Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 2 12 LastLast
Results 1 to 30 of 42
  1. - Top - End - #1
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Planar Golems (3.5, PEACH)

    So, the Monster Manual III mentions that many types of planar golems exist (even giving their names and general description), but all but two remain unstatted. In this thread, I intend to homebrew them all.

    Reserved for Amorphion (Limbo Golem)
    Last edited by LOTRfan; 2011-02-17 at 11:39 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  2. - Top - End - #2
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Reserved for Ash Golem (Gehenna Golem)
    Last edited by LOTRfan; 2011-02-17 at 11:39 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  3. - Top - End - #3
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Battleglory
    Huge Construct (Chaotic, Good, Extraplanar)
    Hit Dice:
    21d10+30 (145 hp)
    Initiative: -1
    Speed: 20 ft. (can't run)
    Armor Class: 27 (+20 natural, -2 size, -1 Dex), touch 7, flatfooted 27
    Base Attack/Grapple: +15/+33
    Attack: Huge Greataxe +23 melee (4d6+15 damage)
    Full Attack: 6 Huge Greataxes +23 (4d6+15 damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rage, Mighty Blow
    Special Qualities: Construct traits, Damage Reduction 10/Law, Darkvision 60 ft., Lowlight vision, Immunity to Magic, Fast Healing 10, Positive Energy Connection, Superior Multiweapon Fighting
    Saves: Fort +7, Ref +6, Will +10
    Abilities: Str 31, Dex 8, Con ---, Int ---, Wis 16, Cha 16
    Skills: -----
    Feats: -----
    Environment: The Heroic Domains of Ysgard
    Organization: Solitary, or Squad (1-4 plus 3-6 Bariaurs of at least 10 HD)
    Challenge Rating: 14
    Treasure: None
    Alignment: Always Chaotic Good
    Advancement: 22-42 HD (Huge)
    Level Adjustment: -----

    A large, lumbering creature walks forward. Made from the corpses and equipment of several dead humanoids, this creature has six flailing arms with a greataxe attached to each.

    Battleglories are variant flesh golems animated by the power of Ysgard itself. Made from the bodies of twelve barbarians who willingly donated their bodies to be used after their death. Battleglories are used by Bariaurs as backup soldiers and practice dummies (despite their high cost, they heal quickly, so owners can afford to do it).

    Combat
    Battleglories still hold the rage of the component barbarians, and may trigger this inner wildness whenever necessary. It is said that to see a Battleglory mid-rage is to watch a piece of art, both elegant and savage as it hacks into its enemies. Unlike most creatures, a Battleglory can carry two-handed weapons in one hand without penalty.

    Magic Immunity (Ex): A Battleglory is immune to all spells that allow Spell Resistance, except for the following; Inflict Minor Wounds and its variants deal normal damage, while Cure Minor Wounds and its variants heal the normal amount of damage.

    Mighty Blow (Ex): As a standard action, a Battleglory may swing a single greataxe with such strength that it knocks an opponent of its size or smaller 1d4 x 5 feet backwards. Such a target is knocked prone, and must succeed on a Fortitude save (DC 30), or be dazed for 1d4-1 (minimum 1) rounds. If the target collides with another object or creature before reaching the full distance, both take an extra 1d6 damage and are knocked prone. Only the one actually attacked must make the Fortitude save, however.

    Positive Energy Connection: Despite being constructs, Battleglories are affected by positive energy as though they are living creatures (no doubt because of the essence of Ysgard within their core); if they die, they are revived at the start of each day (even on planes other than Ysgard) unless miracle or wish is used on the corpse, and they gain the full benefit of spells from the healing subschool.

    Rage (Ex): Once per encounter, a Battleglory may channel the rage of the barbarians it is composed of. This functions as the Barbarian ability, except it gains a +8 bonus to strength, doesn't gain a bonus to Constitution or Will saves, and lasts 6 rounds.

