finished? hahahahahaha!
let's make sure the combat abilities and such are kosher before calling it done.
Dragon 119 said:
Wood golems are generally made by high-level druids of at least 13th-level proficiency. Construction is also possible by lower-level druids who have the necessary instructions, although such druids have a cumulative chance of 10% per level of experience below 13th level that the golem rots and becomes useless. In order to create a wood golem, the druid must first have the instructions provided by a manual of wood golems. If the druid has such a manual in his possession, the wood golem costs nothing to create other than the costs incurred for materials. If the druid does not own such a manual, the cost for one (provided one can be located) is anywhere from 55,000 to 70,000 gp. Without the manual of wood golems, no such creature can be built (thus, DMs should include this item in treasure hoards as desired).
The druid must then find a large fallen oak or pine tree (one that is not rotting or infested with insects) or a recently dead treant shell to begin. To start, large branches of the same tree type must be placed appropriately for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance. The druid must use the following spells in the following order to animate the wood golem: reincarnate, wall of thorns, plant growth, barkskin, and fire seeds. Finally, to complete the process, the druid must sprinkle a potion of plant control on the wood golem and drink the remainder of the potion at the same time. The golem then comes to life. The wood golem takes one month to complete. There is a base 30% chance that the golem goes berserk and attacks its creator upon any command (minus 2% for each level of the druid). Like other golems, wood golems are only able to understand simple commands given to them.
If created from the shell of a dead treant, the golem has the following additional powers:
1. An AC of 0.
2. HD of 11 (65 hp maximum).
3. Can do structural damage like a treant.
4. Has the same weakness to fire as a treant.
This is what we have, from the CC:
CONSTRUCTION
A wood golem's body must be crafted from a large fallen oak or pine tree, which is not rotting or insect-infested. Large branches of the tree must be sawed off and replaced in the appropriate places for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance.
The golem costs 50,000 gp to create and prepare all of the necessary rituals, which includes 500 gp for the body and tools with which to craft it. Assembling the body requires a Craft (woodworking or carpentry) check (DC 13). The wood golem takes one month to complete.
If the golem is created from the shell of a dead treant, the golem has the benefit of an additional +4 to its natural armor bonus (making it +12 total), and the golem also has 11 Hit Dice instead of the standard 9 HD. The golem also has the treant's Double Damage Against Objects ability, and its Fire Vulnerability, but not any of the treant's other abilities. Such a golem is otherwise identical to the normal wood golem.
The creator must be a 13th-level druid and able to cast divine spells. Completing the ritual drains 1000 XP from the creator and requires reincarnate, wall of thorns, plant growth, barkskin, and fire seeds.
Dragon #119 said:
All wood golems can blend into woodlands well; thus, if encountered in the forest, they are likely to surprise (1-5 on 1d6), and in return, can only be surprised on a 1-2 on 1d8.
They do have a +6 racial bonus on Hide checks made in forested areas already. Should we give them some sort of alertness ability related to the forest? I think we gave an ability like that to another creature at some point in the past, like the kercpa or hamadryad.
Dragon #119 said:
Wood golems can normally destroy wooden objects in three melee rounds or less, and save vs. fire at -2.
Should they get something akin to Double Damage against Objects applying only to wood? And this supports the idea of giving them all Vulnerability to Fire.
Dragon #119 said:
This particular golem can attack by punching for 2-24 hp damage, or it can fire up to six acorn fire seeds (as per the spell) once every turn (three from each hand).
This is what we have so far:
Fire Seeds (Su): Once per minute, a wood golem can fire up to 6 acorn fire seeds (three from each hand). This ability is otherwise as the spell (save DC X). Caster level 6th. The save DC is X-based.
Dragon #119 said:
Magical weapons of +2 or better enchantment are needed to hit wood golems, although sharp weapons have a 70% chance of making the wood golem "bleed" a sticky substance which (if consumed) can heal up to 5 hp damage done to any being by the golem.
This also seems to support the DR/adamantine or slashing.
Plus, I gave it this before:
Sap (Su): A wood golem has a sticky sap-like substance running through its body that heals the wounds of living creatures. Every time the wood golem sustains damage from a slashing or piercing weapon, enough sap will bleed out of it to be equivalent to a potion of cure light wounds.
Dragon #119 said:
Because of the magical nature of the wood golem, magics used to control plants (like certain spells or magical devices) have only a 50% chance of working on it. After the effects of such magics have worn off, the golem becomes enraged and proceeds to attack the person who formerly controlled it. Electrical- and cold-based spells do no damage to a wood golem, but slow it for 1-6 rounds unless it makes its saving throw. A wish or a time stop spell works against this creature, and a turn wood or warp wood spell stuns a wood golem for 1-4 rounds. A plant growth or a wall of thorns spell restores hit points to this golem (the effects are similar to a cure serious wounds spell). No other spells affect the wood golem.
This is what I gave it when I converted it to 3.0:
Immunity to Magic (Ex): A wood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain effects function differently against the creature, as noted below.
Wood golems are susceptible to magic that controls plants, but have a +4 bonus to their saving throws against such magic. If any sort of magic used to control plants is successfully used on a wood golem, it will become enraged when the magic wears off and attack the person who used the magic to control it.
Electrical- and cold-based spells do no damage to a wood golem, but slow it for 6 rounds unless it makes its saving throw.
A wish or a time stop spell works fully against this creature, and a repel wood or warp wood spell stuns a golem for 1d4 rounds.
A plant growth or a wall of thorns spell restores hit points to this golem in a fashion similar to a cure serious wounds spell.
No other spells affect the wood golem.