement (http://www.d20srd.org/srd/spells/atonement.htm) effect.

Warforged- Warforged grafts are highly adaptable, and are easily modified, the Half-Warforged Golem gains 1 upgrade selected from the Iron Golem (http://www.giantitp.com/forums/showpost.php?p=8982582&postcount=1018) Monster Class that it qualifies for instead of a Golem weapon.

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

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

Worker- As a free action, 1/minute, the Half Worker Golem may fire a terrible tribeam cannon designed to eliminate material. This cannon strikes unerringly at a range of 10 feet per HD. The targeted creature or object suffers 1d4 damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half, further any creature or object reduced to 0 hp in this manner is disintegrated (http://www.d20srd.org/srd/spells/disintegrate.htm). This attack ignores hardness and deals full damage to objects.

TheGeckoKing
2010-12-10, 05:36 PM
Firstly, this is awesome. If you take but one thing from this post, take this. IT'S AWESOME.

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

AugustNights
2010-12-10, 05:51 PM
It's something I've considered, and will continue to ponder over. I think it would have to be more class levels if anything. Perhaps a repeating L.1 PRC that allows for you to either Select: 1 New Material, or A New Weapon if you have the Material Prereq. Maybe. First lets get this guy balanced before we worry about that interesting idea. But it's on my back burner for certain.

TheGeckoKing
2010-12-10, 06:07 PM
Fair enough, and i've found one thing I'm not fond of - The Blood Golem Material. I would of just given a capped bonus for being coated in blood, or something, rather than make it a vampire golem...thing.

Tacitus
2010-12-10, 06:20 PM
per 4 HD the Half Ash Golem has. The Half-Sand Golem may also leave clouds of Ash


A Restoration spell will automatically recover the Strength damage and will Strength loss for 24 hours.
Will what?


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


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


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


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


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


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


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

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


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

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


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


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


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


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

Half-warforged is delicious.


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

Didn't do the weapons, because whoadang.

Hmm... should have spoiled that to begin with.

AugustNights
2010-12-10, 06:28 PM
1st: Thanks! That helps a lot. There was a mountain of copy and pasting, and it seems some old errors have creeped back into the work.


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


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

Former, how is that a downgrade if the later isn't?


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

It should be linked in the First Post under Sources.


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


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


Half-warforged is delicious.
Light simple meal.


So a Failed is just boned out of a stat boost?

"Any abilities from the Half-Golem Class that are based on Constitution instead use Wisdom for the Failed Half Golem." Under The Danger.
But I'll make a stipulation.


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

Tacitus
2010-12-10, 06:42 PM
Well I think at one point the CLW/RLD jumps from CSW/RSD to Mass CLW/MLD from one spell level to the next, which means you can heal a bunch of things for a pittance but can't give burst healing to a single. If you intend to allow it to use any Repair of up to half their HD, then that also needs a wee bit of clarification.

And I figured it might give Wis instead, but I tend to look for things that might potentially cause questions in the future just to get them out of the way. >.>

ocel
2010-12-10, 07:14 PM
Shouldn't there be a risk for spell failure, with the light fortification or the part in question of being under prosthesis, IE being replaced with a prosthetic limb?

Also the Iron weapon sounds a little overpowered with the effects on others constitution ability score.

radmelon
2010-12-10, 07:26 PM
So. Many. Golems!:smallcool:

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

AugustNights
2010-12-11, 12:38 PM
Keep in mind that Golemaic weapons are based on material type as well!

radmelon
2010-12-11, 12:50 PM
Oh, I did! I was a big fan of this class on the old thread too.

Stycotl
2010-12-11, 07:41 PM
very cool. i love the adams peanut butter addition. not too many people would understand that, i think.

you mind adding another one to the list?
http://www.giantitp.com/forums/showthread.php?t=104346

AugustNights
2010-12-12, 01:22 PM
Shouldn't there be a risk for spell failure, with the light fortification or the part in question of being under prosthesis, IE being replaced with a prosthetic limb?

I don't think so. Warforged suffer no spell failure, Renegade Mastermakers suffer no spell failure, Graft Feats apply no spell failure, as it seems to me there is substantial precedent for not including Spell failure.


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


very cool. i love the adams peanut butter addition. not too many people would understand that, i think.
I only buy this stuff (http://www.adamspeanutbutter.com/)because dogs love it as a treat, and it isn't too harmful to them in small doses.



you mind adding another one to the list?
http://www.giantitp.com/forums/showthread.php?t=104346

I'd love to, I'll let you know when I get to it!

Kajhera
2010-12-12, 01:24 PM
Don't warforged have spell failure?

AugustNights
2010-12-12, 01:34 PM
Composite plating. Right. Yes they do, but they can opt to have an unarmored body with a feat. Hmmm. Still I don't think Spell Failure should be a part of this class, it seems like additional punishment to spell casters who already have little reason to take the 2-3 level dip this class offers.

jguy
2010-12-12, 11:55 PM
This thread rocks so dang hard.

AugustNights
2010-12-13, 03:09 PM
@ Monkman

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

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

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

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

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

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

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

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

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

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

@ Tacticus

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

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

Force: See Golemaic Weapon

Gear: Working on that...


Other notes:

Still tinkering the Half Retrospect Golem.

jguy
2010-12-13, 07:45 PM
Question. For Fewmet golem, does the first level stack with casting or does all three?

AugustNights
2010-12-14, 05:00 PM
Question. For Fewmet golem, does the first level stack with casting or does all three?



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


Answer in red.

Tanuki Tales
2010-12-17, 10:39 PM
I think that the Golems that grant DR = Str should instead add their Str mod to their DR.

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

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

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

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

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

Edit: Some may say that this would be overpowered, but compared to monsters that are at CR 20 or higher, that's actually just on-par with them and those monsters also tend to have other things like Fast Healing or Regeneration or casting, etc.

AugustNights
2010-12-18, 02:45 PM
I think that the Golems that grant DR = Str should instead add their Str mod to their DR.

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

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

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

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

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

Edit: Some may say that this would be overpowered, but compared to monsters that are at CR 20 or higher, that's actually just on-par with them and those monsters also tend to have other things like Fast Healing or Regeneration or casting, etc.

Right. Uhm. There are no Half Golems that base their damage reduction off of strength straight, and the Adamantine golem gains its strength modifier to DR.
I don't think comparing a 3 level prestige class to something that is CR 20 is a precise metric. DR 1/Adamantine is pretty tight at levels 1-3, and as for the scaling, anything higher than 10 kind of puts the other classes to shame. This isn't to say that items shouldn't be allowed to increase this, or offer higher DR, but higher DR from class levels seems excessive to me.



Half-Golem: Yeah, this is an awesome revision. The sheer number of options it allows is... amazing.

I could have sworn I already responded to this. I guess not.
Yeah options are my favorite thing ever.
I opened the monster manuals, did a few site searches and got my build on.


Okay, so first thing: I agree that you should somehow be able to take it more than once, or take a repeating one level dip that grants you an additional construction material. Perhaps increase the danger to your humanity each time, but combining some of these would be awesome.

Thinking of a 5 level prestige class, The Halfwrought Horror, which goes a little something like this:
1) New Material(*), Mild active ability
2) New Weapon(*), Other Mild active ability
3) New Material(**), Cool Ability
4) New Weapon (**), Interesting Ability
5) New Weapon or Material of Choosing, Living Construct Type/I don't something crazy for those failed types.




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


Magic Resistance: A little on the high side, but good!
It would be immunity, so this seems okay to me.



Construction Material:
Artillery: Seems less powerful than a lot of the other materials, fairly situational. But good.

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

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

Brass: A little bit underpowered, but otherwise okay.

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

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

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

Fewmet: On the powerful side, but fun.

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

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

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

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

Woodwrath: Can't say I'm a massive fan of the flavor, but the ability is super fun and seems balanced.


Artillery: Perhaps a bump to Levitation Speed? Give it a more 'jet pack' sort of feel.

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

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

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

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

Clay: Part of the monster entry.

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

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

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

Juggernaught: Wouldja look at that. Huh.

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

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

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


Okay, this is... really killer to try and critique. And I'm not even going into great detail on most of the construction materials. Can't imagine how long you must have worked on this. I'll get to the rest of the stuff later.

It was really fun to work on, and I don't have internet in my house, so free time is large, but ability to post is minimal. Thanks for you response Magicyop!

Tanuki Tales
2010-12-18, 05:09 PM
Woops, misread a few of the golems. :smallredface:

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

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

Edit: But my point is moot since I misread the golems that originally made me bring this up. xD

AugustNights
2010-12-19, 03:03 PM
More Half-golems!

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

New Half Golems
Half Retrospect Golem

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

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

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

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

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

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

Dimension Slide: The Half Astral Golem can slip through space as per theDimension Slide (http://www.d20srd.org/srd/psionic/powers/dimensionSlide.htm) power as a move action, for up to 20 feet per HD per day, any slip counts as 10 feet.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Paper-This material is carefully folded from extremely delicate, but fantastically beautiful, paper and offers amazing elegance to the Half Paper Golem. The Half Paper Golem’s Dexterity increases by an additional +4, and is continuously affected as if by the Feather Fall (http://www.d20srd.org/srd/spells/featherfall.htm) spell. In addition the Half Paper Golem’s slam attack now deals slashing damage and has critical threat range of 18-20/x2. However, every time the Half Paper Golem takes Slashing or Fire damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful Craft (Origami) or other appropriate check (DC 18) to remove each point of this Dexterity penalty. The Half Paper Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

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

Retriever-This material was tempered in the chaotic forges of the abyss, and quenched in the cooling essence of fleeting innocence, this material is quite strong and filled with strange magic. This material grants the Half Retriever Golem an additional +2 to Strength and its natural armor bonus increases to equal its Constitution modifier. Further the Half Retriever Golem gains access to Discern Location (http://www.d20srd.org/srd/spells/discernlocation.htm) as a spell like ability, which it may use once per day per 4 HD. Its caster level is equal to its HD.

Retrospect- This material is extraordinarily difficult to graft to the flesh, as that it does not exist exactly in one place or time. Increase the DC of The Danger by 5. Once attached to the flesh, the Half Retrospect Golem begins to fade in and out of its own existence in time and space, offering it a deflection bonus to armor class equal to its wisdom modifier. Further the Half Retrospect golem may push this odd ability to begin to waver itself in time and space for a number of rounds per day equal to its HD, while wavering itself all attacks suffer a 20% miss chance, which is not negated by truesight or any other form of advanced vision. This is not an illusion effect. What is more, upon reaching 5 HD, while wavering, the Half Retrospect Golem a Ephemeral Step (see spoiler) Speed equal to half its base land speed.

Ephemeral Step Movement Speed: This movement speed functions similar to dimension door, allowing a creature that has access to it to instantly transfer itself from its current location to any location within the distance that the Movement Speed allows for. This requires no more effort than walking or running on the part of the creature with this base land speed, creatures with an Ephemeral step movement speed cannot bring additional creatures with them, unless specified otherwise. If a creature with an ephemeral step arrives in a location already occupied by a solid body, the creature suffers 1d6 points of damage and is shunted the nearest open space on a suitable surface within 100 feet of the intended location, if there is no such free space within 100 feet the creature suffers an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If no such space exists the creature suffers 4d6 points of damage, and does not move from its initial location, wasting its movement for that turn.

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

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

Wax-This material almost appears to be normal flesh, though it is much more malleable and soft. The pliability of this material grants the Half Wax Golem an additional +2 to Dexterity and its natural armor bonus increases to equal its Constitution modifier. Because of its semi-shapeable flesh the Half-Wax Golem use Disguise Self (http://www.d20srd.org/srd/spells/disguiseself.htm) as a spell-like ability 1/day per HD as a full-round action. This is a Transformation, not an Illusion. The Half Wax Golem’s body changes, but not its possessions. The change is permanent until willingly changed. Use of this ability grants a +10 circumstance bonus on Disguise checks.

Wood-This material is made of alchemically treated wood that still lives and continues to grow. The Half Wood Golem gains Fast Healing equal to half its HD. Further the Half Wood Golem’s naturally connection with nature grants the ability to Speak with Plants (http://www.d20srd.org/srd/spells/SpeakwithPlants.htm) 1/day per HD as a spell like ability, with a caster level equal to its HD. Spells and affects that effect or target plant creatures treat the Half Wood Golem as a plant creature. Half Wood Golems may spend 1 hour with their feet in soil and their limb in natural sunlight in order to forgo eating normal food for 1 day.


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


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

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

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

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

Extra Attack: The Half Astral Golem gains one additional slam attack, identical to the Slam attack it gains from Prototype body. Its bonus on damage rolls for this extra slam attacks is equal to its Strength modifier × 1½, as normal.

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

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

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

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

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

Rend: The Half Astral Golem gains two claw attacks that deal 1d6 damage, instead of its normal slam attack. A Half Astral Golem that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its Str modifier.

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

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

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

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

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

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


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

Crystal-As a free action, 1/Minute, the Half Crystal Golem can use a dispel psionics (http://www.d20srd.org/srd/psionic/powers/dispelPsionics.htm) ability. The effect is as an area dispel in a 5 feet per HD radius burst, centered on the Half Crystal Golem. The Dispel check is 1d20+the Half Crystal Golem's HD, and is not limited by the usual cap of 10.

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

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

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

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

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

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

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

More Abilities

{table=head]Special Quality|Enhancement Cost

Dual|
+2
Shield|
+2
Poisoned|
+3[/table]

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

Poisoned The Half Khandurus Iron Golem’s Slam attack drips with a vicious poison. The Initial and Secondary damage are selected by the Half Khandurus Iron Golem at time of taking this special ability, the DC is (10+1/2 HD + Charisma Mod.)

Ability Damage- 1d4 initial and secondary damage to the chosen ability, this increases by 1 size every 4 HD.

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

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

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


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

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

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

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

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

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

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

Amethyst Eye- The Half Retriever Golem, as a free action, 1/minute, may launch a petrifying ray. This requires a ranged touch attack and deals 1d6 Dexterity damage, and has a range of 10 feet per HD. This damage increases by one size category every 4 HD the Half Retriever Golem has. The targeted creature is allowed a Fortitude save DC (10+1/2 HD+ Strength Modifier), for half damage. Should the target be reduced to 0 Dexterity in this manner they become petrified, as per Flesh to Stone ( http://www.d20srd.org/srd/spells/fleshtoStone.htm), except that this works on any creature that has its Dexterity reduced to 0, and is not necessarily restricted to “flesh” creatures.

Retrospect- The Half Retrospect Golem’s existence on multiple time lines allows it to strike creatures in such a way that their own existence within time and space is muddled. As part of a Slam attack 1/minute the Half Retrospect Golem may make a backstaggering slam. Any creature successfully hit by this backstaggering slam must make a Will save DC (10+1/2HD+Wisdom Modifier) or suffer the effects of a or suffer the effects of a Slow (http://www.d20srd.org/srd/spells/slow.htm) spell, Caster Level equal to its HD. Upon reaching 8 HD this attack also instills the effects of Dimensional Anchor (http://www.d20srd.org/srd/spells/dimensionalanchor) like effect for the duration that the creature is slowed.

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

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

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

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

More Half Notes!

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

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

Stycotl
2010-12-20, 04:17 PM
New Half Golems
Half Retrospect Golem

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

i had not even considered half-golemizing other types of constructs, but it makes just as much sense. very cool project.

AugustNights
2010-12-20, 04:31 PM
Half golems made of other contructs changes Treasure: None, into "Don't hurt it's left arm! I need a new one!"

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

Samm
2010-12-20, 07:17 PM
I haven't read all of the weapons and so forth, but I can tell you that I really like the fluff and mechanics of it aren't too bad. They do seem a little too powerful though. I do like the way, most of these abilities scale with level, but I think that this ability is a little too good:


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

In theory one could gain a +17 to their stats by spending.... 20,400gp. That's pretty cheap, considering you're paying 36,000 for a +6 bonus to a stat with an item. You may wish to tone that down a little.

Soulblazer87
2010-12-21, 10:04 AM
Agreed;it's too much. Maybe you should cap it at Con Modifier? Just so to display that you can't enhance something beyond its capabilities to withstand said enhancements.

flabort
2010-12-21, 09:52 PM
At which con modifier?
If you have a HG with, say, 18 con, that's a +4 moddifier. Ok, so you can only upgrade by +3. but than he has a 22 con, for a +6 moddifier, which puts his con after purchase at 28. Which is a +9 moddifier. which puts him at 37 con, etc, etc.

You'd have to specify that you can't use the same piece of modifier twice, (making the flow 18->22->24->25, instead of 18->22->28->37), or better yet specify that you can only use the "pre-upgraded" modifier (which stops him at 22).
[/munchkin]

Soulblazer87
2010-12-22, 08:22 AM
I meant the un-enhanced one,the base, without the template. Also, without any magical enhancements. You could add any inherent bonuses though.

jguy
2010-12-22, 07:33 PM
I read read it as "Cannot exceed its half-golem levels" which meant it could get only a +3 bonus at best. It should probably remain this way since its in line with other kind of Monster classes. It still gives you incredible flexibility without being ridiculous.

Samm
2010-12-22, 10:25 PM
I read read it as "Cannot exceed its half-golem levels" which meant it could get only a +3 bonus at best. It should probably remain this way since its in line with other kind of Monster classes. It still gives you incredible flexibility without being ridiculous.

I beg to differ actually the OP said the following:


The Half-golem may not gain a number of improvements beyond its number of non Half-golem HD.

I would consider jguy's solution a little too limiting, but Soulblazer's solution seems pretty good. It keeps a nice cap on it.

jguy
2010-12-23, 04:23 PM
Too limiting? A dividable +3 unnamed bonus to any physical stat seems like an incredible bonus. This also stacks with the bonuses from leveling AND construction material. Heck, a Half Iron Golem can get a +10 strength by level three with this alone.

Samm
2010-12-23, 08:14 PM
Too limiting? A dividable +3 unnamed bonus to any physical stat seems like an incredible bonus. This also stacks with the bonuses from leveling AND construction material. Heck, a Half Iron Golem can get a +10 strength by level three with this alone.

Okay, I see what you mean. I probably was wrong in saying that.

flabort
2010-12-23, 09:16 PM
Wait-a-sec. Why are we trying to "fix" this? the current way (non-half-golem HD caps it) ensures that a 3rd level half-golem has no increases. He has to wait a whole level before he can gain his first increase. Yeah, he can get +17 by 20th level...
But that requires he reach 20th level.
he can only have +1 by 4th, only +2 by 5th....
It isn't a parabolic gain in power like a wizards, but it isn't linear, either. It's more like...
Oh, I forget what it's called. It looks like the parabolic function y=X^3, but on it's (left) side, not upright, then translated up-right. Anyone? Help me remember.
The point is that while it does end up less that linear at the start, then more for a bit, but then linear passes it again and it never catches up.

anyways, it's not really that over powered as is, is it?

Samm
2010-12-23, 10:11 PM
Wait-a-sec. Why are we trying to "fix" this? the current way (non-half-golem HD caps it) ensures that a 3rd level half-golem has no increases. He has to wait a whole level before he can gain his first increase. Yeah, he can get +17 by 20th level...
But that requires he reach 20th level.
he can only have +1 by 4th, only +2 by 5th....
It isn't a parabolic gain in power like a wizards, but it isn't linear, either. It's more like...
Oh, I forget what it's called. It looks like the parabolic function y=X^3, but on it's (left) side, not upright, then translated up-right. Anyone? Help me remember.
The point is that while it does end up less that linear at the start, then more for a bit, but then linear passes it again and it never catches up.

anyways, it's not really that over powered as is, is it?

I would say it follows the line y=x-3, myself. It's a little over the top considering that a +17 bonus to one stat or spread over a number of stats is pretty massive.

jguy
2010-12-25, 04:24 AM
Also, we are trying to make it more balanced and more acceptable for DM's to allow in their games. We don't want to make it so absurd that no one uses it. I believe a dividable +3 bonus to any physical stat is plenty considering you get an automatic +3 str and +3 con (if you save vs The Danger) on top of the material bonuses.

Also, flabort, while I don't fault you for wanting to give Fighters and the such a much needed boost, the issues of tier 1-2 vs the rest cannot be solved by simple stat bonuses. Even if you give your guy +31 to con from inherit bonuses, this classes +17, leveling, and a +6 item and make your SR crazy high, a Wizard is still can gate you to another plane, level drain you down to nothing, Shapechange into so many crazy things, and cast Time Stop.

What I love from Half-Golem is that it is so damn flavorful AS WELL AS giving fighter types a much needed boost in flexibility. SR, Nat armor, improved saves, great stat bonuses and the such, while still remaining balanced in my opinion. Half-golem easily brings a tier 4 or 5 fighter type to tier 3 game play just on these facts alone.

Owrtho
2010-12-25, 09:14 PM
Thought I'd ask, but why does the half-hellfire golem do things with fire damage rather than hellfire damage?
Also, on the half-prismatic golem abilities, you forgot to close the size code, and mentioned half-alchemical golem in one. Yuo also used [/spell] rather than [/url] in the Half Retrospect Golems ability when linking to the slow spell.

Owrtho

AugustNights
2010-12-26, 11:07 AM
What I love from Half-Golem is that it is so damn flavorful AS WELL AS giving fighter types a much needed boost in flexibility. SR, Nat armor, improved saves, great stat bonuses and the such, while still remaining balanced in my opinion. Half-golem easily brings a tier 4 or 5 fighter type to tier 3 game play just on these facts alone.