    Superior Multiweapon Fighting (Ex): A Battleglory may fight with all of its greataxes in a full attack without penalty. The Battleglory cannot, however, attack with the same greataxe more than once in this way. The Battleglory may use the greataxe as a one-handed weapon without penalty, and still applies 1.5 times its Strength modifier as a bonus to damage.

    Construction
    To create a Battleglory, one must use the bodies of eight Chaotic Good barbarians who willingly gave the constructor permission to use their bodies after they died. A spirit from Ysgard must then be summoned and placed within the ornamented bodies.

    Caster level 16th; Raise Dead, lesser planar binding; Price 204,000 gp; Cost 102,000 gp + 8,160 gp; Creator must be Chaotic Good.
    Last edited by LOTRfan; 2011-06-22 at 09:26 AM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  4. - Top - End - #4
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Gear Golem
    Huge Construct (Lawful, Extraplanar)
    Hit Dice: 12d10+40 (106 hp)
    Initiative: +0
    Speed: 30 ft. (can't run)
    Armor Class: 19 (+11 natural, -2 size), touch 8, flatfooted 19
    Base Attack/Grapple: +9/+25
    Attack: Slam +15 melee (2d6+8 damage)
    Full Attack: 2 Slams +15 damage (2d6+8 damage)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Swallow Whole, Improved Grab
    Special Qualities: Construct traits, Damage Reduction 10/Chaos, Fast Healing 5, Darkvision 60 ft., Immunity to Magic, Darkvision 60 ft., Lowlight vision
    Saves: Fort +4, Ref +4, Will +9
    Abilities: Str 29, Dex 11, Con ---, Int ---, Wis 21, Cha 14
    Skills: -----
    Feats: -----
    Environment: The Clockwork Nirvana of Mechanus
    Organization: Solitary, or Collection (2-4 plus 1-2 Quadrones)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always Lawful Neutral
    Advancement: 13-24 HD (Huge), 25-48 HD (Gargantuan)
    Level Adjustment: -----

    A large, four legged construct lumbers forward. Its body is box-like in appearance, and composed of many constantly turning gears. Its "face" has an opening, which allows others to see the razor sharp gears turning rapidly inside. Two large arms extend form either side of the construct.

    Gear Golems are servitors of the Modrons. They are generally used as heavy laborers, but they also are used to defend Primus' palace on the Modron domain of Regulus. For the most part, Primus relies on the living construct Modrons to perform its tasks, but when the Modron population is worn thin (whether because of invading raiders or the Great Modron March), the Gear Golems take responsibility for the security of the sixty-four cogs of Regulus.

    Occasionally, Gear Golems can be found away from Regulus. These are usually war machines to fight against Slaadi or hunters to track down rogue Modrons. Whichever the case, the Gear Golems' preferred tactic is to grab hold of their prey and toss them inside their "mouths," where they are ripped apart by dozens of quick moving, razor sharp gears. Modrons who have not returned to Mechanus for months may occasionally be found filled with the gory remains of flesh and machine alike.

    Combat
    Generally, Gear Golems walk into combat mindlessly, grabbing the first target within reach and popping them into its mouth, to await being torn apart.

    Immunity to Magic: A Gear Golem is immune to any spell or spell-like ability that allows spell resistance, with the following exception. Dispel Chaos increases the Gear Golem's fast healing to 10 for 1d4 rounds, while Dispel Law negates its fast healing for 1d4 rounds (or, if the Gear Golem is currently under the benefit of Dispel Chaos, it loses the benefit).

    Improved Grab (Ex): To use this ability, a Gear Golem must hit an opponent of up to one size smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

    Swallow Whole (Ex): A Gear Golem can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+8 points of slashing damage and 8 points of bludgeoning damage per round from the razor sharp gears situated in the Gear Golem's center. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gears (AC 16). Once the creature exits, replacement gears cover the hole; another swallowed opponent must cut its own way out.

    Construction
    To construct a Gear Golem, one must make a body made out of gears from Mechanus itself, and prepare them to be animated via an axiomatic spirit using energy from the Energy Pool in the center of Regulus (this all costs roughly 12,000 gp).

