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    Barbarian in the Playground
     
    AugustNights's Avatar

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    Post I have metal joints! [D&D 3.5 Monster, P.E.A.C.H.]

    The Trainer Golem
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    They call me Gato ♫ I have metal joints! ♫ Beat me up, win fifteen silver points!♫ Youíre so weak, I am so strong, ♫ I punched your lights out ♫ Now run along♫ ~ Fair side attraction Trainer Golem

    Trainer Golem
    Medium Construct
    Hit Dice: 5d10 +30 (57 HP)
    Initiative: +0
    Speed: 20 ft. (5 squares)
    Armor Class: 16 (+6 natural), 10 touch, 16 flat-footed
    Base Attack/Grapple: +3/+6
    Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 melee (1d6+4) [See Trainer]
    Full Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 melee (1d6+4) or Flurry Slam +4/+4 (1d6+4 nonlethal) or Flurry Slam +2/+2 (1d6+4) [See Trainer]
    Space/Reach: 5ft, 5ft (10ft with Reaching Slam.)
    Special Attacks: Countersong, Distracting Song, Flurry, Inspire Courage, Shout
    Special Qualities: Darkvision 60ft, DR/2 Magic, Immunity to Magic, Low-light vision, Reaching Slam, Trainer
    Saves: Fort +1, Ref +1, Will +2
    Abilities Str 16, Dex 10, Con ō, Int ō, Wis 13, Cha 16
    Skills: Perform (Sing) +8
    Feats: -
    Environment: Any
    Organization: Solitary or Chorus (2-5)
    Challenge Rating: 4
    Treasure: 1,500 Silver Pieces
    Alignment: Always Neutral.
    Advancement: (6-8 HD) Medium (9-16) Large.
    Level Adjustment: -

    The round cat-eared Golem dances merrily awaiting a challenger, singing rhymes about the exact challenge and reward for training with it. A small metal device remains in its left hand at all times. The gaudily painted creature seems to enjoy singing into it as if it were some sort of amplification device.

    These Trainer Golemís are built with irritation in mind, they are designed to distract soldiers in training and fair patrons from fighting at the best. Most Trainer Golems are non-violent in nature, regarding fighting as a game, rather than a struggle to kill. Most Trainer Golemís are programmed to offer 15 or so silver pieces if beaten to a certain point, and almost no Trainer Golem uses Lethal damage unless it is directed to do so by its master.

    Rumor has it, the first Trainer golem was built by an addled elven sorcerer who had acquired a minstrel admirer who had followed him around playing poorly on the lute. The story goes that the elf was trying to discuss battle tactics with his nationís head general and the poor bardic idiot wouldnít shut up. Snapping, the elven mage took the self proclaimed musicianís instrument and beat him to death with it. Not satisfied by merely ending the bardís life and destroying his musical tool of irritation, he bound the foolís soul into one of the practicing dummies and continued to beat the bard for the following seven hours.

    Combat
    The Trainer Golem wonít enter combat unless it has been attacked, ordered to do so, or if a challenger has announced its intent to win coins from it. If a challenger persists to fight the Trainer Golem will often use a shout attack to both stun the challenger and to alert its master or some official that someone is attempting to damage it. (No one wants to lose a perfectly good golem to a drunken hooligan.) The Trainer Golemís training slam can be faster than an opponent may expect, and often times an unwary opponent may be knocked unconscious from the Trainer Golemís flurry strike.

    Countersong (Su): The Trainer Golem gains the Countersong ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Trainer Golemís uses of this ability per day. A Trainer Golem may not use Inspire Courage or Distracting Song while it is using Countersong.

    Distracting Song (Su): The Trainer Golem may create distracting music that echoes out of its mostly hollow body. Any opponent within 30 feet of the Trainer Golem must make a will save opposed by the Trainer Golem's Perform (Sing) check or suffer a -2 circumstance penalty to attack rolls and armor class. This is a sonic based effect. Activating or deactivating this ability is a free action, a Trainer Golem may not use Countersong or Inspire Courage while it is using Distracting Song.

    Flurry Slam(Ex): If the Trainer Golem makes a full-attack action it gains an additional attack with its Slam attack at its highest base attack bonus, however both of these attacks are at a -2 penalty.

    Inspire Courage (Su): The Trainer Golem gains the Inspire Courage ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Trainer Golemís uses of this ability per day. A Trainer Golem may not use Countersong or Distracting Song while it is using Inspire Courage.

    Shout (Su): The Trainer Golemís primary failsafe, the Trainer Golem may make a sonic attack once every 1d4+1 rounds, this attack emanates from the Trainer Golem in a 30 ft. cone. Creatures and objects within this cone suffer 3d4 sonic damage, a successful reflex save DC 15 reduces this damage by half. This DC is charisma based.

