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Halna LeGavilk
2011-07-27, 11:51 AM
In my homebrew request thread, I was advised to start different threads for all my creations. To gauge how that goes, here are my first creations: Steam Golems!


Guard Golem
Guard Golem
Huge Construct (Steam Golem)
HD: 9d10+40 (90)
Speed: 40ft
Init:: -2
AC: 24(-2 Size, -1 Dex; +18 Natural) touch 8; flat-footed 5
BAB/Grapple: +7/+22
Attack: Drill +12 4d6+7 (19-20/x2) OR Sawblade +7 3d6+7 (18-20/x2)
Full-Attack: 2 Drills +12 4d6+7 (19-20/x2); Sawblade +7 3d6+7 (18-20/x2)
Space/Reach: 15ft/20ft
Special Attacks: Steam Blood; Steam Cloud; Steam Blast; Bore Flesh
Special Qualities: Damage Reduction 10/Adamantine; Magic Immunity; Construct Traits
Saves: Fort +3 Ref +1 Will +5
Abilities: Str 24(+7), Dex 7(-2), Con –(-), Int –(-), Wis 14(+2), Cha 1(-5)
Skills: -
Feats: -
Environment: Any
Organization: Solitary; Watch (1-3, plus 2-4 Scout Golems); Outpost (1 Guard Captain Golem, plus 3-6 Guard Golems, plus 10-15 Warrior Golems, plus 25-30 Scout Golems)
Challenge Rating: 9
Treasure: None
Alignment: Always TN
Advancement: 11-18(Huge); 19-23(Gargantuan)
Level Adjustment: –

Steam Blood(Ex)
Inside of the golem is a series of pipes filled with superheated water. When the golem is severely damaged, the pipes can break, spilling the steam onto its enemies. Whenever the golem is dealt 15 or more damage in a single attack, it deals 1d6+2 fire damage to the attacker. For every time that this ability is triggered on the golem, its Steam Cloud ability deals one less damage, until the golem is healed for the triggering amount of HP, for a minimum of one damage.

Steam Cloud(Ex)
The golem’s steam must be released somewhere, and so the golem is often wreathed in steam. This steam cloud has a 20ft radius, and each creature inside the cloud takes 1d4 points of fire damage every round (excluding other steam golems). Everyone inside of the cloud has concealment, unless they are within five feet of each other.

Magic Immunity(Ex)
Steam Golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell that deals cold damage has that damage doubled, and effects the steam golem as thought it had been slowed.

Any magical attack against a steam golem that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a steam golem hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A steam golem golem gets no saving throw against magical attacks that deal fire damage.

Bore Flesh(Ex)
Whenever a guard golem hits with both drills against a single opponent in one round, it automatically begins a grapple. Each round that the golem maintains this grapple, it deals the base damage of one drill, plus 1d2 Con, Str, and Dex damage. The golem can still make attacks outside of the grapple while grappling using this method, however, it loses the use of one its drill attacks.

Steam Blast(Ex)
Once every 1d4+2 rounds, a guard golem can release a blast of superheated steam to broil its enemies alive. This blast can take the form of a 120ft line or 60ft cone, each of which deals 4d6 fire damage to anybody caught in the blast zone. For two rounds after this, the guard golem does not have the use of its Steam Cloud ability.


Scout Golem
Scout Golem
Small Construct (Steam Golem)
HD: 3d10+10(26)
Speed: 60ft. (6 squares); Climb 15ft (3 squares); Swim 15ft (3 squares)
Init:: +3
AC: 16(+1 Size, +3 Dex; +2 Natural) touch 12; flat-footed 11
BAB/Grapple: +2;-1
Attack: Slam +5 1d8+1
Full-Attack: 2 Slams +5 1d8+1
Space/Reach: 5ft/5ft
Special Attacks: Steam Blood; Steam Cloud; Jump Vents
Special Qualities: Damage Reduction 2/Adamantine; Magic Immunity; Construct Traits
Saves: Fort +1 Ref +4 Will +2
Abilities: Str 12(+1), Dex 16(+3), Con –(-), Int –(-), Wis 13(+1), Cha 1(-5)
Skills: -
Feats: Weapon Finesse
Environment: Any
Organization: Solitary; Patrol (2-4)
Challenge Rating: 3
Treasure: None
Alignment: Always TN
Advancement: 4-7(Small); 7-11(Medium)
Level Adjustment: –

Steam Blood(Ex)
Inside of the golem is a series of pipes filled with superheated water. When the golem is severely damaged, the pipes can break, spilling the steam onto its enemies. Whenever the golem is dealt 5 or more damage in a single attack, it deals one fire damage to the attacker.