    Caster Level 11th; Craft Construct; Dispel Chaos, Lesser Planar Binding; Cost 12,680 gp + 1,015 XP; Price 25,375 gp; Creator must be Lawful Neutral
    Last edited by LOTRfan; 2011-02-22 at 08:44 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  5. - Top - End - #5
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Reserved for Mindstrike Golem (Pandemonium Golem)
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  6. - Top - End - #6
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Reserved for Perfector (Arcadia Golem)
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  7. - Top - End - #7
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Sentinel of Mithardir
    Medium Construct (Chaotic, Good, Extraplanar)
    Hit Dice: 11d10+20 (80 hp)
    Initiative: +1
    Speed: 30 ft. (can't run)
    Armor Class: 17 (+6 natural, +1 Dex), touch 11, flatfooted 16
    Base Attack/Grapple: +8/+11
    Attack: Slam +7 melee (1d6+3 damage plus 1d6 electric)
    Full Attack: 2 Slams +7 melee (1d6+3 damage plus 1d6 electric)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: electric touch, shocking grasp
    Special Qualities: Construct Traits, immunity to magic, immunity to electricity, sand glide, regenerative, death throes, Lowlight vision, Damage Reduction 10/Evil, Darkvision 60 ft.
    Saves: Fort +3, Ref +4, Will +5
    Abilities: Str 17, Dex 13, Con ---, Int ---, Wis 14, Cha 4
    Skills: -----
    Feats: -----
    Environment: The Olympian Glades of Arborea
    Organization: Solitary, or group (1 plus 2-4 Celestial Elves)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always Chaotic Good
    Advancement: 7-12 HD (medium); 13-24 HD (Large)
    Level Adjustment: -----

    A muscular elf composed of sand glides among the dunes. The occasional streak of lightning flies from its body and strikes the surrounding area.

    Pelion, or Mithardir as the Celestial Elves call it, is the last layer of Arborea, a heavenly desert of pure white sand. Despite its calm appearance, it is often referred to as the prison of the upper planes; it is here that forgotten deities and celestial superweapons live out the rest of eternity, buried in the sands of time.

    There are few settlements on Pelion, but those who do often have strong guardians to protect them in case one of these ancient things awaken. The Celestial Elf colonists create special golems, elven in shape and infused with electric energy. This silent sentinels await outside all major settlements, like statues perfectly shaped from sand.

    These golems, referred to by their creators as Sentinels of Mithardir, who spend eternity in slumber, except for emergencies.

    Combat
    Celestial Elves usually position Sentinels of Mithardir in sandy areas, so they constantly regenerate.

    Death Throes (Su): When killed, a Sentinel of Mithardir explodes violently with electric energy. All creatures within 30 ft. take 10d6 damage (Reflex save DC 17 for half). Save DC is Wisdom based.

    Electric Touch (Su): When hitting a creature with its slam attack (or being hit by a creature using a natural or light weapon), the creature takes 1d6 electric damage as some electricity is discharged.

    Immunity to Magic: A Sentinel of Mithardir is immune to any spell or spell-like ability that allows spell resistance, with the following exception. Contact with water (magically created or otherwise) makes the Golem act as though slowed. Any attack that deals electric damage heals the Sentinel of Mithardir.

    Regenerative (Ex): When situated on sandy ground, the Sentinel of Mithardir gains an ability akin to regeneration (despite not having a constitution score). No attack deals lethal damage, the creature is healed 10 points of damage every round, and the Sentinel "regrows" any lost limbs limbs in 3d6 rounds. Dousing the Sentinel of Mithardir with any form of liquid clumps its sand together, and negates this ability for 3d10 minutes.

    Sand Glide (Ex): A Sentinel of Mithardir can glide through sand as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Sentinel of Mithardir flings the golem back 30 feet.

    Shocking Grasp (Sp): Every 1d4 rounds, a Sentinel of Mithardir may cast shocking grasp at a single target. Caster Level 11th.