    Immunity to Magic (Ex): A Trainer Golem is immune to any spell or spell-like ability that allows spell resistance and has a verbal component, or that is Sonic dependent. In addition, certain spells and effects function differently against the creature, as noted below.

    Any spell dealing Sonic Damage heals the Trainer Golem 1 point of HP for every 3 points of damage it would have dealt.

    A Silence spell that is centered on the Trainer Golem deals damage to the Training Golem equal to 1d6 damage per Caster Level and the Training Golem is slowed (as the Slow spell) for the duration of the spell.

    Reaching Slam (Ex): The Trainer Golemís training slam attack has a reach of 10 feet, but unlike other reach weapons the Trainer Golem may use it on adjacent foes without penalty.

    Trainer (Ex): The Trainer Golemís Slam attack deals nonlethal damage without penalty to attack roll. The Trainer Golem may deal lethal damage with its Slam and Flurry Slam, but it suffers a -2 to attack when doing so.

    Further the Trainer Golem's body is designed to absorb lethal damage in specific areas without inflicting harm to the Trainer Golem. An opponent may choose to deal nonlethal damage to the Trainer Golem without incurring the normal penalties to attack for doing so, as that these locations are specifically designed to simulate real combat.

    Dealing lethal damage to the trainer Golem is no more difficult than it is for doing so to other constructs.

    While the Trainer Golem is immune to nonlethal damage, it has a perfect mental tally of all the nonlethal damage it would have suffered after damage reduction from any single attack, group of attacks, or over a period of time. It keeps track of this in arbitrary numbers that tend to confuse common folk, for this reason many masters order their Trainer Golem to folllow this basic description for nonlethal damage registered.

    Bruised:13 nonlethal damage
    Battered: 28 nonlethal damage.
    Busted: 41 nonlethal damage.
    Beat: 57 nonlethal damage

    Some Trainer Golems are commanded to offer awards at a certain point, or relate its recorded nonlethal damage track after a fight.

    Skills: The Trainer Golem gains a +5 racial bonus to Perform (Sing).

    Construction
    Spoiler
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    A Trainer Golem's body is constructed from relatively simple materials thrown together to look vaguely human, and to present a mild threat to challengers, requiring 100 gp. Assembling the body requires a DC 12 Craft (Sculpting) check or other appropriate skill check. Further a Bard of 1st level or higher must be murdered in a horrifying manner within 100 feet of the Trainer Golemís Body, and within 24 hours of completing the construction and enchantment of the Trainer Golem in order to animate it. Alternatively the soul of a creature that in life possessed the bardic music capability may be coaxed into animating the Golem.

    CL 6th; Craft Construct, Haste, Magic Mouth, Magic Weapon, Shatter caster must be at least 6th level; Price 1,000 gp; Cost 650 gp + 40 XP.
    -=-=-=-=-=-=-
    Lore
    A Knowledge (Arcana) check reveals the following:
    {table=head]DC|Information
    15
    |Construct Type, Distracting Song Attack
    20
    |Training or Challenge Tool, Nonthreatening
    25
    |Flurry Training Slam attack, Bardic Music Abilities
    30
    |Immunity to Magic in full detail[/table]

    A Bardic Knoweldge check reveals the following:
    {table=head]DC|Information
    10
    |Creepy Feeling
    15
    |Distracting Song and Bardic Music Capabilities
    20
    |Immunity to Spells and Which ones, Not Special Spells.
    25
    |Someone in the area doesnít care much for bards
    30
    |The name and history of the Specific Bard Murdered to make this Golem[/table]

    Encounter: A Day at the Fair [CR 3-4]
    Spoiler
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    The local Guard warns the party that not 3 weeks ago a bard named Gonzales was brutally murdered near the Guard Stationís Combat Classes area. They hire on the PCs as extra muscles for the upcoming Fair, but donít expect too much trouble. The PCs may participate in the fair games, and what have you, but if they manage to remain helpful to the town guard all day, they will be paid. There are many great competitions and games to gamble on at the fair, thereís a foot race that one can gamble on, a house of horrors, and even drinking games. A local mage, The Festivalís ďSecrets Master,Ē has been challenging anyone that looks mildly robust to fight its new golem, offering a 3x1 pay off to any victors. Many patrons seem to be filling their pockets with silver coins from this attractionÖ