Steam Cloud(Ex)
The golem’s steam must be released somewhere, and so the golem is often wreathed in steam. This steam cloud has a 5ft radius, and everyone inside of the cloud has concealment, unless they are within five feet of each other.

Magic Immunity(Ex)
Steam Golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell that deals cold damage has that damage doubled, and effects the steam golem as thought it had been slowed.

Any magical attack against a steam golem that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a steam golem hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A steam golem golem gets no saving throw against magical attacks that deal fire damage.

Jump Vents(Ex)
Once per encounter, a Scout Golem can release a large amount of steam at once, and blast itself forward. As a standard action, it moves forward up to 120ft can make a charge attack against the person it charges, without any AC penalty. For three rounds after using this, the golem does not have the use of its Steam Cloud ability


Warrior Golem
Warrior Golem
Large Construct
HD: 6d10+30(63)
Speed: 30ft. (6 squares)
Init:: +1
AC: 16(-1 Size, +1 Dex; +6 Natural) touch 10; flat-footed 15
BAB/Grapple: +4;+12
Attack: Sawblade +7 2d6+4(18-20/x2) OR Slam +2 2d8+4(x2)
Full-Attack: Sawblade +7 2d6+4(19-20/x2); Slam +2 1d8+4(x2)
Space/Reach: 10ft/10ft
Special Attacks: Steam Blood; Steam Cloud
Special Qualities: Damage Reduction 5/Adamantine; Magic Immunity; Blindsight 10ft; Construct Traits
Saves: Fort +2 Ref +3 Will +2
Abilities: Str 18(+4), Dex 12(+1), Con –(-), Int –(-), Wis 11(+0), Cha 1(-5)
Skills: -
Feats: -
Environment: Any
Organization: Solitary; Patrol (1-3)
Challenge Rating: 6
Treasure: None
Alignment: Always TN
Advancement: 9-14(Large); 15-20(Huge)
Level Adjustment: –

Steam Blood(Ex)
Inside of the golem is a series of pipes filled with superheated water. When the golem is severely damaged, the pipes can break, spilling the steam onto its enemies. Whenever the golem is dealt 10 or more damage in a single attack, it deals 1d4+1 fire damage to the attacker. For every time that this ability is triggered on the golem, its Steam Cloud ability deals one less damage, until the golem is healed for the triggering amount of HP, for a minimum of one damage.

Steam Cloud(Ex)
The golem’s steam must be released somewhere, and so the golem is often wreathed in steam. This steam cloud has a 10ft radius, and anyone (excluding steam golems) inside of the cloud takes one point of fire damage every round. Everyone inside of the cloud has concealment, unless they are within five feet of each other.

Magic Immunity(Ex)
Steam Golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell that deals cold damage has that damage doubled, and effects the steam golem as thought it had been slowed.

Any magical attack against a steam golem that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a steam golem hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A steam golem golem gets no saving throw against magical attacks that deal fire damage.