    Construction
    To create a Sentinel of Mithardir, one must collect several hundred pounds of sand and power it using the natural electrical storms of Pelion, along with a celestial spirit. The combined price of both is 22,000 gp.

    Caster Level 13th; Regeneration, Lesser Planar Binding, Shocking Grasp; Cost 115,000 gp + 9,200 XP; Price 230,000 gp; Creator must be Chaotic Good
    Last edited by LOTRfan; 2011-02-22 at 08:44 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  8. - Top - End - #8
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Reserved for Shacklelock Golem (Carceri Golem)
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  9. - Top - End - #9
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Well, here's the first draft (I'm not sure at all on the pricing).
    Final draft

    Valorhammer
    Large Construct (Good, Lawful, Extraplanar)
    Hit Dice:
    7d10+30 (68 hp)
    Initiative: +1
    Speed: 20 ft. (can’t run), Fly 40 ft. (Poor)
    Armor Class: 17 (-1 size, +7 natural, +1 Dex), touch 10, flatfooted 16
    Base Attack/Grapple: +5/+16
    Attack: Large masterwork warhammer +12 melee (2d6+7 plus 2d6 vs. evil), or light ray +5 ranged touch (2d6 damage)
    Full Attack: Large masterwork warhammer +12 melee (2d6+7 plus 2d6 vs. evil), or 2 light rays +5 ranged touch (2d6 damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Holy Warhammer, Smite Evil, Light Ray
    Special Qualities: Construct Traits, Lowlight Vision, Damage Reduction 10/Evil, Darkvision 60 ft., Immunity to Magic, Detect Evil
    Saves: Fort +2, Ref +3, Will +2
    Abilities: Str 25, Dex 12, Con ---, Int ---, Wis 11, Cha 10
    Skills: -----
    Feats: -----
    Environment: The Seven Mounting Heavens of Mount Celestia
    Organization: Solitary, or Patrol (1 plus 2-6 Lantern Archons)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Lawful Good
    Advancement: 8-14 HD (Large)
    Level Adjustment: -----

    A mechanical creature resembling a large, flying dwarf lands several feet away. It is made of pure white alabaster and mithral. It wields a large warhammer, engraved with the beautiful Celestial language.

    Valorhammers are Planar Golems created using the metals mined from Mount Celestia. The creators of these extravagant golems fashion them in the image of the dwarves of Nemmiron, with the addition of mithral wings. Valorhammers generally serve as a police garrison, using their ability to detect evil to scare off hidden fiends or evil mortals.

    Valorhammers are even more efficient at their jobs because of their ability to channel their energies into their warhammers, making them merciful weapons. This greatly reduces the risk of accidental mortalities when trying to merely subdue an opponent. Valorhammers are greatly feared for the other abilities granted to them when wielding a warhammer, and for their ability to fire searing rays of holy energy at their opponents, similar to Lantern Archons.

    Valorhammers mithral/alabaster composition makes them lightweight compared to other constructs of their size, and as a result may fly using their wings. Valorhammers cannot speak, but understand commands issued to them in Celestial.

    Combat
    Valorhammers rarely enter combat without their warhammers, as this grants them an advantage when fighting fiendish invaders. Valorhammers do whatever is instructed of them by any nearby Archons. When brought to half its Hit Points, it can now longer fly.

    Detect Evil (Su): Valorhammers can use Detect Evil at-will.

    Holy Warhammer (Su): When wielding a masterwork warhammer crafted in the forges of Mount Celestia, a Valorhammer may channel the powers of the animating celestial spirit to grant it extra abilities. While wielding such a weapon, the weapon is treated as good- and lawful- aligned when it comes to bypassing Damage Reduction. It deals an extra 2d6 damage to creatures with an evil alignment. It is treated as having the merciful magical weapon ability (causing the damage to deal an extra 1d6 damage, for a total of 3d6, but all damage dealt is nonlethal. This ability can be turned off and on at will). In addition, when the merciful enhancement is suppressed, it deals double the normal amount of damage the Valorhammer would normally deal with a Smite Evil attack. When not in the hands of the Valorhammer, the warhammer is just of the common, masterwork variety. The warhammer being wielded by the Valorhammer must have been created in the forges of Mount Celestia for the Valorhammer to channel its abilities; no ordinary warhammer works.

