Chain Golem's Chain Barrier

seans23

First Post
MM2 said:
Chain Barrier (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 17) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage.

So does that mean that there's no reflex save if you intentionally walk through such a barrier? You still get a reflex save if you intentionally walk through a blade barrier.
 

log in or register to remove this ad

frankthedm

First Post
[IMaGel]http://img401.imageshack.us/img401/9394/chainbangrm6.gif[/IMaGel] ____________________________
Originally posted by seans23
So does that mean that there's no reflex save if you intentionally walk through such a barrier? You still get a reflex save if you intentionally walk through a blade barrier.

____________________________

Yes it is stupid someone gets to roll a reflex save if they willingly go into a whirling barrier of blades. Thankfully this monster ability has none of that silliness!

BTW, the barrier is around the golem, to get into the 7d6 & No save area, you would have to enter or pass through the golem's space. As long as you remain adjacent, you are entitiled to the save.

http://img401.imageshack.us/img401/9394/chainbangrm6.gif

TBH, that ability needs to have been worded better for other reasons as well. It is an Extraordinary ability so I'd hope to the gods' the designer intended the ‘chain’ barrier to deal the same type of damage the golem normally does, not magical force blade damage ala the actual blade barrier spell.

Also does that field persist for the duration a blade barrier spell would have had? To me, since it is an extraordinary ability, it sounds like the barrier should just be up for a round, and the golem can then take another full round action to keep the barrier up next round. Otherwise even more issues get raised, like “what if the golem starts moving while the chain barrier is going?”
 
Last edited:

seans23

First Post
frankthedm said:
BTW, the barrier is around the golem, to get into the 7d6 & No save area, you would have to enter or pass through the golem's space. As long as you remain adjacent, you are entitiled to the save.

ahh ok. That makes more sense.

frankthedm said:
Also does that field persist for the duration a blade barrier spell would have had?

It's a standard action to persist it. Also, the chains provide cover, for +4AC.
 

frankthedm

First Post
Oh, the chain golem is only medium?! Looks like I made my gif example too big. Guess I'll have to advance it.

[sblock=Large Chain Golem] Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 11d10+30 (90 hp)
Initiative: +2
Speed: 30 ft. (4 squares)
Armor Class: 21(–1 size, +3 Dex, +10 natural) touch 10, flat-footed 19
Base Attack/Grapple: +8/+20
Attack: Chain Rake +15 melee (2d6+8+wounding)
Full Attack: 2 Chain Rakes +15 melee (2d6+8+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 26, Dex 16, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 7
Advancement: 12-21 HD (Large)


Combat

Chain barrier (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 19) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round.Note: The DC seems to be Constitution based with a 4 point racial bonus..

Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.

Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. In addition, certain spells and effects function differently against the creature, as noted. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.

Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock]
 
Last edited:

frankthedm

First Post
ironthugis1.jpg
The Dreamblade Iron Thug, an awesome fig for a chain golem.

And here are two more. Be sure to evaluate the CRs before using them on your poor PCs.

[sblock=Fully Advanced Large Chain Golem] Fully Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 21d10+30 (145 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (–1 size, +2 Dex, +10 natural) touch 9, flat-footed 19
Base Attack/Grapple: +15 / +29
Attack: Chain Rake +24 melee (2d6+10+wounding)
Full Attack: 2 Chain Rakes +24 melee (2d6+10+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 30, Dex 15, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 10 ?


Combat

Chain barrier, (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus..

Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.

Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.

Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Elite Fully Advanced Large Chain Golem]Elite Fully Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 21d10+30 (145 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +4 Dex, +10 natural) touch 11, flat-footed 19
Base Attack/Grapple: +15 / +31
Attack: Chain Rake +26 melee (2d6+12+wounding)
Full Attack: 2 Chain Rakes +26 melee (2d6+12+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +7, Ref +11, Will +7
Abilities: Str 35, Dex 18, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 11 ?


Combat

Chain barrier, (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus..

Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.

Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.

Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock]
 
Last edited:

Remove ads

Top