    Gato, Training Golem 
    Auggy the Secrets Master
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    Neutral Evil Male Elf Wizard L.6
    Init +3, Senses: Listen +5, Spot +5, Low-light vision, Automatically Detects Secret Doors.
    Languages Common, Elven, Draconic, Gnomen, Orc, Sylvan.
    -----------
    AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11
    hp 20 (6 HD)
    Fort +2, Ref +5, Will +6 (+2 to Enchantments)
    -----------
    Speed 30 ft. (6 squares)
    Melee M. Longsword +5 melee (1d8+1) 19-20/x2
    Ranged +1 Longbow +7 ranged (1d8+1) x3
    Base Atk +3, Grp +4
    Atk Options Spells
    Spells Prepared Caster level 6th. (Spells per day 4+1/5+1/4+1/3+1); Save DC 14 + Spell level (15):
    0th- Read Magic, Detect Magic, Prestidigitation (2x),[Mage Hand]
    1st ĖColor Spray, Disguise Self (x2), Swift Expeditious Retreat, Mage Armor, [Feather Fall]
    2nd ĖShatter (x2), Mirror Image (x2), [Foxís Cunning]
    3rd ĖResonating Bolt(x2), Hold Person,[Fly]
    Spell Book:
    L.0
    All Cantrips (Except Abjurtaion or Necromancy)
    L.1
    Ventriloquism
    True Strike
    Mage Armor
    Disguise Self
    Color Spray
    Feather Fall
    Swift Expeditious Retreat (SpellC)
    Animate Rope
    Magic Weapon
    L.2
    Foxís Cunning
    Mirror Image
    Shatter
    Magic Mouth
    L.3
    Haste
    Resonating Bolt (Spell C)
    Hold Person
    Fly
    Prohibited Schools Abjuration & Necromancy
    --------------
    Abilities Str 12, Dex 16, Con 10, Int 19, Wis 12, Cha 9
    SQ Immunity to magical Sleep effects, Snake Familiar (Tiny Viper w/ 10 hp, AC 20, Improved Evasion, Share Spells, Empathic Link, Delivery Touch Spells, Speak With Master, 8 Int.), Alertness,
    Feats Martial Weapon Proficiency (Longsword)B , Martial Weapon Proficiency (Rapier) B, Martial Weapon Proficiency (Longbow) B, Martial Weapon Proficiency (Shortbow) B, Scribe Scroll W,Spell Focus (Transmutation), Craft magical Arms and Armor W, Craft Construct,
    Skills: Bluff +6, Disguise +3, Concentration +9, Knowledge (Arcana) +13, Profession (Carnival Technician) +10, Spellcraft +9 (+11 With Transmutation Spells), Search +6,
    Possessions 110 gp remaining
    Masterwork Longsword (315gp)
    +1 Longbow (2,375 gp)
    Trainer Golem ĎGato,í (650 gp)
    Amulet of Natural Armor (2,000 gp)
    1,500 Silver Pieces Award Money



    Advanced Trainer Golem
    Large Construct
    Hit Dice: 16d10 +30 (118 HP)
    Initiative: +0
    Speed: 20 ft. (5 squares)
    Armor Class: 21 (-1 size, +12 natural), 9 touch, 21 flat-footed
    Base Attack/Grapple: +12/+24
    Attack: Slam +19 melee (1d8+12 nonlethal) or Slam +17 melee (1d8+12) [See Trainer]
    Full Attack: Slam +19 melee (1d8+12 nonlethal) or Slam +17 melee (1d8+12) [See Trainer] or Rushing Blow +19 (1d8+12 nonlethal)
    Space/Reach: 10ft, 10ft (30ft with Rushing Blow.)
    Special Attacks: Burst of Speed, Countersong, Destructive Trample, Distracting Song, Electric Rage, Inspire Courage, Luminaire, Rushing Blow.
    Special Qualities: Darkvision 60ft, DR/10 Magic, Immunity to Magic, Low-light vision, Trainer
    Saves: Fort +5, Ref +5, Will +6
    Abilities Str 26, Dex 10, Con ō, Int ō, Wis 13, Cha 18
    Skills: Perform (Sing) +19
    Feats: -
    Environment: Any
    Organization: Solitary or Chorus (2-5)
    Challenge Rating: 12
    Treasure: 15,000 Silver Pieces
    Alignment: Always Neutral.
    Advancement: -
    Level Adjustment: -

    Ah, Gonzales ♪ Made of metal strong ♪ Win silvered coin ♪ If you can end his song.

    Most Trainer Golems are designed to actually train greenhorns, challenge average folk at festivals, or even keep the general soldierís technique sharp. However, every now and then a truly challenging creature is built, these Advanced Trainer Golems are truly enigmatic in their construction, and most people who find themselves owning one have no idea where it came from or how it was constructed. Many theories have been pieced together about their origins but little light has been shed on this mystery. However, it is known that these golems will throw quite the temper tantrum when it comes to losing.

    Combat
    Like their lesser cousins the Advanced Trainer Golem does not lust after combat and wonít make aggressive actions unless it has been attacked, ordered to do so, or if a challenger has announced its intent to win coins from it. Persisting to attack an Advanced Trainer Golem after it has called the battle to an end is dangerous, and likely to set off the Trainer Golemís Electric Rage. Once in such a rage the Advanced Trainer Golem becomes rather wreckless and destructive actively attacking any perceivable threats, and knocking over any freestanding objects it encounters. Only an Advanced Trainer Golemís master can order the golem out of this frenzy.