    Immunity to Magic: A Valorhammer is immune to any spell or spell-like ability that allows spell resistance.

    Light Ray: As a standard action every 1d4 rounds, the Valorhammer may release a single light ray from the palm of its hand, dealing 2d6 damage. This has a range of 30 ft. The light bypasses all damage reduction.

    Smite Evil (Su): Three times per day, a Valorhammer may make a special attack that deals extra damage equal to its Hit Dice against another creature. This extra damage is only dealt if the creature smote is evil in alignment. The Valorhammer must decide to use this power before the attack. If the attack misses or is used against a creature of non-evil alignment, there are no effects, but the attempt is still expended.

    Construction
    To construct a Valorhammer, one must use special materials mined from Mount Celestia and build the body on the plane itself. The materials for the body and the preparation to house the spirit costs 7,000 gp. Assembling the body requires a Craft (Armorsmithing) check (DC 24).

    Caster Level 11th; Craft Construct; Detect Good, Holy Smite, Cure Light Wounds, Lesser Planar Binding; Price 47,375 gp; Cost 23,687 gp + 1,895 XP; creator must be Lawful Good
    Last edited by LOTRfan; 2011-02-22 at 06:33 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  10. - Top - End - #10
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Reserved for Woodwrath Golem.

    Thats all the reserved spae I need. Any comments on the Valorhammer?
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  11. - Top - End - #11
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Planar Golems (3.5, PEACH)

    If you are creating planar golems, they should have the Extraplanar Subtype.

    Valorhammer is probably overpowered for its hit dice. It does far more than any comparable golem in the MM and it is should cost a LOT more and probably have a CL to creature that is far higher. Mithral costs 500 gp/lb. 1000 lbs of mithral is 500,000 gp (assuming that the rest of the creature is made from alabaster). For 4,000 gp it is going to be made of alabaster with a single pound of mithral.

    I recommending adding a planar binding spell to the creation for every single one of these. That increases the CL to 11 as a minimum. Since the animating force for a golem is "a spirit from the Elemental Plane of Earth," it should be required.

    The Valorhammer can fly, which makes it far faster than other golems. Since it is a feature, I recommend that you drop the fly speed by half. It is still faster than its land speed. I'd also add that if it takes half damage or more it is grounded.

    How often can the walvorhammer use its Light Ray special ability?

    Debby
    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

  12. - Top - End - #12
    Colossus in the Playground
     
    Eldan's Avatar

    Join Date
    Jan 2007
    Location
    Switzerland
    Gender
    Male

    Default Re: Planar Golems (3.5, PEACH)

    I'm disappointed that the celestial golem isn't called "Orichalcum golem". It even means "mountain metal", for Chronias' sake!

    I'd also assume that planar golems are made from pseudoelementals, not actual elementals.
    Last edited by Eldan; 2011-02-18 at 09:36 AM.
    "Après la vie - le mort, après le mort, la vie de noveau.
    Après le monde - le gris; après le gris - le monde de nouveau.
    "

  13. - Top - End - #13
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Quote Originally Posted by Debihuman View Post
    If you are creating planar golems, they should have the Extraplanar Subtype.

    Valorhammer is probably overpowered for its hit dice. It does far more than any comparable golem in the MM and it is should cost a LOT more and probably have a CL to creature that is far higher. Mithral costs 500 gp/lb. 1000 lbs of mithral is 500,000 gp (assuming that the rest of the creature is made from alabaster). For 4,000 gp it is going to be made of alabaster with a single pound of mithral.
    I'll see what I can do.