Guard Captain Golem

Guard Captain Golem
Huge Construct (Steam Golem)
HD: 12d10+40 (106)
Speed: 60ft
Init:: +0
AC: 28(-2 Size, +20 Natural) touch 10; flat-footed 28
BAB/Grapple: +9/+26
Attack: Drill +18 6d6+9 Melee (19-20/x2) OR Sawblade +13 4d6+7 Melee (18-20/x2) OR Cannon +4 10d6+4d6 Splash Ranged (10ft increments)
Full-Attack: 4 Drills +18 6d6+9 Melee (19-20/x2); 2 Sawblades +13 4d6+7 Melee (18-20/x2); R 2 Cannons +4 10d6+4d6 Splash Ranged (10ft increments)
Space/Reach: 15ft/20ft
Special Attacks: Steam Blood; Steam Cloud; Bore Flesh; Drill Cannon; Steam Blast
Special Qualities: Damage Reduction 15/Adamantine; Magic Immunity; Construct Traits
Saves: Fort +4 Ref +1 Will +5
Abilities: Str 28(+9), Dex 10(+0), Con –(-), Int –(-), Wis 18(+4), Cha 1(-5)
Skills: -
Feats: -
Environment: Any
Organization: Solitary; Outpost (1 Guard Captain Golem, plus 3-6 Guard Golems, plus 10-15 Warrior Golems, plus 25-30 Scout Golems)
Challenge Rating: 10
Treasure: None
Alignment: Always TN
Advancement: 11-18(Huge); 19-23(Gargantuan)
Level Adjustment: –

Steam Blood(Ex)
Inside of the golem is a series of pipes filled with superheated water. When the golem is severely damaged, the pipes can break, spilling the steam onto its enemies. Whenever the golem is dealt 20 or more damage in a single attack, it deals 2d6+3 fire damage to the attacker. For every time that this ability is triggered on the golem, its Steam Cloud ability deals one less damage, until the golem is healed for the triggering amount of HP, for a minimum of one damage.

Steam Cloud(Ex)
The golem’s steam must be released somewhere, and so the golem is often wreathed in steam. This steam cloud has a 20ft radius, and each creature inside the cloud takes 2d4+1 points of fire damage every round (excluding other steam golems). Everyone inside of the cloud has concealment, unless they are within five feet of each other.

Magic Immunity(Ex)
Steam Golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell that deals cold damage has that damage doubled, and effects the steam golem as thought it had been slowed.

Any magical attack against a steam golem that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a steam golem hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A steam golem golem gets no saving throw against magical attacks that deal fire damage.

Bore Flesh(Ex)
Whenever a guard captain golem hits with all four drills against a single opponent in one round, it automatically begins a grapple. Each round that the golem maintains this grapple, it deals the base damage of one drill, plus 1d2 Con, Str, and Dex damage. The golem can still make attacks outside of the grapple while grappling using this method, however, it loses the use of one its drill attacks.

Steam Blast(Ex)
Once every 1d4+2 rounds, a guard captain golem can release a blast of superheated steam to broil its enemies alive. This blast can take the form of a 120ft line or 60ft cone, each of which deals 4d6 fire damage to anybody caught in the blast zone. For two rounds after this, the guard golem does not have the use of its Steam Cloud ability.

Drill Cannon
As a full-round action, a guard captain can fire out one of its drills up to 40ft. It makes a ranged attack against one opponent as a primary weapon. If it hits, the drill can either attempt a grapple (this grapple can also make use of the Bore Flesh ability) or it can pull the opponent next to the guard captain golem.


Sentry Golem

Sentry Golem
Medium Construct
HD: 4d6+20 (42)
Speed: 20ft. (4 squares)
Init:: +3
AC: 15(+3 Dex; +2 Natural) touch 11; flat-footed 12
BAB/Grapple: +3/+5
Attack: Steam Gun +6 1d4+4 Ranged OR Slam +0 1d6+2 Melee
Full-Attack: Steam Gun +6 1d4+4 Ranged OR Slam +0 1d6+2 Melee
Space/Reach: 5ft/5ft
Special Attacks: Steam Blood; Steam Cloud
Special Qualities: Damage Reduction 5/Adamantine; Magic Immunity; Construct Traits; Telepathy 200ft
Saves: Fort +1 Ref +4 Will +1
Abilities: Str 14(+2), Dex 16(+3), Con –(-), Int –(-), Wis 11(+0), Cha 1(-5)
Skills: -
Feats: Mindsight
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always TN
Advancement: 4-10(Medium)
Level Adjustment: –

Steam Blood(Ex)
Inside of the golem is a series of pipes filled with superheated water. When the golem is severely damaged, the pipes can break, spilling the steam onto its enemies. Whenever the golem is dealt 5 or more damage in a single attack, it deals 1d4 fire damage to the attacker. For every time that this ability is triggered on the golem, its Steam Cloud ability deals one less damage, until the golem is healed for the triggering amount of HP, for a minimum of one damage.

Steam Cloud(Ex)
The golem’s steam must be released somewhere, and so the golem is often wreathed in steam. This steam cloud has a 10ft radius, and everyone inside of the cloud (excluding steam golems) take 1d2 damage every round. Everyone inside of the cloud has concealment, unless they are within five feet of each other.

Magic Immunity(Ex)
Steam Golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell that deals cold damage has that damage doubled, and effects the steam golem as thought it had been slowed.

Any magical attack against a steam golem that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a steam golem hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A steam golem golem gets no saving throw against magical attacks that deal fire damage.


General Golem

General Golem
Medium Construct
HD: 18d10+20 (119)
Speed: 40ft; 20ft Swim; 60ft Fly
Init:: +9
AC: 34(+9 Dex; +25 Natural)
BAB/Grapple: +13/+18
Attack: Golem Blade +19 4d6+5 plus special OR Drill +14 4d6+7 (19-20/x2)
Full-Attack: 2 Golem Blades +22 4d6+5 plus special; 4 Drills +17 4d6+5 (19-20/x2)
Space/Reach: 5ft/5ft
Special Attacks: Steam Blood; Steam Cloud; Golem Blade; Bore Flesh
Special Qualities: Damage Reduction 25/Adamantine; Magic Immunity; Construct Traits; Boiling Steam;
Saves: Fort +4 Ref +13 Will +10
Abilities: Str 20(+5), Dex 28(+9), Con –(-), Int –(-), Wis 22(+6), Cha 1(-5)
Skills: -
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always TN
Advancement: 19-26(Medium); 27-34(Large)
Level Adjustment: –

Steam Blood(Ex)
Inside of the golem is a series of pipes filled with superheated water. When the golem is severely damaged, the pipes can break, spilling the steam onto its enemies. Whenever the golem is dealt 15 or more damage in a single attack, it deals 3d6+10 fire damage to the attacker. For every time that this ability is triggered on the golem, its Steam Cloud ability deals one less damage, until the golem is healed for the triggering amount of HP, for a minimum of one damage.

Steam Cloud(Ex)
The golem’s steam must be released somewhere, and so the golem is often wreathed in steam. This steam cloud has a 40ft radius, and everyone inside of the cloud (excluding steam golems) take 2d8+5 damage every round. Everyone inside of the cloud has concealment, unless they are within five feet of each other.

Magic Immunity(Ex)
Steam Golems are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell that deals cold damage has that damage doubled, and effects the steam golem as thought it had been slowed.

Any magical attack against a steam golem that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a steam golem hit by the breath weapon of a red dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A steam golem golem gets no saving throw against magical attacks that deal fire damage.

Golem Blade
Whenever the general golem hits with one of its golem blades, the target must make a DC 19 Ref save or be burnt horribly by steam, taking an additional 3d6 points of damage.

Bore Flesh(Ex)
Whenever a guard golem hits with all drills against a single opponent in one round, it automatically begins a grapple. Each round that the golem maintains this grapple, it deals the base damage of one drill, plus 1d2 Con, Str, and Dex damage. The golem can still make attacks outside of the grapple while grappling using this method, however, it loses the use of one its drill attacks.

Boiling Steam
The general golem’s Steam Cloud ability does magical fire damage to other steam golems equal to half of what it would normally deal, triggering the steam golem’s magic immunity fire healing. The general golem also receives the effect of this ability.

Immonen
2011-07-27, 01:13 PM
Just nitpicking here, but generally for a steam engine, the entire thing is self-contained so that you don't have to keep refilling the water.

The steam cloud thing is a great idea, but I'd have it as an at-will ability, rather than always on, for flavor reasons.

Otherwise, these look great! If someone ends up running a Victorian/ magitech game, these would fit right in.

Halna LeGavilk
2011-08-06, 03:39 PM
I don't see where I put in that you needed to keep refilling them, unless you mean for the losing the Steam Cloud ability for a number of rounds. That's just something flavorful I think.

I think having it on at all times is better, though I could understand why it would be an at-will ability... I shall ponder this. :smallbiggrin: