Post by Apples on Jun 8, 2011 12:10:11 GMT -7
Wood Half-Golem Template
Hit Dice: Same as character.
Initiative: Same as character –1, to account for the half-golem’s reduced Dexterity (see Abilities, below).
Speed: Same as character, but a half-golem cannot run.
AC: A wood half-golem replaces any natural armor bonus it may have had with a new natural armor bonus (+8). The change to Dexterity (see Abilities, below) also affects the half-golem’s Armor class.
Attacks: Same as character.
Damage: Same as character.
Face/Reach: Same as character.
Special Attacks: Same as character; plus breath weapon, and splintering strike.
Special Qualities: Same as character; plus construct traits (upon a failed Will save), damage resistance 13/+1, and Magic Immunity.
Saves: A half-golem gains a +2 racial bonus on Fortitude saves; otherwise same as character.
Abilities: Wood half-golems have +9 Str –2 Dex, +4 Con (or no Con upon a failed Will save), –6 Int, +0 Wis, and –6 Cha. Strength varies by type (see the table below). The number of limbs attached does not alter a half-golem’s Strength score.
Skills: Same as character, modified by new ability modifiers. The drop in Intelligence does not retroactively remove skill points spent.
Feats: Same as character.
Climate/Terrain: Same as character.
Organization: Solitary, pair, or squad (5–20).
Challenge Rating: Same as character +3.
Treasure: Standard.
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails).
Advancement: By character class.
Construct Traits: A half-golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A half-golem has darkvision (60-foot range).
Breath Weapon (Su): As a standard action, a wood half-golem can emit a spray of wooden splinters from its limbs in a 10-foot cone. These splinters deal 2d10 damage and cause a temporary -2 to Dexterity as the embedded splinters hinder movement. A Reflex Save (DC 10 + ½ the wood half-golem’s Hit Dice) for halves the physical damage and negates the Dexterity damage.
Splintering Strike (Ex): A wood half-golem’s unarmed attack deals 1d8 damage (for medium creatures, adjust according to the weapon damage adjustment tables on page 28 of the DMG for larger or smaller creatures). In addition, the wounds created by a wood half-golem do not heal naturally unless a heal check is made to remove all of the splinters (DC 27). A spell of 6th level or higher with the healing descriptor (such as heal) removes the splinters. Other healing spells are half as effective until the splinters are removed.
Magic Immunity (Ex): A wood half-golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage deals twice as much damage as it normally would. Treat the half-golem as a wooden object for purposes of determining combustibility.
A Warp Wood spell does not warp a wood half-golems limbs, but deals 3d10 damage and slows the creature for 5 rounds.
Hit Dice: Same as character.
Initiative: Same as character –1, to account for the half-golem’s reduced Dexterity (see Abilities, below).
Speed: Same as character, but a half-golem cannot run.
AC: A wood half-golem replaces any natural armor bonus it may have had with a new natural armor bonus (+8). The change to Dexterity (see Abilities, below) also affects the half-golem’s Armor class.
Attacks: Same as character.
Damage: Same as character.
Face/Reach: Same as character.
Special Attacks: Same as character; plus breath weapon, and splintering strike.
Special Qualities: Same as character; plus construct traits (upon a failed Will save), damage resistance 13/+1, and Magic Immunity.
Saves: A half-golem gains a +2 racial bonus on Fortitude saves; otherwise same as character.
Abilities: Wood half-golems have +9 Str –2 Dex, +4 Con (or no Con upon a failed Will save), –6 Int, +0 Wis, and –6 Cha. Strength varies by type (see the table below). The number of limbs attached does not alter a half-golem’s Strength score.
Skills: Same as character, modified by new ability modifiers. The drop in Intelligence does not retroactively remove skill points spent.
Feats: Same as character.
Climate/Terrain: Same as character.
Organization: Solitary, pair, or squad (5–20).
Challenge Rating: Same as character +3.
Treasure: Standard.
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails).
Advancement: By character class.
Construct Traits: A half-golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A half-golem has darkvision (60-foot range).
Breath Weapon (Su): As a standard action, a wood half-golem can emit a spray of wooden splinters from its limbs in a 10-foot cone. These splinters deal 2d10 damage and cause a temporary -2 to Dexterity as the embedded splinters hinder movement. A Reflex Save (DC 10 + ½ the wood half-golem’s Hit Dice) for halves the physical damage and negates the Dexterity damage.
Splintering Strike (Ex): A wood half-golem’s unarmed attack deals 1d8 damage (for medium creatures, adjust according to the weapon damage adjustment tables on page 28 of the DMG for larger or smaller creatures). In addition, the wounds created by a wood half-golem do not heal naturally unless a heal check is made to remove all of the splinters (DC 27). A spell of 6th level or higher with the healing descriptor (such as heal) removes the splinters. Other healing spells are half as effective until the splinters are removed.
Magic Immunity (Ex): A wood half-golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage deals twice as much damage as it normally would. Treat the half-golem as a wooden object for purposes of determining combustibility.
A Warp Wood spell does not warp a wood half-golems limbs, but deals 3d10 damage and slows the creature for 5 rounds.