    Quote Originally Posted by Debihuman View Post
    I recommending adding a planar binding spell to the creation for every single one of these. That increases the CL to 11 as a minimum. Since the animating force for a golem is "a spirit from the Elemental Plane of Earth," it should be required.
    It seems that other, non-core golems have other types of elemental spirits powering it, so I assume that the power source doesn't have to be an elemental earth spirit. Expanding upon this reasoning, I do not intend these things to be powered by elemental spirits (see my response to Eldan below), but planar binding makes sense for what I have planned.

    Quote Originally Posted by Debihuman View Post
    The Valorhammer can fly, which makes it far faster than other golems. Since it is a feature, I recommend that you drop the fly speed by half. It is still faster than its land speed. I'd also add that if it takes half damage or more it is grounded.

    How often can the walvorhammer use its Light Ray special ability?

    Debby
    Interesting idea, I'll add it in. Light Ray is at will.

    Quote Originally Posted by Eldan View Post
    I'm disappointed that the celestial golem isn't called "Orichalcum golem". It even means "mountain metal", for Chronias' sake!

    I'd also assume that planar golems are made from pseudoelementals, not actual elementals.
    I took the name directly out of the Monster Manual III.

    I agree that the golems shouldn't be powered by elemental spirits. Instead, I'm thinking about "outer spirits" (better name pending) from the Outer Planes. Each Golem has a specific type powering it.

    Axiomatic for the law-dominant planes
    Anarchic for the chaos-dominant planes
    Celestial for the good-dominant planes
    Fiendish for the evil-dominated planes
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  14. - Top - End - #14
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Planar Golems (3.5, PEACH)

    Ray attacks probably shouldn't be an "At Will" ability. That significantly overpowers it for the CR. See other comparable creatures (Arrowhawk for example). I would make the Light Ray a Supernatural ability and have it available once every round or even once every 1d4 rounds. Isn't its primary attack the warhammer? The ray attack should probably be listed in the at as well. It should only do 2d6 damage not 3d6.

    Debby
    Last edited by Debihuman; 2011-02-19 at 11:06 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

  15. - Top - End - #15
    Colossus in the Playground
     
    Eldan's Avatar

    Join Date
    Jan 2007
    Location
    Switzerland
    Gender
    Male

    Default Re: Planar Golems (3.5, PEACH)

    Pseudoelementals are just that, really.

    Basically, Planescape stated that the outer planes are not actually connected to the inner planes. Therefore, elementals can not be summoned. What instead happens is that the mage creates a pseudoelemental from the pseudomatter of the outer planes. This elemental looks mostly like the elemental summoned, but it has the alignment of the plane it's summoned on. So a Celestial Fire Pseudoelemental is lawful good, while an abyssal Earth Pseudoelemental is chaotic evil.
    "Après la vie - le mort, après le mort, la vie de noveau.
    Après le monde - le gris; après le gris - le monde de nouveau.
    "

  16. - Top - End - #16
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Planar Golems (3.5, PEACH)

    Planescape rules don't necessary apply to 3.5. See Planar Handbook. It is possible to summon an earth elemental as you can always attribute it to a planar breach see page 151.

    Debby
    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

  17. - Top - End - #17
    Barbarian in the Playground
    Join Date
    Aug 2006
    Gender
    Male

    Default Re: Planar Golems (3.5, PEACH)

    Regarding the pseudoelemental issue, couldn't you take the Protoss cybernetics approach, and say that some angels/aasimon/whatever term you want to use willingly choose to have themselves bound within these constructs to provide a serve to the realms above? For the evil planes, of course, it'd be a forced process with no choice on the part of the victim.

  18. - Top - End - #18
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Quote Originally Posted by Debihuman View Post
    Ray attacks probably shouldn't be an "At Will" ability. That significantly overpowers it for the CR. See other comparable creatures (Arrowhawk for example). I would make the Light Ray a Supernatural ability and have it available once every round or even once every 1d4 rounds. Isn't its primary attack the warhammer? The ray attack should probably be listed in the at as well. It should only do 2d6 damage not 3d6.

    Debby
    The changes shall be made. You are correct, it seems better that way. The Light ray will be weakened and made usable every 1d4 rounds, as you have suggested. That way, the ray allows the Valorhammer's connection to the Archons is obvious without stepping on the toes of the warhammer.


