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<blockquote data-quote="Aspect of BOZ" data-source="post: 3087272" data-attributes="member: 41113"><p>finished? hahahahahaha! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>let's make sure the combat abilities and such are kosher before calling it done.</p><p></p><p></p><p></p><p></p><p>This is what we have, from the CC:</p><p></p><p>CONSTRUCTION</p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>This is what we have so far:</p><p></p><p>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.</p><p></p><p></p><p></p><p>This also seems to support the DR/adamantine or slashing.</p><p></p><p>Plus, I gave it this before:</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>This is what I gave it when I converted it to 3.0:</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Electrical- and cold-based spells do no damage to a wood golem, but slow it for 6 rounds unless it makes its saving throw. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>No other spells affect the wood golem.</p></blockquote><p></p>
[QUOTE="Aspect of BOZ, post: 3087272, member: 41113"] finished? hahahahahaha! :) let's make sure the combat abilities and such are kosher before calling it done. 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. 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. 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. 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. 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. 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. [/QUOTE]
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