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Custom Half-Golem Template - a question of LA.
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<blockquote data-quote="Brasswatchman" data-source="post: 3007567" data-attributes="member: 36967"><p>Clocking back in after a long time away. I decided I was unhappy with the Half-Golem template in MM2 the other day - I had an idea for a great pregenerated PC, but turns out there is no LA - so I ended up coming up with the following. My main question is about Level Adjustment - does a +4 seem fair, or too low? You be the judge. Thanks.</p><p></p><p>HALF-GOLEM TEMPLATE</p><p></p><p>Products of strange magic and stranger alchemy, half-golems are artificial creatures that are half living flesh and half-construct. They are not borne so much as grown in alchemical labs, using a process that is a less-than-logical extension of the methods used to create homunculi. As adults, half-golems make fearsome adversaries, possessing an often uncontainable rage.</p><p></p><p>Size and Type: Type changes to living construct. Size is unchanged. </p><p></p><p>Hit Dice: Same.</p><p></p><p>Initiative: <em>Same as character.</em></p><p></p><p>Speed: <em>Same as character.</em></p><p></p><p>Armor Class: Natural armor class improves by +6.</p><p></p><p>Attack: A half-golem gains a slam attack, with its damage based on size.</p><p></p><p>Size Slam Damage</p><p>Fine 1</p><p>Diminutive 1d2</p><p>Tiny 1d3</p><p>Small 1d4</p><p>Medium 1d6</p><p>Large 1d8</p><p>Huge 2d6</p><p>Gargantuan 2d8</p><p>Colossal 4d6</p><p></p><p>Special Attacks</p><p>A half-golem retains all the special attacks of the base character. It also gains an attack based on the type of golem it is based on, as follows:</p><p>Clay – Curse Wound (Ex): Once per day, a clay half-golem can choose to apply a curse to one attack against an enemy. The damage the half-golem deals with that attack doesn’t heal naturally and resists healing spells. A character attempting to cast a Conjuration (healing) spell on the wound must succeed on a DC 26 caster level check, or the spell has no effect on the injury.</p><p>Flesh – Breath Weapon (Su): Once per day, a flesh half-golem can emit a 60-foot line of electricity from its mouth. The attack deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ half-golem’s Hit Dice + half-golem’s Con modifier) reduces damage by half.</p><p>Stone – Slow (Su): Once per day, a stone half-golem can use a slow effect, as per the spell. The effect has a range of 10 feet, centered on the half-golem, and has a duration of 7 rounds. The effect can be negated with a Will save (DC 13 + half-golem’s Cha modifier).</p><p>Iron – Breath Weapon (Su): Once per day, an iron half-golem can emit a 30-foot cone of corrosive (acid) gas, which deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ half-golem’s Hit Dice + half-golem’s Con modifier) reduces damage by half.</p><p></p><p>Special Qualities</p><p>As a living construct, a half-golem gains the following abilities and immunities:</p><p>- immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and energy drain.</p><p>- does not need to eat, sleep or breathe (but must rest for 8 hours in order to prepare spells). </p><p>- cannot heal damage naturally. </p><p>In addition, a half-golem gains the following qualities:</p><p>- Darkvision 60 ft.</p><p>- <em>Damage reduction: 5/adamantine (if HD 11 or less) or 10/adamantine (if HD 12 or more).</em></p><p><em>- Spell resistance equal to the character’s HD + 5 (maximum 25).</em></p><p>- Composite Material (Ex): The material that makes up half of a half-golem’s body essentially occupies the same space on the body as a suit of armor or a robe, and thus half-golems cannot wear armor or magic robes. On the other hand, a half-golem’s flesh can be enchanted just as armor can be. The half-golem must be present for the entire time it takes to enchant him or her. A half-golem also receives a 5% arcane spell miss chance, similar to the penalty for wearing light armor. Any class ability that allows a half-golem to ignore the arcane spell failure chance for light armor lets him or her ignore this penalty as well.</p><p>- Light Fortification (Ex): When a critical hit or sneak attack is scored on a half-golem, there is a 25% chance that the critical hit or sneak attack is negated and that damage is rolled normally instead.</p><p>- Berserk (Ex): <em>Once per day, regardless of what material his or her golem half is made from, a half-golem can go into a berserk state in combat. This ability acts similar to the spell rage. The half-golem gains a +2 bonus to Strength and Constitution, a +1 morale bonus to Will saves, and a -2 penalty to AC. A half-golem must take a standard action to go into a berserk state, and remains enraged for a number of rounds equal to its (unenhanced) Constitution modifier + 4. A half-golem is not fatigued after coming out of a berserk state. A half-golem cannot end its rage voluntarily. If the half-golem is a barbarian, the bonuses and penalty are cumulative with the barbarian rage class feature.</em></p><p></p><p>Abilities: <em>Str +8, Dex -2, Con +6, Cha -2.</em></p><p> </p><p>Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.</p><p></p><p>Level Adjustment: +4</p></blockquote><p></p>
[QUOTE="Brasswatchman, post: 3007567, member: 36967"] Clocking back in after a long time away. I decided I was unhappy with the Half-Golem template in MM2 the other day - I had an idea for a great pregenerated PC, but turns out there is no LA - so I ended up coming up with the following. My main question is about Level Adjustment - does a +4 seem fair, or too low? You be the judge. Thanks. HALF-GOLEM TEMPLATE Products of strange magic and stranger alchemy, half-golems are artificial creatures that are half living flesh and half-construct. They are not borne so much as grown in alchemical labs, using a process that is a less-than-logical extension of the methods used to create homunculi. As adults, half-golems make fearsome adversaries, possessing an often uncontainable rage. Size and Type: Type changes to living construct. Size is unchanged. Hit Dice: Same. Initiative: [i]Same as character.[/i] Speed: [i]Same as character.[/i] Armor Class: Natural armor class improves by +6. Attack: A half-golem gains a slam attack, with its damage based on size. Size Slam Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Special Attacks A half-golem retains all the special attacks of the base character. It also gains an attack based on the type of golem it is based on, as follows: Clay – Curse Wound (Ex): Once per day, a clay half-golem can choose to apply a curse to one attack against an enemy. The damage the half-golem deals with that attack doesn’t heal naturally and resists healing spells. A character attempting to cast a Conjuration (healing) spell on the wound must succeed on a DC 26 caster level check, or the spell has no effect on the injury. Flesh – Breath Weapon (Su): Once per day, a flesh half-golem can emit a 60-foot line of electricity from its mouth. The attack deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ half-golem’s Hit Dice + half-golem’s Con modifier) reduces damage by half. Stone – Slow (Su): Once per day, a stone half-golem can use a slow effect, as per the spell. The effect has a range of 10 feet, centered on the half-golem, and has a duration of 7 rounds. The effect can be negated with a Will save (DC 13 + half-golem’s Cha modifier). Iron – Breath Weapon (Su): Once per day, an iron half-golem can emit a 30-foot cone of corrosive (acid) gas, which deals 6d8 points of damage. A successful Reflex save (DC 10 + ½ half-golem’s Hit Dice + half-golem’s Con modifier) reduces damage by half. Special Qualities As a living construct, a half-golem gains the following abilities and immunities: - immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and energy drain. - does not need to eat, sleep or breathe (but must rest for 8 hours in order to prepare spells). - cannot heal damage naturally. In addition, a half-golem gains the following qualities: - Darkvision 60 ft. - [i]Damage reduction: 5/adamantine (if HD 11 or less) or 10/adamantine (if HD 12 or more). - Spell resistance equal to the character’s HD + 5 (maximum 25).[/i] - Composite Material (Ex): The material that makes up half of a half-golem’s body essentially occupies the same space on the body as a suit of armor or a robe, and thus half-golems cannot wear armor or magic robes. On the other hand, a half-golem’s flesh can be enchanted just as armor can be. The half-golem must be present for the entire time it takes to enchant him or her. A half-golem also receives a 5% arcane spell miss chance, similar to the penalty for wearing light armor. Any class ability that allows a half-golem to ignore the arcane spell failure chance for light armor lets him or her ignore this penalty as well. - Light Fortification (Ex): When a critical hit or sneak attack is scored on a half-golem, there is a 25% chance that the critical hit or sneak attack is negated and that damage is rolled normally instead. - Berserk (Ex): [i]Once per day, regardless of what material his or her golem half is made from, a half-golem can go into a berserk state in combat. This ability acts similar to the spell rage. The half-golem gains a +2 bonus to Strength and Constitution, a +1 morale bonus to Will saves, and a -2 penalty to AC. A half-golem must take a standard action to go into a berserk state, and remains enraged for a number of rounds equal to its (unenhanced) Constitution modifier + 4. A half-golem is not fatigued after coming out of a berserk state. A half-golem cannot end its rage voluntarily. If the half-golem is a barbarian, the bonuses and penalty are cumulative with the barbarian rage class feature.[/i] Abilities: [i]Str +8, Dex -2, Con +6, Cha -2.[/i] Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3. Level Adjustment: +4 [/QUOTE]
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