    As for the power source, I like the idea of a disembodied spirit from the plane itself being the animator of these creatures. Perhaps, as a special requirement for construction, they must be made on the outer plane of origin?
    Last edited by LOTRfan; 2011-02-19 at 11:48 AM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  19. - Top - End - #19
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Any other problems with the Valorhammer?

    Also, when I am done with the Valorhammer, which would you guys want me to start next?
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  20. - Top - End - #20
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Planar Golems (3.5, PEACH)

    My mistake I didn't realize you were statting up the golems suggested by MMIII. In the case of Valorhammer, you should stat out the weapon properly as a holy merciful warhammer.


    A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

    Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus

    Merciful

    The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.

    Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.
    Last edited by Debihuman; 2011-02-19 at 12:24 PM.
    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

  21. - Top - End - #21
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Initially, I planned that as well, but I decided against it, because it would make the golem more unique compared to others of its kind (similar to how the bearded devils and trumpet archons can channel their powers through weapons). If you believe it is better for them to just wield a weapon, though, I'll change it.

    I'm currently working on pricing, and if it remains the way it is, this will add 10,000 gp to the construction cost.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  22. - Top - End - #22
    Ogre in the Playground
     
    Elfstone's Avatar

    Join Date
    Oct 2010
    Location
    USA
    Gender
    Male

    Default Re: Planar Golems (3.5, PEACH)

    I vote Gear golem next.

  23. - Top - End - #23
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Gear Golem it is, then. I'll start creating it (I'll probably give it some sort of swallow whole/engulf ability), but in the meantime, I reworked the pricing. Is it any better, or is it still too low?
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  24. - Top - End - #24
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Planar Golems (3.5, PEACH)

    Looks better although you didn't drop the Fly speed. 50 ft. is a little too fast, IMNSHO.

    Attacks lines should note that the weapon is a Large masterwork warhammer.

    Debby
    P.S. I'm looking forward to your gear golem too. :-)
    Last edited by Debihuman; 2011-02-19 at 08:27 PM.
    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

  25. - Top - End - #25
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Oh, I thought I already fixed that.

    I thought the large size was implied by the monster's size, but looking at the monster entries from other books, they mention the size of the weapon if the creature is not medium. I'll add that in now.

    The first draft of the gear golem should be done tomorrow.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  26. - Top - End - #26
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Alright, I'm currently working on the Gear Golem draft. Surprise visit from the extended family, so I didn't complete it earlier. I hope you guys understand.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  27. - Top - End - #27
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Gear Golem is now finished (the first draft, at least). Any comments/concerns?
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  28. - Top - End - #28
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Planar Golems (3.5, PEACH)

    I really like the gear golem. Nice touch with the Swallow Whole too.

    Debby
    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

  29. - Top - End - #29
    Ogre in the Playground
     
    LOTRfan's Avatar

    Join Date
    Oct 2009

    Default Re: Planar Golems (3.5, PEACH)

    Thank you! I was originally planning a type of proto-inevitable, but that seemed to obvious a choice (especially for 3.5). Great, now I have to work on that...

    I liked the idea of a construct swallowing prey whole and ripping them apart. It was a very unique idea from the MMIII, and I for one am glad that I was ability to give it stats.

    EDIT: If no one has any corrections, does anyone want to decide which comes next?
    Last edited by LOTRfan; 2011-02-20 at 10:39 PM.
    Extended Homebrew Signature

    Let's Read the Monster Manual II!

    Dwarf Cleric avatar by azuyomi244. Thanks!

    Saurial Soulknife avatar by Serpentine. Thanks!

    Warforged Fighter Avatar by C-Lam. Thanks!

  30. - Top - End - #30
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
    Location
    Elemental Plane of Purple
    Gender
    Female

    Default Re: Planar Golems (3.5, PEACH)

    Advancement seems a little off on the gear golem. It should be 13-24 Huge and then go to 25-48 (Gargantuan).

    Debby
    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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •