gr8artist
2014-11-06, 01:03 AM
This is my concept for a golem or elemental comprised entirely of force effects, like miniature walls of force molded to fit like full-plate. The creature would be something created by a green lantern ring (http://th00.deviantart.net/fs70/PRE/f/2013/259/9/1/beware_my_power__green_lantern_s_light__by_grivitt-d6mj6sk.jpg), for example, tangible but easily dispersed or reconfigured.
Force Golem
A force golem stands roughly 8 to 10 feet tall, and appears as a transparent, floating suit of full-plate. Rather than being solid, the surface of the golem seems to be comprised of dancing, shifting fibers and ribbons of pure energy.
Suddenly, the creature explodes apart into a tangled mess of vectors and moving curves, scrambling and destroying everything in its path before re-asserting its form as a translucent towering construct.
Force Golem CR 8
XP 4800
N Large construct
Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
Defenses
AC 20, touch 20, flatfooted 19; (+1 Dexterity, –1 size, +10 deflection)
hp 90 (11d10+30); DR 5/—
Fort +3, Ref +4, Will +3
Defensive Abilities amorphous (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amorphous-Ex-), kinetic absorption; Immune construct traits (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Construct-Traits-Ex-), force effects; SR 20 (10, +10 kinetic absorption)
Weakness vulnerability to disintegrate
Offenses
Speed 40 ft.
Melee 2 Slams +15 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks inertial charge (slam, 2d6+10)
Spell-like Abilities CL 11th, concentration +11
The force golem must spend points from its kinetic energy pool to use its spell-like abilities.
1+ point – magic missile (1 point per missile, maximum 5)
2 points – floating disc, force punch
4 points – battering blast, kinetic reverberation
6 points – resilient sphere, wall of force
Statistics
Str —, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +11; CMB +17; CMD 28
Feats Improved Bull Rush B, Improved Initiative B, Improved Overrun B
Skills —
Languages —
Special Qualities deconstruction
Special Abilities
Amorphous (Ex): A force golem has no weaknesses in its design or frame, and is little more than planes and vectors of force assigned a unifying purpose. It is immune to precision damage (such as sneak attack) and critical hits.
Kinetic Absorption (Su): A force golem absorbs and retains kinetic energy with which it comes into contact, treating this energy as a pool of points it can spend to use other attacks and abilities. The force golem's base pool amount is 20, though it may have any number of points in its pool at any given time (but never less than 0). Each day, the force golem's energy pool stabilizes; it loses 1 point from the pool if it has more than 20 points, or it gains 1 point if it had less than 20.
A force golem has an effective Strength score equal to the number of points in its kinetic energy pool. The golem's statistics listed above are calculated for an effective Strength modifier of +5.
A force golem also receives defensive benefits from its kinetic energy pool. It gains a deflection bonus to AC and an increase to its Spell Resistance equal to half the number of points in its kinetic energy pool. The golem's defenses listed above are calculated for a kinetic energy pool of 20 points.
When a weapon attack misses the golem as a result of its AC (not due to concealment or other miss chance), the golem gains a number of kinetic energy points equal to 1 + the number of dice of damage the weapon deals, excluding bonus dice such as sneak attack or magical weapon properties. When a spell fails to overcome the golem's Spell Resistance, the golem gains a number of kinetic energy points equal to 1 + the level of the spell that was used against it.
A force golem is also immune to damage from force effects, such as magic missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile), and adds 1 point to its kinetic energy pool for every 3 damage such an effect would deal. It may also spend 2 points from its kinetic energy pool as a free action to move or attack through a wall of force (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force) or similar effect for one round, as though the barrier were not there.
A force golem absorbs and retains kinetic energy with which it comes into contact, treating this energy as a pool of points which it can spend to use other attacks and abilities. The force golem's average pool amount is 20; any excess or deficit to this amount is reduced by 1 after each day of inactivity or normal activity in the golem's lifespan. If it has more than 20 points in its kinetic energy pool, it loses 1 point per day; if it has less, then it gains one point each day, to a maximum of 20. A force golem's kinetic energy pool has no maximum value, and cannot be reduced to less than 1 through any means.
A force golem has an effective Strength score equal to the number of points in its kinetic energy pool. The golem's statistics show the average Stength value it possesses, 20, but for every 2 points it gains or loses, its effective Strength modifier is increased or decreased by 1. This affects the force golem's melee attack and damage rolls, CMB, CMD, and Strength based skill checks, as well as the DC of its deconstructed form's whirlwind ability.
A force golem also receives a deflection bonus to AC and a bonus to its Spell Resistance equal to half the number of points in its kinetic energy pool. For every 2 points the golem gains above 20, both values increase by 1; for every 2 points it falls below 20, both values are reduced by 1, to a minimum AC and Spell Resistance of 10.
When an attack misses the golem because of its AC bonus, the force golem absorbs the redirected energy, adding a number of kinetic energy points to its pool equal to the Strength bonus of the attacking creature (minimum 1). When a spell fails to overcome the Spell Resistance of the force golem, it absorbs that magical energy, adding a number of kinetic energy points to its pool equal to the modifier of the spellcaster's primary casting ability score (minimum 1).
A force golem is also immune to damage from force effects, such as magic missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile), and adds 1 point to its kinetic energy pool for every 3 damage such an effect would deal. It may also move through a wall of force (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force) or similar effect as though the barrier were not there, though this has no effect on the wall or the golem.
Vulnerability to Disintegrate: As it is comprised entirely of force planes nearly identical to a wall of force (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force) spell, the force golem shares much of that spell's vulnerability to the disintegrate (http://www.d20pfsrd.com/magic/all-spells/d/disintegrate) spell. A force golem takes a –4 penalty to its saves against the disintegrate spell, and the damage it takes from that spell (regardless of the save) is increased by 50%. A disintegrate spell must still overcome the golem's Spell Resistance to have any effect.
Inertial Charge (Ex): When a force golem begins a charge, before making the attack roll, it may spend 2 points from its kinetic energy pool as a free action. If it does and the attack succeeds, the golem's slam attack deals double damage, as though it were using the powerful charge (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Powerful-Charge-Ex-) ability.
Deconstruction (Su): The force golem is little more than inertia and energy given a semblance of structure and form, and it may shed this ruse temporarily, at the cost of the energy it has stored. As a move action, the force golem may deconstruct itself by spending 4 points from its kinetic energy pool, becoming a shapeless mass of vectors and tangled bands of force for a number of rounds equal to its hit dice. It may end this form prematurely, becoming a solid construct again.
In its deconstructed form, the force golem has the following abilities and benefits.
The force golem gains the compression (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Compression-Ex-) extraordinary ability in this form, allowing it to move easily through confined spaces, and it gains a fly speed of 30 ft., with average maneuverability. The golem cannot fall or take falling damage while in this form, and it may pass through and operate in water as easily as it does in air.
It gains immunity to all non-magical attack forms, and takes only half damage from corporeal sources. Corporeal spells and effects that do not deal damage have only a 50% chance to affect the golem in this form. The golem cannot be tripped, pushed, pulled, or grappled while in this form, and it may not grapple corporeal creatures.
It loses its damage reduction, vulnerability to disintegrate, and inertial charge abilities, but it gains the whirlwind (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-) supernatural ability during this time. It may enter its whirlwind form for up to 1 round per 2 hit dice the golem possesses, though it must spend 2 points from its kinetic energy pool to do so. The whirlwind's maximum height is 20 feet, and it deals damage equal to the golem's slam attack to the creatures caught within it. A successful Reflex save (DC 10 + 1/2 the golem's hit dice + the golem's Strength modifier) avoids or escapes this whirlwind.
The force golem is little more than inertia and force given a semblance of structure and form, and it may shed this ruse temporarily, at the cost of the energy it has stored. As a move action, the force golem may deconstruct itself by spending 4 points from its kinetic energy pool, becoming a shapeless mass of vectors and ribbons of force for a number of rounds equal to its hit dice. It may end this form prematurely, becoming a semisolid construct again.
In its deconstructed form, the force golem has the following adjustments to its abilities.
First, the force golem gains the compression (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Compression-Ex-) and incorporeal (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex-) extraordinary abilities, though it retains its immunity to force effects and the Strength, AC, and SR bonuses it gains from its kinetic absorption ability. It also cannot enter or pass through solid objects, and its attacks do not bypass armor, shields, or natural armor. It may continue to slam creatures as though it were a solid creature, and may attempt bull rush, trip, push, and disarm combat maneuvers as normal.
The force golem gains a 40 foot fly speed in this form, with average maneuverability.
In this form, the force golem loses its vulnerability to disintegrate and its inertial charge ability, but it gains the whirlwind (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-) supernatural ability during this time. It may enter its whirlwind form for up to 1 round per hit dice the golem possesses, but it must spend 2 points from its kinetic energy pool to do so. The whirlwind's maximum height is 20 feet, and it deals damage equal to the golem's slam attack to the creatures caught within it. A successful Reflex save (DC 20) avoids or escapes this whirlwind; this DC is Strength based.
Ecology
Environment Force golems are normally created to serve or protect powerful evokers, and are most often found in dungeons and laboratories. Wild force golems have either lost their master or spawned from eldritch energies at the location of a permanent wall of force.
Organization Single, Joule (2 or 3), or Dyne (4 to 6)
Treasure incidental at best; a force golem is comprised entirely of condensed energy, leaving nothing behind when it is destroyed.
A force golem is typically quite passive, and does not often begin or initiate confrontation. They are most often created to serve as guardians, and will protect the location assigned to them to the best of their abilities. When pressed to engage an opposing group, the force golem typically conserves its energy in the first few rounds of combat, until it has had time to assess the strengths of its opponents. It then chooses one opponent, typically the one that dealt the most damage to the golem in a single attack or spell, and pursues that opponent relentlessly. When the subject of its onslaught is defeated, the golem chooses another to focus on. A force golem makes no distinction between mundane and magical opponents, though it actively pursues creatures it observes using the disintegrate spell, or any other spell that dispels or disrupts force effects.
A force golem is conservative with its energy at the start of a battle, but spends more quickly as it attains more than 25 points in its pool. Likewise, as the amount of energy available to it drops below 15 points, the golem becomes excessively frugal and uses the minimum energy necessary to defend itself. Because of this, the golem often seems to be more aggressive as it attains more kinetic energy points, and more cautious as it loses those points.
Force golems typically do not band together or strategize, and rarely employ teamwork or synergistic strategies under their own guidance. Force golems under the control of a powerful evoker have been known to follow simple commands to achieve straightforward tasks, though this is a quality of their obedience, rather than their own initiative.
Force Golem
A force golem stands roughly 8 to 10 feet tall, and appears as a transparent, floating suit of full-plate. Rather than being solid, the surface of the golem seems to be comprised of dancing, shifting fibers and ribbons of pure energy.
Suddenly, the creature explodes apart into a tangled mess of vectors and moving curves, scrambling and destroying everything in its path before re-asserting its form as a translucent towering construct.
Force Golem CR 8
XP 4800
N Large construct
Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
Defenses
AC 20, touch 20, flatfooted 19; (+1 Dexterity, –1 size, +10 deflection)
hp 90 (11d10+30); DR 5/—
Fort +3, Ref +4, Will +3
Defensive Abilities amorphous (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amorphous-Ex-), kinetic absorption; Immune construct traits (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Construct-Traits-Ex-), force effects; SR 20 (10, +10 kinetic absorption)
Weakness vulnerability to disintegrate
Offenses
Speed 40 ft.
Melee 2 Slams +15 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks inertial charge (slam, 2d6+10)
Spell-like Abilities CL 11th, concentration +11
The force golem must spend points from its kinetic energy pool to use its spell-like abilities.
1+ point – magic missile (1 point per missile, maximum 5)
2 points – floating disc, force punch
4 points – battering blast, kinetic reverberation
6 points – resilient sphere, wall of force
Statistics
Str —, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +11; CMB +17; CMD 28
Feats Improved Bull Rush B, Improved Initiative B, Improved Overrun B
Skills —
Languages —
Special Qualities deconstruction
Special Abilities
Amorphous (Ex): A force golem has no weaknesses in its design or frame, and is little more than planes and vectors of force assigned a unifying purpose. It is immune to precision damage (such as sneak attack) and critical hits.
Kinetic Absorption (Su): A force golem absorbs and retains kinetic energy with which it comes into contact, treating this energy as a pool of points it can spend to use other attacks and abilities. The force golem's base pool amount is 20, though it may have any number of points in its pool at any given time (but never less than 0). Each day, the force golem's energy pool stabilizes; it loses 1 point from the pool if it has more than 20 points, or it gains 1 point if it had less than 20.
A force golem has an effective Strength score equal to the number of points in its kinetic energy pool. The golem's statistics listed above are calculated for an effective Strength modifier of +5.
A force golem also receives defensive benefits from its kinetic energy pool. It gains a deflection bonus to AC and an increase to its Spell Resistance equal to half the number of points in its kinetic energy pool. The golem's defenses listed above are calculated for a kinetic energy pool of 20 points.
When a weapon attack misses the golem as a result of its AC (not due to concealment or other miss chance), the golem gains a number of kinetic energy points equal to 1 + the number of dice of damage the weapon deals, excluding bonus dice such as sneak attack or magical weapon properties. When a spell fails to overcome the golem's Spell Resistance, the golem gains a number of kinetic energy points equal to 1 + the level of the spell that was used against it.
A force golem is also immune to damage from force effects, such as magic missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile), and adds 1 point to its kinetic energy pool for every 3 damage such an effect would deal. It may also spend 2 points from its kinetic energy pool as a free action to move or attack through a wall of force (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force) or similar effect for one round, as though the barrier were not there.
A force golem absorbs and retains kinetic energy with which it comes into contact, treating this energy as a pool of points which it can spend to use other attacks and abilities. The force golem's average pool amount is 20; any excess or deficit to this amount is reduced by 1 after each day of inactivity or normal activity in the golem's lifespan. If it has more than 20 points in its kinetic energy pool, it loses 1 point per day; if it has less, then it gains one point each day, to a maximum of 20. A force golem's kinetic energy pool has no maximum value, and cannot be reduced to less than 1 through any means.
A force golem has an effective Strength score equal to the number of points in its kinetic energy pool. The golem's statistics show the average Stength value it possesses, 20, but for every 2 points it gains or loses, its effective Strength modifier is increased or decreased by 1. This affects the force golem's melee attack and damage rolls, CMB, CMD, and Strength based skill checks, as well as the DC of its deconstructed form's whirlwind ability.
A force golem also receives a deflection bonus to AC and a bonus to its Spell Resistance equal to half the number of points in its kinetic energy pool. For every 2 points the golem gains above 20, both values increase by 1; for every 2 points it falls below 20, both values are reduced by 1, to a minimum AC and Spell Resistance of 10.
When an attack misses the golem because of its AC bonus, the force golem absorbs the redirected energy, adding a number of kinetic energy points to its pool equal to the Strength bonus of the attacking creature (minimum 1). When a spell fails to overcome the Spell Resistance of the force golem, it absorbs that magical energy, adding a number of kinetic energy points to its pool equal to the modifier of the spellcaster's primary casting ability score (minimum 1).
A force golem is also immune to damage from force effects, such as magic missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile), and adds 1 point to its kinetic energy pool for every 3 damage such an effect would deal. It may also move through a wall of force (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force) or similar effect as though the barrier were not there, though this has no effect on the wall or the golem.
Vulnerability to Disintegrate: As it is comprised entirely of force planes nearly identical to a wall of force (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force) spell, the force golem shares much of that spell's vulnerability to the disintegrate (http://www.d20pfsrd.com/magic/all-spells/d/disintegrate) spell. A force golem takes a –4 penalty to its saves against the disintegrate spell, and the damage it takes from that spell (regardless of the save) is increased by 50%. A disintegrate spell must still overcome the golem's Spell Resistance to have any effect.
Inertial Charge (Ex): When a force golem begins a charge, before making the attack roll, it may spend 2 points from its kinetic energy pool as a free action. If it does and the attack succeeds, the golem's slam attack deals double damage, as though it were using the powerful charge (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Powerful-Charge-Ex-) ability.
Deconstruction (Su): The force golem is little more than inertia and energy given a semblance of structure and form, and it may shed this ruse temporarily, at the cost of the energy it has stored. As a move action, the force golem may deconstruct itself by spending 4 points from its kinetic energy pool, becoming a shapeless mass of vectors and tangled bands of force for a number of rounds equal to its hit dice. It may end this form prematurely, becoming a solid construct again.
In its deconstructed form, the force golem has the following abilities and benefits.
The force golem gains the compression (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Compression-Ex-) extraordinary ability in this form, allowing it to move easily through confined spaces, and it gains a fly speed of 30 ft., with average maneuverability. The golem cannot fall or take falling damage while in this form, and it may pass through and operate in water as easily as it does in air.
It gains immunity to all non-magical attack forms, and takes only half damage from corporeal sources. Corporeal spells and effects that do not deal damage have only a 50% chance to affect the golem in this form. The golem cannot be tripped, pushed, pulled, or grappled while in this form, and it may not grapple corporeal creatures.
It loses its damage reduction, vulnerability to disintegrate, and inertial charge abilities, but it gains the whirlwind (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-) supernatural ability during this time. It may enter its whirlwind form for up to 1 round per 2 hit dice the golem possesses, though it must spend 2 points from its kinetic energy pool to do so. The whirlwind's maximum height is 20 feet, and it deals damage equal to the golem's slam attack to the creatures caught within it. A successful Reflex save (DC 10 + 1/2 the golem's hit dice + the golem's Strength modifier) avoids or escapes this whirlwind.
The force golem is little more than inertia and force given a semblance of structure and form, and it may shed this ruse temporarily, at the cost of the energy it has stored. As a move action, the force golem may deconstruct itself by spending 4 points from its kinetic energy pool, becoming a shapeless mass of vectors and ribbons of force for a number of rounds equal to its hit dice. It may end this form prematurely, becoming a semisolid construct again.
In its deconstructed form, the force golem has the following adjustments to its abilities.
First, the force golem gains the compression (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Compression-Ex-) and incorporeal (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex-) extraordinary abilities, though it retains its immunity to force effects and the Strength, AC, and SR bonuses it gains from its kinetic absorption ability. It also cannot enter or pass through solid objects, and its attacks do not bypass armor, shields, or natural armor. It may continue to slam creatures as though it were a solid creature, and may attempt bull rush, trip, push, and disarm combat maneuvers as normal.
The force golem gains a 40 foot fly speed in this form, with average maneuverability.
In this form, the force golem loses its vulnerability to disintegrate and its inertial charge ability, but it gains the whirlwind (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-) supernatural ability during this time. It may enter its whirlwind form for up to 1 round per hit dice the golem possesses, but it must spend 2 points from its kinetic energy pool to do so. The whirlwind's maximum height is 20 feet, and it deals damage equal to the golem's slam attack to the creatures caught within it. A successful Reflex save (DC 20) avoids or escapes this whirlwind; this DC is Strength based.
Ecology
Environment Force golems are normally created to serve or protect powerful evokers, and are most often found in dungeons and laboratories. Wild force golems have either lost their master or spawned from eldritch energies at the location of a permanent wall of force.
Organization Single, Joule (2 or 3), or Dyne (4 to 6)
Treasure incidental at best; a force golem is comprised entirely of condensed energy, leaving nothing behind when it is destroyed.
A force golem is typically quite passive, and does not often begin or initiate confrontation. They are most often created to serve as guardians, and will protect the location assigned to them to the best of their abilities. When pressed to engage an opposing group, the force golem typically conserves its energy in the first few rounds of combat, until it has had time to assess the strengths of its opponents. It then chooses one opponent, typically the one that dealt the most damage to the golem in a single attack or spell, and pursues that opponent relentlessly. When the subject of its onslaught is defeated, the golem chooses another to focus on. A force golem makes no distinction between mundane and magical opponents, though it actively pursues creatures it observes using the disintegrate spell, or any other spell that dispels or disrupts force effects.
A force golem is conservative with its energy at the start of a battle, but spends more quickly as it attains more than 25 points in its pool. Likewise, as the amount of energy available to it drops below 15 points, the golem becomes excessively frugal and uses the minimum energy necessary to defend itself. Because of this, the golem often seems to be more aggressive as it attains more kinetic energy points, and more cautious as it loses those points.
Force golems typically do not band together or strategize, and rarely employ teamwork or synergistic strategies under their own guidance. Force golems under the control of a powerful evoker have been known to follow simple commands to achieve straightforward tasks, though this is a quality of their obedience, rather than their own initiative.