Author Topic: Ice Golem  (Read 10035 times)

Offline Gazzien

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Ice Golem
« on: January 17, 2014, 01:32:30 PM »
Ice Golem (awakened)



Hit Die: d10
LevelBABFortRefWillFeature
1+0+0+0+0+2 Strength, Ice Body, Improved Grab, Icewalking, Cold Subtype
2+1+0+0+0+1 Strength, Spell Resistance
3+2+1+1+1+1 Strength, Ice Shards
4+3+1+1+1+1 Strength, Growth
5+3+1+1+1+1 Strength, Ice Spells
6+4+2+2+2+1 Strength, Immunity to Magic, Improved Ice Shards
7+5+2+2+2+1 Strength, Improved Ice Spells
8+6+2+2+2+1 Strength, Greater Ice Shards, Runecarved Ice
9+6+3+3+3+1 Strength, Greater Ice Spells
Skills: 2+Intelligence modifier per level, quadruple at first level. No class skills.
Weapon and Armor Proficiency: An Ice Golem is proficient with its own natural weapons.

Ice Body: The Ice Golem loses all other racial bonuses and becomes a construct, with all of the accompanying traits except for the additional HP.
  • No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The first makes the construct lose a level, the other two don't.
  • However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.
The Ice Golem is a medium-sized construct with base speed 20 feet. It has two slam attacks that deal 1d10+Strength Modifier damage each. The Ice Golem can attack with both slam attacks in a full attack without penalty. The Ice Golem gains a natural armor bonus equal to 2+Strength Modifier. Finally, it gains +1 HP per HD, retroactively increasing by 1 for each 5 HD the Ice Golem has. (+2 HP/HD at 5th, +3 HP/HD at 10th, etc)

Cold Subtype (Ex): The Ice Golem has the (Cold) subtype, granting it immunity to cold damage, but vulnerability to fire (takes +50% damage, regardless of whether or not a save is made, or even if the save succeeds).

Improved Grab (Ex): To use this ability, the Ice Golem must hit a creature its size or smaller with its Slam attack. It can then attempt to start a grapple as a free action without preventing attacks of opportunity. At 7th level, the Ice Golem ignores Freedom of Movement and similar effects on targets it attempts to grapple. If all 9 Ice Golem levels are taken, then at 11 HD, targets grappled by the Ice Golem are affected as if by Dimensional Anchor. Furthermore, at six HD, the Ice Golem can use this ability on creatures one size larger than themself, and grapple things two sizes larger. If all nine levels of this class are taken, then this ability improves by one size every 6 HD after (grab two sizes larger and grapple three sizes larger at 12 HD, grab three sizes larger and grapple four sizes larger at 18HD, etc).

Icewalking (Ex): This ability functions like the spider climb spell, but applies to all icy surfaces. An Ice Golem can move normally on an icy surface.

Ability Score Increase (Ex): At first level, the Ice Golem gains +2 Strength, and +1 Strength at each level after, for a total of +10 Strength at ninth level.

Spell Resistance (Ex): At second level, the Ice Golem gains Spell Resistance 15+HD. The Ice Golem can lower or raise this spell resistance as a free action at any time, even if it isn't the Ice Golem's turn.

Ice Shards (Su): At third level, as a free action every 1d4+1 rounds, the Ice Golem can generate a spray of deadly ice shards from its body, dealing 2d4 points of piercing damage and 1d4 points of cold damage to every creature within 10 feet. At sixth level, living creatures in the area must make a Fortitude save (DC 10 + 1/2 HD + Strength Modifier), or be blinded for 1d4 rounds. At eighth level, damage increases to 1d6 piercing for every 4 HD the Ice Golem has, and 1d6 cold damage for every 8 HD the Ice Golem has.

Growth (Ex): At fourth level, the Ice Golem becomes a large-sized creature. It also gains DR/Adamantine equal to one-half its HD.

Ice Spells (Sp): At fifth level, the Ice Golem begins to be able to create ice effects. It can use Ice Storm as a spell-like ability twice per day. At seventh level, it can use Ice Storm four times per day, and Wall of Ice twice per day. At ninth level, it can use
Ice Storm six times per day, Wall of Ice four times per day, and Freezing Fog twice per day. All of the spells function at a Caster Level equal to the Ice Golem's HD, and the Ice Golem gains an additional use of each ability per day for each 2 HD it has after 9 HD. The DC's for these abilities are 10+1/2 HD+Wisdom modifier.

Immunity to Magic (Ex): After sixth level, an Ice Golem is immune to any spell or ability that allows spell resistance. In addition, certain spells and effects function differently against the Ice Golem, as noted below. Fire spells and effects bypass this immunity, even if they would allow Spell Resistance (which they still must bypass). Any magical attack that deals cold damage instead heals the Ice Golem for 1 point for each 3 points of damage such an attack would normally deal. If this would heal the Ice Golem above its maximum HP, it gains the excess as temporary HP. The Ice Golem can still raise or lower this immunity as a free action even if it is not the Ice Golem's turn.

Runecarved Ice (Ex): At eighth level, the Ice Golem's DR/adamantine increases to it's HD,  the Ice Golem can use one of its spell-like abilities and make a grapple check as a full-round action, and no longer provokes attacks of opportunity for using its spell-like abilities.

[Designer's Note: Not sure what else to give the golem, and it looks fairly strong to me. Though I'm also a really, really bad hand at balance. Comments would be appreciated.]
« Last Edit: February 26, 2014, 01:51:44 PM by Gazzien »

Offline Threadnaught

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Re: Ice Golem
« Reply #1 on: January 17, 2014, 05:39:02 PM »
Full immunity to Spells that allow SR at 2nd level is a tad powerful.

The SLAs are a nice addition that I thought were a neato idea due to it's artwork (dem runes), but in adding them you create a list of problems. Main and most obvious problem being, Casting Stat. You need to clarify their DCs.


Others should be able to help with the finer details.

Offline Gazzien

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Re: Ice Golem
« Reply #2 on: January 17, 2014, 06:22:00 PM »
Full immunity to Spells that allow SR at 2nd level is a tad powerful.

The SLAs are a nice addition that I thought were a neato idea due to it's artwork (dem runes), but in adding them you create a list of problems. Main and most obvious problem being, Casting Stat. You need to clarify their DCs.


Others should be able to help with the finer details.
Valid point. I was copying the actual Golem abilities over, though now I'm noticing they tend to get proper SR at 2, and immunity at 6 or so. Good, actually, so that it's not only buffs to stuff you already have later.

For the DC's, any ideas on which stat to use? STR seems odd to me, INT and CHA dont seem very Golem-y. Wisdom, maybe?

Offline Threadnaught

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Re: Ice Golem
« Reply #3 on: January 17, 2014, 07:05:53 PM »
For the DC's, any ideas on which stat to use? STR seems odd to me, INT and CHA dont seem very Golem-y. Wisdom, maybe?

Personally, since you're using a limited number of Spells, I'd use Charisma. I wouldn't use Intelligence, because Mindless Construct, but either Wisdom or Charisma is easy to accept going by what the original is.

It's up to you really, your Class. I'm just telling you what's wrong with it. :P

Offline Gazzien

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Re: Ice Golem
« Reply #4 on: January 18, 2014, 05:47:18 PM »
For the DC's, any ideas on which stat to use? STR seems odd to me, INT and CHA dont seem very Golem-y. Wisdom, maybe?

Personally, since you're using a limited number of Spells, I'd use Charisma. I wouldn't use Intelligence, because Mindless Construct, but either Wisdom or Charisma is easy to accept going by what the original is.

It's up to you really, your Class. I'm just telling you what's wrong with it. :P
:P why thank you.

Offline oslecamo

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Re: Ice Golem
« Reply #5 on: January 20, 2014, 09:57:45 AM »
Comments:
- Natural Armor of 4+Str mod is kinda too high. Even the Iron Golem just has 3+Str mod.
-Something that could and should be added at later levels is grabbing scaling. Some way of dealing with Freedom of Movement/Teleports, being able to try to grab stuff larger than itself, etc.
-Needs the usual clause to be able to lower/rise its SR/magic immunity as a free action, so the rest of the party can buff it when needed.
-It suffers a bit from scryzophenia, in that your first levels are a grapple dude, and then you suddenly start gaining only casting powers. Could use some ability at later levels to allow both casting and grappling things, like "Winter grasp-while you're grappling a creature, you can make your grapple checks and use one of your SLAs as a fullround action once every 1d4 rounds" or something like that.

Otherwise looking pretty nice first monster class for you! :D

Offline Gazzien

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Re: Ice Golem
« Reply #6 on: January 20, 2014, 03:02:23 PM »
Comments:
- Natural Armor of 4+Str mod is kinda too high. Even the Iron Golem just has 3+Str mod.
-Something that could and should be added at later levels is grabbing scaling. Some way of dealing with Freedom of Movement/Teleports, being able to try to grab stuff larger than itself, etc.
-Needs the usual clause to be able to lower/rise its SR/magic immunity as a free action, so the rest of the party can buff it when needed.
-It suffers a bit from scryzophenia, in that your first levels are a grapple dude, and then you suddenly start gaining only casting powers. Could use some ability at later levels to allow both casting and grappling things, like "Winter grasp-while you're grappling a creature, you can make your grapple checks and use one of your SLAs as a fullround action once every 1d4 rounds" or something like that.

Otherwise looking pretty nice first monster class for you! :D
I wasn't sure of how to balance it so yeah...  :blush
I wasn't sure what would be appropriate with it / etc.

Offline Threadnaught

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Re: Ice Golem
« Reply #7 on: January 20, 2014, 09:25:28 PM »
Actually, wouldn't a constant AoE Freezing Fog around it help stop enemies running away once in melee range?

Seems helpful.

Offline oslecamo

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Re: Ice Golem
« Reply #8 on: January 21, 2014, 05:20:32 AM »
It would also hurt allies, and it would feel somewhat strange if it only affected enemies.

Offline Threadnaught

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Re: Ice Golem
« Reply #9 on: January 21, 2014, 12:53:25 PM »
Ack, allies, I forgot about those. :twitch


I'm still bothered by Freezing Sphere though. It just seems a bit redundant with Ice Shards as a single target ranged attack and Ice Storm as a SLA with a Reflex Save.
« Last Edit: January 21, 2014, 02:34:55 PM by Threadnaught »

Offline Gazzien

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Re: Ice Golem
« Reply #10 on: January 22, 2014, 01:41:17 AM »
Ack, allies, I forgot about those. :twitch


I'm still bothered by Freezing Sphere though. It just seems a bit redundant with Ice Shards as a single target ranged attack and Ice Storm as a SLA with a Reflex Save.
Yeah, it bothered me too, but I couldn't find any other seemingly-appropriate Ice things, that wouldn't cripple allies (freezing fog, entangle fluffed as frost/ice, etc)

Offline Threadnaught

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Re: Ice Golem
« Reply #11 on: January 22, 2014, 01:59:12 PM »
BFC used right can let other party members dance around enemies during a fight, or force enemies to choose between walking into a blender or retreating.
The more intelligent enemies that know when to cut and run, can also be slowed down if BFC is used to prevent a retreat. Unless your DM is smart enough to give them some form of teleportation. Of course you could easily ruin that if your DM is dumb enough to allow you to play anything from here that specializes in grappling and lets you grapple with anyone they want to escape.

Try Grease fluffed as Ice, or Fog Cloud fluffed as itself.

Offline ketaro

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Re: Ice Golem
« Reply #12 on: January 22, 2014, 06:00:27 PM »
Should really put a space between each ability description so it doesn't look like a wall of text. It's kind of hard to read as is.

Offline Gazzien

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Re: Ice Golem
« Reply #13 on: January 23, 2014, 02:19:45 AM »
Should really put a space between each ability description so it doesn't look like a wall of text. It's kind of hard to read as is.
Good suggestion, thank you.

True about the BFC, thank you for that as well. I've been busy with school stuff, but I'll probably get to updating this tomorrow.

Offline Gazzien

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Re: Ice Golem
« Reply #14 on: February 26, 2014, 11:10:47 AM »
Comments:
- Natural Armor of 4+Str mod is kinda too high. Even the Iron Golem just has 3+Str mod.
-Something that could and should be added at later levels is grabbing scaling. Some way of dealing with Freedom of Movement/Teleports, being able to try to grab stuff larger than itself, etc.
-Needs the usual clause to be able to lower/rise its SR/magic immunity as a free action, so the rest of the party can buff it when needed.
-It suffers a bit from scryzophenia, in that your first levels are a grapple dude, and then you suddenly start gaining only casting powers. Could use some ability at later levels to allow both casting and grappling things, like "Winter grasp-while you're grappling a creature, you can make your grapple checks and use one of your SLAs as a fullround action once every 1d4 rounds" or something like that.

Otherwise looking pretty nice first monster class for you! :D
Reduced to 2+Str
Deals with FoM, Teleporting, and larger things.
Addressed.
Addressed (though at ninth level).

BFC used right can let other party members dance around enemies during a fight, or force enemies to choose between walking into a blender or retreating.
The more intelligent enemies that know when to cut and run, can also be slowed down if BFC is used to prevent a retreat. Unless your DM is smart enough to give them some form of teleportation. Of course you could easily ruin that if your DM is dumb enough to allow you to play anything from here that specializes in grappling and lets you grapple with anyone they want to escape.

Try Grease fluffed as Ice, or Fog Cloud fluffed as itself.
Now has Freezing Fog instead of Freezing Sphere

Offline Leviathan

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Re: Ice Golem
« Reply #15 on: February 26, 2014, 11:28:11 AM »
Freezing Fog (CAr, SpC) isn't from core. Monster classes shouldn't require splatbook material that isn't freely available online.

Offline oslecamo

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Re: Ice Golem
« Reply #16 on: February 26, 2014, 12:06:12 PM »
What Leviathan said.

Class looking better overall, but still has some things that could be polished:
-Since the only thing it is gaining at 2nd level is SR, could start at 15+HD.
-8th level seems kinda empty, could gain something like the DR/adamantine improving to becoming equal to your HD, so you gain a defensive and offensive buff.
-By default, you can already try to grapple someone one size category larger than you. It's trying to grapple someone two sizes categories bigger than you that automatically fails.

Offline Gazzien

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Re: Ice Golem
« Reply #17 on: February 26, 2014, 01:51:46 PM »
What Leviathan said.

Class looking better overall, but still has some things that could be polished:
-Since the only thing it is gaining at 2nd level is SR, could start at 15+HD.
-8th level seems kinda empty, could gain something like the DR/adamantine improving to becoming equal to your HD, so you gain a defensive and offensive buff.
-By default, you can already try to grapple someone one size category larger than you. It's trying to grapple someone two sizes categories bigger than you that automatically fails.
-Oh. Hum. That's true. Changed.
-"Runecarved Ice (Ex):" eighth level,  improves DR/adamantine to = HD, and gives the grapplecasting ability. Ninth is now for progressing things past the class.
-Improved Grab; now increases both grab size and grapple size.

Offline oslecamo

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Re: Ice Golem
« Reply #18 on: February 26, 2014, 05:08:29 PM »
Looking good, added to the index!

Offline Gazzien

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Re: Ice Golem
« Reply #19 on: February 26, 2014, 05:12:36 PM »
Looking good, added to the index!
Wonderful! I've got Sand Golem up too, now.