Dungeons and Dragons Golem 3.5 PBP RPG

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Golem

Mithral Golem

Adamantine Golem

Huge Construct

Huge Construct

Hit Dice:

36d10+40 (238 hp)

54d10+40 (337 hp)

Initiative:

+4 (Dex)

-1 (Dex)

Speed:

40 ft.

20 ft. (can't run)

Armor Class:

42 (-2 size, +4 Dex, +26 natural, +4 haste), touch 16, flat-footed 38

37 (-2 size, -1 Dex, +30 natural), touch 7, flat-footed 37

Base Attack/

Grapple:

+27/+49

+40/+68

Attack:

Slam +39 (4d10+14) melee

Slam +58 (6d10+20) melee

Full Attack:

2 slams +39 (4d10+14) melee

2 slams +58 (6d10+20) melee

Space/Reach:

15 ft./15 ft.

15 ft./15 ft.

Special Attacks:

-

Trample

Special Qualities:

Construct traits, magic immunity, damage reduction 15/epic and adamantine, alacrity

Construct traits, magic immunity, damage reduction 20/epic and adamantine

Saves:

Fort +12, Ref +16, Will +12

Fort +18, Ref +17, Will +18

Skills:

Jump +18

Jump +14

Abilities:

Str 39, Dex 19, Con -, Int -, Wis 11, Cha 1

Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1

Environment:

Any land

Any land

Organization:

Solitary

Solitary

Challenge Rating:

21

25

Treasure:

None

None

Alignment:

Always neutral

Always neutral

Advancement:

37-54 HD (Huge); 55-72 HD (Gargantuan)

55-82 HD (Huge); 83-108 HD (Gargantuan)

Mithral Golem

A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can run just as well as a normal creature.

A mithral golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Alacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round).

Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.

Construction

A mithral golem's body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest, haste, and wish.

Adamantine Golem

An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.

An adamantine golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 57) for half Damage. The DC is Strength-based.

Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.

Construction

An adamantine golem's body is sculpted from 45,000 pounds of pure iron and is then polymorphed into adamantine (using polymorph any object). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires crushing hand, geas/quest, and wish.


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Again, if people can't tell the difference between taking big risks and creating trouble for the group and doing mundane tasks like helping injured elven children, that is a separate issue. This is not permission for someone to go do something really dumb and then say "You said not to ask anymore."

I do remember back before Geoffroy or Lia were leader that people were running around being reckless (Ahem, Cratol, constantly, ahem) so sure, lump that in with the need for a leader to help the Dungeon Master keep things moving by making final decisions, etc. I still think there's a big distinction here. We've had bad stretches where people didn't do ANYTHING without asking the leader, only to be followed by a period of people doing ridiculously risky things without asking. Why ask for permission to put on your shoes and then go sneak off and taunt a whole dungeon full of enemies? Perhaps it should be the other way around? Don't offer to put on your shoes, 'someday maybe will help' someone put on their shoes. Velon puts on his shoes. Done.

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