Thankyou.
I'm glad you appreciate the options and combat flexibility.
That's what I was aiming for.

As for improvements, I can see how +17 is rather ridiculous at L.20, but I'm also with flarbot on that it's rather limited level by level. I think I will go with a 1/2 HD progression, allowing for +8 by 20th level. Slower, but less abusable.


Thought I'd ask, but why does the half-hellfire golem do things with fire damage rather than hellfire damage?

Weapon is hellfire.
Material I felt would be unbalanced if I gave it reactive hellfire damage.
Do you disagree?


Also, on the half-prismatic golem abilities, you forgot to close the size code, and mentioned half-alchemical golem in one. Yuo also used [/spell] rather than [/url] in the Half Retrospect Golems ability when linking to the slow spell.

Thanks, good catches.
Fixed, fixed, and fixed.


I'm really happy to see all this discussion.
Half-wrought Horror on delay for holidays and... new rollerblades...
I'm struggling with the non-material/weapon abilities.
Any suggestions or requests for the "Half-X golem Half-Y golem Quarter Z golem" prestige class?

Owrtho
2010-12-26, 02:05 PM
Weapon is hellfire.
Material I felt would be unbalanced if I gave it reactive hellfire damage.
Do you disagree?

Except that from the description that isn't hellfire. Hellfire is a completely separate damage type from normal fire, and has its own resistance as a result. Fiendish Codex II mentions: "Hellfire does not deal fire damage despite its flames. Even creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage."

It seems like the half hellfire golem should gain hellfire resistance rather than fire resistance, and deal hellfire damage rather than fire, but perhaps at a reduced amount due to the rarity of resistance compared to fire.

Owrtho

jguy
2010-12-26, 03:56 PM
I think half H/D progression for upgrades makes a lot of sense. Slows how much you can improve yourself so it doesn't overwhelm everyone.

Ideas! Okay, just going to grab my MM1 and throw out some ideas.

Half-Angel Golem. An Angel must donate a limb to you to use for this. User must be of good alignment otherwise the limb will "go rogue" and try to kill you. Gives you DR/Evil, +charisma instead of +con or you can upgrade your charisma like half brain golem. First level counts as 1 level of cleric and/or stacks. You gain Smite Evil for weapon material

Half Assassin Vine Golem: This would be a more symbiotic than anything as it allows you to grow an assassin vine where your arm is. Material bonus gives you plant like traits (nice bonus in my opinion) and the weapon bonus gives you improved grab and constrict along with reach with your Bash attack.

Half Beholder Golem: You have slain a beholder and incorporated its eyes into your arm albeit at a weakened state. Material bonus gives you all around vision and a bonus to spot equal to HD or 1/2 HD. Weapon gives you a choice per 3 or 4 HD of an eye beam power. These should be created specifically for the class not to be overpowered. Probably go with the ones for Gauth beholder until much later levels then you can try telekinesis at will and such.

Half Demon/Devil Golem: Similar to angel in that the monster must donate the limb. Same danger of "going rogue". Still can upgrade +cha and everything. DR becomes DR/Good.

Half Elemental Golem: 4 different kinds here of course, fire/earth/water/air. This is a tricky donation so the Danger should be increased by 5. Since golems already have elementals giving them life, perhaps this one allows the elemental's spirit to leak threw more. Earth gives you +2 strength and con to nat armor and weapon size is increased by 1 and allows free bullrushes. Fire and air give +2 dex. Fire's weapon lets you catch opponent on fire but the DC and damage should scale with HD. Air should allow you to fly average for certain times a day based of HD. Water should either give +2 dex or con and water breathing. Weapon should give you improved grab along with a suffocation thing. Like you are drowning their head in your watery grasp.

Half Gorgon Golem: You've killed and incorporated the magic of the gorgon into a limb. Material should give you immune to petrification and stuns. Weapon should give you the breath weapon of the gorgon.

Half lycanthrope golem: Less of a golem and more of a self inflicted disease restricted to a single limb. The user is able to transform the limb at will and gain certain benefits based off what strain of lycanthrope that limb is infected with. Material gains DR/Silver and a physical bonus based of the animal. The weapon will also be based off the animal but it will be stronger than normal since you are focusing everything into one limb.

Half Ooze Golem: Another symbiotic relationship. Through powerful magic, you've gained control of an ooze and shaped into that of your missing limb. Material bonuses should give you ooze traits or some of them anyway. You can eat literally anything. Depending on the type of ooze you have, either gain paralysis or constrict. definitely gain immunity to acid and deal acid damage on a slam.

Half Shield Guardian Golem: The tanking/defender breed. Should be able to use Shield other at will as an immediate action, gain Con to Nat armor along with another +con booster as a material component.

Half Swarm Golem: This one is based off the Swarm totem barbarians. Your limb is a specialized hive housing a swarm of insects of your choice. You can summon them at will. Look into the custom barbarian totems for further info.

Half Vampire Golem: Hard hitter right here but extremely dangerous. Increase the Danger by +5 or +10 and instead of construct you become a vampire NPC under the DM's control. Material component gives you +4 strength but your limb must be bathed in blood every couple days or you lose strength. Your DR becomes DR/Good. You have weakness to sunlight or at least your arm does. Weapon bonus allows you to give 1 temporary negative level a certain number of times per day based of HD. You will need to make sure this is balanced.

jguy
2010-12-26, 04:14 PM
Okay, a Prestige Class. Could be named Golem Weapon Master or Stitched King (for a more badass name) or just about anything.

This PrC allows you to gain more Half-Golem limbs and such but spread out and the bonuses would have to be reduced. If you want to just allow 1 more limb, make it a 5 level PrC, 10 levels should give access to 3 limbs but for now I think we'll stick with 5 level class.

Requirement should be having access to Golem improvements and 4 Bab. This means you can get it at level 6 if you go full Bab class or level 7 if its 3/4 Bab. Also you will need a lost limb to be replaced and such

Level 1 you will need to pass the Danger again but it will be a 20 since you will have to elemental spirits to control. You would need to pick another golem class to be what you base your material bonuses and weapon bonuses on. At this point all you would get is another bash attack that deals 1d8.

Level 2 you get the material bonus of your golem.

Level 3 your SR becomes 10+HD+con mod

Level 4 You get the weapon bonus of your golem

Level 5 allows you to make better improvements to your self. Perhaps increase the DC's on your weapons attacks, give a +2 unnamed bonus to any physical stat or something. I am out of ideas at this point.

Essentially this just allows you another part of you to be a golem.

AugustNights
2010-12-27, 03:31 PM
Except that from the description that isn't hellfire. Hellfire is a completely separate damage type from normal fire, and has its own resistance as a result. Fiendish Codex II mentions: "Hellfire does not deal fire damage despite its flames. Even creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage."

It seems like the half hellfire golem should gain hellfire resistance rather than fire resistance, and deal hellfire damage rather than fire, but perhaps at a reduced amount due to the rarity of resistance compared to fire.

Owrtho

They...they... made...
They gave hellfire resistances and immunities?
That... hurts me in places.
Places I wasn't aware I had.
I suppose I could update the attack to 3.5 hellfire rather than the 3.0 version I was working with (Hellfire Golem's still 3.0 I guess) this will also require a little work on the Uttercold and other thunder ability.
I don't think I'm going to give it Hellfire immunity/healing due to the very very small amount of monsters that will be using.




I think half H/D progression for upgrades makes a lot of sense. Slows how much you can improve yourself so it doesn't overwhelm everyone.

Ideas! Okay, just going to grab my MM1 and throw out some ideas.


Half Shield Guardian is already available.
And I think you're a bit confused here, the half-golem is explicitly constructs. Grafting parts of other creatures is well covered by "graft" items and "Soulstitched (http://www.giantitp.com/forums/showpost.php?p=6310251&postcount=20)" with Lappy9000's fun feats (http://www.giantitp.com/forums/showpost.php?p=6474455&postcount=45).


Okay, a Prestige Class. Could be named Golem Weapon Master or Stitched King (for a more badass name) or just about anything.
*snip*


While appreciate the input, I do have a skeleton of the class "The half-wrought horror" and a basic idea of an outline, what I'm looking for is active abilities that exist outside of more material and weapons.

AugustNights
2010-12-29, 11:16 AM
Half-wrought Horror

http://i765.photobucket.com/albums/xx295/AugustNight/Borrowed%20Art/golem.jpg

I was a man once. I think, in a dream. I think I may have been other things. Maybe I dreamed I was other things. Fire. Time. Earth. Something like that. Now? Now I just want to wake up from more dreams. Because it feels... invigorating in ways I can't describe. ~Geoffrey Strongarm Half-wrought Horror

Many half-golems will continue to improve on their current limb, constantly tinkering with their construct limb, gaining strength and the occasional odd ability from it, however some half-golems are not satisfied with improvement of the one limb, some half-golems seek more. While the creation of the half-golem is an inexact magic, filled with danger and potential, some who undergo its twisted and painful process find themselves wishing for more. Many revisit the ugly process for the raw aspects of power it might offer them, others may find the thrill of the first clash between the elemental’s spirit and their own flesh exhilarating and desire more, still others that may have overcome The danger of becoming a terrible monster may find themselves longing be more of a construct than they ever were. There are the occasional few pressed into it by aggressively curious, or progress driven individuals. Whatever the reason this creature undergoes the odd grafting ceremony and surgery once more, adding an addition limb of another type to the already unstable subject.

BECOMING A HALF-WROUGHT HORROR
Becoming a half-wrought horror is both incredibly simple, and horribly complicated, one must simply lose another limb, or have it surgically removed, and undergo the golemaic grafting ritual once more, with a new limb from a different construct. This process is incredibly violent on the subject’s body and mind, and subjects lacking enough raw power will die outright.

ENTRY REQUIREMENTS
Special: Must have 5 or more hit dice.
Special: Must have completed all 3 levels of Half-golem.
Special: Must lack another body part to be replaced (Those who wish to remove the limb surgically must have another perform a DC 20 Heal check on them, or suffer 1d6 points of constitution damage. A failed half-golem suffers 1d10+5 damage for a failure on this heal check. One may attempt this heal check on their own, but the DC is increased by 10.)
Special: Must spend 500 gp for the raw materials used in construction of this limb at first level of half-wrought horror, and then must respectively pay 600 gp, 700 gp, 800 gp, and 900 gp for taking the other four levels, in order to pay for the improvements. Alternatively should a player destroy a Golem of the appropriate type, and leave enough of its body in tact (DM’s Discretion), it may forgo these prices. An appropriate graft feat, or Craft Constructs may be used to reduce this price by half. (With no xp cost.)

Hit Dice: d10



Level
Base Attack Bonus
Fort
Ref
Will
Special


1st
+1
+2
+0
+2
The danger revisited, Second construction material, Clash of the Elementals, Harder better faster stronger +1


2nd
+2
+3
+0
+3
Second golemaic weapon, Wake of wreckage, Harder better faster stronger +1


3nd
+3
+3
+1
+3
Adaptable body, Third construction material, Harder better faster stronger +1


4th
+4
+4
+1
+4
Third golemaic weapon, Betatype, Harder better faster stronger +1


5th
+5
+4
+1
+4
Abhor nature, Hungry for more, Harder better faster stronger +1


Skills: The half-wrought horror gains (4+Intelligence Modifier) skills per level. The half-wrought horror class skills (and key ability for each skill) are Bluff (Cha), Climb (Str), Craft(any) (Int), Diplomacy (Cha), Handle animal (Wis), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move silently (Dex), Profession (any), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha).

Weapon Proficiencies: The half-wrought horror gains proficiency with any special or natural attacks offered by its class features, it does not however gain any new armor proficiencies.


The danger, revisited: While there is some method to the madness that creates a half-golem, creating a half-wrought horror is best left to those who couldn’t tell a hawk from a handsaw regardless of what direction the wind is blowing. Even half golems who have been overcome by their elemental spirits are at risk during the highly invasive surgery that implants yet another elemental controlled limb. The shock resulting from the connection between the character’s inner essence, which is already unstable from the previous grafting, and the second Elemental Spirit animating the Golem’s limb can prove even more hazardous than the first attempt. Upon taking the 1st level of half-wrought horror the character must make a Will save (DC 20) after the 24 hour ritual required to implant the Golem’s limb. Other people can help the operation process by attempting a DC 20 Heal check, (This assistance is non-stressful and fairly simple, and these assistants may take 10). Each successful Heal check grants the Character a +2 bonus to its Will save at the end of the Ritual. These assistants must partake in the 24 hour ritual. People wanting to play safe will hire several experts to assist the ritual, however safe and half-wrought horror hardly ever go hand in hand.

Succeeding on this save means the implantation went as smoothly as it could, which isn’t much, and the character suffers no negative penalties from the danger.

If a the half-golem fails the danger revisited, the Elemental Spirit animating the Golem limb makes an attempt take over the Character's body, or begins to clash with the Elemental Spirit already attempting to take over the character’s body. The character’s type changes to construct, if it wasn’t already, gaining all of the following construct traits. The Golem’s limb expands inside the Character’s body producing a horrible internal amalgam of minerals and flesh. The character permanently loses 6 Charisma as that it partially loses its own identity, or drifts even further from it. If this would reduce the half-wrought horror to 0 Charisma it becomes a mindless rampaging construct that attacks everything on its path until destroyed.

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


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

The grafting ritual is extremely jarring and quite lethal to subjects of insufficient power. If a second golemaic limb is grafted to the body of a Half-golem that either has not completed all 3 levels of half golem, or that does not have HD, the graph fails horribly endangering the very life of the subject. If the subject passes the Will save associated with The Danger Revisited their body simply rejects the graft, and the subject suffers 1d4 points of constitution burn. If such a subject fails this Will save they die out right.

Second construction material (Su): At first level the half-wrought horror gains a new construction material ability based on the new material used to graft the half-wrought horror’s second limb. (See Half-golem construction materials.) This material must be different than the material type the character used for its half-golem levels. The Half-wrought horror does not gain any of other benefits from this material at this level (including Golemaic weapon or Prototype.)

If the half-wrought horror has two material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the half-wrought horror’s armor bonus equals 1.5 the ability modifier the material type’s armor bonus is based on. If for some reason these two abilities are based on two different ability scores use the higher of the two. (I.e. a Half Stone Golem takes Iron as their second material, their bonus to natural armor is equal to 1.5 their constitution modifier.)

Harder, better, faster, stronger (Ex): The half-wrought horror’s specialty is personal artificial improvement and the ability to do it better, and in that regard its work is never over. At every level of half-wrought horror the half-golem may improve any single ability score, each level the half-golem may increase a different ability score if it so chooses. An increase to any of the physical ability scores represents a physical enhancement, where as an increase to a mental ability score represents a coming to peace with the elemental spirit and drawing mental power from its essence.

Clash of the elementals (Su): At first level the half-wrought horror essentially has three spirits trying to control it, its original spirit, the first elemental spirit, and the new one. While this struggle generally drives even the most successful of half-wrought horrors mad, can be quite beneficial. Once per day, after failing its save against a mind-effecting ability the half-wrought horror may elect to go berserk rather than be subjected to the effects of the ability. When one spirit-mind is weak the others may take over. While berserking the half-wrought horror is completely immune to all mind-effecting abilities, will continuously attempt to attack or destroy anything within its vicinity without discretion. This lasts a number of rounds equal to the half-golem’s constitution modifier (or the wisdom modifier if it has become a construct.) This ability may be used twice per day at third level.

Second golemaic weapon (Su): At second level the half-wrought horror gains a new golemaic weapon based on the new material used to graft the half-wrought horror’s second limb. (See Half-golem Golemaic Weapons.) This weapon must be of the same material type as its second construction material ability granted at 1st level of the half-wrought horror.

Wake of wreckage (Ex): At second level the half-wrought horror becomes a force of destruction and ruin. Its own construct like ties gives its body a strange strength when damaging objects. A half-wrought horror of second level or higher ignores half the hardness of all objects (or creatures that have hardness such as Animated Objects).

Adaptable Body (Ex) By third level the half-wrought horror laughs in the face of danger, their body has been thoroughly ravaged, and their spirit is now a great mess of elementals and what may have once been a soul. The half-wrought horror undergoes the same ritual outlined in the The Danger and The Danger Revisited however there is no chance the half-wrought horror will fail their save, unless they will the process to fail. The shock resulting from the third connection between the character’s inner essence and a new force is not only familiar, it can become addicting. Further, no limb needs to be removed from the half-wrought horror in order to graft a new ‘limb’ to the body of the subject. The half-wrought horror’s body readily accepts a new material to draw power from, hungry for a new fragmented spirit to add to its whip-stitched collection. (This does not grant the half-wrought horror a new limb, such as a third arm, as that the half-wrought horror’s body readily consumes the new limb and mixes it with what they already have.) Further the half-wrought horror may accept graft items from any source without penalty, allowing the half-wrought horror to have multiple grafts of different types, such as undead, illithid, and fiendish grafts.(See Lords of Madness p.216, Libris Mortis p. 79 , and Fiend Folio p.207.) Further the Half-wrought horror may select one construction material and one golemaic weapon to be extraordinary rather than supernatural. It may not change this decision after it has been made, or until it has the Hungry for more ability.

Third construction material (Su): At third level the half-wrought horror gains a new construction material ability based on the new material used to graft the half-wrought horror’s third limb. (See Half-golem construction materials.) This material must be different than the material type the character used for its half-golem levels, and for their second construction material. The Half-wrought horror does not gain any of other benefits from this material at this level (including Golemaic weapon or Prototype.)

If the half-wrought horror has two material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the half-wrought horror’s armor bonus equals 1.5 the ability modifier the material type’s armor bonus is based on. If for some reason these two abilities are based on two different ability scores use the higher of the two. (I.e. a Half Stone Golem takes Iron as their second material, their bonus to natural armor is equal to 1.5 their constitution modifier.)

If the half-wrought horror has three material types that increase an armor bonus of the same type (Such as natural armor bonus, or deflection armor bonus) do not add these bonuses together, instead the half-wrought horror’s armor bonus equals 2x the ability modifier the material type’s armor bonus is based on. If for some reason these three abilities are based on two or three different ability scores use the higher of the two or three. (I.e. a Half Stone Golem takes Iron as their second material, and Brass as their third, their bonus to natural armor is equal to 3x their constitution modifier.)

Betatype: At fourth level the half-wrought horror becomes even more magically resistant. The half-wrought horror selects one of its two materials, it gains the benefits of prototype body for that new material. It may not change this selection after making it. Further upon reaching 15 HD the half-wrought horror’s spell resistance improves to spell immunity, with all the normal caveats from betatype and prototype. If it does not have prismatic construction material, prismatic prototype does nothing (this becomes relevant with Hungry for more).

Third Weapon: At fourth level the half-wrought horror gains a new golemaic weapon based on the new material used to graft the half-wrought horror’s third limb. (See Half-golem Golemaic Weapons.) This weapon must be of the same material type as its third construction material ability granted at 3rd level of the half-wrought horror.

Abhor Nature: At fifth level the Half-wrought horror is no longer a simple construct or creature with a terrible graft, it is a walking abomination of chaotic energies and bizarre anatomy. It defies nature to the point of becoming an aberrant construct. An aberrant construct is similar in many ways to a living construct, except in a few key differences. Further the Half-wrought horror may, temporarily, throw parts of its fragmented soul into nearby objects. By giving up the benefits of one material type and golemaic weapon the half-wrought horror may use an effect similar to http://www.d20srd.org/srd/spells/animateObjects.htm]animate ( [url) objects[/url], as a standard action, to animate 1 object. (The Half-wrought horror’s HD is its effective caster level). This effect lasts as long as the Half-wrought horror wills it to, but as long as it is in effect, that half-wrought horror does not gain the benefits of the construction material and golemaic weapon it used to animate the object. The half-wrought horror may have up to 3 of these animated objects at any given time under its control.

Aberrant Construct Subtype
An Aberrant Construct has the following game effects:
- An aberrant construct has Darkvision 60 ft.
- Unlike other constructs, an Aberrant Construct has a Constitution score. However unlike living creatures the Aberrant Construct does not die when its constitution score is reduced to 0, instead its constitution score becomes - instead of being reduced to zero.
-Unlike other constructs, an aberrant Construct does not necessarily have low-light vision or darkvision.
-Unlike other constructs, an aberrant Construct is not immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
-An aberrant Construct cannot heal damage naturally.
- Unlike other constructs, aberrant constructs are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Aberrant constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to an aberrant construct can be healed by a cure spell or a repair damage spell, for example, and an aberrant construct is vulnerable to disable construct and harm. Unlike normal living constructs, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide their full normal effect to an aberrant construct. Further spells and effects that would cure undead, and damage the aberrant, only deal ½ damage to an aberrant construct.
- The unusual physical construction of aberrant construct makes them vulnerable to certain spells and
effects that normally don’t affect living creatures. An aberrant construct takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, an aberrant construct is affected by repel metal or stone as if he were wearing metal armor. An aberrant construct is repelled by repel wood. The iron in the body of an aberrant construct makes it vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). An aberrant construct takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of an aberrant construct.
- An aberrant construct responds slightly differently from other living creatures when reduced to 0 hit points. An aberrant construct with 0 hit points is disabled, just like an aberrant creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, an aberrant Construct is inert. It is unconscious and helpless, and he cannot perform any actions. However, an inert aberrant construct does not lose additional hit points unless more damage is dealt to it, as with an aberrant creature that is stable.
- An aberrant construct at ‘-’ Constitution cannot be cured (or injured) by cure wounds spells, in addition it is destroyed when it reaches 0 hp. The aberrant construct loses all of the benefits it gains from being an ‘aberrant’ construct, but does not lose the drawbacks. A Raise Dead or similar spell (without the diamond component or experience damage) is required to bring an aberrant Construct’s Constitution modifier back to 1.
- An aberrant construct can be raised or resurrected.
- An aberrant construct does not need to eat, sleep, or breathe, but it can still benefit from the effects of
consumable spells and magic items such as heroes’ feast and potions.
- Although aberrant constructs do not need to sleep, wizards still requires rest for 8 hours before preparing spells.
-Spells and abilities that function on, or differently on, aberrations treats an aberrant construct as an aberration.


Hungry for more: At fifth level the half-wrought horror is insatiable. It craves new grafts and greater power. It wishes to savor new spirit shards, and grow as the abomination that it is.
By paying 1,000 gp it may undergo an 8 hour process in which it may change out any one of its three golemaic weapons or materials to that of another half-golem’s type. These do not need to match (material to weapon) but the half-wrought horror does not gain any benefits of having two of the same weapon or material. (The construction cost may be ignored if the half-wrought horror has access to a viable limb of an appropriate type. The Craft Construct feat reduces this cost by 50%, the Graft Flesh [Construct] feat reduces this cost by an additional 50%.) Alternatively using 8 hours of time and work the half-wrought horror may change which of its golemaic weapon or construction material is extraordinary, it requires all 8 hours of work to change one of these two abilities.

PLAYING A HALF-WROUGHT HORROR
Power? Science? Magic? Shock? Whatever it is, you’ve become addicted. The cost doesn’t matter, you need more. Maybe you become a construct hunter, finding malevolent or haywire constructs and put them to ‘good use,’ maybe you learn magic and start making more constructs to cannibalize. Whatever it is, you find a way to take new limbs and add them to your body.

Combat: Half-wrought horrors come from many walks of life, but usually end up going down the ‘smash and take’ route due to their increased physical natures. However, the versatility of the golem’s creation makes the half-wrought horror a versatile combatant. While golems composed of strong and heavy materials are likely to wade into battle slam-fists a swinging, a highly magical and sleek model may avoid melee combat preferring to work behind the scenes of things. The only common factor among half-wrought horrors seems to be that the rules of nature no longer apply.

Advancement: Advancement is simple for the half-wrought horror. Steal, buy, make, find, or otherwise obtain the components, and surgically attach them to the body. Rinse and repeat.

Resources: Beyond the obvious need for limbs the half-wrought horror’s need for resources often include maintenance tools, and a construct savvy wizard or artificer. Artificers with a curious streak may even find half-wrought horrors to be fascinating beautiful creatures exemplifying the power of creation. Friends are hard to come by for the dangerous and wreckage prone half-wrought horror, so it’s best to take them where they can be found. While weapons, and occasionally armor are unimportant to the half-wrought horror, a heavy cloak and items of disguising can go a long way in a small town.

Fluff
Half-wrought horror in the world.
I tell you what, friend of mine, skip the charm person spell. You’ll be a lot better off without it. ~Erincrantz, high-elf bard speaking to his enchanter friend.

Dear sweet Mechanus, what have you done to your poor body? That’s just not right. ~Thrrlpgsh’ly illithid renegade mastermaker speaking to a half-wrought horror.

It’s probably for the best that the half-wrought horror is not common enough for it to have a general niche in any given world. However, they easily fill the position of ‘What hath science/magic wrought’ and ‘The failed super soldier’ quite nicely. Half-wrought horrors tend to be viewed, as their name implies, unfinished abominations of magitec. Their creation is often frowned upon, and may involve legal consequences. Whether intended or not, the half-wrought horror is a monstrous creation, that may even offend the existence of aberrations.

Daily Life: The half-wrought horror’s daily life is either that of an adventurer or that of a jackal, and one may wonder what the difference truly is. No half-wrought horror does terribly well in one location for long periods of time, unless the location is one that accepts and delights in the half-wrought horror’s creation, and even those begin to question the exact validity of the monster.

Notables:

‘I was a man once’
Geoffrey Strongarm, was born to a family of dirt farmers, and so would too have been if he had not taken a terrible kick from the town mule at the yearly fair. His right arm was terribly disfigured, the bones set wrong and he couldn’t so much as lift a tool as he could learn to fly. Being too much of a burden on his family to support, he left for the nearby city of Thunderbrush to seek an honest job. He encountered none.
Desperate for money he agreed to a shady bargain with a local half-lunatic gnomish mage, he would stand in for ‘magical testing’ for appropriate pay. And good pay it was too, for little work. However the experimentation left him disfigured in odd ways, and often sick from arcane pollution. He turned to alcohol, long walks, and back-alley philosophy to dull the passing time, of which he had plenty of. He spoke to the other drunken wastrel philosophers often speaking of the troubles with the city, and how if only there was a way for an old (or young and crippled) person to turn them around.
One fine and rather sunny Thursday, experiment day, Geoffrey Strongarm’s employer’s lab collapsed, miserably, and due to the heavy arcane pollution involved, it was assumed that both he and Strongarm were lost to the wreckage.
However, strange occurrences have been taking place in Thunderbrush as of late.
The local smuggling ring has been having troubles pressing their usual employers, some candy-faced adventurer keeps showing up in an old tattered cloak, and smashing the living abyss out of any of their more violent agents. How can they tell it’s an adventurer, and not some local brute, they claim no non-adventurer has that strength and access to spells at the same time.
Muggings have dropped off significantly, and the town guard have been thankful for the local gang of vigilantes who they have begun to call ‘the tattered cloaks,’ because there is no way it could be one person who has saved countless nobles (and beggars) from the nightly thieves.
However it does seem vandalism has increased the occasional statue will go missing a limb or two. As of yet no one has been able to get a good look at what is becoming known as the Thunderbrush Phantom, and as that it doesn’t seem to speak, the local officials are assuming it is more or less a benevolent presence, though the local sculptors might disagree.

‘Judge me by my eyes, do you?’
Thrimble JustthrimbleandnotanythingelseI’mnotlikethoseother gnomeswiththeirimpossiblylongnamesdoIlooklikeanorm algnometoyounogood Justthrimle may have a background story, but if he does, there is no reason to believe that even he remembers it, and it is even more unlikely that if he did, he’d be willing to share it. Thrimble insists that he was born fire, living fire, and then something forced him to be a gnome, which is a race he loathes with all the fire in his soul, which appears to be plenty. Thrimble is the quintessential monster on a mountain, not far from an old gnomish ruin. Some claim it was Thrimble himself who ruined the city, but by judging from wreckage, it was a creature, or group of creatures much larger than the mad-construct of the mountain. Thrimble lives in his mountain eerie, leaving to hunt, crushing any gnome like creatures it finds, and taking any ‘viable’ materials he encounters. Though Thrimble does not need to eat to survive it is not uncommon to find his face smeared with blood. Thirmble’s left eye, half of his face, shoulder blade, and, well, wings are those of a demon, several demons, stitched together. If that wasn’t enough, the right side of his face and arm seem to be eternally burning, and though his body is difficult to identify as any particular race, its shape is small, and he seems to wear gnomen clothing. Thrimble has no problems with larger races, particularly races that look scary to it, and aren’t hauling around anything that looks ‘salvageable,’ he may even make trade with the passing ogre, elf, or human, but woe befall a gnome, dwarf or passing warforged, for Thrimble’s ire and greed are nigh immeasurable.

Organizations: The Winsterville Chaotech University was organized some time after the discovery of Warforged. ‘If constructs can be given sentience, there is no reason for sentience to not be given construct,’ is their founder’s motto, and their way of looking at life. Chaotech was discovered by the gnomes of some forgotten mountain and it has been perfected at the WCU, by Humans, though the WCU is not discriminatory, they are rather secretive in their practices. They do not wish to be disturbed by outsider’s petty ‘morals’ or desire for ‘results.’ The Chaotech goal is to learn, not to produce success, and even its professors and longstanding students are eager to uncover a new secret. The university is located a day’s travel by horse from a large metropolitan area known as Thunderbrush, and conveniently close to a set of mountains where an old gnomish society once revered Chaotech, until (as the Head Professor of History, Abstract Guessing As A Means Of Divination, and Art believes) their own desire for results overcame their desire to learn, and they built something that was both successful and too big.
Lately a new addition to the Staff, a young half-elf named Eideria has made great strides in the labs of giving construct to sentience. She calls her process halfwrighting, a build on her (secretly adored) predecessor’s Halfgoleming. She believes, and has proven, that subjects can indeed survive a second round of halfgoleming, and not only can the subject survive the ordeal, the ordeal can fail miserably offering all sorts of new questions to be answered, and creating a Construct from sentience. After her discovery, she has been quite busy ‘talking’ with her predecessor behind closed doors ‘about a published report and field study of the experiment’. Though the rumors seem to indicate little progress has been made in their ‘discussions,’ and as such their frequency has recently increased.

Half-wrought Horror Feat
CADDY GRAFT
Prerequisites: Hungry for more class ability.
Benefits: By paying 5x the cost of grafting a construction material or golemaic weapon, the half-wrought horror may create a ‘detachable’ graft. When or if this graft is removed by Hungry for more it may be saved, and reattached later at no price.
Special As with Hungry for more The construction cost may be ignored if the half-wrought horror has access to a viable limb of an appropriate type. The Craft Construct feat reduces this cost by 50%, the Graft Flesh [Construct] feat reduces this cost by an additional 50%.

FOURTH CONSTRUCTION MATERIAL
Prerequisites: Hungry for more class ability, 12+ HD.
Benefits: The Half-wrought horror may have up to 4 construction materials now, however it still must graft its fourth material to itself using the Hungry for more class ability.
Special: If the half-wrought horror has both Fourth Construction material and Fourth Golemaic Weapon feats, it may animate 1 more object with its Abhor Nature ability.

FOURTH GOLEMAIC WEAPON
Prerequisites: Hungry for more class ability, 15+ HD.
Benefits: The Half-wrought horror may have up to 4 golemaic weapons now, however it still must graft its fourth material to itself using the Hungry for more class ability.
Special: If the half-wrought horror has both Fourth Construction material and Fourth Golemaic Weapon feats, it may animate 1 more object with its Abhor Nature ability.

DELTATYPE
Prerequisites: Hungry for more class ability, Fourth Construction material, Fourth Golemaic Weapon, 19+ HD,
Benefits: The Half-wrought horror may select a third prototype energy to gain. If it does not have prismatic construction material, prismatic prototype does nothing.


A Chump’s Twopence:

Fluffs… roughshod, but there.
I wrote that whole dang Geoffrey Strong arm story before I realized the cruel irony of his name, and his exact plight.
I have no idea where I got the idea that a creature cannot accept more than one type of graft, is that rule outlined anywhere, or an old house rule stuck in my head?
Also, is there a graft source I am missing? (Fiend Folio, Libris Mortis, and Lords of Madness)
Note that Hungry for more does not allow for more than 3 construction material types or 3 golemaic weapons, however Caddy Graft does allow for easy interchangeability.
Material component prices relatively arbitrary. Look good to everyone else?

radmelon
2010-12-29, 01:35 PM
That's fairly creepy. :smalleek:

AugustNights
2010-12-29, 05:01 PM
That's fairly creepy. :smalleek:

Why, thankyou!
I had intended the Half-wrought Horror to be, I mean, it's not only a 3/2 golem, it's also got a soul/spirit salad going on within the very roughshod, albeit strong, shell it has.

jguy
2010-12-29, 10:37 PM
Bloody brilliant my good man. Absolutely terrifying. You are correct in normally a person normally only have 1 type of graft, be it dragon, illithid, undead, ect. Otherwise they go insane from the co-mingling magics or die.

Quick correction, on your third construct material it says

"At third level the half-wrought horror gains a new construction material ability based on the new material used to graft the half-wrought horror’s second limb."

Shouldn't that say third limb at the end?

Also, you might want to consider the effect of resurrection on this character. Normally it just puts the soul back into the body but there are several problems here.

1.) Would the person face The Danger again if he was brought back before level 3 as his soul would leave but the elemental's doesn't.

2.) If the elemental dies with him, would it come back when raised? Rules say that outsiders cannot unless with a specific spell. Is the elemental's soul so entwined with the HWH that it gets to piggy back back to the living?

3.) What would happen if Trap the Soul was used on a Half-golem or HWH? Would the elemental's inside of him go with it or would they suddenly find themselves in control of the body?

AugustNights
2010-12-30, 09:23 AM
Bloody brilliant my good man. Absolutely terrifying. You are correct in normally a person normally only have 1 type of graft, be it dragon, illithid, undead, ect. Otherwise they go insane from the co-mingling magics or die.

Quick correction, on your third construct material it says

"At third level the half-wrought horror gains a new construction material ability based on the new material used to graft the half-wrought horror’s second limb."

Shouldn't that say third limb at the end?


Thanks.
Good catch.
Fixed.



Also, you might want to consider the effect of resurrection on this character. Normally it just puts the soul back into the body but there are several problems here.

1.) Would the person face The Danger again if he was brought back before level 3 as his soul would leave but the elemental's doesn't.

2.) If the elemental dies with him, would it come back when raised? Rules say that outsiders cannot unless with a specific spell. Is the elemental's soul so entwined with the HWH that it gets to piggy back back to the living?

3.) What would happen if Trap the Soul was used on a Half-golem or HWH? Would the elemental's inside of him go with it or would they suddenly find themselves in control of the body?

Hmm, something to consider for now to be sure.

1) Personally, I think not. If the elemental is the dominant soul the player is a construct, and therefor has its own resurrection deal. If the soul is dominant, the elemental spirit has mixed with it, leaving it a living creature, if the creature's soul is elsewhere so are the elemental patchwork. Once it becomes an aberrant construct the spirits and souls are so mixed and meshed up it's more or less a soul. So in short, the fragmented soul is treated as 1 soul/spirit of the dominant type.

2) Yes. If the creature has an elemental spirit dominant 'soul' it is a construct, not an outsider. Just like any other golem. If the creature can be resurrected then all the spirits/souls piggyback to life, yes.

3) That is an interesting proposal, but as it stands I'm sticking with 1 essence made of many parts. But I might make a feat that uses Clash of the Elementals to allow for berserk shenanigans vs. trap the soul, and maybe some other [Death] effects...hmmm....

Volthawk
2010-12-31, 11:02 AM
With the natural armour stacking, what about if the materials didn't change the modifier, so it's just 3 cases of half con mod? Does it still give double con mod to AC?

flabort
2010-12-31, 04:27 PM
Bloody brilliant, bone-chilling, warped genius!

...does the above sound like a British book critic to anyone else?

I'd like to know were you got the image for that. I'm trying to figure out what construction materials the pictured being has chosen.
Shackle-lock, prismatic, and... far as I can tell, either flesh, hangman, web, or junk.

I think a new fad might be started soon. either creating images for combinations, or combinations for images. I'm starting to wonder what a sand/mud/magmacore golem would look like.

MageSparrowhawk
2010-12-31, 04:47 PM
I really like the concepts you've provided in this thread. I'm planning on giving one of my NPCs a mithril arm, ala this (http://ragaru.deviantart.com/art/Cybernetic-Arm-116862316?q) picture. It gives me a way to encourage the high-magic feel of my setting, and so I thank you for writing it up. :smallbiggrin:

EdroGrimshell
2010-12-31, 10:41 PM
Can we request types of half-golem if we stat up the golem? I'm planning to stat up a bone golem soon for a campaign and a half-bone golem is too good to pass up.

AugustNights
2011-01-06, 06:46 AM
With the natural armour stacking, what about if the materials didn't change the modifier, so it's just 3 cases of half con mod? Does it still give double con mod to AC?

Huh... that may actually be quite simple. Let me think on that.


Bloody brilliant, bone-chilling, warped genius!

...does the above sound like a British book critic to anyone else?


I have never met or read one. So... maybe?
Also, thanks!



I'd like to know were you got the image for that. I'm trying to figure out what construction materials the pictured being has chosen.
Shackle-lock, prismatic, and... far as I can tell, either flesh, hangman, web, or junk. [QUOTE]

No idea, friend, but safe to assume there are several options available to such a picture.

[QUOTE=MageSparrowhawk;10072767]I really like the concepts you've provided in this thread. I'm planning on giving one of my NPCs a mithril arm, ala this (http://ragaru.deviantart.com/art/Cybernetic-Arm-116862316?q) picture. It gives me a way to encourage the high-magic feel of my setting, and so I thank you for writing it up. :smallbiggrin:

Thank you sir!


Can we request types of half-golem if we stat up the golem? I'm planning to stat up a bone golem soon for a campaign and a half-bone golem is too good to pass up.

Certainly!
I love requests, point me towards stats, numbers, and flavor and I'll put something together...
I only recently realized I have passed up both the astral construct and the psionic golem. These issues (along with the issue of armor and hellfire) will be remedied when I have a proper computer.

EdroGrimshell
2011-01-06, 01:27 PM
Magic of Incarnum has a couple of golems as well, i'll stat up the bone golem soon and edit it into the post.

EDIT: Here's what i have, modify it as you see fit
Bone Golem
Medium Construct
Hit Dice: 8d10+20 (68 hp)
Initiative: +3
Speed: 40ft
Armor Class: 20 (+3 Dex, +7 Natural)
Base Atk/Gpl: +6/+9
Attack: Claw +9 Melee (2d4+3/19-20/x3, Piercing or Slashing) or Bone Missile +9 Ranged (2d6/x2, Piercing)
Full Attack: 2 Claws +9 Melee (2d4+3/19-20/x3, Piercing or Slashing) and Tail +4 Melee (2d6+1/x2, Bludgeon), or Bone Missile +9/+4 Ranged (2d6/x2, Piercing)
Space/Reach: 10ft./10ft.
Special Attacks: Bone Missile
Special Qualities: Construct Traits, Damage Reduction 5/Magic & Bludgeon, Magic Immunity, Augment Critical (Claws)
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 16, Dex 16, Con -, Int -, Wis 12, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 8-18 HD (Medium), 19-28 HD (Large)
Level Adjustment: –

Bone golems are built from the bones of several creatures tied together with wire, sinew, and tendons, often resembling the skeletons of exotic creatures or animated bone armor. They are typically created because they are one of the few golems with built in ranged weapons and are one of the smaller and lighter golems. Bone golems are most common made by necromancers as ranged support to other kinds of golems or hoards of undead, and are often paired with shadesteel golems.\

A bone golem’s tail has a spine at the tip that can be fired at an enemy before regenerating to be fired again. This tail is also able to be used in melee combat, albeit clumsily.

Bone golems typically stand near 6ft, some more advanced bone golems standing near 8ft, and weigh 150lbs, although the advanced golems typically weigh anywhere from 200-250lbs.

Combat
Bone golems have a natural instinct programmed into them, allowing them some semblance of strategy. They typically start combat with their bone missiles then close with the enemy with claw and tail.

Bone Missile (Ex): A bone golem has a specialized magical “muscle” in their tails that can be used to launch a bone-like dart that is generated within the tip of the tail. This acts like a manufactured weapon, allowing iterative attacks on a full attack. The bone missile has a range increment of 80ft and deals 2d6 points of piercing damage.

Augment Critical (Ex): A bone golem’s claws are particularly sharp, scoring a critical hit on a roll of 19 or 20, and dealing triple damage on a critical hit.

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 effects function differently against the creature, as noted below.
Any effect that uses positive energy damages a bone golem as if it were an undead and any effect that deals negative energy damage bypasses the bone golem’s immunity to magic and heals the bone golem as if it were an undead.

Construction
The parts that make up a flesh golem must come from the corpses of medium sized humanoids or large animals and cleaned of flesh, usually by boiling the bones. Special unguents and bindings worth 500gp are also required.
Assembling the body requires a DC 15 Craft (Weaving) check or a DC 15 Heal check.
CL 8th; Craft Construct, animate dead, minor creation, geas/quest, limited wish, caster must be at least 8th level: Price 19,000gp; Cost 10,000gp + 760xp

AugustNights
2011-01-11, 01:59 PM
Volt: Okay, back home, and little more clear of mind. Materials that do not increase the Natural Armor Bonus to Armor Class (Or Deflection Bonus) taken in the Half-Wrought Horror do not increase Natural armor class.
As such having the three materials Clay, Flesh and Mud the Half-Wrought Horror's Bonus to natural armor class would remain +1/2 constitution modifier.

EdroGrimshell: Half Bone Golem is up! Commentary is appreciated.

Looking at psionic constructs, not looking forward to MOI constructs... don't tell me there are Tome of Battle constructs... are there?
And as always, willing to take requests and critiques!

EdroGrimshell
2011-01-11, 06:09 PM
I like what you did with it, very nice. I think that adding the darts was a nice touch as well. Thanks :smallbiggrin:

AugustNights
2011-01-12, 03:41 AM
I like what you did with it, very nice. I think that adding the darts was a nice touch as well. Thanks :smallbiggrin:

I like to think "If I played X: I would want to... can I make rules for that?" Free darts at a rate of 24 a day... not so overpowered, especially if they aren't allowed to resale.

On that note, three more Half-Golems in the works...Astral Construct Turning out to be a lot more fun than I had imagined it would be.

AugustNights
2011-01-15, 07:07 PM
Alright, Added the Psionic and Incarnum constructs.
And cleaned up some of the poor language from earlier.

Here are some thoughts on the new golems
Half Astral Golem
So the astral construct is VERY versatile, however, all of its abilities are weaker than those presented by the other Half Golems. As such it makes a great utility choice, but cannot fully emulate every half-golem.
~Mobility and Spring Attack: Yes they can be combined to get a crazy base land speed, no I don’t mind, because Base land speed is easy to twink out, and does very little. You can’t out run spells. And you can’t fool owls.
~Pounce ability ≠ Pounce. I did this because Pounce is a very powerful ability to give a creature capable of wielding manufactured weapons.
~Poison Touch: Did not offer my usual ‘Poison Can Be Acid’ ability to this aspect of the Half Astral Golem, because she’s already versatile enough, Cap’n, she cannae take anae-more!
~Spring Attack: Note that the Half Astral Golem’s Spring attack only functions with its natural slam attack.

Half Crystal Golem
Prototype energy with this guy was tricky, because it’s not strong enough to merit no energy healing, but the monster entry offers no insight into any energy that it might absorb, I don’t even know what sort of elemental/spirit is contained in that crystal shell. I settled on Fire after tossing Acid around for a little bit. Honestly at first I tried to create a ‘Psychic Energy’ type, but that was messy and super complicated, and at the end of the day hardly worth the effort. Might consider giving it a ‘Powers of the Telepathy division heal it as if they were…’ sort of deal, but uncertain if I will get around to it, thoughts?

Fewmet Golem
WOAH! I left out a ‘per HD’ making it’s radiation of energy damage seem stupidly week, that’s the difference between 10d4 and 1d4 at level 10.

Half Incarnum Golem
Using bleach to clean out that incarnumy taste in my mouth (sorry, I don’t like incarnum).
Went with Heal/repair for prototype energy, because IIRC Incarnum is soul-stuffs, and I figure if a creature is animated on soul-stuffs cure spells oughta function on it similar to a warforged. Because of the Adaptively of ‘damage type’ the Half Incarnum Golem’s adaptive slam discharges when striking any other target rather than just another living (and I’ve added undead because they have souls too, kind of) target.

Half Midnight Golem
Alright I’m super rusty on my MOI stuff, mostly because I’ve never, never, never been too keen on its flavor, though I have been tossing around converting my VOP to a simpler Totemist thing, but I digress. I wasn’t certain which of the basic MOI classes represented inherent raw incarnum power (as the sorcerer does for arcane energy), so if Totemist was a bad call, please let me know. Actually if you think my Incarnum Golems are wonky at all let me know, because I am Incarnadumb as a result of my distaste for the system.

Half Psi-Crystal
That was fun.
I’ve never looked at ‘Limb’ to mean strictly arm or leg as far at the Half golem is concerned, and I feel that this construction material covers that. Why not a hand (psicrystals have those wonky spider leg things, could be fingers) or an eye, an ear? Maybe some other crazy creative ability.
Speaking of abilities I’m not certain how I feel about a L.1 Psionic Power, it seems underpowered compared to the others, thoughts?

Half Soul-fused Golem
I know that this is a template for golems, but solder it, the flavor text says that the magical incarnum ghost can posses animate objects, so I’m ruling that this crazy band of people who are going around fusing limbs of mortal creatures with constructs know a way to take silly normal materials fuse an incarnum soul to it, then glue it to the subjects face/arm-socket/hip-bone/any other ‘limb’ place. Is the bump to essentia pool to high, too low? I have no clue.
Also, on Soulmeld like ability weapon… did I royally screw that up? Is allowing for Dissolving spittle to be a hand chakra over powered?
To be honest I’m not pleased with the Half Soul-fused golem’s weapon, if anyone has any ideas or has seen any interesting Soul-meld homebrew that might inspire me in this regard I would totally give 1 internet cookie.

Next Step: Comb through the MMI-MMV, followed by the FF, FC:I and FC:II for constructs in general.

As always, feedback, comments, peaches, requests, happy thoughts, and individuals’ 2 cents/pence are always welcome and appreciated!

Edit: Also, is it just me or does the Half Junk Golem need a power bump?

Tacitus
2011-01-15, 08:15 PM
In the Soul-fused weapon description, the comparative term of Caster/Manifester/Initiator Level when dealing with Incarnum is Meldshaper Level, not soulmelder level.

As for the melds allowed in places where they do not normally have a bind, it depends. Are you saying they have to be on the Hands, and if they don't have a Hand bind then binding to the chakra gives them nothing? Or do you intend to take effects from other chakras and allow them to operate while bound to the hands? Allowing the Spit to be bound to the Hand and give the Throat ability at as low as second level means someone with the right setup could be doing 2d6 damage with a ranged touch with that damage repeating the next round. 4d6 at second level, even if they can resist twice, as a ranged touch attack? Eh, no go.
Why not just say that you get a Golem Chakra or something that duplicates other chakras as your HD increases? Say, using the levels Totemist would gain the Chakra as a benchmark for the HD that type if made available.

AugustNights
2011-01-16, 11:20 AM
In the Soul-fused weapon description, the comparative term of Caster/Manifester/Initiator Level when dealing with Incarnum is Meldshaper Level, not soulmelder level.
Ahhh... yes.
...
Fixed.



Why not just say that you get a Golem Chakra or something that duplicates other chakras as your HD increases? Say, using the levels Totemist would gain the Chakra as a benchmark for the HD that type if made available.
This idea; it sounds wonderful, however, I have very little idea what it means.
They gain an Golem Chakra , and extra soulmeld slot, that functions similar to the Totemist's Totem slot, based on the Half Golem's HD?
So at low levels it can bind soulmelds designated to weaker chakras, and at higher levers it can bind soulmelds designated to stronger chakras, all to its golem chakra?
Sounds good to me, if I'm reading it right.

Tacitus
2011-01-16, 06:16 PM
Aye, that'd be about right. I'd use some phrasing that says it emulates other chakra binds, maybe a caveat that it can't emulate a chakra that is already in use as a bind if they have the ability to bind from other meldshaping classes.

For reference, Totemist: http://www.wizards.com/default.asp?x=dnd/ex/20050907a&page=3

So it could emulate the Totem chakra at 2HD, Crown/Feet/Hands at 5th, etc. Though given the choices of soulmelds some of these bind locations would obviously be useless, I think. I don't have time to double check at the moment. >.>

Raganui
2011-01-16, 07:14 PM
I love how this looks. But I have one major problem with it.

The Prices.

It seems too cheap, just 600 for the stuff for it's levels, then paying so little to improve a stat. Hell, +4 to a stat, permanently, cost 110,000 gold, not... let's see... 2200.

So yea, it's too cheap. Otherwise this would be, probably, one of my favorite ideas ever.

AugustNights
2011-01-16, 08:04 PM
Working on rechakrafacation


I love how this looks. But I have one major problem with it.

The Prices.

It seems too cheap, just 600 for the stuff for it's levels, then paying so little to improve a stat. Hell, +4 to a stat, permanently, cost 110,000 gold, not... let's see... 2200.

So yea, it's too cheap. Otherwise this would be, probably, one of my favorite ideas ever.

Yes, it's lower than standard, but it is based on the Improved Monster Class project, where +1 ability bonus per level is not all together unheard of. I suppose I could make it an inherent bonus so tomes do not stack with it. That or an enhancement bonus as that it is an enhancement to the body/mind. Also, note that the bonus is limited by HD, which helps keep things in perspective.

Edit: Of course, feel free to bump the costs for your own games if you like. I'd recommend leaving it at least 50% the regular cost, because it is a class feature. It would be pretty silly if a rogue had to pay gold equal to the cost of a ring of evasion to get access to her evasion ability.

Raganui
2011-01-16, 11:42 PM
yea, decided that taking the cost of which golem type you wanted then cutting it in half worked.

Oh yes... the Horror's upgrade from SR to Immunity... uh, what exactly does this do? What spells is he immune to?

AugustNights
2011-01-17, 08:45 AM
yea, decided that taking the cost of which golem type you wanted then cutting it in half worked.

What?
I would strongly recommend against that, I thought you meant the cost of the Improvement ability, not the cost of the class. Charging half the price of the golem to be grafted is highly inadvisable, as that a Half-Adamantine golem is balanced to be equal to a Half Junk Golem, or Half Psicrystal Golem. Charging players more than the recommended Special price prerequisite is, well in my opinion, quite silly. I added the caveat that the price could be reduced with 'found' parts, as that charging money for character class entry doesn't exactly jive well with most players or DMs.
Further, paying both the cost of half a golem and a level in this class, a character would benefit far more from a level in artificier/wizard and the feat to make the golem them-self, as that would give the player a whole Golem (also at half-price)and not just a few of its benefits.



Oh yes... the Horror's upgrade from SR to Immunity... uh, what exactly does this do? What spells is he immune to?

Spell Immunity (http://www.d20srd.org/srd/specialAbilities.htm#spellImmunity) is spell resistance of infinity. (Or at least this layman's understanding of infinity. I don't math at things so hot, unless they have tables and dice.)

Raganui
2011-01-17, 02:51 PM
Eh, it worked for the setting I meant. Sorry. Anyways, yea, I think prices should be based via setting. Thank you for this wonderful PrC, it's a much better idea than trying to do the half-golem stuff from MM2.


Though, I'm not sure if complete immunity to spells is a good idea, due to then you get mages calling broke on it. Worked right, you already have a very high SR which they have to get through. Maybe immunity to spells of a certain level and below would work, or of a certain type.

Dark Kerman
2011-01-18, 09:47 AM
Firstly, excellent idea, I might have a chat with my DM about my character going for a bit of this in our game. :P
Secondly, I thought you might be interested in a prestige class in Complete Arcane which does a very similar thing, don't know how useful it will be for you, but it might suit. :P

GREEN STAR ADEPT
Once each generation, the comet Alhazarde—the legendary
Green Star—visits the night skies, a portent of great and
terrible events. Beneath its emerald light, kings rise or fall,
weird monsters and magical plagues appear to scour the
land, and strange and ancient secrets are revealed. Glorious
and sinister auroras glimmer in the dusk for weeks on end,
and from time to time shooting stars of burning emerald fall
from the sky. These fallen stars are the only known source
of starmetal, a rare and precious ore infused with mighty
magical power.
A Green Star adept is the master of the strange and
powerful magic derived from Alhazarde’s glittering green
starmetal. He travels the land, searching for more of the
comet’s fallen substance and mastering its eldritch power.
Turning his back on the traditional studies of the sorcerer or
wizard, he slowly transforms into a living statue of starmetal,
gaining immortality and invulnerability at the cost of his
own fl esh. At each appearance of the comet, only a handful
of adepts can complete the rites necessary to achieve this
transformation.
Sorcerers and wizards are most capable of understanding
the strange arcana of the mystic comet. Of the two, wizards
are more likely to master the astrological calculations and
meticulous observations required to divine the secrets of
the Green Star. Some Green Star adepts, however, come from
entirely different origins, having picked up the necessary
arcane knowledge along the way. Such rare individuals might
be learned monks or warlocks, sinister rogue/sorcerers, or
any other character diligent enough to learn the secrets of
the comet Alhazarde.
All Green Star adepts are bitter rivals, since all who follow
the path are in constant competition for the rare and precious
starmetal required for the transformation. NPC Green Star
adepts never work with each other, often going to great
lengths to keep other adepts from learning about news of
starmetal fi nds.
Adaptation: It would be easy to postulate that the base
material from which the prestige class derives its name is
some other substance, even without changing the abilities
derived from the material in any way. Thus, a practitioner of
this prestige class could instead take his powers from quartz,
jade, sapphire, iron, black iron, steel, or some other substance
known for (among other things) solidity.
Hit Die: d8.
Requirements
To qualify to become a Green Star adept, a character must
fulfi ll all the following criteria.
Base Attack Bonus: +4.
Skills: Decipher Script 2 ranks, Knowledge (arcana) 8
ranks, Knowledge (architecture and engineering) 2 ranks,
Knowledge (geography) 2 ranks, Knowledge (history) 2
ranks.
CHAPTER 2
PRESTIGE
CLASSES
42
Feat: Combat Casting.
Spells or Spell-Like Abilities: Arcane caster level 1st.
Special: Must acquire a piece of starmetal weighing at
least 2 ounces, powder it, and consume it by drinking it in
a specially prepared infusion. This infusion requires arcane
reagents costing 1,000 gp and takes one week to prepare.
Class Skills
The Green Star adept’s class skills (and the key
ability for each skill) are Appraise
(Int), Concentration (Con), Craft
(Int), Decipher Script (Int), Knowledge
(arcana) (Int), Knowledge
(architecture and engineering) (Int),
Knowledge (geography) (Int), Knowledge
(history) (Int), Profession (Wis),
and Spellcraft (Int).
Skill Points at Each Level: 2 + Int
modifi er.
Class Features
All the following are class features of
the Green Star adept prestige class.
Weapon and Armor Profi ciency:
Green Star adepts gain profi ciency
with simple weapons. They gain no
profi ciency with armor or shields.
Spells per Day/Spells Known:
At every even-numbered level, a
Green Star adept gains new spells
per day (and spells known, if
applicable) as if he had also gained a
level in an arcane spellcasting class
to which he belonged before adding the
prestige class level. He does not, however,
gain any other benefi t a character of that
class would have gained (such as the bonus
feat sometimes gained by a wizard). If he had
more than one arcane spellcasting class before
becoming a Green Star adept, he must decide to which class
to add each level for the purpose of determining spells per
day and spells known.
Damage Reduction (Ex): The starmetal infusion reinforces
the fl esh of a Green Star adept, making him resistant
to physical blows. He gains damage reduction
1/adamantine. Each level thereafter, his damage
reduction improves by 1, until by 10th level, he
has damage reduction 10/adamantine.
Improved Caster Level (Ex): A Green Star adept
adds his class level to his caster level in another arcane
spellcasting class to determine his effective spellcaster
level. If the character had more than one arcane
spellcasting class before becoming a Green Star
adept, the player must decide to which class
to add each adept level for this purpose.
For example, a 5th-level wizard/4th-level
Green Star adept’s caster level would be
9th, due to this ability, but he would
only have access to 4th-level spells
(5th-level wizard plus two arcane
spellcasting class levels from being
a 4th-level Green Star adept).
Starmetal Dependency (Ex):
A Green Star adept must consume
more starmetal to continue his transformation.
When he gains a level in this
class beyond 1st, he does not gain any of
the class features for that level until he
performs a special ritual that requires 24
hours, 1 pound of starmetal, and other
arcane reagents and materials costing 1,000
gp. A Green Star adept’s base attack bonus,
saving throws, skills, and feats or ability
score increases are not dependent on this
ritual—he fails to gain the special class
abilities only until he completes the ritual.
See page 141 for a description of starmetal as
a new special material.
Table 2–11: The Green Star Adept
Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Damage reduction, improved caster —
level, starmetal dependency,
starmetal rigor 1
2nd +1 +0 +0 +3 Natural attack, +1 level of existing arcane spellcasting class
unnatural metabolism +2
3rd +2 +1 +1 +3 Fortification (25%) —
4th +3 +1 +1 +4 Otherworldly vision, +1 level of existing arcane spellcasting class
starmetal rigor 2
5th +3 +1 +1 +4 Unnatural metabolism +4 —
6th +4 +2 +2 +5 Fortification (50%) +1 level of existing arcane spellcasting class
7th +5 +2 +2 +5 Null metabolism, starmetal rigor 4 —
8th +6 +2 +2 +6 Unnatural metabolism +6 +1 level of existing arcane spellcasting class
9th +6 +3 +3 +6 Fortification (75%) —
10th +7 +3 +3 +7 Emerald perfection, rapid repair, +1 level of existing arcane spellcasting class
starmetal rigor 6
Theogrin Raablek,
a Green Star adept
Illus. by G. Kubic
CHAPTER 2
PRESTIGE
CLASSES
43
Starmetal Rigor (Ex): At 1st level, a Green Star adept’s
process of transformation has already begun. His fl esh
takes on a faint emerald hue, and it becomes denser and
stronger as the starmetal infusion takes hold. A 1st-level
adept’s Strength score increases by 1, but his Dexterity score
drops by 1 (to a minimum of 3). His natural armor bonus
also improves by 1.
When an adept reaches 4th level, his Strength and his
natural armor bonus improve by an additional 1 point.
At 7th level, an adept’s Strength increases by 2 more, for
a total increase of +4, while his Dexterity is reduced by 1
(to a minimum of 3). His natural armor bonus improves by
another 2 points, for a total bonus of +4.
At 10th level, an adept’s Strength score increases by
2 more points (total increase of +6) and his Dexterity is
reduced by 1 (total reduction of –3, to a minimum of 3).
His natural armor bonus improves by another 2 points, for
a total bonus of +6.
Natural Attack (Ex): Beginning at 2nd level, a Green
Star adept has fl esh so dense that his unarmed strikes deal
substantial damage. He gains a slam attack that deals bludgeoning
damage equal to a club sized for the character (1d4
for Small adepts, 1d6 for Medium adepts, or 1d8 for Large
adepts), plus 1-1/2 times his Strength modifi er.
Unnatural Metabolism (Ex): When an adept reaches
2nd level, his starmetal infusion begins to radically alter his
metabolism. He gains a +2 bonus on saving throws against
poison, sleep effects, paralysis, stunning, disease, death
effects, and necromancy effects.
At 5th level, a Green Star adept’s bonus on saving throws
against the attack forms listed above increases to +4. At 8th
level, the save bonus increases to +6.
Fortifi cation (Ex): At 3rd level and higher, a Green
Star adept has resistance to attacks that affect other living
creatures. When a critical hit or sneak attack is scored on
the character, there is a 25% chance that the critical hit or
sneak attack is negated and the damage is instead rolled
normally.
When an adept reaches 6th level, this ability improves,
increasing the chance of negating a critical hit or sneak attack
to 50%. At 9th level, a Green Star adept has a 75% chance to
negate a critical hit or sneak attack.
Otherworldly Vision (Ex): At 4th level, a Green Star
adept gains darkvision out to 60 feet and low-light vision.
Null Metabolism (Ex): When a Green Star adept reaches
7th level, his transformation approaches completion. He no
longer needs to breathe, eat, or sleep. He has immunity to
inhaled poisons, drowning, suffocation, and sleep effects
(although he still must rest 8 hours in order to regain spells).
In addition, an adept of 7th level or higher is no longer
subject to fatigue or exhaustion and ignores the effects of
these conditions.
Emerald Perfection (Ex): At 10th level, a Green Star
adept completes his transformation. He resembles a perfectly
sculpted statue of himself, forged from green starmetal. His
type changes to construct, which brings about the following
alterations to his basic nature:
—An adept loses his Constitution score and any hit point
adjustment for Constitution. However, he gains bonus hit
points based on his size: +10 hit points for Small, +20 hit
points for Medium, or +30 hit points for Large.
—Unlike other constructs, a Green Star adept has no
special immunity to mind-affecting effects. He is essentially
a human mind in a magically animated body.
—He gains immunity to poison, paralysis, stunning,
disease, extra damage from sneak attacks, death effects, and
necromancy effects.
—He no longer heals damage on his own, and receives
no benefi t from spells or effects that heal living creatures.
However, he can repair himself by means of repair damage
spells (see page 120) or his rapid repair ability (see below).
—He is no longer subject to critical hits, nonlethal damage,
ability damage, ability drain, or energy drain.
—He gains immunity to any effect that requires a Fortitude
save unless it also works on objects, or is harmless.
—He is no longer at risk of death from massive damage,
but he is immediately destroyed if reduced to 0 hit points.
However, unlike other constructs, a Green Star adept can
be returned from the dead by any means that would have
worked on him before his fi nal transformation.
—He no longer takes ability score penalties for aging and
cannot be magically aged. He cannot die of old age and might
exist in this form for eons.
Rapid Repair (Ex): A 10th-level Green Star adept repairs
1 point of damage per hour of rest, as long he has at least 1
hit point. Rapid repair does not allow a Green Star adept to
regrow or reattach lost body parts.

Have fun :) I will definitely be giving this a better look when I have more time on my hands. :P

AugustNights
2011-01-18, 06:48 PM
Spell immunity isn't so bad. Creative DMs will use spells that do not allow for spell resistance, conjuration spells tend not to, and it's actually part of the Half-golem package. I don't think giving players Spell immunity after 7 mostly non-caster levels will be too crazy. Though I may consider making the Half-Wrought horror a L.5 entry minimum PrC, as that is a higher powered 5 level class, that would put spell immunity at L.9, at which level a cleric would gain access to the spell of same name. Sure the Half-wrought will have the ability longer and without casting, but the other has access to divine power (http://www.d20srd.org/srd/spells/divinepower.htm).
...
So yes, you are right in that availability at L.7 is a bit strong, I will start hitting my head against that brick wall after I get done with the chakra golem.

@Dark Kerman:

I was aware of that class, and thank you for the heads-up and the compliments, however I'm pretty certain that info isn't OGL. Probably better off taking it down. In the mean time Vorpal Tribble's got a sweet homebrew powerup for that particular prestige class here (http://www.giantitp.com/forums/showthread.php?t=177627&highlight=star+metal).

The Half golem wasn't actually my idea to turn into a monster class, but is a revision for the community based monster class project (http://www.giantitp.com/forums/showthread.php?t=182724&page=4). Check it out, it's got 100% less LA than the leading brands.

Volthawk
2011-01-23, 11:18 AM
The Half Skywatcher Golem's beam of light needs a range, by the way. Doesn't have one at the moment.

AugustNights
2011-01-23, 05:06 PM
Thanks, Volt, Fixed!

Though HD requirements do not thrill me, it seems to fit for the Half-Wrought Horror as that Skills and Feats don't really make sense to me as entry pre-reqs for this monster, and it does need to be a Level 5+ PrC in my mind.
If you think of the Vampire, which is quite similar with 5 HD as a pre-req, it's not so bad. Thoughts?

Also, updated the Soul-Fused's Weapon, now it gains a free hand soulmeld, and can bind it to a 'new' chakra.

I was thinking about Giving the Half Junk Golem's construction material a power bump, thoughts on that?

For now I'm done scouring and updating the types of constructs I'll be adding. I'd be happy to add any construct by request, but without such requests I'm going to focus on some other projects I'm working on for the time being. Touching this guy up is still a priority though, so peaches always appreciated.

EdroGrimshell
2011-01-24, 03:50 PM
Thanks, Volt, Fixed!

Though HD requirements do not thrill me, it seems to fit for the Half-Wrought Horror as that Skills and Feats don't really make sense to me as entry pre-reqs for this monster, and it does need to be a Level 5+ PrC in my mind.
If you think of the Vampire, which is quite similar with 5 HD as a pre-req, it's not so bad. Thoughts?

Also, updated the Soul-Fused's Weapon, now it gains a free hand soulmeld, and can bind it to a 'new' chakra.

I was thinking about Giving the Half Junk Golem's construction material a power bump, thoughts on that?

For now I'm done scouring and updating the types of constructs I'll be adding. I'd be happy to add any construct by request, but without such requests I'm going to focus on some other projects I'm working on for the time being. Touching this guy up is still a priority though, so peaches always appreciated.

I'd say to add the junk golem's scrounging ability.

AugustNights
2011-01-26, 05:56 PM
Right... so I just found a whole list of golems after googling around... so, back to the grindstone.

Cue

All the Lesser Golems of Dragon 341
Greater Stone Golem - Srd

Gold Golem (http://www.wizards.com/default.asp?x=dnd/re/20030901a)
Golem Remnant (http://www.wizards.com/default.asp?x=dnd/fw/20041126a)
Golem Survey-Stone (http://www.wizards.com/default.asp?x=dnd/pg/20030416b)
Golem Sickstone (http://www.wizards.com/default.asp?x=dnd/fw/20021123a)
Golem Razor (http://www.wizards.com/default.asp?x=dnd/mm/20030418a)
Golem Coal (http://www.wizards.com/default.asp?x=dnd/mm/20020830a)
Golem Blood (http://www.wizards.com/dnd/article.asp?x=fr/pg20020731x)
Golem Feuer-Iron (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010330c)
Golem Verran’s-Flesh (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010511a)
Golem Watcher-Clay
(http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010601a)
Golem Tod-Iron (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010706a)
Golem Wax (http://www.wizards.com/dnd/article.asp?x=dnd/ch/ch20001218b)
Golem, Dagonbone - Dracanomicon
Golem, Drakestone - Dracanomicon
Golem, Ironwyrm - Dracanomicon
+Golem Sardorian (http://www.wizards.com/default.asp?x=dnd/psb/20040123c)
Golem, Equine-Arms and Equipment Guide
Golem, Serpentflesh -Serpent Kingdoms
Golem, Shaboath - Lords of Madness
Elder Eidolon - Lords of Madness
Caryatid Column - Fiend Folio
Necrophidius - Fiend Folio
Then to scour through Monsters of Faerun, Dangerous Denizens and, Denizens of Dread.

flabort
2011-01-27, 01:54 PM
I remember someone around here created a slew of small golems to be made by apprentices and such, that don't even require craft construct to make.
It might have even been a mod that'd made them.

That might cue a few dozen more half-golems.

EdroGrimshell
2011-01-27, 04:14 PM
I remember someone around here created a slew of small golems to be made by apprentices and such, that don't even require craft construct to make.
It might have even been a mod that'd made them.

That might cue a few dozen more half-golems.

It was Vaynor

AugustNights
2011-01-28, 09:17 AM
Yes, the "-lings" cheap and easy to make golems, if I remember right it has been updated recently. I'm not certain how exactly a half "-ling" golem would work out, exactly. I mean I think the smallest thing I've got going on right now is a psicrystal, that makes sense as an eye, or a fang, or maybe a palm graft, but these guys, maybe hands? If I can figure something out I'll ask if I can add them to my list, but for now I already have quite the cue racked up.

AugustNights
2011-02-09, 08:44 AM
Half Junk Golem Updated!

Half Dragon Magazine "Lesser Golems" added!

Half Equine Golem added!

After having looked over the Diablarie (and To Hell and Back) Golems (Blood, Clay, Fire, and Iron) I had decided that the standard versions of each of these golem types works fine for what I was going to call the “Khandurus” version of the half golems, as that in the D&D-Diablo II versions don’t really… do… anything.
Most of the Khandurus golems are so bland vanilla doesn’t even describe them.
And then I remembered how much fun I had playing summon-mancers back in the day, and half heartedly tossed some ideas around, stirred them up, and reflavored them with something a little more Diablo II and a little less French Vanilla.
A lot of them are pretty similar to their Non Khandurus Counterparts, this doesn’t bother me much.

The SRD was kind enough to remind me of the Retriever, which is an Extraplanar Construct that begs to be a half golem. So it is.

Perhaps it would be better to organize the abilities by Golem type rather than by prototype, Material, and Weapon? What do you think would make it easier to read?

Fixed:
Ammorphion needed “Alter Self” not “Alternate Form”
Prismatic Golem’s green issue
Fixed Something about confusion, not entirely sure what it was though.

Cue

Greater Stone Golem - Srd

Gold Golem (http://www.wizards.com/default.asp?x=dnd/re/20030901a)
Golem Remnant (http://www.wizards.com/default.asp?x=dnd/fw/20041126a)
Golem Survey-Stone (http://www.wizards.com/default.asp?x=dnd/pg/20030416b)
Golem Sickstone (http://www.wizards.com/default.asp?x=dnd/fw/20021123a)
Golem Razor (http://www.wizards.com/default.asp?x=dnd/mm/20030418a)
Golem Coal (http://www.wizards.com/default.asp?x=dnd/mm/20020830a)
Golem Blood (http://www.wizards.com/dnd/article.asp?x=fr/pg20020731x)
Golem Feuer-Iron (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010330c)
Golem Verran’s-Flesh (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010511a)
Golem Watcher-Clay
(http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010601a)
Golem Tod-Iron (http://www.wizards.com/dnd/article.asp?x=dnd/mm/mm20010706a)
Golem Wax (http://www.wizards.com/dnd/article.asp?x=dnd/ch/ch20001218b)
Golem, Dagonbone - Dracanomicon
Golem, Drakestone - Dracanomicon
Golem, Ironwyrm - Dracanomicon
+Golem Sardorian (http://www.wizards.com/default.asp?x=dnd/psb/20040123c)
Golem, Serpentflesh -Serpent Kingdoms
Golem, Shaboath - Lords of Madness
Elder Eidolon - Lords of Madness
Caryatid Column - Fiend Folio
Necrophidius - Fiend Folio
Then to scour through Monsters of Faerun, Dangerous Denizens and, Denizens of Dread.

AugustNights
2011-02-16, 12:25 PM
Even more Half-golems!

Prototype Body
{table=head]Material|Elemental Affinity
Half Animated Object Golems|Heal from Cold damage.
Half Blood Golems|Heal from Repair/Cure* spells.
Half Cadaver Golems|Heal from negative energy damage.
Half Candle Wax Golems|Heal from Fire damage.
Half Coal Golems|Heal from Fire damage.
Half Colossus Flesh Golems|Heal from negative energy damage.
Half Colossus Iron Golems|Heal from Electricity damage.
Half Colossus Stone Golems|Heal from Cold damage.
Half Feuer Iron Golems|Heal from Fire damage.
Half Gold Golems|Heal from any one element damage.**
Half Greater Stone Golems|Heal from Cold damage.
Half Grisgol Golems|Heal from negative energy damage.
Half Mask Golems|Heal from Fire damage
Half Razor Golems|Heal from Fire damage.
Half Remnant Golems|Heal from negative energy damage.
Half Sickstone Golems|Heal from Acid damage.
Half Survey Stone Golems|Heal from Cold damage.
Half Tod Iron Golems|Heal from Electricity damage.
Half Verran’s Flesh Golems|Heal from Electricity damage.
Half Walking Statue Golems|Heal from Cold damage.
Half Warfoged Raptor Golems|Heal from Electricity damage.
[/table]

Construction Material
Animated Object-This material’s physical composition is by design weaker than other constructs, however unlike others is animated with a purely magically constructed spirit, and involves a relatively tame and subservient binding, this makes it easier to graft, reducing the Will save DC of The Danger Ritual by 5. Further the natural armor bonus of the Half Animated Object Golem increases to equal its full Constitution mod.

Blood-This material has a very acute array of senses, the Half Blood Golem is sensible to vibrations, and gains Blindsense with a range of 20 feet plus an extra 5 feet for every HD it has. This is not negated by deafness, or effects that cancel out noise. Further the Half Blood golem gains the Scent ( http://www.d20srd.org/srd/specialAbilities.htm#scent) special ability which extends out to the radius of its Blindsense. By spending a full-round action concentrating (as if casting a Level 0 spell) the Half Blood Golem gains the benefits of Blindsight out to the limits of its Blindsense range, however this benefit ends if the Half Blood Golem does anything other than concentrate (including actions that require no action to activate, such as free action psionic powers manifested without display, or the like.)

Cadaver-This material is composed of dead flesh that has been animated through dark rituals, the animating essence of the Half Cadaver Golem’s limb is deviously sentient, and retains its ability to ‘learn’ skills. A Half Cadaver Golem can choose to replace part of its limb, from a living or recently deceased creature that is relatively similar to the Half Cadaver Golem. Doing so grants the Half Cadaver Golem access to the skills that the targeted creature had invested ranks in. The Half Cadaver Golem cannot, however, gain skill points in excess of its HD +3. In effect the Half Cadaver Golem may retrain any skills it has invested ranks to skill of those of the creature cannibalized. The Half Cadaver Golem can never gain more ranks from a body part than that individual possessed. This requires 1 hour’s worth of work. Further, the Half Cadaver Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are stitched flesh of the recently dead, the Half Cadaver Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Candle Wax-This material is extremely flexible and malleable, the Half Candle Wax golem gains an additional +2 bonus to Dexterity, further because of the flexibility this material imparts on the Half Candle Wax Golem’s flesh, the Half Candle Wax golem bases its natural armor on its Dexterity score rather than its Constitution score, and the Half Candle Wax Golem’s bonus to natural armor increases to equal its full Dexterity mod. In addition the Half Candle Wax Golem may choose at will to produce a light in a 10 foot per HD radius emanation centered on the Half Wax Golem, this effect creates low-light conditions 10 feet per HD past the light area of effect. For purposes of interacting with darkness spells and effects this is treated as a light effect of spell level equal to half the Half Candle Wax Golem’s HD. Activating or deactivating this ability is a swift action.

Coal-This material is composed of an Iron frame filled with hot coals that seem to smolder with the ire of the elementals that animate it. The conflicting energies of earth and fire make this material quite unstable, Half Coal Golems may fly off the handle at the slightest threat. If the Half Coal Golem takes damage it must make a will save with DC equal to the damage taken or tap into a deep and wild Berserker Strength, similar to a barbarian’s rage, except it gains a +4 bonus to Strength and a +2 bonus on all saves, as well as Damage reduction 2/-, while still suffering the usual -2 penalty to Amor Class. The damage reduction granted by Berserker Strength stacks with any similar kind of damage reduction. This Berserker Strength is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can tap into its Berserker Strength 1/day plus an additional time for every 4 HD it has. Half Coal Golem levels stack with barbarian levels for determining its Berserker Strength bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), Berserker Strength improves, The Half Coal Golem’s Strength score improves to +6, and their bonus on saves improves to +3, and they gain damage reduction 3/-- (or their existing damage reduction of the same kind improves by 3). At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the bonus on saves improves to +4, and the Half Coal Golem gains damage reduction 4/-- (or their existing damage reduction of the same kind improves by 4). Any effect that would normally apply only during a rage applies while the Half Coal Golem's your berserker strength is active.

Colossus Flesh-This material is the result of long and powerful necromantic rituals used to bind the fallen soul of a powerful creature into one unimaginably large construct, sometimes a small portion from an long since dead Flesh Colossus is used in The Danger. The violent nature of the long since maddened mortal’s soul that animates this material make it an incredibly volatile material to graft; increase the DC of The Danger by 15. However once grafted this Material provides a +2 bonus to Wisdom, further when the Half Colossus Flesh Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Flesh Golem’s Spell Resistance into Spell Immunity, the Half Colossus Flesh Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Colossus Iron-This material is teaming with raw power, the amount of magic culled into animating this unimaginably large version of the Iron Golem is enough to fuel a large city’s various magineered energy problems for decades. Sometimes a small portion from an long since dead Iron Colossus is used in The Danger. The raw amount of magic within this material makes it incredibly volatile to graft; increase the DC of The Danger by 15. However once grafted this Material provides a +2 bonus to Strength, further when the Half Colossus Iron Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Iron Golem’s Spell Resistance into Spell Immunity, the Half Colossus Iron Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Colossus Stone-This material, while substantially more stable than its Flesh and Iron kin, is still beyond the grasp of even the most meta-arcane philosophies of the greatest of wizard scholars. Sometimes a small portion from an long since dead Stone Colossus is used in The Danger. The raw amount of magic within this material makes it incredibly volatile to graft; increase the DC of The Danger by 15. However once grafted this Material provides a +2 bonus to Constitution, further when the Half Colossus Stone Golem gains Magic Resistance at 3rd level, this resistance applies to spells and super natural abilities, The ‘Caster Level’ of a supernatural ability is equal to the HD of creature that activated it unless otherwise stated. If any effect increases the Half Colossus Stone Golem’s Spell Resistance into Spell Immunity, the Half Colossus Stone Golem Retains its resistance value to Super Natural Abilities and does not gain Immunity to Super Natural Abilities (unless the effect that increases this ability specifically states that it effects supernatural abilities as well.)

Feuer Iron-This material is wrought from the same strong metals that compose Half Iron Golems, but contains a powerful fire-elemental powered matrix. This material gives extra protection to the Half Feuer Iron Golem. After it has engaged in at least one round of combat the Half Feuer Iron Golem can act as if it were under the effects of Fire Shield (http://www.d20srd.org/srd/spells/fireshield.htm) (protecting from cold attacks). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the Half Feuer Iron Golem has. In addition the half Feuer Iron Golem’s natural armor class increases to equal its constitution mod.

Gold-This material is composed of the gold of an animated treasure pile. Most Adventurers look on the idea of literally grafting one’s treasure to one’s body as a poor use of their gold, regardless particularly gold-hungry characters who obsess over gold for gold’s sake may be interested in grafting their precious metal to their body for show and safety sake. A large portion of the graft is composed of unattainable gold, which cannot be used at any point unless the Half Gold Golem’s Graft is removed, destroyed, or otherwise disabled, this amount of gold is equal to the amount of money the Half Gold Golem has spent on its grafted nature. The Half Gold Golem may also store up to 1,000 gp per HD it possesses within its limb for safe keeping. This gold cannot be removed by means of pick pocket, magic extraction, or any means short of killing the Half Gold Golem or destroying its limb (in which case half of all the gold within said limb is also destroyed). Further the Half Gold golem’s Strength increases by an additional +2. When a Half Gold Golem gains Damage Reduction at third level, it gains DR/ Adamantine and Slashing.

Greater Stone-This material is alarmingly sturdy but demands constant maintenance or it may become a hindrance. The Half Greater Stone Golem’s Strength improves by an extra +4 and its natural armor increases to equal its constitution mod. In addition when a Half Greater Stone Golem gains Damage Reduction at third level, it gains additional DR equal to its strength mod. However every time the Half Greater Stone Golem takes Bludgeoning or Acid damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Sculptor) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Greater Stone Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Grisgol-This material is composed of long dead bits of magical materials, lost or destroyed in ages past, that have gathered around the entrapped life-force of a lich within its phylactery, offering a great deal of magical potential to the Half Grisgol Golem. The Half Grisgol Golem effectively gains an additional level, for purposes of Caster Level, Spells Known, and Ability to cast spells per day as if it had gained a level in any spellcasting class it had access to before taking its first level of Half Grisgol Golem, if it had more than one spellcasting class before taking its First level of Half Grisgol Golem, it must select one to gain this benefit. If the Half Gisgol Golem did not have an Arcane Caster class before, or if it does not wish to increase said casting class, it gains this benefit as for a 1st level Sorcerer. It only gains this increase at first level.

Mask-This material is composed of many metal masks, wielded together mostly from iron with silver traces and gold accents. The Half Mask Golem’s natural armor increases to equal its constitution mod. Further the Half Mask Golem may cast See Invisibility (http://www.d20srd.org/srd/spells/seeinvisibility.htm) as a spell-like ability 1/day per HD it possess, its caster level is equal to its HD.

Razor-This material is composed of many terribly sharp and quick razor edged components, and demands constant maintenance or it may become a hindrance. The Half Razor Golem’s Dexterity improves by +4 and its bonus to natural armor increases to equal its constitution mod. Further the Half Razor Golem is treated as having armor spikes for all intents and purposes, except that these armor spikes deal slashing rather than piercing damage. It is naturally proficient with these armor spikes. However every time the Half Razor Golem takes Bludgeoning or Corrosion (acid or rust) damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Dexterity. Further damage taken increases this penalty by an extra -1 to Dexterity for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Knife Sharpener) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Remnant-This material is particularly fascinating as that it is not as much a material but the very animating spirit of a long since maddened elemental believing it should be animating something. It’s obligatory animation mentality, but complete instability makes this material as easy, or rather, as difficult to graft to the subject of The Danger as most other material types. The raw spiritual energy of this material powers the Half Remnant Golem’s inner essence, the Half Remnant Golem gains an additional+4 bonus to Charisma, and gains a deflection bonus to armor class equal to its charisma mod. However the driven madness of the Golem Remnant’s spirit requires constant ritualistic maintenance, or it may begin to drive The Half Remnant Golem mad. . Every day the Half Remnant Golem must make a Fortitude save (DC 15+number of days since maintenance) or start to go mad. It suffers a -1 penalty to Charisma each day it fails this save. It takes 1 minute of interrupted work with ritualistic tools (cost 50 GP, not expended by this) and a successful Knowledge check the appropriate type with DC (18) to remove each point of this Charisma penalty. A [Counter to Insanity/Confusion?] spell will automatically recover this Charisma penalty and will prevent the loss of sanity for 24 hours. The Half Remnant Golem can perform the ritual itself but it takes double time. There's no penalty for failing these Knowledge checks, further unlike other knowledge checks these may be retried as other skills may be.

Sickstone-This material glows in a deep sickly greenish silver light and is not quite metal nor is it quite volcanic stone. The sickening nature of this material actually strengthens the Half Sickstone Golem’s immune system, as such the Half Sickstone Golem gains an additional +2 bonus to its Constitution score. In addition the Half Sickstone Golem choose at will to produce a greenish silver glow in a 20 foot per HD radius emanation centered on the Half Sickstone Golem. This greenish silver glow improves the lighting of a dark area up to low-light condition. This spell has no effect on areas that already have low-light or better lighting conditions, besides an aesthetic effect. For purposes of interacting with darkness spells and effects this is treated as a light effect of spell level equal to half the Half Sickstone Golem’s HD. Activating or deactivating this ability is a swift action. Further, any melee weapon that is completely or mostly of stone or metal that strikes the Half Sickstone Golem looses points of 1d4 hardness per 4 HD, any weapons reduced to 0 hardness or less crumble to dust.

Survey Stone-Though carved from unwieldy stone, this material is particularly perceptive, perhaps from the magic that enchants it, or for the elven image it takes after. The Half Survey Stone Golem’s Wisdom improves by an extra +2 and it gains a racial bonus on Spot, Listen, and Search checks equal to half its HD. In addition, the Half Survey Stone Golem my ‘record’ up to 1 hour’s worth of events per HD into a stored memory, which holds the complete sensory experience of the time recorded, the Survey Stone Golem always has direct access to these memories and can bring them up with as little effort as remembering its own name. Further the Half Survey Stone golem may share any recorded memory with any willing creature that it is in physical contact with. Doing so requires the full concentration of the Half Survey Stone Golem and provokes attacks of opportunity from all participants. It takes the Half Survey Stone Golem only 1 minute to share 1 hour of recorded experiences. When the Half Survey Stone Golem spends a minute sharing its recorded memories, it is as if the target experienced everything that the Half Survey Stone Golem experienced. To get through the experiences faster and still retain the gist of the experience, the Half Survey Stone Golem can go as fast as 1 round per 24 hours recorded in terms of transfer rate. However while memories are shared at the accelerated rate the target must make an Intelligence check.: DC 10 earns the target a general idea of the events (someone attacked someone else), DC 15 gains the target a bit more detail (an ogre smashed a halfling with a hammer), while DC 20 and higher grants the target knowledge of the pickier details (an Ogre war-priest slew a halfling pick-pocket who had managed to steal a holy symbol). The only sure way to get all the details possible is to use the memory sharing at the normal speed, however.

Tod Iron-This material wrought from metals as dark as night and is covered in ancient runes. The Half Tod Iron Golem’s Strength improves by +4 and its bonus to natural armor increases to equal its constitution mod. Further the Half Tod Iron Golem may wield a weapon of 1 size larger than normal in its Tod Iron-limb. This does not stack with Powerful Build or Feats such as Monkey-Grip. It may not wield a two-handed weapon in this manner. However every time the Half Tod Iron Golem takes Bludgeoning or Cold damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful profession (Blacksmith) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Tod Iron Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Verran’s Flesh-This material is unwieldy cobbled together and terribly distorted, the Half Verran’s Flesh Golem benefits from Sleight Build: The physical stature of the Half Verran’s Flesh Golem lets it function in many ways as if it were one size category smaller. Whenever the Half Verran’s Flesh Golem is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Half Verran’s Flesh Golem is treated as one size smaller if doing so is advantageous to it. The Half Verran’s Flesh Golem is also considered to be one size smaller when "squeezing" through a restrictive space. The Half Verran’s Flesh Golem can use weapons designed for a creature one size smaller without penalty. However, the space and reach of the Half Verran’s Flesh Golem remain those of a creature of its actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the Half Verran’s Flesh Golem's size category Further, the Half Verran’s Flesh Golem may spend an hour with a dead creature to rob its flesh, to repair its body, recovering hp equal to 5 per HD the dead creature had. Because their bodies are whipstitched together, the Half Verran’s Flesh Golem may be affected by skills such as Craft (Sewing) or Profession (Seamstress) as though they were the Heal skill.

Walking Statue-This material is carved of dense stone and animated with the flowing spirit of a water elemental, and is naturally self-preservative. The Half Walking Statue gains Fast Healing equal to half its HD. In addition the Half Walking Statue Golem gains a racial bonus on Spot and Listen checks equal to half its HD. Further, if the Half Walking Statue Golem passes within 5 feet per HD of an invisible creature or object the Half Walking Statue Golem may make a Spot check at a -20 penalty to notice such a creature. The creature or object remains invisible to the Half Walking Statue Golem, but it may use this ability to locate invisible creatures or objects that are close to it.

Warforged Raptor- This material is fantastically shaped steel and mithral worked in such a way that, with the aid of its air elemental essence, it is well suited for areal travel. The Half Warfoged Raptor Golem never suffers from falling damage and falls at a rate of 20 feet per round, even while unconscious its grafted wings snap open slowing its fall. Upon reaching 5 HD it gains the ability to glide 20 feet in any direction for every 10 feet it falls, its maneuverability is average. Even if it manages to gain perfect maneuverability the Half Warfoged Raptor cannot hover while gliding. Upon reaching 10 HD the Half Warforged Raptor is capable of flight with a 40 ft. base flight speed and an average maneuverability.


Golemaic Weapon
Animated Object- The Half Animated Object Golem gains a weapon based on the object selected to replace the limb, this cannot be changed after it has gained Golemaic Weapon.


Multislam- Objects that have multiple outstanding appendages grant the Half Animated Object Golem an additional Slam attack, further the critical multiplier on its slams increases to a x3.

Constriction- Objects that have long flexible materials grant the Half Animated Object Golem the Improved Grab special ability, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. Further, on a successful grapple check, the Half Animated Object deals constriction damage equal to its slam damage.

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

Animated Weapon Graft Objects that are weapons grant the Half Animated Object Golem a +1 competence bonus on all attack and damage rolls while using the weapon, this bonus increase by 1 for every 5HD the Animated Object Golem has. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. The Animated Object Golem does not have the use of one of its hands and suffers a -2 penalty on all skill checks requiring the use of hands. Spells or effects that temporarily polymorph the Half Animated Object Golem can ignore the Animated Object Limb or alter it normally, at the Half Animated Object Golem’s discretion. This weapon cannot be disarmed, sundered, or changed

Blood- The Half Blood Golem’s slam attack becomes a terrible siphon of blood, flesh, and life energy. 1/day per HD as a standard attack action, the Half Blood golem may declare that it is making a vampiric slam attack. If this slam attack hits the Half Blood Golem deals extra damage equal to its Charisma mod, further the Half Blood Golem gains temporary Hp equal to the amount of damage it dealt, this temporary hp lasts for 1 hour per HD of the Half Golem, and stacks with itself but cannot exceed 6x the Half Blood Golem’s HD.

Cadaver- The Half Cadaver Golem gains the ability to to cannibalize natural weapons and special abilities from the corpses of the recently dead, or from the sufficiently restrained living. At any point the Half Cadaver Golem may only have 1 special weapon, but it may change out its weapon by replacing it with a new one freshly harvested. Replacing a weapon requires 1 hour’s worth of work with a fresh or living corpse, if living the ‘donor’ loses significant flesh, and its access to this weapon.



Burgled Bite- By replacing its mouth with one from a creature with a natural bite attack, the Half Cadaver Golem gains a bite attack that deals 1d6+1½ Str damage.

Commandeered Claws- By replacing its hands with those from a creature with two natural claw attacks, or two creatures with a natural claw attack each, the Half Cadaver Golem gains 2 claw attacks that deals 1d4 damage.

Taken Talons- By replacing its hands with those from a creature with two natural talon attacks, or two creatures with a natural talon attack each, the Half Cadaver Golem gains 2 talon attacks that deals 1d4 damage.

Hustled Hooves- By replacing its feet with those from a creature with two natural hoof attacks, or two creatures with a natural hoof attack each, the Half Cadaver Golem gains 2 hoof attacks that deals 1d4 damage.
Ascertained Arm- The Half Cadaver Golem attaches another arm its body, which it may use freely as if it were one of its own. This extra limb is treated as having -4 Strength and Dexterity compared to the original arms of the Half Cadaver Golem. This arm can be used to manipulate weapons, and as such the Half Cadaver Golem becomes eligible for multi-weapon fighting feats, unless it loses this extra arm.

Borrowed Wings- By thieving the wings of a sufficiently sized creature (no smaller than the Half Cadaver Golem) the Half Cadaver Golem gains a Wing attack that deals 1d6 damage, and falls at a rate of 40 feet per round, never suffering more than 1d6 falling damage from any height.

Thieved Venom- By harvesting the venom sack of a creature with a natural poison attack the Half Cadaver Golem may deliver potent poison with its Slam attack. Any creature damaged by its natural slam is subjected to the venom of the creature which now has Fortitude DC of (10+1/2 the Half Cadaver Golem’s HD+ Con Mod). The ability damage is of the same type but is reduced to (or increased to) 1d4 initial and secondary damage. This damage size increases for every 4 HD the Half Cadaver Golem possesses.

Robbed Crusher- By replacing key body parts with those of a creature that has the improved grab and constrict special abilities the Half Cadaver Golem gains Improved Grab ability, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. Further, on a successful grapple check, the Half Cadaver Golem deals constriction damage equal to its slam damage. The Half Cadaver Golem may rob either one of these abilities individually, if it comes across a creature with one and not the other, but this weapon takes the full slot, if the Half Cadaver Golem wants both aspects of this weapon it must rob from a creature that has both aspects.


Candle Wax- The Half Candle Wax Golem’s slams may deliver a highly flammable and cursed paraffin. Any creature damaged by the Half Candle Wax Golem’s slam natural attack must make a DC (10+1/2 HD+Dexterity Mod) reflex save or be covered in the cursed paraffin. Creatures without resistance to fire suffer double damage from fire, creatures with resistance to Fire based attacks have their resistance reduced by twice the Half Candle Wax Golem’s HD, and creatures with immunity to fire effects are not affected by the cursed paraffin. Further any creatures (besides those with fire immunity) suffer a penalty on all saves against fire based spells and effects equal to the Half Candle Wax Golem’s Dexterity mod. This Paraffin burns off with the first fire attack that successfully targets the effected creature, and may be washed off with 5 minutes work with soap and water.

Coal- The Half Coal Golem’s slam attacks are filled with an incredible heat that can conduct through metal weapon. The Half Coal Golem’s natural slam attack, and any attack made with a melee weapon made mostly from metal deals an additional 2d6 fire damage. Creatures struck by slam attack must make a Reflex save DC (10+1/2HD+Con Mod) or catch flame for a number of rounds equal to the Half Coal Golem’s Con mod, suffering 1d8 fire damage each round. The creature may spend a full round action and make a Survival check DC (10+1/2HD+Con Mod) in order to put out this fire. The aid of water, or other fire extinguishing effects increases this creature’s Survival check by +5, but do not immediately extinguish this fire.

Colossus Flesh- As a free action, 1/Minute, the Half Colossus Flesh Golem may release a wave of negative energy which emanates out in a 10 foot cone in front of the Half Colossus Flesh Golem, plus 5 feet for every 3 HD. Any creature caught this emanation suffers 1d4 negative energy damage per HD, Will save DC (10+1/2HD+Con Mod). Undead creatures are healed by this effect as they would be by an Inflict Wounds spell. Non-undead creatures that are damaged by this attack must make a Fortitude save of the same DC, regardless if they passed the previous save or not, or suffer 1d4 points of physical ability damage as chosen by the Half Colossus Flesh golem with the use of each attack. This Ability Damage increases by 1 size category for every 6 HD the Half Colossus Flesh Golem has.

Colossus Iron- The Half Colossus Iron Golem gains a special trample attack, As a full-round action the it can literally run over an opponent of at least its own size category or smaller. The Half Colossus Iron Golem may move up to twice its speed, and must completely cover the target’s space while making this special trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Colossus Iron Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature, further if the Half Colossus Golem deals this trample damage to a creature it may end its movement in the creatures square, and initiate a grapple as a free action without provoking any more attacks of opportunity that it already has for this action.

Colossus Stone- As a free action, 1/Minute, the Half Colossus Stone Golem may release a violent vibration of energy which emits a 10 foot cone of sonic energy in front of the Half Colossus Stone Golem, plus 5 feet for every 3 HD. Any creature or object caught in this area suffers 1d4 sonic damage per HD, Fortitude save DC (10+1/2HD+Con Mod) for half. This attack deals double damage to objects and constructs, and this is increased to triple damage if the object or construct is particularly crystalline. Further any creature so damaged must make an additional Fortitude save of the same DC or be deafened for 1d4+1 rounds.

Feuer Iron- Unlike it’s lesser Iron Cousin the Half Feuer Iron Golem gains a fiery breath attack rather than the usual poisonous one. As a free action, 1/Minute, the Half Feuer Iron Golem may breathe out a cloud of ravenous fire which fills a 10 foot cone in front of the Half Feuer Iron Golem, plus 5 feet for every 3 HD the Half Feuer Iron Golem has. Any creature caught in this flaming cone suffers 1d6 fire damage per HD the Half Feuer Iron Golem has, Reflex DC (10+1/2 HD+Con Mod) for half. A creature damaged by this ability must make a successful reflex save (regardless if they made their first save or not) or suffer half the amount of fire damage dealt on the following round on their turn.

Gold- The Half Gold Golem’s slam attack extends to a long whiplike tentacle natural attack that deals both slashing and bludgeoning damage. The reach of the Half gold Golem’s tentacle increases by 5 feet per 3 HD it has, unlike most reach weapons, the Half Gold Golem may attack adjacent foes with this attack at no penalty. Further this attack deals 2d4 points of energy damage, of the type that is has an affinity for, See Prototype Body.

Greater Stone- The Half Greater Stone Golem’s slams don’t simply slow their targets, but fully stuns targets with its brute force and inherent cursing. 1/minute as part of a standard attack action with its Slam attack, the Half Greater Stone Golem may make a stunning attack. The creature damaged by this slam must succeed on a DC (10+ 1/2 HD+Str Mod) Fortitude save or suffer from the stunned condition until the beginning of the Half Greater Stone Golem’s next turn.

Grisgol- The Half Grisgol Golem’s slam attack is empowered by its Captive Lich. The Half Grisgol Golem’s Slam attack deals an additional 2d6 points of negative energy damage, this attack can be used as a touch attack that provokes attacks of opportunities. The Half Grisgol Golem may not heal itself with this touch attack. 1/day per 3 HD the Half Grisgol golem has it may empower this negative energy slam or touch, any creature successfully attacked by The Half Grisgol Golem’s slam or touch attack must succeed on a DC (10+1/2HD+Cha mod) Fortitude save or be paralyzed for 1 round per HD.

Mask- The Half Mask Golem’s slam attack can leave its target with the terrifying mask of solitude. 1/day per HD as a standard attack action the Half Mask Golem may make a Solitude Slam attack, if the Half Mask Golem’s slam attack succeeds, the target must make a DC (10+1/2 HD +Cha Mod) will save or have their face covered by the terrible mask of solitude. With this mask in place the target cannot speak, breath, or hear. Removing this mask requires a disarm check, in which the mask’s rolls as if its base attack bonus equaled the Half Mask Golem’s HD, and uses the Half Mask Golem’s charisma mod in place of its strength mod.

Razor- As part of a Full-Defense action the Half Razor Golem can surround itself with a whirling, slicing shield of razors, Any creature adjacent to the Half Razor Golem suffers 1d8 slashing damage per 2 HD of the Half Razor Golem, a successful Reflex save DC (10+1/2 HD+Dex Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Razor Golem is subjected to this damage without a saving throw. The Half Razor Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. Unlike the Half Chain Golem the Half Razor Golem may take a move actions while this ability is activated, but creatures subjected to this attack by the Half Razor Golem moving adjacent to them still receive a reflex save against this attack. A Half Razor golem may use this ability a number rounds per day equal to twice its HD.

Remnant- 1/minute as a standard attack action the Half Remnant Golem may perform a Maddening Slam attack. If the Half Remnant Golem’s slam attack successfully strikes its target, the target suffers 1d6 Wisdom damage. This damage increases in size for every 4 HD the Half Remnant Golem has. The Remnant Golem may elect instead to make this attack as a touch attack that provokes attacks of opportunity.

Sickstone- As part of a standard attack action the Half Sickstone Golem may make a sickstone slam. A living creature struck by the Half Sickstone Golem’s slam attack must make a Fortitude saving DC (10+1/2 HD +Con Mod) or take 1d6 points constitution damage as the magical energies of the Half Sickstone Golem’s limb leach away life and energy. This constitution damage increases by 1 size category for every 5 HD the Half Sickstone Golem has. Creatures of the Earth Subtype, or that are largely composed of stone or metal are effected differently than normal living creatures. Such a creature that fails its fortitude save has any damage reduction it might have reduced by 1/2 the Half Sickstone Golem’s HD. This secondary aspect of the Sickstone slam can affect constructs or other creatures with the Earth Subtype or that are largely composed of stone or metal even if they are normally immune to affects that require Fortitude saves. If sickstone slam used against an object composed largely of metal or stone, that object loses hardness equal to the Half Sickstone Golem’s HD. Sickstone slam may be used in conjunction with a Sunder attack. The damage to an object’s hardness can be repaired with a DC (10+Damage to repair) Craft check of the appropriate type, and 1 gold for every point of hardness damaged. This repair check only requires 1 hours worth of work. This same method may be used to repair Damage reduction lost from creatures of the Earth Subtype or that are largely made of metal or stone, but requires 10 gp for every point of Damage Reduction damage, and increases the DC by 5.

Survey Stone- The Half Survey Stone golem gains a second slam attack, in addition 1/minute the Half Survey stone golem may make an expeditious charge attack. While making an expeditious charge attack the half Survey Stone Golem may use a charge action to move up to 4x any of its base speeds (5x if it has the Run feat), further upon ending the charge the Half Survey Stone Golem may attack with both of its natural slam attacks rather than just one.

Tod Iron- The ancient runes on the Tod Iron golem’s body give it an inherent connection to the magical power animating it and makes the material quite unstable, a Half Tod Iron Golem that takes damage must make a Will save DC (10+ the damage dealt) or go fly into a Vitriolic Rage. Vitriolic Rage is similar to a barbarian’s rage, except it temporarily gains a +2 bonus to Strength, and all melee attacks made while in the vitriolic rage deal 1d6 additional Acid damage. While in a Vitriolic Rage, the Half Tod Iron Golem may make one extra attack in a round at its highest base attack bonus, but this attack suffers a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Half Tod Iron Golem might make before its next action. This Vitriolic Rage is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail its save. It can Vitriolic Rage 1/day plus an additional time for every 4 HD it has. Half Tod Iron Golem levels stack with barbarian levels for determining Rage bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +4, and the acid damage increases to 2d6. At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +6, and the acid damage increases to 3d6.

Verran’s Flesh- The residual magic of the ancient rune amulets worn by these Golems have left a black scalded imprint on the material used to compose this golemaic limb. The Half Verran’s Flesh Golem gains one of the following special weapons, this choice cannot be changed after the Half Verran’s Flesh Golem gains its Golemaic Weapon.

Dispel-As a free action, 1/Minute, the Verran’s Flesh Golem can use a Dispel Magic (http://www.d20srd.org/srd/spells/dispelmagic.htm) ability. The effect is as an area dispel in a 5 feet per HD radius burst, centered on the Half Verran’s Flesh Golem. The Dispel check is 1d20+the Half Verran’s Flesh Golem's HD, and is not limited by the usual cap of 10.

Fire Storm- As a free action, 1/Minute, the Half Verran’s Flesh Golem may release out a cone of destructive fire which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this flaming cone suffers 1d6 fire damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that the Half Verran’s Flesh Golem wishes to exclude from damage.

Wall of Stone- The Half Verran’s Flesh Golem may use Wall of Stone (http://www.d20srd.org/srd/spells/wallofstone.htm) as a spell like ability 1/day per HD the Half Verran’s Flesh Golem has. The Caster Level for this spell-like ability is equal to the Half Verran’s Flesh Golem’s HD, and any save that may be associated with its use (such as trapping a creature) has a DC of (10+1/2 HD+Intelligence Mod).

Flame Strike- As a free action, 1/Minute, the Half Verran’s Flesh Golem may release out a cone of terrible divine fire which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this roaring cone of fire suffers 1d4 damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. Half the damage from this attack is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance or immunities to fire-based attacks.

Blade Barrier- As part of a Full-Defense action the Half Verran’s Flesh Golem can surround itself with a cloud of whirling blades of pure force. Any creature adjacent to it suffers 1d6 force damage per 2 HD the Half Verran’s Flesh Golem has. A successful Reflex save DC (10+1/2 HD+Intelligence Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Verran’s Flesh Golem is subjected to this damage without a saving throw. The Half Verran’s Flesh Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Verran’s Flesh Golem may not take a move action while this ability is activated.A Half Verran’s Flesh Golem may use this ability a number rounds per day equal to twice its HD.

Acid Spray As a free action, 1/Minute, the Half Verran’s Flesh Golem may expel out a cloud of vitriolic gas which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in the gas suffers 1d4 acid damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+ Intelligence Mod) for half.

Ice Storm- As a free action, 1/Minute, the Half Verran’s Flesh Golem may launch a series of great hailstones and frigid winds which fills a 10 foot cone in front of the Half Verran’s Flesh Golem, plus 5 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this freezing cone of ice and wind suffers 1d6 damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intellegence Mod) for half. Half the damage from this attack is cold damage, but the other half is bludgeoning.

Lightning Bolt- As a free action, 1/Minute, the Half Verran’s Flesh Golem may throw a great bolt of Lightning in front of it which fills a 20 foot line in front of the Half Verran’s Flesh Golem, plus 10 feet for every 3 HD the Half Verran’s Flesh Golem has. Any creature caught in this crackling line suffers 1d6 electricity damage per HD the Half Verran’s Flesh Golem has, Reflex DC (10+1/2 HD+Intelligence Mod) for half. This lightning attack sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the line attack may continue beyond the barrier if the attack’s range permits; otherwise, it stops at the barrier just as any other line effect does.

Walking Statue- As a full-round action the Half Walking Statue Golem can move up to twice its land speed to literally run over an opponent of up to its own size category, but no larger. It must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength mod damage to any creature it runs over. The target gains an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a Reflex save DC (10+1/2HD+Str Mod) for half damage. The Half Walking Statue Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Further the Half Walking Statue’s Slam and Trample attacks effect incorporeal creatures, and manifested ghosts, as if they were Ghost Touch weapons. In fact, a Half Walking Statue Golem may interact with such creatures as if they were fully material, allowing it to grapple such creatures.

Warforged Raptor- As a full-round action 1/minute the Half Warforged Raptor may make use of a special strife attack. While Making a strife attack the Half Warforged Raptor may move up to twice its base land speed in a straight line (not unlike a charge attack), it can make a full-attack with a ranged weapon over the course of its strife. Each attack occurs roughly at an evenly spaced increment for each attack. (For example for a standard Half Warforged Raptor with 3 attacks on a full-attack action and a 30 foot base land speed, the first attack occurs 20 feet from its starting point, the second at 40 feet, and the third at 60 feet.) Each of these attacks must be made against separate targets, even if the Half Warforged Raptor’s range increment would normally allow it to all strike the same target. Further the Half Warforged Raptor may choose to reduce the number of attacks in its base attack bonus in order to attack at different increments. (For example, our previous example decides to reduce its attacks to 2, the first attack occurs 30 feet from its starting point, the second at 60 feet.) The decision to forgo attacks may also be made on the run, but the normal attack points remain the same. (For example, our first example decides to miss its second shot on the run, the first attack occurs 20 feet from its starting point, the second is forgone at 40 feet, and the third is made at 60 feet.)

AugustNights
2011-02-16, 12:28 PM
Yet even more Half-golems!