    Burst of Speed (Su): While in an Electrical Rage the Advanced Trainer Golem may spend a full round action to move up to 10x its base land speed. It may also may make a charge attack after moving 4x its base land speed rather than 2x.

    Countersong (Su): The Advanced Trainer Golem gains the Countersong ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Advanced Trainer Golemís uses of this ability per day. A Advanced Trainer Golem may not use Inspire Courage or Distracting Song while it is using Countersong.

    Destructive Trample (Su): While in an Electrical Rage the Advanced Trainer Golem may trample over free-standing objects with little difficulty. The Advanced Trainer Golem ignores difficult terrain while in Electric rage, and may trample over any portion of any freestanding object in its path of movement. The Advanced Trainer Golem deals 2d8+16 damage to any object it so tramples over (or rather through), ignoring the first 10 points of Hardness. If an object is not destroyed, by this damage it slows the Advanced Trainer Golemís speed by 10, and suffers damage again, this continues until the Advanced Trainer Golemís movement is reduced to 0 or the object is broken and the Advanced Trainer Golem continues moving.

    Distracting Song (Su): The Advanced Trainer Golem may create distracting music that echoes out of its mostly hollow body. Any opponent within 30 feet of the Advanced Trainer Golem must make a will save opposed by the Advanced Trainer Golem's Perform (Sing) check or suffer a -2 circumstance penalty to attack rolls and armor class. This is a sonic based effect. Activating or deactivating this ability is a free action, a Advanced Trainer Golem may not use Countersong or Inspire Courage while it is using Distracting Song.

    Electric Rage (Su): As a free action on its turn, the Advanced Trainer Golem may enter into an electric rage, increasing its strength by +4 as well as increasing its base land speed to 60 feet. While in electric rage the Advanced Trainer Golem gains access to Destructive Trample, Burst of Speed, and Luminaire attacks.

    Inspire Courage (Su): The Advanced Trainer Golem gains the Inspire Courage ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Advanced Trainer Golemís uses of this ability per day. A Advanced Trainer Golem may not use Countersong or Distracting Song while it is using Inspire Courage.

    Luminaire (Su): As a full round action the Advanced Trainer Golem may conjure a sphere of energy centered on its self. Light and electricity emanate in a 60 foot radius around the Advanced Trainer Golem, any creature caught in this area suffer 15d6 damage, half of which is electricity damage, and the other half is force damage. A DC 21 Reflex save reduces this damage by half. Further any creatures damaged by this ability must make a DC 21 Fortitude save or be blinded. Both DCs are charisma based.

    Rushing Blow (Ex): As a full attack action the Advanced Trainer Golem may use its slam attack against any opponent it is aware of within 30feet, if this attack successfully strikes an opponent the Advanced Trainer Golem may make a Bull-rush Against that opponent as a free action without provoking an attack of opportunity. The Advanced Trainer Golem need not travel with its opponent to move it back further than the first 5 feet. If an opponent is knocked back further than 5 feet, it must make a DC 25 Reflex save or be knocked prone. This DC is strength Based.

    Immunity to Magic (Ex): A Advanced Trainer Golem is immune to any spell or spell-like ability that allows spell resistance and has a verbal component, or that is Sonic dependent. In addition, certain spells and effects function differently against the creature, as noted below.

    Any spell dealing Sonic Damage heals the Advanced Trainer Golem 1 point of HP for every 3 points of damage it would have dealt.

    Any spell dealing Electricity Damage heals the Advanced Trainer Golem 1 point of HP for every 3 points of damage it would have dealt. Further the Advanced Trainer Golem is immediately sent into an Electrical Rage after being effected by such an attack.

    A Silence spell that is centered on the Advanced Trainer Golem deals damage to the Training Golem equal to 1d6 damage per Caster Level and the Training Golem is slowed (as the Slow spell) for the duration of the spell. Further this automatically ends any Electrical Rage the Advanced Trainer Golem is in.

    Trainer (Ex): The Advanced Trainer Golemís Slam attack deals nonlethal damage without penalty to attack roll. The Advanced Trainer Golem may deal lethal damage with its Slam and Rushing Slam, but it suffers a -2 to attack when doing so.

    Further the Advanced Trainer Golem's body is designed to absorb lethal damage in specific areas without inflicting harm to the Advanced Trainer Golem. An opponent may choose to deal nonlethal damage to the Advanced Trainer Golem without incurring the normal penalties to attack for doing so, as that these locations are specifically designed to simulate real combat.

    Dealing lethal damage to the Advanced Trainer Golem is no more difficult than it is for doing so to other constructs.

    While the Advanced Trainer Golem is immune to nonlethal damage, it has a perfect mental tally of all the nonlethal damage it would have suffered after damage reduction from any single attack, group of attacks, or over a period of time. It keeps track of this in arbitrary numbers that tend to confuse common folk, for this reason many masters order their Advanced Trainer Golem to folllow this basic description for nonlethal damage registered.

    Bruised:29 nonlethal damage
    Battered: 59 nonlethal damage.
    Busted: 88 nonlethal damage.
    Beat: 118 nonlethal damage

    Some Advanced Trainer Golems are commanded to offer awards at a certain point, or relate its recorded nonlethal damage track after a fight.

    Skills: The Advanced Trainer Golem gains a +16 racial bonus to Perform (Sing).

    -=-=-=-=-=-=-
    Lore
    A Knowledge (Arcana) check reveals the following:
    {table=head]DC|Information
    15
    |Construct Type, Distracting Song Attack
    20
    |Training or Challenge Tool, Nonthreatening
    25
    |Advanced Trainer Golem, Higher challenged than initially imagined.
    30
    |Rushing Blow, Damage Reduction to Magic.
    35
    |Electrical Rage and triggers, Burst of Speed, Destructive Trample.
    40
    |Immunity to Magic in full detail, Luminaire Attack[/table]

    A Bardic Knoweldge check reveals the following:
    {table=head]DC|Information
    10
    |Creepy Feeling
    15
    |Distracting Song and Bardic Music Capabilities
    20
    |Advanced Trainer Golem, Higher challenged than initially imagined.
    25
    |Rushing Blow, Damage Reduction to Magic.
    30
    | Electrical Rage and triggers, Burst of Speed, Destructive Trample.
    35
    | Immunity to Magic in Full Detail, Luminaire Attack.
    40
    |The name and history of the Specific Bardís soul that is animating this Golem[/table]



    -=-=-=-=-=-=-=-
    A Chumpís Twopence:
    Spoiler
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    Thanks to Vorpal Tribble for his Monster Making For the Feebleminded which helped me out with this monster as well!
    The formulaís got this guy at a CR 5, but Iím thinking CR 4 or even CR 3 is fine, especially considering the mostly nonlethal damage it deals.
    I really donít grasp Golem Construction Costs too well, so feedback on that would be great.
    P.E.A.C.H.ing and Grammar/Spelling assistance appreciated.

    Somehow I forgot to add saves to the original. Fixed that.
    Advanced version added without Construction section, because it seems easily abused by player characters.
    Last edited by AugustNights; 2011-12-26 at 10:30 AM.
    Come with me, time out of mind...

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    Bugbear in the Playground
     
    balistafreak's Avatar

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Have to chip in:

    As a guy who's beaten Chrono Trigger at least 5 times... YES.
    Intelligence is knowing that a tomato is a fruit. Wisdom is knowing not to put tomato in fruit salad. Charisma is convincing someone it's a good idea anyways.

    I am a 12/13/13/17/15/17 True Neutral Sorcerer2.

    Tainted Bonds, a newly-created Touhou x D&D 3.5 CYOA. Just read these before posting anywhere. Talk about it here.

    Awesome remastered ballista avatar by Savannah!

  3. - Top - End - #3
    Firbolg in the Playground
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    I ctrl+fed silver points and was very disappointed.

    Then I read and saw the 1500 silver coin reward and was happy.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    You are quite awesome. Words have difficulty describing the fangasm I had as a huge fan of Chrono Trigger.
    Quote Originally Posted by JeminiZero View Post
    Gamer cancels life, interrupted by Dwarf Fortress.

  5. - Top - End - #5
    Bugbear in the Playground
     
    RationalGoblin's Avatar

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    As a Chrono Trigger player, this is quite fantastic.
    Rational Goblin Avatar by C-Lam. Thanks!

    Ixtlan, World of Exploration, my campaign setting. Currently on hiatus.

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    Barbarian in the Playground
     
    AugustNights's Avatar

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    I'm glad to have made my fellow Chrono-fans happy with the construct, any criticisms, thoughts, ect? Feel close enough to the original monster?
    Come with me, time out of mind...

  7. - Top - End - #7
    Barbarian in the Playground
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    such home very place wowe
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    tongue Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Excellent work. Is there, perhaps, an epic-level version?

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    The uber-awesome bot shown here goes berserk on electricity (09:30), posseses super speed (11:02, 12:09) and rocket punches (13:01), and can cast Luminaire and other spells(13:35).

  8. - Top - End - #8
    Troll in the Playground
     
    PirateGirl

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    This is quite good.

    The hit points should be 57 not 37. 5 x 5.5 = 27 + 30 =57.

    It should have Perform (Sing) as a Bonus. It doesn't have standard skills due to its lack of Intelligence, but it would still qualify for bonus skills. It would have Perform (Sing) with a +5 racial skill (+3 would come from Cha). You need a skills section to state that the trainer golem has a +5 racial bonus to Perform (Sing).

    AC is not -1 from Size. Medium creatures are a +0. AC should be 16, touch 9 and flat-footed 16.

    It can make 1 slam at +6 or using Flurry 2 slams at +4. Its normal damage for a single slam would be 1 1/2 Str since it is its only attack. With flurry it loses the 1/2 damage since it is 2 attacks. You should probably state that it never makes a single slam as a full attack.

    Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 (1d6+4) [See Trainer]
    Full Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 (1d6+4) [See Trainer] or 2 slams +4 melee (1d6+3 nonlethal)*

    *You should state that Flurry may only be used on NON-lethal damage. Trainer allows the damage to be lethal, so using Trainer and Flurry together would allow it to make lethal attacks.

    Your tags are missing from the Special Abilities (Ex, Sp or Su). What does Reaching Slam do? Does it just give it 10 ft reach? That should be noted in the stat block in Reach.

    Space/Reach: 5 ft./5 ft. (10 ft. with Reaching Slam).

    Distracting Song has a DC 18 Will save and it should be 15. The DC of Special abilities are 10 + 1/2 Monster's HD + ability modifier. I think you used the Cha modifier. 10 +2 +3 = 15. Shout has a similar problem. You left off which skill it is based on. Should be Cha most likely.

    Lore checks are standard from the Knowledge skill. They start at 10 plus the Monster's HD and increase by 5. Ditto for Bardic Knowledge. However, you could say that these are commonplace so the DCs are at -5. Thus it would start at 10 and increase by 5 for each check.

    Debby
    Last edited by Debihuman; 2010-12-09 at 07:58 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  9. - Top - End - #9
    Barbarian in the Playground
     
    AugustNights's Avatar

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Quote Originally Posted by Doggie_arf View Post
    Excellent work. Is there, perhaps, an epic-level version?

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    The uber-awesome bot shown here goes berserk on electricity (09:30), posseses super speed (11:02, 12:09) and rocket punches (13:01), and can cast Luminaire and other spells(13:35).
    Ooooh, this can be fun.
    Not epic though, not quite.
    We'll see, when I have time.

    Quote Originally Posted by Debihuman View Post
    This is quite good.

    The hit points should be 57 not 37. 5 x 5.5 = 27 + 30 =57.

    It should have Perform (Sing) as a Bonus. It doesn't have standard skills due to its lack of Intelligence, but it would still qualify for bonus skills. It would have Perform (Sing) with a +5 racial skill (+3 would come from Cha). You need a skills section to state that the trainer golem has a +5 racial bonus to Perform (Sing).

    AC is not -1 from Size. Medium creatures are a +0. AC should be 16, touch 9 and flat-footed 16.

    It can make 1 slam at +6 or using Flurry 2 slams at +4. Its normal damage for a single slam would be 1 1/2 Str since it is its only attack. With flurry it loses the 1/2 damage since it is 2 attacks. You should probably state that it never makes a single slam as a full attack.

    Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 (1d6+4) [See Trainer]
    Full Attack: Slam +6 melee (1d6+4 nonlethal) or Slam +4 (1d6+4) [See Trainer] or 2 slams +4 melee (1d6+3 nonlethal)*

    *You should state that Flurry may only be used on NON-lethal damage. Trainer allows the damage to be lethal, so using Trainer and Flurry together would allow it to make lethal attacks.

    Your tags are missing from the Special Abilities (Ex, Sp or Su). What does Reaching Slam do? Does it just give it 10 ft reach? That should be noted in the stat block in Reach.

    Space/Reach: 5 ft./5 ft. (10 ft. with Reaching Slam).

    Distracting Song has a DC 18 Will save and it should be 15. The DC of Special abilities are 10 + 1/2 Monster's HD + ability modifier. I think you used the Cha modifier. 10 +2 +3 = 15. Shout has a similar problem. You left off which skill it is based on. Should be Cha most likely.

    Lore checks are standard from the Knowledge skill. They start at 10 plus the Monster's HD and increase by 5. Ditto for Bardic Knowledge. However, you could say that these are commonplace so the DCs are at -5. Thus it would start at 10 and increase by 5 for each check.

    Debby
    Debihuman you're a saint, would you care to give my Worker Golem the same combing? It's a bit more complicated, so no hurry.
    I'll implement these changes as soon as I have internet inside a warm house and my fingers aren't numb. That could take some time...

    Edit: Avoiding a double post here, and commenting on the Makeover, as suggested by Debihuman.

    Do Flurry attacks usually reduce strength modifier on damage? I thought that they did not, even on singular attacks. But I'm new to monster-monster building.

    For some reason I had this guy at large at one point. Better at medium methinks, missed the armor change. Thanks!

    Thanks for the Skill tip, I wasn't sure how to implement that.

    Trainer is intended to be able to be used with Flurry Slam. I think I have made that more clear now. I hope so. At +2 to hit, and the low damage, I'm not terrible concerned with it being too powerful for a L.4 party to tackle... actually after giving it a look over, it may be CR 3... but again, new to Monster-monsters.

    Thanks for the Reach tip!

    I intended for Distracting Song and Shout to both be based off of its Perform (Sing) skill. Having given it some thought, the Shout ability has no business being higher than DC 15, and the Distracting song can be more varied by being similar to Fascinate. Which, I feel, meshes well with the other L.1 Bard-like abilities.

    I'm not too keen on the preset-up of Lore Checks, but thanks for the tips. I think I'll have arcana be normal, and Bard's be a little more savvy that this guy didn't get animated by a Water-elemental's soul... Ah pants... now I want to stat up a Poet Tree....

    Strong Trainer Golem coming soon...
    Last edited by AugustNights; 2010-12-10 at 09:49 AM.
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    wink Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Quote Originally Posted by ChumpLump View Post
    Ooooh, this can be fun.
    Not epic though, not quite.
    We'll see, when I have time.

    *snip!*

    Strong Trainer Golem coming soon...
    You'll probably need to murder, say, a high-level Sublime Chord to create the uber-Trainer Golem. I eagerly await the statting-out of of this super-bot.

    Just a question, though:

    Quote Originally Posted by ChumpLump View Post
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    A Trainer Golem's body is constructed from relatively simple materials thrown together to look vaguely human, and to present a mild threat to challengers, requiring 100 gp. Assembling the body requires a DC 12 Craft (Sculpting) check or other appropriate skill check. Further a Bard of 1st level or higher must be murdered in a horrifying manner within 100 feet of the Trainer Golemís Body, and within 24 hours of completing the Trainer Golemís animation.

    CL 6th; Craft Construct, Haste, Magic Mouth, Magic Weapon, Shatter caster must be at least 6th level; Price 1,000 gp; Cost 650 gp + 40 XP.
    So........the golem will already be animate upon completing the necessary spells and skill checks? If so, what happens to the Golem if there isn't any convenient Bard available for the slaughter?
    Last edited by Doggie_arf; 2010-12-10 at 10:39 AM.

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Countersong (Su): The Trainer Golem gains the Countersong ability as a bard of equal level to its HD with its perform (sing) skill. There are no limits on the Trainer Golemís uses of this ability per day. A Trainer Golem may not use Inspier Courage or Distracting Song while it is using Countersong.
    Typo.

    A Silence spell deals damage to the Training Golem equal to 1d6 damage per Caster Level and the Training Golem is slowed (as the Slow spell) for the duration of the spell
    What happens if he leaves and comes back?Or if he stays there for more then 1 round?
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Slams are natural attacks so they aren't +4/+4 or even +2/+2. Attacks from Slams are based on number of appendages. It should be written 2 slams +4 melee or 2 flurry slams +2 melee. It makes more sense for creatures that have 2 slams that can also use a weapon. However, I think consistency is a good thing. :-)

    Debby
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Why does the creation of Gato have to be an evil act?

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Quote Originally Posted by Bendraesar View Post
    Why does the creation of Gato have to be an evil act?
    I have yet to play with a bard where the DM would consider it an evil act to ruthlessly kill said bard with said bard's own instrument.
    That said, that bit's more of a joke really, if you don't like the flavor of that, you could come up with something equally flavorful.

    Quote Originally Posted by Debihuman View Post
    Slams are natural attacks so they aren't +4/+4 or even +2/+2. Attacks from Slams are based on number of appendages. It should be written 2 slams +4 melee or 2 flurry slams +2 melee. It makes more sense for creatures that have 2 slams that can also use a weapon. However, I think consistency is a good thing. :-)
    It's not 2 slams, its only 1, that is flurried.
    Similar to the ability of the Monk.
    It is meant to be the same... appendage if you will, that is doing the attack.
    Edit: Ah.. I left out the 'at highest base attack bonus' bit of Flurry. I hope that clears that up.

    Quote Originally Posted by monkman View Post
    Typo.


    What happens if he leaves and comes back?Or if he stays there for more then 1 round?
    Thanks.

    And I will specify that it needs to be a silence spell targeting The Trainer Golem, and not a Silence Spell effecting the Trainer Golem.
    Last edited by AugustNights; 2010-12-10 at 05:20 PM.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    The reaching slam is supposed to be Gato's internal boxing glove weapon, right?

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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Quote Originally Posted by Bendraesar View Post
    The reaching slam is supposed to be Gato's internal boxing glove weapon, right?
    Yes, well his slam is that boxing glove weapon, and it had reach, and you don't die if you lose the fight, so I figure its nonlethal.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Now you have a contradiction in the special abilities. Flurry of blows says that it may only be used on non-lethal attacks. However, Trainer says that it may use it's Training Slam to deal lethal damage. This indicates that you cannot use both Flurry and Training Slam together. You need to clear this up. Either the Flurry can only be used only on non-lethal attacks or it can be used with Trainer to make lethal attacks. The word "only" is the problem.

    I recommend changing the wording to this:

    Flurry: If the Trainer Golem makes a full-attack action, it gains an additional attack with its Slam attack; however both of these attacks are at a -2 penalty. Flurry may only be used on non-lethal attacks except when used in conjunction with the Trainer ability. The trainer golem may then make two lethal attacks using both abilities, but the penalties stack.

    To clean up the statblock, I recommend changing the to the following:

    Attack: Slam +6 melee (1d6+4 nonlethal) or Trainer Slam +4 melee (1d6+4)
    Full Attack: Slam +6 melee (1d6+4 nonlethal) or Trainer Slam +4 melee (1d6+4) or Flurry Slam +4/+4 melee (1d6+4 nonlethal) or Flurry Trainer Slam +2/+2 melee (1d6+4)


    Distracting Song and Shout DCs still need to indicate 15 and that Cha is the skill base.

    Debby
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Quote Originally Posted by Debihuman View Post
    Now you have a contradiction in the special abilities. Flurry of blows says that it may only be used on non-lethal attacks. However, Trainer says that it may use it's Training Slam to deal lethal damage. This indicates that you cannot use both Flurry and Training Slam together. You need to clear this up. Either the Flurry can only be used only on non-lethal attacks or it can be used with Trainer to make lethal attacks. The word "only" is the problem.
    I don't see where it says it can only be used to deal nonlethal damage.



    I recommend changing the wording to this:

    Flurry: If the Trainer Golem makes a full-attack action, it gains an additional attack with its Slam attack; however both of these attacks are at a -2 penalty. Flurry may only be used on non-lethal attacks except when used in conjunction with the Trainer ability. The trainer golem may then make two lethal attacks using both abilities, but the penalties stack.
    Flurry can only be used with slams. Which by merit of the Trainer special quality, deal nonlethal damage, unless the Trainer Golem wishes to suffer an additional -2 penalty to attack.


    To clean up the statblock, I recommend changing the to the following:

    Attack: Slam +6 melee (1d6+4 nonlethal) or Trainer Slam +4 melee (1d6+4)
    Full Attack: Slam +6 melee (1d6+4 nonlethal) or Trainer Slam +4 melee (1d6+4) or Flurry Slam +4/+4 melee (1d6+4 nonlethal) or Flurry Trainer Slam +2/+2 melee (1d6+4)
    Trainer is a quality, much like merciful, not an attack. Basically it inverses the lethal/nonlethal damage rule.

    Distracting Song and Shout DCs still need to indicate 15 and that Cha is the skill base.
    Distracting Song is an opposed save, and I will indicate Cha is the base Ability.

    Edit: Cleaned up Construction, and added non evil means of animating Trainer Golem.
    Last edited by AugustNights; 2010-12-11 at 12:02 PM.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    ChumpLump, this is great. As a fan of CT myself, I've often wondered how my square-fan players would react to this sort of thing. The only gripe I have about it is that it can be permanently destroyed. The Real Gato could get hit by luminaire and all the other huge attacks in the game and still be standing afterwards to sing your praises and dispence your silver points. I think when I loose this on my players I'll tack on regeneration 500 or so (yeah, I know constructs cant normally have regeneration) and stop the battle after the players deal enough damage.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Quote Originally Posted by Jarrick View Post
    ChumpLump, this is great. As a fan of CT myself, I've often wondered how my square-fan players would react to this sort of thing. The only gripe I have about it is that it can be permanently destroyed. The Real Gato could get hit by luminaire and all the other huge attacks in the game and still be standing afterwards to sing your praises and dispence your silver points. I think when I loose this on my players I'll tack on regeneration 500 or so (yeah, I know constructs cant normally have regeneration) and stop the battle after the players deal enough damage.
    I was thinking about tacking on a 'Nonlethal Damage Tracker' special ability, that allowed the construct to track the nonlethal damage dealt to it even though it doesn't suffer nonlethal damage, but this bit became heavily convoluted to me. Perhaps I will include a 'Easily Repaired' feature or someother, making it ideal for training.

    Regeneration 1 should be enough, that will essentially make it immune to damage, as that regeneration transfers all damage to nonlethal damage, and constructs are immune to nonlethal damage. If you want to stick to the rules, though, you could give it Fast Healing 500. Which Constructs can legally have.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Oh yeah, I forgot about that little detail about constructs being immune to nonlethal. I like it. I like the idea of the damage tracker too. I picture the party spending their remaining spells per day and maneuvers and such to try to beat each others' high score for damage on this.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Added in convoluted Nonlethal damage tracker. Seems to fit the fluff fine, and I like the idea for training in general.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Very nice! This system prevents PC munchkins from taking an indestructable robot into combat. It's perfect. I wholeheartedly approve.
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    Default Re: I have metal joints! [3.5 Monster, P.E.A.C.H.]

    Added Advanced Trainer Golem as requested.
    Also, it seems I had forgotten saves on the original. That has been mended.
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