Author Topic: Flesh Golem  (Read 10068 times)

Offline oslecamo

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Flesh Golem
« on: May 22, 2015, 08:10:19 PM »
Flesh Golem, Awakened


HD:d10
LevelBabFortRefWillFeature
1+0+0+0+0Body  of Flesh, Berseker, Lighting Powered, Frankestein's Tale, +2 Str
2+1+0+0+0 Strong Stitches, Frankestein's Tale, +1 Str
3+2+1+1+1Fraknestein's Legacy, +1 Str
4+3+1+1+1Invulnerability, Frankestein's Legacy +1 Str
5+3+1+1+1Frankestein's Horror, +1 Str
6+4+2+2+2Growth, Frankestein's Horror +1Str
7+5+2+2+2 Frankestein's Madness, +1 Str
Skills:2+int modifier per level, quadruple at first level. Class Skills are Balance, Climb, Craft(Any) , Intimidate, Hide, Knowledge(Any), Move Silently, Sense Motive, Swim

Proficiencies: Its own natural weapons

Features:

Body of Flesh: The Flesh Golem loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

(click to show/hide)

The Flesh Golem is a medium sized construct with base speed 30 feet. It has two slam natural attacks dealing 1d10+Str mod damage each. The Flesh Golem may attack with both slams as a standard action.

It also gains a bonus to its Nat armor equal to its Str modifier.

Finally it gains +1 HP per HD. This bonus retroatively increases by +1 for every 5 HD of the Flesh Golem.

Berseker: When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, or anyone who the Flesh Golem has considered a friendly creature for the last 24 hours, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check as a standard action while within 60 feet to the Flesh Golem. Each additional creature within 60 feet that's been friendly to the flesh golem for the last 24 hours grants a +8 bonus in this check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Lighting Powered: If the Flesh Golem would be dealt electricity damage, it instead recover lost HP equal to half the electricity damage that it would receive.

Frankestein's Tale:
There's a story about a good doctor who wanted to create a better human being piece by piece. At 1st and 2nd levels pick one of the following options. You can't pick the same one twice unless noted otherwise.

(click to show/hide)

Ability Score Increase: The Flesh Golem gains +2 Str at first level plus another +1 at each other level for a total of +8 Str at 7th level.

Strong Stitching:
At 2nd level the Flesh Golem gains DR/Adamantine equal to 1/2 HD and SR equal to 11+HD, which he may raise or drop at any time as a free action even if it isn't its turn.

Frankestein's Legacy: The good doctor certainly never planned to be remembered for this kind of work.  At 3rd and 4th  level pick one of the following options.  None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Tale.

(click to show/hide)

Invulnerability: At 4th level the Flesh Golem can fully ignore harmful effects of spells of level (Flesh Golem level/2)-1. This isn't just limited to spells which allow SR. A Flesh Golem would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over its plating.

In addition, the Flesh Golem can fully ignore harmful Su abilities from opponents with less HD than it has Flesh Golem levels.

The Flesh Golem may still let beneficial effects affect him as normal.

Frankestein's Horror: The good doctor feared his own creation. At  5th  and 6th levels pick one of the below abilities. None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Legacy.

(click to show/hide)

Growth: At 6th level the Flesh Golem grows one size category.

Frankestein's Madness:
Why did the good doctor ever started this whole thing? At 7th level pick one of the following options. None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Horror.

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)
« Last Edit: September 05, 2015, 12:42:14 PM by oslecamo »

Offline Rakoa

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Re: Flesh Golem
« Reply #1 on: May 22, 2015, 08:51:15 PM »
Damn it, Oslecamo, I wasn't even requesting it, I swear! But now I think I'll be playing this one at my nearest opportunity to do so. Now, to the nitpicks!

Frankenstein's Legacy lets you pick one from the list, or two from Frankenstein's Legacy. While I like endless loops as much as the next Theoretical Optimizer, I'd suggest that last one get changed to Frankenstein's Tale.

The bolded bits in this quote contradict each other, if I am reading them correctly:

Quote
The golem’s creator, or anyone who the Flesh Golem has considered a friendly creature for the last 24 hours, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check as a standard action while adjacent to the Flesh Golem.

I think that should do it. I might have forgotten something, though.... you'll hear if I did, anyhow. