Monsters and templates
A couple of notes I had, as well as a creature template:
First off, regarding clay golems: it would be a great idea to have them be able to be created by a cabal of clerics, as that's fundamentally the origin of the golem idea: according to wikipedia, they (golems) were a creation of those who were very holy and close to God. A very holy person was one who strove to approach God, and in that pursuit would gain some of God's wisdom and power. One of these powers was the creation of life. No matter how holy a person became, however, a being created by that person would be but a shadow of one created by God.
Anyways, as someone suggested earlier, make it an incantation (though I personally don't like the ideas of incantations) to create clay golems, possibly an even more detailed one to make stone golems. Use the same cost as normal creation, possibly require "craft construct" as the prerequisite to making a golem, etc.
For iron golems, I like the ideas put forth in the Ravenloft campaign setting (I only have 3.0, alas, so I don't know what happened to golems in 3.5): anyone insane or obsessed enough can bring forth the spark of life in the inanimate, leading to such constructions as iron golems. Frankly, an iron golem is enough of a challenge without adding in a wizard capable of creating it: makes it much more balanced to have, say, an iron golem and the level 2 expert who created it. In Ravenloft, most constructs have a flaw (ie. forced to dance when music is played, etc.). The campaign might focus on finding out that one flaw, with the final battle as the climax.
Flesh golems might follow the same rules above (mad scientist uses lighting or chemicals to reanimate the body of his love, which then goes horribly wrong, etc., etc.) or perhaps make it an incantation only knowable to necromancers or those with spell focus (or even greater spell focus) necromancy.
For this game, I've also toyed with the idea of a proto-lich (I have no idea if that name is already taken for a monster somewhere, but I don't care, so nyeah): A 6th level wizard, sorcerer, or cleric (but no other class, as of right now) can spend 120000 gold and 5000 experience (as well as requiring the Craft Wondrous Items feat) to gain a form of semi-lichness. There is no level penalty from becoming a proto-lich in my E6 game.
Proto-lich: armor: gains +3 natural armor.
Attacks: gains a touch attack for 1d8+3 cold damage (replaces negative energy touch), and stuns for 1 round (dc 13+ charisma modifier), fortitude saving throw for half damage and to negate the stun.
Fear Aura: affects creatures of up to 4hd, acts as a fear spell to creatures of up to 2hd, and causes 3hd creatures to be
shaken. Will save dc 13+ charisma modifier to negate the effect. If the opponent saves, it cannot be affected by that lich's fear aura for 24 hours. This aspect of fear aura can be repressed.
Animals of less than 5hd are
shaken in the presence of a proto-lich, and the lich gains -20 to ride and handle animal checks. This aspect of fear aura cannot be repressed. Fear aura also causes mortals to be creeped out by the presence of a proto-lich. As such, proto-liches are automatically detected as "unnatural" without a disguise (plus, the lack of flesh, etc., doesn't help), and take a -20 to disguise checks. This aspect also cannot be suppressed.
Turn Resistance +2
Damage reduction 5/bludgeoning and magic
Undead immunities, as well as the lich immunity to cold, electricity, polymorph, and mind-affecting attacks.
+2 intelligence, wisdom, charisma, as well as the standard lich bonuses to skills.
And the primary reason to be a proto-lich: Unless a proto-lich's phylactery is destroyed, the proto-lich reforms 1d10 days after being destroyed, as per the standard lich rules.
Alignment: DM option, but I say that if your character is played right, he could theoretically become a proto-lich without becoming evil (IE the archliches of Monsters of Faerun: humanoids who give up their life for unlife, to further a goodly cause, or to protect the family).
In my opinion, the 120000 gold cost and the experience penalty offsets the minor abilities a proto-lich gets... the only thing that the proto-lich gets that is fairly unique is the ability to come back from "death". Everything else can be duplicated by a spell or effect (except, I suppose, the undead qualities...but even those can be partially duplicated by the graveborn feats (or whatever they are) in the Libris Mortis book). Also, the inability to ride normal animals (meaning that summon mount must be known or memorized for a mount), the effect upon normal animals in the area (dogs bark or cower before a proto-lich, etc.), and the "bad vibes" that a proto-lich gives off tends to lead to all sorts of issues. Also, spending 120000 gold is going to be noticed, and those who recognize what materials are being bought, might be curious as to who plans on becoming a proto-lich.
Also, over centuries of time, it might be possible for a proto-lich to develop into a true lich...and it might be possible for those true liches to learn spells of up to 5th level (ie, gain levels up to 9th)...this wouldn't happen to PCs, but perhaps there are a couple of true liches sitting around in the world, plotting nefarious deeds for the players to eventually stop...
Anyways, those are just some thoughts I had for the E6 game I'm running...critiques are welcome
