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LordErebus12
2012-08-16, 12:33 AM
Colossi

http://i.imgur.com/enBv1.jpg

Colossi are strange creatures, they occur at random, turning the person into an enigma and outsider to their normal societies. Think twice, these are not rock golems, though they share many physical similarities with them. The colossi are born from earth elemental bloodlines but can occur at random. These are not mindless constructs, they are real living characters who have begun the change into something akin to Earth Elementals.

Favored Class: I'd say that the Oread or Goliath races would have this class as an alternative favored class.

Role: Colossi excel at combat—resisting their enemy’s spells and attacks, controlling the flow of battle, and surviving such sorties through extreme constitution. Their toughness and size makes them opposing foes.

Preferred Abilities: Con (Health, Class Abilities, Saves), Str (Combat, Carrying Capacity) and Dex (AC, Reflexes).

Alignment: Any.

Hit Die: d12.

Class Skills
The colossi's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).

Skill Ranks per Level: 2 + Int modifier.

{table=head]{colsp=6}Table: Colossi Class
Level| BAB | Fort| Ref |Will| Special

1st |+1 |+2 |+0 |+2 |Your Magic Is Weak, Improved Unarmed Strike
2nd |+2 |+3 |+0 |+3 |Stone’s Grace
3rd |+3 |+3 |+1 |+3 |Strength Surge
4th |+4 |+4 |+1 |+4 |Enlarge Self (3/Day)
5th |+5 |+4 |+1 |+4 |Magic Resistance (8+)

6th |+6 |+5 |+2 |+5 |Drop, Knockback
7th |+7 |+5 |+2 |+5 |Powerful Blows
8th |+8 |+6 |+2 |+6 |Enlarge Self (5/Day)
9th |+9 |+6 |+3 |+6 |Stone Skin, Internal Fortitude
10th |+10 |+7 |+3 |+7 |Magic Resistance (10+)

11th |+11 |+7 |+3 |+7 |Improved Drop
12th |+12 |+8 |+4 |+8 |Enlarge Self (7/Day)
13th |+13 |+8 |+4 |+8 |Mighty Swing
14th |+14 |+9 |+4 |+9 |Growth, Earthen Camouflage
15th |+15 |+9 |+5 |+9 |Magic Resistance (12+)

16th |+16 |+10 |+5 |+10 |Enlarge Self (9/Day)
17th |+17 |+10 |+5 |+10 |Indestructible
18th |+18 |+11 |+6 |+11 |Magical Immunity
19th |+19 |+11 |+6 |+11 |Timeless Body
20th |+20 |+12 |+6 |+12 |Enlarge Self (11/Day), This is Permanent

[/table]

Class Features
All of the following are class features of the colossi.

Weapon and Armor Proficiency: a colossi is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

1st - Your magic is weak (Ex): A colossi gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the colossi has attained.

1st - Improved Unarmed Strike: the colossi gains improved unarmed strike as a bonus feat.

2nd - Stone’s Grace (Su): a colossi gains a bonus equal to half her Constitution modifier (if any) on all saving throws.

3rd - Strength Surge (Ex): the colossi adds her level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This ability is used as an immediate action. This ability can only be used 3 + Constitution modifier per day.

4th - Enlarge Self (Sp): as a full round action, the Colossi begins to grow in size, doubling its height and multiplying its weight by 8. This increase changes the colossi's size category to the next larger one. The colossi gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A Colossi whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This Spell-like ability does not change the colossi's speed. If insufficient room is available for the desired growth, the Colossi attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.

All equipment worn or carried by the colossi is similarly enlarged by the ability. Melee weapons affected by this spell-like ability deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves an enlarged colossi's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.

Multiple magical effects that increase size do not stack, however, the class does increase the size of colossi's form permanently with Colossi's Growth, but these both stack, as does the capstone ability. The colossi can use this spell-like ability in 1 minute intervals, to the maximum of three minutes plus one minute per colossi class level.

5th - Magic Resistance (Su): the Colossi gains spell resistance equal to 8 + half Colossi's level. This increases to 10 + colossi's level at 10th level and finally 12 + colossi's level at 15th level. This spell resistance does not interfere with healing effects or other harmless effects if the colossi chooses.

6th - Drop (Ex): a colossi can avoid damage from many area-effect attacks by dropping prone and hardening its body. If a colossi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage by falling prone. The colossi also gain a +2 natural armor bonus when prone. Drop can be used in any armor and while wielding a shield. A helpless colossi does not gain the benefit of drop.

6th - Knockback (Ex): Once per round, the colossi can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the colossi’s Strength modifier and is moved back as normal. The colossi does not need to move with the target if successful. This does not provoke an attack of opportunity.

7th - Powerful Blows (Ex): A colossi gains two slam attacks, each inflicting one and a half times its Strength modifier and threatening a critical hit on a 19–20.

9th - Stone Skin (Ex): the colossi's skin hardens, turning chiseled and stone-like. The colossi no longer appears to be a native member of their race, their appearance blurred by the change. The colossi gains DR X / adamantine; where X equals half of the colossi's class level.

Its also noteworthy to remind that pathfinder treats +4 or higher enhancement bonus weapons as overcoming adamantine.

9th - Internal Fortitude (Ex): the colossi becomes immune to the sickened and nauseated conditions.

11th - Improved Drop (Ex): the colossi’s drop ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless colossi does not gain the benefit of improved drop. The Colossi can stand up as a move action as normal, but standing up no longer provokes attacks of opportunity.

13th – Mighty Swing (Ex): The colossi automatically confirms a critical hit. This ability is used as an immediate action once a critical threat has been determined. This ability can be used three + colossi’s Constitution modifier times per day.

14th - Growth (Ex): the colossi's size increases by one step permanently. The colossi can spend a swift action (free action to maintain) to reduce its size back to its normal size before the increase.

14th - Earthen Camouflage (Ex): A colossi gains a +4 stealth bonus when hiding near a lot of rocks or boulders, in mountainous terrain, or when prone. The Colossi can use the Stealth skill to hide in any rocky or mountainous terrain, even if the terrain doesn't grant cover or concealment.

17th - Indestructible (Ex): a colossi is nearly impossible to destroy. A colossi gains fast healing equal to half of its class level. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the colossi is helpless unless above 0 hit points.

It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points.

18th - Magical Immunity (Ex): a colossi becomes immune to any spell or spell-like ability that allows spell resistance. This does not mean the colossi cannot benefit from harmless spells, the colossi can still be buffed and healed by others. Magical Immunity can be suppressed at will to allow useful spells to take effect.

19th - Timeless Body (Ex): a colossi no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the colossi still dies of old age when his time is up.

20th - This is Permanent (Ex): a colossi type changes to Outsider and gains the following subtypes: earth, elemental and native. A Colossi gains the following features:


Size increases by one step once again. This allows medium creatures to reach gargantuan size and allows large creatures to reach colossal size.
Tremorsense 60 ft.
Burrow Speed equal to base speed. The colossi can burrow through solid rock at half speed.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
colossi no longer need to breathe but they do need to eat and sleep. the colossi can sustain itself on rocks, feeding off material rich veins. The colossi also receives healing from eating gemstones: the Colossi's level + 1d8 per 50 gp in the value of a gemstone.


{table=head]{colsp=2}Table: Knowledge (The Planes) checks
DC| Lore

10 |by the gods! Rock Golem! (false)

15 |It appears to be a unique looking rock golem or a earth elemental of some sort (false)

20 |Its not a golem, the Colossi has an elemental origin rather than a construct origin, but cases of colossi are exceedingly rare and little knowledge is known to you.

25 |the colossi are known to you, some class features you might be aware of are its powerful slam attacks and its size increasing spell-like abilities. They make excellent frontline warriors, often the most opposing foe on the battlefield.

30 |You know many abilities of Collosi and even have met one or two of them. You know that they randomly occuring in bloodlines that have earthen blood, when the Collosi change begins the creature becomes something akin in appearance of a rock golem but still maintain their minds and are not constructs.
[/Table]


Favored Class Options

Oread gain a +1/5 of an additional point to their "Your Magic is Weak" class feature per level taken. Oread Colossi gain improved resistance to magical effects.

Goliath gains a +1/4 of an additional point of Damage Reduction of their "Stone Skin" class feature per level taken. The Lithoderms on such a Goliath Colossi become much thicker and tougher than normal.

Dwarves/Duergar gain a +1/5 of an additional use per day of their "Enlarge Self" class feature per level taken. Dwarves/Duergar are adept at increasing their size (Duergar can do this racially, or so I'm led to believe)

Crys (http://www.giantitp.com/forums/showthread.php?p=13768885)gain a +1/5 of an additional use per day of their "Crystal Rain" class feature per level taken. This is a class ability gained through the Gemsoul Variant, otherwise the favored class bonus grants one additional hp per level gained.

LordErebus12
2012-08-16, 12:34 AM
Gemsoul Variant

http://i.imgur.com/VXVRg.jpg

Birthed from those who have earth elemental bloodlines, Gemsoul’s are both beautiful and deadly creatures, their bodies grow massive crystals of one particular type of gemstone. Large and opposing, these titans of crystal can summon forth showers of crystals to injure those in battle with the Gemsoul. Their razor sharp bodies leave terrible wounds, bleeding profusely until healed. Spells also sometimes reflect off of the crystal facets, leading others to become more careful in targeting the Gemsoul.

Class Features
All of the following are class features of the Gemsoul variant.

4th - Crystal Rain (Sp): As a standard action, centered on the Gemsoul, the Gemsoul can cause a rain of crystal dust, shards, and slivers, dealing 2d6 points of piercing damage to every creature in the area (cylinder, 40-ft. radius, 20 ft. high). This damage only occurs once, when the ability is first used.

This debris covers the ground, making the entire area difficult terrain. At the end of the duration (1 round per Gemsoul level), the debris disappears, leaving no aftereffects (other than the damage dealt). The ability can be used three times per day plus two more uses at 8th, 12th, 16th and 20th levels. This ability replaces the Enlarge Self ability.

5th - Razor Body (Ex): Each time a Gemsoul hits with its slams, the creature takes one bleed damage each round from the multiple bleeding cuts left by the Gemsoul’s crystalline body, until healed by magic or a DC 20 Heal check, in addition to the normal damage. At 10th level the bleed increases to 2 per round, then it increases again to 3 bleed damage per round at 15th level. This ability replaces the Magic Resistance ability.

9th - Gem Hide (Ex): the gemsoul's skin hardens, turning jagged and gem-like. The Gemsoul no longer appears to be a native member of their race, their appearance blurred by the change. The colossi gains DR X / bludgeoning; where X equals half of the gemsoul’s level. This ability replaces the Stone Skin ability.

14th - Reflective Body (Su): the gemsoul gains the ability to reflect one ranged touch attack spell per round. The caster rolls a d6 to determine where the spell reflects to. This ability replaces the Earthen Camouflage ability.

{table=head]{colsp=2}Table: Reflected Spell Target
Roll| Effect

1 |the reflected spell travels back towards the original caster
2-5 |the reflected spell strikes harmlessly elsewhere
6 |the reflected spell strikes the nearest creature

[/table]



Fireheart Variant

http://i.imgur.com/BoecU.jpg

Birthed from those who have fire elemental bloodlines, Firehearts are fiercesome and deadly creatures, their bodies ooze lava or harden over at will. Large and opposing, these titans of lava can create a rolling ball of fire to set fire to whatever it strikes. Attacks against Firehearts melt weapons or burn the attackers.

Class Features
All of the following are class features of the Fireheart variant.

1st - Immunity to Fire.

4th - Flaming Sphere (Sp):As a standard action, the Fireheart can unleash a burning globe of fire, rolling in whichever direction it points and burns those it strikes. It moves 30 feet per round and lasts 1 round / Fireheart level. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as the Fireheart actively directs it (a move action); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds 100 ft. range. The ability can be used three times per day plus two more uses at 8th, 12th, 16th and 20th levels. This ability replaces the Enlarge Self ability.

9th - Lava Body (Su): the Fireheart gains the ability to ooze lava or harden its now semi-liquid body. As a standard action, the Fireheart can harden its body gaining DR X / cold or bludgeoning; where X equals half of the Fireheart’s level.

The Fireheart can also crack its hardened shell as a swift action, oozing lava from its body. Each time a creature makes a successful non-reach melee or natural attack against the Fireheart, the attacker must make a Reflex save (DC 10 + 1/2 Fireheart’s Level + Fireheart’s Constitution modifier) or suffer fire damage equal to the Fireheart’s Constitution modifier. Non-intelligent Weapons automatically suffer this fire damage as does anyone struck by the Fireheart’s slam attacks.

Also, every square that the oozing Fireheart remains in for one round becomes difficult terrain for 1d3 rounds to any other creature not immune to fire damage. Anyone traveling through a square also suffers 1d4 fire damage from the lava. The floor takes automatic damage and might ignite if made of a flammable material like wood. This ability replaces the Magic Resistance, Stone Skin and Earthen Camouflage abilities.



Frostheart Variant

http://i.imgur.com/LMpHO.jpg

Birthed from those who have ice elemental bloodlines, Frosthearts are fiercesome and deadly creatures, their bodies create auras of extreme cold at will. Large and opposing, these titans of Ice can fire cones of cold from their hands.

Class Features
All of the following are class features of the Frostheart variant.

1st - Immunity to Cold.

4th - Cone of Ice (Sp):As a standard action, the Frostheart can create an area of extreme cold, originating from its hand and extending outward in a 60 ft. cone. It drains heat, dealing 1d6 points of cold damage per Frostheart’s level. The ability can be used three times per day plus two more uses at 8th, 12th, 16th and 20th levels. This ability replaces the Enlarge Self ability.

9th - Frost Body (Su): the Frostheart gains the ability to create cold winds or harden its body. As a standard action, the Frostheart can harden its body gaining DR X / fire or bludgeoning; where X equals half of the Frostheart’s level. The Frostheart can also crack its hardened shell as a swift action, poring forth aura of extremely cold air within 30 ft. and freezes any moisture into clinging and encumbering ice.

Anyone traveling through the aura of frost takes 1d6 cold damage. Anyone spending a round within has ice collect on them, the target must make a strength check (Swift action, DC 15 + Frostheart’s level) to break the clinging ice. Attempting to move while covered in ice forces the creature to move at half speed and take a -2 to attack rolls. This ability replaces the Magic Resistance, Stone Skin and Earthen Camouflage abilities.




Lightningheart Variant

http://i.imgur.com/Z0Jds.jpg

Birthed from those who have lightning elemental bloodlines, Lightninghearts are fiercesome and deadly creatures, their bodies appear to be made of storm clouds and lightning, their feet kicking up loose debris. Short tempered and quick to fury, they can launch rays of electricity or summon a stormcloud, gaining flight and the power to call lightning.

Class Features
All of the following are class features of the Lightningheart variant.

1st - Immunity to Electricity.

4th - Lightning (Sp): As a standard action, the Lightningheart can fire searing beams of electricity at enemies within 30 ft. The Lightningheart fires one ray at 4th level, two at 12th and three at 20th. Each ray requires a ranged touch attack to hit and deals 2d6 points of electricity damage.

The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. The ability can be used three times per day plus two more uses at 8th, 12th, 16th and 20th levels. This ability replaces the Enlarge Self ability.

5th - Cloudbody (Su): The Lightningheart's body appears blurred, shifting, and wavering as the storms rage across its surface. This distortion grants the Lightningheart concealment (20% miss chance). This improves to a 50% miss chance at 15th level. This ability replaces the Magic Resistance ability.

9th - Storm’s Ascent (Su): Once per day, the Lightningheart gains the ability to create a sky filled with thunderclouds for a number of rounds equal to the Lightningheart's level, as long as remains outside and doesn't fall unconscious. Centered on the square below the Lightningheart, the thunderclouds extend out to a 100 ft. radius. While within the area beneath the conjured storm clouds, the Lightningheart gains a fly speed equal to its movement speed (perfect mobility) and can call a bolt of lightning once per round.

The Lightningheart can call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d10 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point it chooses within the storm cloud's range. Any creature in the target square or in the path of the bolt is affected. This ability replaces the Magic Resistance and Earthen Camouflage abilities.

LordErebus12
2012-08-16, 12:35 AM
Class is looking good, proof read and spell checked. all formatted nicely.

Midwoka
2012-08-16, 01:04 AM
It's a simple class, but pretty cool =)

I'd change the Spell Resistance to 8+level (5th), 10+level (10th), 12+level (15th), then 15+level (20th), since 5-point changes are too significant, I find. And after I noticed the Golem's Immunity power, I'd at least take away the part where they specifically get better SR at level 20.

It also seems weird that they get Evasion and Improved Evasion, since it doesn't fit the theme to me.

LordErebus12
2012-08-16, 01:27 AM
It's a simple class, but pretty cool =)

I'd change the Spell Resistance to 8+level (5th), 10+level (10th), 12+level (15th), then 15+level (20th), since 5-point changes are too significant, I find. And after I noticed the Golem's Immunity power, I'd at least take away the part where they specifically get better SR at level 20.

It also seems weird that they get Evasion and Improved Evasion, since it doesn't fit the theme to me.

minor changes. changed spell resistance as you suggested.

Evasion became Drop.

You fall prone, gain +2 Natural AC and get the exact effect of evasion.

Improved drop acts like improved evasion but allows you to stand as a move action that does not provoke attacks of opportunities.

Amnoriath
2012-08-16, 09:44 AM
Golem

http://i.imgur.com/q0iZb.jpg

Golems are strange creatures, they occur at random, turning the person into an enigma and outsider to their normal societies.

Role: Golems excel at combat—resisting their enemy’s spells and attacks, controlling the flow of battle, and surviving such sorties through extreme constitution. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Preferred Abilities: Con (Health, Class Abilities, Saves), Str (Combat, Carrying Capacity) and Dex (AC, Reflexes).

Alignment: Any.

Hit Die: d12.

Class Skills
The golem's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).

Skill Ranks per Level: 2 + Int modifier.

{table=head]{colsp=6}Table: Class
Level| BAB | Fort| Ref |Will| Special

1st |+1 |+2 |+0 |+2 |Your Magic Is Weak, Improved Unarmed Strike
2nd |+2 |+3 |+0 |+3 |Stone’s Grace
3rd |+3 |+3 |+1 |+3 |Strength Surge
4th |+4 |+4 |+1 |+4 |Enlarge Self (3/Day)
5th |+5 |+4 |+1 |+4 |Golem's Resistance (8+)

6th |+6 |+5 |+2 |+5 |Drop
7th |+7 |+5 |+2 |+5 |Powerful Blows
8th |+8 |+6 |+2 |+6 |Enlarge Self (5/Day)
9th |+9 |+6 |+3 |+6 |Stone Skin, Internal Fortitude
10th |+10 |+7 |+3 |+7 |Golem's Resistance (10+)

11th |+11 |+7 |+3 |+7 |Improved Drop
12th |+12 |+8 |+4 |+8 |Enlarge Self (7/Day)
13th |+13 |+8 |+4 |+8 |Mighty Swing
14th |+14 |+9 |+4 |+9 |Golem Growth
15th |+15 |+9 |+5 |+9 |Golem's Resistance (12+)

16th |+16 |+10 |+5 |+10 |Enlarge Self (9/Day)
17th |+17 |+10 |+5 |+10 |Indestructible
18th |+18 |+11 |+6 |+11 |Knockback
19th |+19 |+11 |+6 |+11 |Timeless Body
20th |+20 |+12 |+6 |+12 |Enlarge Self (11/Day), Golem's Immunity

[/table]

Class Features
All of the following are class features of the golem.

Weapon and Armor Proficiency: a golem is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

1st - Your magic is weak (Ex): A golem gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the golem has attained.

1st - Improved Unarmed Strike: the golem gains improved unarmed strike as a bonus feat.

2nd - Stone’s Grace (Su): a golem gains a bonus equal to half her Constitution modifier (if any) on all saving throws.

3rd - Strength Surge (Ex): the golem adds her level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This ability is used as an immediate action. This ability can only be used 3 + Constitution modifier per day.

4th - Enlarge Self (Sp): as a full round action, the Golem begins to grow in size, doubling its height and multiplying its weight by 8. This increase changes the golem's size category to the next larger one. The golem gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A golem whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This Spell-like ability does not change the golem's speed. If insufficient room is available for the desired growth, the Golem attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.

All equipment worn or carried by the golem is similarly enlarged by the ability. Melee weapons affected by this spell-like ability deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves an enlarged golem's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.

Multiple magical effects that increase size do not stack, however, the class does increase the size of golem's form permanently with Golem's Growth. The golem can use this spell-like ability three times per day at 4th level, then two more times for every four levels after that (at 8th, 12th, 16th, and 20th levels).

5th - Golem's Resistance (Su): the Golem gains spell resistance equal to 8 + half Golem's level. This increases to 10 + golem's level at 10th level and finally 12 + golem's level at 15th level.

6th - Drop (Ex): a golem can avoid damage from many area-effect attacks by dropping prone and hardening its body. If a golem makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage by falling prone. The golem also gains a +2 natural armor bonus when prone. Drop can be used in any armor and while wielding a shield. A helpless golem does not gain the benefit of drop.

7th - Powerful Blows (Ex): A golem gains two slam attacks, each inflicting one and a half times its Strength modifier and threatening a critical hit on a 19–20.

9th - Stone Skin (Su): the golem's skin hardens, turning chiseled and stone-like. The golem no longer appears to be a native member of their race, their appearance blurred by the change. The golem gains DR X / adamantine; where X equals half of the golem's class level.

Its also noteworthy to remind that pathfinder treats +4 or higher enhancement bonus weapons as overcoming adamantine.

9th - Internal Fortitude (Ex): the golem becomes immune to the sickened and nauseated conditions.

11th - Improved Drop (Ex): the golem’s drop ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless golem does not gain the benefit of improved drop. The Golem can stand up as a move action as normal, but standing up no longer provokes attacks of opportunity.

13th – Mighty Swing (Ex): The golem automatically confirms a critical hit. This ability is used as an immediate action once a critical threat has been determined. This ability can be used three + golem’s Constitution modifier times per day.

14th - Golem's Growth (Ex): the golem's size increases by one step permanently. The golem can spend a swift action (free action to maintain) to reduce its size back to its normal size before the increase.

17th - Indestructible (Ex): a golem is nearly impossible to destroy. A golem gains fast healing equal to half of its class level. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points.

It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points.

18th - Knockback (Ex): Once per round, the golem can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the golem’s Strength modifier and is moved back as normal. The golem does not need to move with the target if successful. This does not provoke an attack of opportunity.

19th - Timeless Body (Ex): a golem no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the golem still dies of old age when his time is up.

20th - Golem's Immunity (Ex): a golem becomes immune to any spell or spell-like ability that allows spell resistance.

It is okay, but you did mention this is for pathfinder. As such you should look into making customizable options for it. A lot of the good fighting classes there have those options. A place to start would be to give different material options for making yourself a golem with, each havin a couple of special option for themselves. A couple of these abilities could be used there, but you should look into others. Also, I do realize it is level 17 ability, but that is still a very likely area of play so giving it an ability with something like Die-hard really is outright indestructible.

LordErebus12
2012-08-16, 10:34 AM
It is okay, but you did mention this is for pathfinder. As such you should look into making customizable options for it. A lot of the good fighting classes there have those options. A place to start would be to give different material options for making yourself a golem with, each havin a couple of special option for themselves. A couple of these abilities could be used there, but you should look into others. Also, I do realize it is level 17 ability, but that is still a very likely area of play so giving it an ability with something like Die-hard really is outright indestructible.

this has nothing to do with actual golems as you think of them.

Nihilarian
2012-08-16, 11:09 AM
You named it golem, so it's kind of hard not to think of them as anything else. And they are extra durable, magic resistant melee monsters apparently made of stone, so if I were in the game and couldn't see the actual stats I wouldn't be able to tell it apart from a Stone Golem (https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/golem/golem-stone) if I had a +30 knowledge check. Out of curiousity, what was your inspiration?

I think his main point, that options are good and pathfinder loves giving everyone options, stand. Kind of hard to throw out ideas on what the options could be because the materials one is probably the best.

Mettle might be more appropriate than Evasion.

Enlarge Self: Instead of giving a spell-like ability with x uses/day, I'd say you should go for x rounds/day, like the barbarian or bard.

How much damage does a slam do?

LordErebus12
2012-08-16, 12:28 PM
You named it golem, so it's kind of hard not to think of them as anything else. And they are extra durable, magic resistant melee monsters apparently made of stone, so if I were in the game and couldn't see the actual stats I wouldn't be able to tell it apart from a Stone Golem (https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/golem/golem-stone) if I had a +30 knowledge check. Out of curiousity, what was your inspiration?

inspiration was to create a character that for reasons unknown to them, they start becoming a golem. That was the general idea going in, the character class concept was to slowing change the base creature into a golem-like outsider.

I think his main point, that options are good and pathfinder loves giving everyone options, stand. Kind of hard to throw out ideas on what the options could be because the materials one is probably the best.

Mettle might be more appropriate than Evasion.

Drop works equally well in my book. its like a take cover action as an immediate action, the penalty of which is being prone.

Enlarge Self: Instead of giving a spell-like ability with x uses/day, I'd say you should go for x rounds/day, like the barbarian or bard.

not sure on that, im not minimizing its usefulness by decreasing it like that. i'd make it x minutes/day before id do that.

How much damage does a slam do?


{table=head]{colsp=6}Bestiary pg. 301 Table: Natural Attacks
Natural Attack |Small |Med. |Large |Huge |Garg. |Col. |Damage Type |Attack Type
Slam |1d3 |1d4 |1d6 |1d8 |2d6 |2d8 |B |Primary
[/table]


messed with the class a bit, added some stuff. camouflage and such.

Amnoriath
2012-08-16, 12:49 PM
this has nothing to do with actual golems as you think of them.

Well as Nihilarian said you pretty much made it to seem like and with a name of golem what else was I suppose to assume? What you have here is a statue, it may very well be what you are going for but let me explain the big problem. You pretty much only have the unkillable factor, how is this going to help in a role for a party? While it may be inclined to be defender, defenders actually make it harder for enemies to reach squishier characters and help set up them for more offensive ones. The only thing you have right now that may lend to that is the size increases and rather limited/late knockback.
I know this is your baby, but both from functional and thematic stand points making a class that makes itself into a customizable pseudo-golem would have a lot of promise. One of Pathfinder's definitive differences to 3.X is its use of different base class options while keeping the base class. In order for it to compete with the others you should look into making them, and it to have a good role in the party.

Nihilarian
2012-08-16, 01:12 PM
Obviously, it's intended role is trapfinder, and it does a better job at that than the rogue. Instead of taking the time to find and disable a trap, just step where your party will be stepping and crush any traps that may or may not be there. :D

LordErebus12
2012-08-16, 01:24 PM
Obviously, it's intended role is trapfinder, and it does a better job at that than the rogue. Instead of taking the time to find and disable a trap, just step where your party will be stepping and crush any traps that may or may not be there. :D

if he wants to, why not, hahaha

severed the golem name and tried to build some distinction. I might need some help on the fluff if anyone has some ideas.

LordErebus12
2012-08-16, 01:26 PM
knockback moved to 6th, 18th was way too late. it actually becomes an native earth elemental at 18th level.

Enlarge self now is in 1 minute uses, up to 3 + class level.

Nihilarian
2012-08-16, 01:45 PM
There are a few ways to make the fluff.

Outside Intervention: Someone (or something) is causing you to take on qualities unique to earth elementals. Maybe it's alchemy, maybe it's magic, maybe it's divine punishment for past sins. The character doesn't necessarily know why, but makes use of his abilities for whatever reason.

Bloodline: Somewhere in your ancestry, an elemental became interested in your family. You revel in your abilities, unlocking more and more as you get stronger. (many classes have bloodlines as part of their fluff; Sorcerers and Warlocks spring to mind.)

Reverence: You respect/worship/study earth elementals, and strive to become more like them. Through (some technique), you manage to do so. (I can't think of any non-magical ways to do this; maybe alchemy. Probably the weakest.)


Will consider more.

Tacitus
2012-08-16, 03:00 PM
Is it your intent to have it become increasingly difficult to benefit from any buffs or healing your allies throw your way? Lowering SR is a standard action that only persists until your next turn, and in the middle of combat are you really going to give up your standard action to accept the buffs the wizard may or may not cast on your in the next 6 seconds?

Now, granted, if you're fine with that, cool, but I've always disliked SR on PCs unless it has some form of caveat allowing beneficial things through. Like an Immediate to accept scaling up to a free/non-action.

Chromascope3D
2012-08-16, 09:59 PM
"This is Permanent" seems like more like a capstone ability than a regular class ability. At least more so than the current capstone.

LordErebus12
2012-08-16, 11:42 PM
"This is Permanent" seems like more like a capstone ability than a regular class ability. At least more so than the current capstone.

changed it to the capstone. thank you

LordErebus12
2012-08-16, 11:43 PM
Is it your intent to have it become increasingly difficult to benefit from any buffs or healing your allies throw your way? Lowering SR is a standard action that only persists until your next turn, and in the middle of combat are you really going to give up your standard action to accept the buffs the wizard may or may not cast on your in the next 6 seconds?

Now, granted, if you're fine with that, cool, but I've always disliked SR on PCs unless it has some form of caveat allowing beneficial things through. Like an Immediate to accept scaling up to a free/non-action.

ive always made it up to the character whether or not to accept a harmless spell, such as a healing effect or a buff.

LordErebus12
2012-08-16, 11:44 PM
There are a few ways to make the fluff.

Outside Intervention: Someone (or something) is causing you to take on qualities unique to earth elementals. Maybe it's alchemy, maybe it's magic, maybe it's divine punishment for past sins. The character doesn't necessarily know why, but makes use of his abilities for whatever reason.

Bloodline: Somewhere in your ancestry, an elemental became interested in your family. You revel in your abilities, unlocking more and more as you get stronger. (many classes have bloodlines as part of their fluff; Sorcerers and Warlocks spring to mind.)

Reverence: You respect/worship/study earth elementals, and strive to become more like them. Through (some technique), you manage to do so. (I can't think of any non-magical ways to do this; maybe alchemy. Probably the weakest.)


Will consider more.

can you create a combination of the first two types you gave, intervention and bloodline...?

togapika
2012-08-17, 10:16 AM
Does their spell like ability still allow them to increase in size once they have already gained large size permanently?

LordErebus12
2012-08-17, 10:58 AM
Does their spell like ability still allow them to increase in size once they have already gained large size permanently?

the two abilities in question:

14th - Growth (Ex): the colossi's size increases by one step permanently. The colossi can spend a swift action (free action to maintain) to reduce its size back to its normal size before the increase.

4th - Enlarge Self (Sp): ... ... ... ... ... ...
Multiple magical effects that increase size do not stack, however, the class does increase the size of colossi's form permanently with Growth. The colossi can use this spell-like ability in 1 minute intervals, to the maximum of three minutes plus one minute per colossi class level.

Here i admit being unclear, i will clarify it a bit better. The enlarge self spell like ability does not stack with other magical effects that increase size. Growth is an extraordinary ability, not magical and will stack without fail.

a 14th level Colossi that began as a goliath, ends up as a large sized rock creature with the powerful build ability, meaning its acting like a huge creature. now it can enlarge itself one more step. huge size, treated as a gargantuan. if you play as a centaur, you can reach gargantuan as well. meaning i need to make the capstone increase size once again; will do.

LordErebus12
2012-08-17, 09:29 PM
added the Gemsoul Variant.

LordErebus12
2012-08-18, 12:46 AM
Added Frostheart and Fireheart variants.

LordErebus12
2012-08-18, 09:35 PM
added Lightning variant.

Deviston
2012-08-21, 10:26 PM
"Favored Class: I'd say that the Oread or Goliath races would have this class as an alternative favored class."

In PF a character picks their own favored class. IMO, what you would do here (or rather at the end of the post) is add alternate favored class options. Like a Oread gains +1/4 of an additional point to their "Your Magic is Weak" class feature per level taken.

A Goliath would gain +1/5 of an additional use per day of enlarge self.

That kinda thing. Then maybe you can make AFCs for these (http://www.giantitp.com/forums/showthread.php?t=223946), these (http://www.giantitp.com/forums/showthread.php?t=138573), or this (http://www.giantitp.com/forums/showthread.php?t=204597) race.

LordErebus12
2012-08-21, 11:19 PM
"Favored Class: I'd say that the Oread or Goliath races would have this class as an alternative favored class."

In PF a character picks their own favored class. IMO, what you would do here (or rather at the end of the post) is add alternate favored class options. Like a Oread gains +1/4 of an additional point to their "Your Magic is Weak" class feature per level taken.

A Goliath would gain +1/5 of an additional use per day of enlarge self.

That kinda thing. Then maybe you can make AFCs for these (http://www.giantitp.com/forums/showthread.php?t=223946), these (http://www.giantitp.com/forums/showthread.php?t=138573), or this (http://www.giantitp.com/forums/showthread.php?t=204597) race.

slightly modded, but i did add them.

Deviston
2012-08-21, 11:58 PM
DANG!!! Man's got that lightning reaction time! Beast mode and nicely done.

LordErebus12
2012-08-22, 12:05 AM
DANG!!! Man's got that lightning reaction time! Beast mode and nicely done.

I am more active at these later hours.

LordErebus12
2012-08-22, 12:08 AM
Currently i am partitioning the poster of that last link (http://www.giantitp.com/forums/showthread.php?t=204597) to res his old post. I wear that badge of shame on my profile. i hope they leave it there, so im a necromancer, deal with it.

LordErebus12
2012-08-22, 02:42 AM
added the crys race here (http://www.giantitp.com/forums/showthread.php?p=13768885) and then added them in under favored class options.