Prototype Body
{table=head]Material|Elemental Affinity
Half Black Ice Golems|Heal from Cold damage.
Half Cannon Golems|Heal from Fire damage.
Half Chalk Golems|Heal from Cold damage.
Half Diamond Golems|Heal from Repair/Cure* spells.
Half Dragonbone Golems|Heal from negative energy damage.
Half Drakestone Golems|Heal from any one element damage.**
Half Dung Golems|Heal from Fire damage.
Half Elder Eidolon Golems|Heal from negative energy damage.
Half Emerald Golems|Heal from Acid damage.
Half Glass Golems|Heal from Fire damage.
Half Hard Wood Golems|Heal from Cold damage.
Half Ironwyrm Golems|Heal from any one element damage.**
Half Lemorian Golems|Heal from Fire damage.
Half Maggot Golems|Heal from negative energy damage.
Half Obah-Blessed Clay Golems|Heal from Acid damage.
Half Relief Golems|Heal from Cold damage.
Half Ruby Golems|Heal from Fire damage.
Half “Ruby”-Ruby Golems|Heal from Fire damage.
Half Rune Golems|Heal from Cold damage.
Half Sardorian Golems|Heal from Force damage.+
Half Serpentflesh Golems|Heal from Electricity damage.
Half Shaboath Golems|Heal from Cold damage.
Half Swarm Golems|Heal from Cold damage.
Half Tellene Bone Golems|Heal from negative energy damage.
Half Tellene Bronze Golems|Heal from Electricity damage.
Half Tellene Ice Golems|Heal from Cold damage.
Half Thayan Golems|Heal from Cold damage.
Half Topiary Guardian Golems|Heal from Cold damage.
Half Watcher Clay Golems|Heal from Cold damage.
[/table]
+ Force damage heals 1 point of damage for every 4 points damage it would normally have done to the Half-Golem.

Construction Material
Black Ice-This material is carved from ice exposed to negative energy and great blocks of frozen blood. The Half Black Ice Golem's Constitution improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half Black Ice Golem with a melee attack suffers 1d4 cold damage per 4 HD the Half Black Ice Golem has.

Cannon -This material is constructed from wood and iron, and resembles a crude cannon rather than an actual limb. The Half Cannon Golem’s Dexterity improves by an extra +2 and its natural armor increases to equal its Constitution modifier. Further the Half Cannon Golem may launch any melee or thrown weapon from its cannon limb as a standard attack action. Thrown weapons so launched have their range increment doubled, light melee weapons gain a 20-foot range increment, one handed melee weapons gain a 30-foot range increment, and two-handed melee weapons have a 10-foot range increment.

Chalk-This material is crafted from a wire cast covered in a thick chalky powder mixed with paste and other adhesives. The chalk dust is loose and easily airborne, leaving a trail of thick white powder behind the Chalk golem. The Half Chalk Golem may elect to leave lose dust as it moves or not as a non-action. While doing so any square that the Half Chalk Golem moves through is left filled in a white dusty powder that raises 5 feet off the ground. The dusty cloud obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind (http://www.d20srd.org/srd/spells/gustOfWind.htm) spell, disperses the dust in 4 rounds. A strong wind (21+ mph) disperses the dust in 1 round. A fireball, flame strike, or similar spell burns away the chalk in the explosive or fiery spell’s area. A wall of fire burns away the chalky dust in the area into which it deals damage. This ability does not function underwater. These clouds of dust last for 3d4 rounds. Further the Half Chalk Golem gains a racial bonus on Move Silently checks equal to its HD.

Diamond- This material is crafted around a “heart” made of almost pure, yet undeniably flawed Diamond that offers incredible durability and resolve to the Half Diamond Golem. The Half Diamond Golem’s Wisdom improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half Diamond Golem gains Damage Reduction at third level, it gains additional DR equal to its Wisdom modifier.

Dragonbone-This material is crafted from the carefully reconstructed skeletal components of a mighty dragon, and is animated with the bound spirit of the very beast. The Half Dragonbone Golem's Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. In addition, when the Half Dragonbone Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Drakestone-This material is shaped from ancient rock, carved with powerful magic and animated with the still living spirit of a recently slain dragon. The arcane strength of this material is incredible but demands constant maintenance or it may become a hindrance on the Half Drakestone Golem. The Half Drakestone Golem’s Strength improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further when the Half Drakestone Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Magic. However every time the Half Drakestone Golem takes Bludgeoning or Elemental damage opposite of its affinity (See Prototype Body; Fire and Cold are opposites, Acid and Electricity are opposites) it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Strength. Further damage taken increases this penalty by an extra -1 to Strength for every failed fortitude save. It takes 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this) and a successful craft (sculpture) or other appropriate check (DC 18) to remove each point of this Strength penalty. The Half Drakestone Golem can repair itself but it takes double time. There's no penalty for failing these craft checks.

Dung-This material is relatively fertile in magical potency, and potently foul foul, a Half Dung Golem’s Strength improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition, Any creature that successfully makes a melee attack on the Half Dung Golem must pass a DC (10+1/2 The Half Dung Golem’s HD + Constitution Modifier) fortitude save, or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.

Elder Eidolon-This material is carved from ancient stones covered in runes and glyphs from forgotten, dead languages. The otherworldly geometry of this material makes it difficult to graft, increasing the Will save DC of The Danger Ritual by 5. The Half Elder Eidolon Golem gains Fast Healing equal to half its HD. Further the Half Eidolon Golem gains a deflection bonus to armor class equal to its Strength bonus.

Emerald-This material is crafted around a “heart” made of almost pure, yet undeniably flawed Emerald that offers incredible durability and magic to the Half Emerald Golem. The Half Emerald Golem’s Constitution improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half Emerald Golem gains Damage Reduction at third level, it gains additional DR equal to its Constitution modifier.

Glass-This material is made from thousands upon thousands of shards of broken glass welded with very few smooth areas to resemble a humanoid limb. The Half Glass Golem’s Dexterity improves by +2. In addition the Half Glass Golem is treated as having armor spikes, for all intents and purposes, except that these armor spikes deal slashing rather than piercing damage and deal damage as armor spikes sized for a creature one size larger than the Half Glass Golem is. It is naturally proficient with these armor spikes. Further when a Half Glass Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Hard Wood-This material is jumbled together from poorly cut logs, stripped branches and roots nailed together to create a roughly humanoid looking limb. While this material is incredibly tough it demands constant upkeep or it may become a hindrance. The Half Hard Wood Golem’s Constitution improves by +4 and its bonus to natural armor increases to equal its constitution modifier. Further the Half Hard Wood golem gains an additional +2 hp per HD it possesses. However every time the Half Hard Wood Golem suffers Slashing or Fire damage it must make a Fortitude save DC (10+ damage dealt) or it suffers a -1 penalty to Constitution. Further damage taken increases the penalty by an extra -1 to Constitution for every failed Fortitude save the Half Hard Wood Golem fails in this manner. It requires 1 minute of interrupted work with proper tools (Which cost 50 GP, and are not expended by this procedure) and a successful profession (Carpenter) or other appropriate check (DC 18) to remove each point of this Constitution penalty. The Half Hard Wood Golem can repair itself but it takes double time. There's no penalty for failing these profession checks.

Ironwyrm-This material is forged from Iron ores that have been marinated in the blood of dragons, and is animated by the same trapped and unwilling spirit of a recently departed creature. The half Ironwyrm Golem's Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. In addition, the Half Ironwyrm Golem is immune to spells that normally effect metals or other specific materials, such as rusting attacks or Heat Metal spells.

Lemorian-This material is forged deep in the pits of a high ranking demon’s lair, usually carved in the demon’s image, and animated with dark spirits, the metal is sturdy and strong. The Half Lemorian Golem’s Strength increases by an additional +2 and its natural armor increases to equal its Constitution modifier. In addition, when the Half Lemorian Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Good.

Maggot-This material is a disgusting heap of maggots, flies, and fly eggs that have infested the dead tissue of a specially treated corpse. The Half Maggot Golem gains fast healing equal to half its HD, further a Half Maggot Golem’s thousand tiny teeth and hungry maggots chew on creatures it grapples, automatically dealing damage equal to its slam attack when grappling an opponent, this is damage is piercing damage. However this material is very food dependent and A Half Maggot Golem must consume 5 pounds of raw flesh at least once every week or suffer ill effects. After a week has passed, the Half Maggot Golem must make a Constitution check every day thereafter (DC 10+ 1 per additional day) or suffer 1 point of Strength penalty. Once a Half Maggot Golem consumes raw flesh again, it regains 1d4 points of Strength per pound it consumes.

Obah-Blessed Clay-This material offers extra momentum to the Half Obah-Blessed Clay Golem. After it has engaged in at least one round of combat the Half Clay Golem can act as if it were under the effects of Haste ( http://www.d20srd.org/srd/spells/haste.htm). Activating this ability is a free-action, and lasts 1 round per HD and can be used once per day plus an extra use for every 4 HD the Half Obah-Blessed Clay Golem has. In addition, when the Half Obah-Blessed Clay Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Relief-This material is crafted from flat sand stone carved to resemble common temple or tomb relief. The Half Relief Golem’s Strength improves by an extra +2 and its natural armor increases to equal its constitution modifier. Further the Half Relief Golem gains a burrow speed equal to half its movement speed. However the Half Relief Golem is restricted to burrowing just below surface level. While just below the surface the Half Relief Golem is visible as a moving relief image along the earth or stone it is burrowing through. It may be attacked at such a time, however the Half Relief Golem gains concealment against such attacks. Upon Reaching 5 HD the Half Relief Golem may burrow as deep as it likes, if it burrows deeper than 5 feet it does not leave a relief image nor may it be attacked from the surface.

Ruby- This material is crafted around a “heart” made of almost pure, yet undeniably flawed Ruby that offers incredible durability and ferocity to the Half Ruby Golem. The Half Ruby Golem’s Strength improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half Ruby Golem gains Damage Reduction at third level, it gains additional DR equal to its Strength modifier.

“Ruby”-RubyThis material is crafted around a “heart” made of almost pure, yet undeniably flawed Ruby that offers incredible durability and ferocity to the Half “Ruby”-Ruby Golem. The Half Ruby Golem’s Dexterity improves by an extra +2 and its natural armor bonus increases to equal its constitution modifier. In addition when a Half “Ruby”-Ruby Golem gains Damage Reduction at third level, it gains additional DR equal to its Dexterity modifier.

Rune-This material is made of hardwood, bone, and horn covered in intricate runes and sigils. The Half Rune Golem gains a +2 bonus to Wisdom, further any square moved through by a Half Rune Golem is left covered in patches of eldritch web that entangle any creature that walks into its space, and may hold fast the creature there. The creature must make an opposed strength check in order to exit any such square, use the Half Rune Golem’s Wisdom Modifier for this opposed check. These patches of eldritch web last for three rounds after forming, and do not effect the Half Rune Golem.

Sardorian -This material is taken from a red crystalline statue carved in the image of a great and powerful dragon, deep within the material a pulsing light creates an ominous red glow. The Half Sardorian Golem gains an addition +2 bonus its Strength Score and its natural armor bonus increases to equal its constitution modifier. Further when a Half Sardorian Golem gains Magic Resistance at third level it gains Power Resistance rather than Spell Resistance, and this Power Resistance is increased by its constitution modifier. Even in a game with transparency the Half Sardorian Golem only adds its constitution modifier when resisting psionic abilities. Further the Half Sardorian Golem gains a racial bonus to its jump checks equal to its HD.

Serpentflesh-This material is composed of the body parts of various Scaled Ones, stitched together to resemble a fairly humanoid limb. The Half Serpentflesh Golem's Dexterity improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Further the Half Serpentflesh Golem is adept at displacing and replacing its bones to get through small spaces, the Half Serpentlesh Golem gains a racial bonus on Escape Artist checks equal to its HD.

Shaboath-This material is brought into existence by powerful aberrant creatures by tainting water with a thick, transparent slime. The Half Shaboath Golem’s Dexterity improves by an additional +2 and its natural armor increases to equal its constitution modifier. In addition while in water the Half Shaboath Golem gains concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#concealment) while underwater. Further a Half Shaboath Golem gains a racial bonus on swim checks equal to its Hit Dice.

Swarm-This material is composed of an army of figurines carved from stone, granting the Half Swarm Golem incredible control over its body and resistance against sharper weapons. The Half Swarm Golem gains an additional +2 Dexterity, and its natural armor bonus increases to equal its constitution modifier. In addition, when the Half Swarm Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Tellene Bone-This material is fashioned from the bones of various dead creatures, strapped together to make a fairly humanoid shaped limb. The Half Tellene Bone Golem gains he Half Bone Golem’s Strength improves by an extra +2 and its Natural armor increases to equal its constitution modifier. In addition, when the Half Bone Golem gains Damage Reduction at 2nd level, it gains DR Adamantine and Bludgeoning.

Tellene Bronze-This material is fashioned in large plates of bronze joined together with smelted edges, and seems to have complex water works under its bronze plate ‘skin.’ The Half Tellene Bronze Golem gains an additional +2 to Strength and its Natural armor increases to equal its constitution modifier. Further A metal weapon that deals damage to a Half Tellene Bronze Golem corrodes immediately, wooden, stone, and other nonmetallic weapons are unaffected. A magical metal weapon is allowed a DC (10+1/2 HD + Constitution modifier) Reflex save to avoid corroding. Ferrous creature that damage the Half Tellene Bronze Golem with a natural weapon instantly suffer 3d6 points of damage +1 per Hit Die.

Tellene Ice-This material is formed by freezing negatively charged blood and water around a humanoid skeleton, and draws on dark frozen energies. The Half Tellene Ice Golem's Constitution improves by an extra +2 and its Natural armor increases to equal its constitution modifier. Any creature that damages the Half Tellene Ice Golem suffers 1d4 cold damage per 4 HD the Half Tellene Ice Golem has.

Thayan-This material is carefully carved from the wood of a great Thayan Oak, animated through magical rituals that seem to sabotage the usefulness of the Thayan material. The Half Thayan Golem’s gains a +2 bonus to its Dexterity score and its natural armor increases to equal its constitution modifier. Further the Half Thayan Golem suffers no damage from magic missiles spells or effects.

Topiary Guardian-This material is different from most others, in that it does not have its own animating spirit, but is rather a living plant that is grafted into the arm. Never the less, the plant graft behaves in many ways as an elemental spirit, trying to take over the host’s body or mind, and behaves almost identically to a normal animating spirit. The Half Topiary Guardian Golem’s natural armor increases to equal its constitution modifier. Spells and affects that effect or target plant creatures treat the Half Topiary Guardian Golem as a plant creature. Half Topiary Guardian Golems may spend 1 hour with their feet in soil and their limb in natural sunlight in order to forgo eating normal food for 1 day. Further, the Half Topiary Guardian Golem is particularly adept at dealing non lethal damage; it never suffers a penalty to attack when dealing non-lethal damage, and deals additional non-lethal damage on any such attack equal to its HD.

Watcher Clay-This material is made from exotic soils that seem to remain cool and moist, even when subjected to fire for long periods of time. The magical properties of this odd soil allow the Half Watcher Clay golem to assume a statue form as a standard action. While in its statue form the Half Watcher Clay golem’s natural armor class improves to 1.5x its constitution score, and upon reaching 3rd level the Half Watcher Clay golem’s damage reduction improves to Adamantine and Bludgeoning while in Statue form. Further, in this form the Half Watcher Clay golem is composed entirely of strong stone, and weighs 8x its original weight, the Half Watcher Clay Golem can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the incredibly hard statue’s body. In addition while in Statue form the Half Watcher Clay Golem gains a will save against any divination spells that would reveal that it is anything more than a simple statue, and gains a racial bonus equal to half its HD on such divination spells that already allow for a will save. The Half Watcher Clay golem may exit from its statue form as a free action.


Golemaic Weapon
Black Ice- The Half Black Ice Golem, as a free action 1/minute, can spray shards of negatively charged ice from its body filling a 10 foot cone in front of the Half Ice Golem, plus 5 feet for every 3 HD. Any creature caught in the spray suffers 1d4 damage per HD, Reflex DC (10+1/2 HD+ Constitution Modifier) for half. Half of this damage is half negative energy damage, the other half is cold damage. Further any creature damaged by this spray of shards must make a Fortitude save DC (10+1/2 HD+ Constitution Modifier) or suffer 1d3 negative levels for the following 1d4+1 rounds, these negative levels fade away at the end of the 1d4+1 round duration and do not last long enough to become permanent.

Cannon - As a free action, once per minute, the Half Cannon Golem may launch a heated cannon ball attack from its cannon limb. This attack is a ranged touch attack with a range 100 feet per Hit Die of the Half Cannon Golem. If this attack strikes it deals 2d6 + the Half Cannon Golem’s Strength Bonus damage, and the struck target is denied their Reflex save against this attack’s area effect. If this attack misses roll 1d8 to determine where it strikes. This determines the misdirection of the throw, with 1 being back toward the Half Cannon Golem and 2 through 8 counting clockwise around the targeted creature or object’s square. When this attack strikes (or misses and strikes a nearby square) it creates an explosion in a 5-foot per HD radius burst. This explosion deals 1d6 points of Fire damage per HD the Half Cannon Golem has, Reflex save DC (10+1/2 HD+Dexterity Modifier) for half.

Chalk- Ages of scholars’ frustrations and students’ resentment have built up inside the Half Chalk Golem’s Elemental Spirit, giving it a powerful fury ability. If the Half Chalk Golem takes damage it must make a DC (10+damage taken) Will save or fly into a calculating rage, similar to a barbarian’s rage, except it gains a +4 bonus to Intelligence and a +2 bonus on all saves, further, while in a calculating rage the Half Chalk Golem gains an insight bonus to armor class, attack rolls, and damage rolls. This calculating rage is otherwise identical to the standard Barbarian’s rage in all other ways, except that the Half Chalk Golem may use skills based on the Intelligence ability score while in a calculating rage. The Half Chalk Golem may choose to fail the saving throw to enter a calculating rage when suffering damage. It can tap into its calculating rage 1/day plus an additional time for every 4 HD it has. Half Chalk Golem levels stack with barbarian levels for determining its calculating rage bonuses. At effective Barbarian level 11 (when a standard barbarian gains greater rage), calculating rage improves, The Half Chalk Golem’s Intelligence score improves to +6, and its bonus on saves improves to +3. At effective Barbarian level 20 (when a standard barbarian gains mighty rage), the Intelligence bonus increases to +8, and the bonus on saves improves to +4. Any effect that would normally apply only during a rage applies while the Half Chalk Golem's calculating rage is active.

Diamond- The Half Diamond Golem’s slam attack improves, it now deals bludgeoning and slashing damage and is considered adamantine for the purposes of over-coming damage reduction and the hardness of objects. In addition the Half Diamond Golem’s slam’s threat range increases to 19-20/x2. Further, the Half Diamond Golem may make a Dispelling Slam as a standard attack action. If a dispelling slam attack strikes a creature, that creature is subject to a Targeted Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagic.htm) effect that uses the Half Diamond Golem’s Hit Dice as its caster level. This Caster Level is not limited to the normal 10 maximum. If the Half Diamond Golem misses with its Dispelling Slam attack the use is wasted. The Half Diamond Golem may use a Dispelling Slam attack once per day plus one additional time per day per four Hit Dice it has.

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

Drakestone - The Half Drakestone Golem gains a petrifying breath weapon. As a free action, 1/minute, the Half Drakestone Golem may launch a petrifying breath attack. This attack spreads out to a 10 foot cone in front of the Half Drakestone Golem, plus 5 feet for every 3 HD it has. This cone deals 2d4 Dexterity damage. This damage increases by one size category every 4 HD the Half Drakestone Golem has. The targeted creature is allowed a Fortitude save DC (10+1/2 HD+ Constitution Modifier), for half damage. Should the target be reduced to 0 Dexterity in this manner they become petrified, as per Flesh to Stone (http://www.d20srd.org/srd/spells/fleshtoStone.htm), except that this works on any creature that has its Dexterity reduced to 0, and is not necessarily restricted to “flesh” creatures.

Dung- The Half Dung Golem gains… As a free action, 1/Minute, the Half Dung Golem can emit from its limb a massive spray of watery dung. This fills a 10 foot cone in front of the Half Dung Golem, plus 5 feet for every HD. Creatures within the area are sprayed with this fetid material and must make Reflex save DC (10+1/2 HD+Con Mod) be knocked prone. Regardless of this first fortitude save, these creatures must make a second fortitude save of the same DC or suffer from the nauseated status for 1d4+1 rounds, even on a successful save they are sickened for 1 round.

Elder Eidolon- The Half Elder Eidolon Golem gains an additional slam attack, further when the Half Elder Eidolon Golem attacks with its slam attack, it inspires insanity in all creatures within 30 feet that have fewer Hit Dice than it has, such creatures must succeed at a Will save (10+ 1/2 HD+ Strength Modifier) or suffer from the confused (http://www.d20srd.org/srd/conditionSummary.htm#confused) condition for 1d4 rounds per 2 HD of the Half Elder Eidolon Golem. A successful save leaves that opponent immune to this insanity effect for 24 hours.

Emerald- The Half Emerald Golem’s direct connection to teleportation magic allows it to control the placement of itself and other creatures as a supernatural ability. As a standard action the Half Emerald Golem may instantly transfer itself or any single creature within its line of sight within 100 feet per HD from its current location to any other spot within 400 feet per HD. The target always arrives at exactly the spot desired, whether by simply visualizing the area or by stating direction. The target can bring along objects as long as their weight doesn’t exceed its maximum load. If the location of arrival is already occupied by a solid body, the target suffers 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free spaces within 100 feet, the target suffers an additional 1d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target suffers an additional 1d6 points of damage and the spell simply fails. The Half Emerald Golem may use this ability once per day plus one additional time per day for every four Hit Dice the Half Emerald Golem has.

Glass- The Half Glass Golem gains a special Rushing Slash attack. As a full-round action the Half Glass Golem may literally rush past any number of opponents and targets in a straight line. The Half Glass Golem may move up to twice its speed. This attack targets all targets that pass within (or rather that are passed by) 5 feet of the Half Glass Golem suffer slashing damage equal to the Half Glass Golem’s Slam attack plus twice the Half Glass Golem’s Strength modifier. Creatures so passed gain an attack of opportunity at a -2 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+ Dexterity Modifier) to only suffer half damage. The Half Glass Golem may only deal Rushing Slash damage to each target once per round, no matter how many times its movement takes it past a targeted creature.

Hard Wood- The Half Hard Wood Golem gains reach of 5 extra feet with its natural slam attack. Further as a standard action 1/minute, the Half Hard Wood Golem may make a Flailing Attack, this attack passes through a 10 foot cone in front of the Half Hard Wood Golem, plus 5 feet for every 3 HD the Half Hard Wood Golem has. Any creature caught in this cone suffers damage equal to the Half Hard Wood Golem’s slam attack and is subjected to a special bull rush attempt made by the Half Hard Wood Golem made as a free action. If this bull rush attack succeeds, the Half Hard Wood Golem knocks the opponent back 5 feet for every 5 each 5 points by which the Half Hard Wood Golem’s check result is greater than the defender’s check result without having to move itself.

Ironwyrm- The Half Ironwyrm Golem gain a powerful breath weapon based on the Dragon spirit inhabiting it, and its prototype energy affinity. As a free action, 1/Minute, the Half Ironwyrm Golem may release out a cone of destructive energy which fills a 10 foot cone in front of the Half Ironwyrm Golem, plus 5 feet for every 3 HD the Half Ironwyrm Golem has. Any creature caught in this breath weapon cone suffers 1d6 points of elemental damage (Fire, Cold, Acid, or Electricity, Based on the Half Ironwyrm Golem’s Affinity from Prototype) per HD the Half Ironwyrm Golem has, Reflex DC (10+1/2 HD+Charisma Modifier) for half. Further the Half Ironwyrm Golem’s natural attacks deal 1 additional point of this same energy damage, this extra elemental damage is increased by +1 for every 4 HD the Half Ironwyrm Golem has.

Lemorian- The Half Lemorian Golem gains reach of 5 extra feet with its slam attack, as well as Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Lemorian Golem deals constriction damage equal to its slam damage. Further the Half Lemorian Golem is extremely talented at doing two things at once. If the Half Lemorian elects to use its extended slam attack to hold its opponent rather than moving into its square an initiating a proper grapple, is suffers only a -10 penalty on the grapple checks, but the Half Lemorian Golem is not considered grappled itself; and does not lose its Dexterity bonus to AC, it continues to threaten an area, and can use its remaining attacks against other opponents.

Maggot- The slams of the Half Maggot Golem leave festering wounds filled with burrowing ravenous maggots. The Half Maggot Golem’s slam deals an additional 2d6 profane damage. Creatures damaged by the slam attack must make a Fortitude save DC (10+1/2HD+Strength Modifier) or suffer a Constitution penalty equal to 1d4 plus the Half Maggot Golem’s Strength modifier for a number of rounds equal to the Half Maggot Golem’s Strength modifier. This penalty does not stack with itself.

Obah-Blessed Clay- The Half Obah-Blessed Clay Golem gains a second slam natural attack and an additional functioning arm, which may wield a weapon, manipulate objects, or behave otherwise like an arm. Upon Reaching 5, 10, and 15 Hit Dice the Half Obah-Blessed Clay Golem gains an additional slam attack and another functioning arm.

Relief- The Half Relief Golem gains a surprise attack; if a Half Relief Golem can catch an opponent when it is unable to defend itself effectively from the Half Relief Golem attack, it can strike a vital spot for extra damage. The Half Relief Golem’s attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Half Relief Golem flanks its target. This extra damage is equal to its HD. Should the Half Relief Golem score a critical hit with a surprise attack, this extra damage is not multiplied. Ranged attacks can count as surprise attacks only if the target is within the first range increment of the ranged attack, if the ranged attack has no range increment can only deal surprise attack damage if the target is within 100 feet. With a weapon that deals nonlethal damage a Half Relief Golem can make a surprise attack that deals nonlethal damage instead of lethal damage. It cannot use a weapon that deals lethal damage to deal nonlethal damage in a surprise attack, not even with the usual -4 penalty. A Half Relief Golem can surprise attack only living creatures with discernible anatomies: undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits or sneak attacks is not vulnerable to surprise attacks. The Half Relief Golem must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Half Relief Golem cannot surprise attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Further the Half Relief Golem gains a bonus on Initiative checks equal to half its Hit Dice.

Ruby- The Half Ruby Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, it deals constriction damage equal to twice slam damage adding 1½ its strength bonus to damage.

“Ruby”-Ruby- The Half “Ruby”-Ruby Golem’s slam attack now deals piercing and slashing damage, and its threat range is increased to 19-20/x2. Further the Half “Ruby”-Ruby Golem reaches deep into its internal heart and enhances its slam attack, not unlike a soulblade enhances their mindblade, The Half “Ruby”-Ruby Golem’s gains a +1 magical enhancement bonus to its slam attacks, as if it were a magic weapon. Every 4 HD the Half “Ruby”-Ruby Golem has this improves by +1. Beginning at 4 HD the Half “Ruby”-Ruby Golem may assign any of the special ability that can normally be assigned to a piercing or slashing light weapon to its Slam attack, in exchange for its equivalent enhancement bonus. The Half “Ruby”-Ruby Golem can choose any combination of weapon special abilities that does not exceed the total allowed by its HD. The Half “Ruby”-Ruby may not have a total enhancement bonus to attack and damage greater than +5 until it reaches 21 HD, at which point it may not have a total enhancement bonus to attack and damage greater than +10. A Half “Ruby”-Ruby Golem can reassign the ability or abilities he has added to his slam attack 1/day. To do so, it must first spend 8 hours in concentration. After that period, the slam attack loses its old abilities and enhancements and gains the new ability or abilities selected by the Half “Ruby”-Ruby Golem.

Rune- As a free action, 1/Minute, the Half Rune Golem can launch an explosion of eldritch energy and splinters from its body. This fills a 10 foot cone in front of the Half Rune Golem, plus 5 feet for every HD it has. Creatures within the area are bombarded with various splinters, which deals 1d4 piercing damage per HD of the Half Rune Golem to any creature or object in the area. A DC (10+ 1/2 HD+ Wisdom Modifier) Reflex save reduces this damage to half. Further any creature damaged by these splinters is marked with several Runes, and must make a Fortitude save DC (10+ 1/2 HD + Wisdom Modifier) or suffer from the blinded condition for 1d4+1 rounds. The Rune remains after this duration and behaves as an Arcane Mark ( http://www.d20srd.org/srd/spells/arcaneMark.htm).

Sardorian- The Half Sardorian Golem gains a powerful breath weapon that is a mixture of is a mixture of force and brilliant light. As a free action, 1/Minute, the Half Sardorian Golem may release a cone of destructive energy which fills a 10 foot cone in front of the Half Sardorian Golem, plus 5 feet for every 3 HD the Half Ironwyrm Golem has. Any creature caught in this breath weapon cone suffers 1d4 points of Force damage per HD the Half Sardorian Golem has, Reflex DC (10+1/2 HD+Charisma Modifier) for half. Further any creature damaged by this breath weapon must make a Reflex save of the same DC or be blinded for 1d4 rounds.

Serpentflesh- The Half Serpentflesh Golem gains a venomous barb, allowing it to inflict poison with its slam attack. An opponent damaged by its slam attack is subjected to potent poison with a DC (10+1/2 HD+Constitution Modifier) Fortitude save that deals and an initial and secondary damage of 1d6 Strength damage. This damage increases by one size category every 4 HD the Half Serpentflesh Golem has. At 5 HD the Half Serpentflesh Golem may instead deal acid damage equal to its initial damage with its poisonous barb, offering no save. Creatures immune to poison are not immune to the acid.

Shaboath- The Half Shaboath Golem gains reach of 5 extra feet with its oozy blue pseudopods-like slam attack. It also gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Shaboath Golem deals constriction damage equal to its slam damage. Further, the Half Shaboath Golem may use Wall of Ice as a spell like ability once per day, plus one additional time per day per 4 Hit Dice it has. Its caster level is equal to its Hit Dice.

Swarm- The Half Swarm Golem is designed to overcome, deconstruct, and distract. It gains improved grab, allowing it to initiate a grapple after successfully landing a slam attack, without the need of a touch attack or provoking an attack of opportunity. Further the Half Swarm Golem 1/minute, if the Half Swarm Golem strikes with its natural slam attack it may choose to forgo its improved grab in order to leave tiny stone constructs on its foe. These constructs distract living creatures, who must make a DC (10+1/2 HD+Constitution Modifier) Fortitude save each round or be nauseated for 1 round, this effect lasts for a number of rounds equal to the Half Swarm Golem’s HD. Constructs or objects receive no such saving throw and suffer 1d8 damage per round until the effect ends.

Tellene Bone- The Half Tellene Bone Golem gains Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Tellene Bone Golem deals constriction damage equal to its slam damage. Further, any creature that is damaged by the Half Tellene Bone Golem’s slam must make a DC (10+1/2 HD+ Strength Modifier) Will save, or suffer from the shaken condition for 1d4+1 rounds, this is a fear effect. Once a creature has made their Will save against this effect does not need to make another save against it for 24 hours.

Tellene Bronze- The Half Tellene Bronze Golem gains a scalding steam breath attack. As a free action, once per minute, the Half Tellene Bronze Golem may breathe out a cloud of heated steam which fills a 10-foot cone in front of the Half Tellene Bronze Golem, plus 5 feet for every 3 HD the Half Tellene Bronze Golem has. Any creature caught in this steaming cone suffers 1d6 fire damage per HD the Half Tellene Bronze Golem has, Reflex DC (10+1/2 HD+ Constitution Modifier) for half. A creature damaged by this ability must make a successful Reflex save of the same DC or suffer half the amount of fire damage dealt on the following round on their turn. This fire effect functions underwater without penalty.

Tellene Ice- The Half Tellene Ice Golem’s touch is charged with the chill of the grave, the Half Tellene Ice Golem’s slam deals an additional 2d6 Uttercold damage. Uttercold damage is profane damage and that is not subject to cold resistance or immunity. Creatures struck by slam attack must make a Fortitude save DC (10+1/2HD+Constitution Modifier) or suffer a deep chill that inflicts a Strength penalty equal to1d6 plus the Half Tellene Ice Golem’s Constitution modifier for a number of rounds equal to the Half Tellene Ice Golem’s Constitution modifier. This penalty does not stack with itself.

Thayan- The Half Thayan Golem gains the ability to use a powerful composite longbow that is attached to its graft. The Half Thayan Golem may use its grafted limb as a composite longbow as if it were proficient with it. This composite longbow is always designed to accommodate the Half Thayan Golem’s strength modifier (even if modified by magic or by other means) and allows the Half Thayan Golem to add its full strength modifier to damage rolls made with it. This composite longbow is attached to the Thayan golem, and is treated as natural weapon or a manufactured weapon for the purposes of spells and effects, whichever is more beneficial to the Half Thayan golem, but otherwise has the statistics of a normal composite longbow sized for the Half Thayan golem. The Half Thayan Golem may make iterative attacks with this weapon, and can naturally produce its own arrows to fire. The Half Thayan Golem can rapidly generate twice its Dexterity modifier in arrows per day, rapid generation requires a free action, these arrows are treated as normal arrows sized for the Thayan golem. 1/minute as a full-round action the Half Thayan Golem may fire an arrow of force from this bow. This arrow is magically generated and deals double damage than a normal arrow fired from Half Thayan Golem’s grafted Longbow, in addition to dealing force damage rather than piercing damage. This attack gains an insight bonus to hit equal to twice the Half Thayan Golem’s HD.

Topiary Guardian- The Half Topiary Guardian Golem’s slam attack is replaced by two natural claw attacks that deal 1d6 damage (Medium), and one natural bite attack that deals 1d8 damage (medium). When making a charge the Half Topiary Guardian Golem may attack with all three of these weapons at its highest base attack bonus.

Watcher Clay- The Half Watcher Stone Golem’s natural attacks leave strange wounds with cooled moist earth mixed within the blood, Creatures damaged by its slam suffer 2d4 points of desiccation damage on the subsequent round to its delivery. This damage may not remove naturally or magically unless the target consumes 1/2 gallon’s worth of water per point of damage suffered. Further the Half Watcher Clay Golem’s slam always bypass regeneration.

Volthawk
2011-02-16, 12:33 PM
Animated Object doesn't have the options for Construction Material.

flabort
2011-02-16, 03:20 PM
Animated Object doesn't have the options for Construction Material.

Quoted for truth.

AugustNights
2011-02-17, 01:03 PM
A brief bout with a Razor Golem Cut Me, or 22 new Half Golems.

Animated Object
Blood Golem (3 so far!)
Cadaver Golem
Candle Wax Golem
Coal Golem
3 Collosi (Flesh, Iron and Stone)
Feuer "Feuer Iron"
Gold Golem
Greater Stone (Because, Why not?)
Grisgol
Mask Golem
Razor Golem
Golem Remnant
Sickstone Golem
Survey Construct "Survey Stone"
Tod "Tod Iron"
Verran’s Flesh Golem
Walking Statue
Warforged Raptor
Watcher(s) "Watcher Clay"


I’ll keep the Golemaic Grafts coming.
Hoping for some P.E.A.C.H.es on the new option, but said critique fruit would be appreciated for the old options too!

Animated object: Right. Old Idea, with the starter bits left on. I decided to go the way of the Homunculus with the Animated Object, but offer better Nat AC rather than a +2 to X stat.

Changed previous Blood Golem to Half “Blood of Hextor” Golem, new Blood Golem ( http://www.wizards.com/dnd/article.asp?x=fr/pg20020731x) is simply referred to as Half Blood Golem.

The Khandurus Blood Golem’s Weapon is pretty much what the Wizards Blood Golem does, but it isn’t what the Khandurus Blood Golem does, so I’m changing the Khandurus Blood Golems Siphoning Slam a little bit, now it grants half as much temporary hp, but it can be shared with others in a 10ft per HD range. That gives it a touch of that DII effect.

Changed Wizards website Wax golem’s name to Half “Candle Wax” Golem, and gave it Fire Healing. Because candles are meant to be lit. C’mon people! ‘But wax melts!’ Not Magical Wax! Magical Wax can do things like beat you up, play simple board games with you, carry your books home from school, and take your dog on walkies, and possibly even scoop after it!
Can your candles do that?
If they can I am: A) Jealous and B) Stealing your candles.

While the Golem Remnant is technically undead it feels appropriate and thus is added.

Added the Colossi. The idea is that a small bit of any one of these colossal golems could serve as a “limb.”

‘Greater Stone’ Golem rather uninspired. Then again, it’s a rather uninspiring option in the first place.

Half Candle Wax Golem’s weapon is kinda… well it sucks unless the Half Candle Wax golem has fire access. This needs some work.

Tossing around Vitriolic Rage. It doesn’t really well simulate cloudkill right now, perhaps rather than additional melee acid damage all adjacent squares fill with a scaling inhaled constitution poison. But that may either be too powerful or too weak. Maybe give it the standard poison swap option Half Iron Golems get, of course the poison would need to scale slower than the Half Iron Golem’s Breath Weapon…hmmm. Alternatively I could modify his ‘Materail’ to be more akin to the Half Mithral Golem to get haste, and give it an acid based weapon similar to the Half Chain/Razor/Junk Golems.

Half Warforged Raptor’s Strife attack is potentially abusable if that rogue wanabe that gets pseudo-sneak attack if it dances about for 10 feet is allowed in the same campaign. My recommendation is to not allow Skirmish Damage to apply to Strife attacks. If players ask why, ask them to explain Skirmish damage.
Even So, Strife is a lot of bookwork.
Probably bang my head against that wall until I can think of a more elegant means of giving a full attack of ranged weapons only on a charge like movement, without letting them happen anywhere.
You think letting them happen anywhere would be broken?
All at the end springs to mind…

Old Option Edits
Half Demon-Flesh Golem’s Dazing Attack didn’t make much sense, so I cleaned that nonsense up a bit.

Half-Birthday Cake Golem’s weapon a bit weak, updated it to 1d8 fire damage per lit candle.

Psyborg
2011-03-02, 07:36 PM
Inspired by something else I'm working on: A half-Topiary Golem would be awesome...

AugustNights
2011-03-16, 07:05 AM
... well that was an interesting month.

Right. On to business.
Dung Golem up, and gears a grinding for Topiary Golem.

Edit: Topiary golem's been up for a while, but it was pretty late after the request. Odd, looks like it is actually a plant and not a construct, but it seems constructy enough to pass.

Anyhow, the cue

Cue

Golem Golems
Golem, Serpentflesh (SK)
Golem, Shaboath (LoM)
Elder Eidolon (LoM)
Swarm Golem (DR309)
Black Ice Golem (DR324)
Relief Golem (DR334)
Maggot Golem (DR339)
Rune Golem (DR343)
Cannon Golem (DR355)
Obah-Blessed clay Golem (DU136)
Lemorian Golem (DU142)

Split Inevitables
Kolyarut (MM)
Marut (MM)
Zelekhut (MM)
Quarut (FF)
Varakhut (FF)
Anhydrut (SS)

Non-Golems
Alchemy Beetle (SoX)
Arbalester (MoE)
Blackstone Giant (FF)
Bladed Gaurdian (CW)
Bogun (CDiv)
Brass Man (DU126)
Bronze Locust Swarm (BoED)
Bronze Serpent (MM2)
Cadaver Collector (MM3)Common
Carrionette (DU339)
Caryatid Column (FF)
Chaturani, Bishop (DR 358)Chaturani, Knight(DR 358)
Chaturani, Pawn(DR 358)
Chaturani, Queen (DR 358)
Chaturani, Rook (DR 358)
Clockroach (MM4)
Clockwork Eunuch (DR 334)
Clockwork Horror, Adamantine (MM2)
Clockwork Horror, Electrum(MM2)
Clockwork Horror, Gold(MM2)
Clockwork Horror, Platinum(MM2)
Clockwork Mender (MM4)
Clockwork Mender Swarm (MM4)
Clockwork Pony (MM4)
Clockwork Stallion (MM4)
Copper Asp (DR341)
Crystal Cat (DR341)
Death Hurler (DR309)
Dedicated Wright (EB)
Effigy (CArc)
Dread Guard (MM2)
Eidolon, Rogue (MM2)
Erudite Owl (DR341)
Expeditious Messenger (Eb)
Flying Fingers (DU127)
Furtive Filcher (Eb)
Ice Beast (Frost)
Guantlet Gaurdian (CW)
Dustform Creature (Sand)
Glass Dragonfly (DR341)
Guardian Ship (DR333)
Hammerer (MM2)
Hellfire Engine (FCII)
Iron Cobra (FF)
Iron Defender (Eb)
Jumping Caltrop (CAdv)
Living Crystal Statue (DU150)
Maug (FF)
Merchurion (MM5)
Mercurial Spider (DR341)
Modron, Monodrone (DR354)
Modron, Monodrone Messenger (DR354)
Modron, Duodrone (DR354)
Modron, Tridrone (DR354)
Modron, Quadrone (DR354)
Modron, Quadrone, winged (DR354)
Modron, Pentadrone(DR354)
Necromancer Knuckles (DU127)
Necrophidius (FF)
Primordial Colossus (DR 336)
Pulverizer (MM2)
Quesar (BoED)
Ragomoffyn, Common (MM2)
Ragomoffyn, Guttersnipe (MM2)
Ragomoffyn, Shrapnyl (MM2)
Ragomoffyn, Tatterdemanimal (MM2)
Razor Hawk (DR341)
Runic Guardian (MM2)
Salvage Rat (DR 341)
Scarecrow (DR 355)
Scarecrow, Conscious (DR 355)
Scarecrow, Dread (DR 355)
Scarecrow, Quested (DR 355)
Scouring Slinger (MM5)
Scouring Stanchion (MM5)
Scyther of Thoon (MM5)
Shardsoul Slayer (MM5)
Shredstorm (Eb)
Slaughterstone Behemoth (MM3)
Slaughterstone Eviscerator (MM3)
Spark Guardian (CWar)
Stormcloud of Thoon (MM5)
Thoon Hulk (MM5)
Thoon Soldier (MM5)
Tool Swarm (DU147)
Verdigris Wyrm (DU147)
Warforged Charger (MM3)
Warforged Scorpion (SoX)
Warforged Scout (MM3)
Warforged Titan (Eb)
Warforged Quarcraft (SoX)
Wicker Man (FF)
Zodar (FF)
Silvereye Marauder (Eb-5nat)
Steel Kraken (Eb-5nat)

Advanced Golems
Greater cadaver collector (MM3)
Advanced Ice Golem (DR319)
Greater Lemorian Golem (DU147)
Greater Shadesteel Golem (MM3)
Advanced Stone Golem (DU138)
Greater Tombstone Golem (LM)
Juggernaut, Seven Headed (DU124)
Gantrenacht (DR341)

Anything I seem to be missing?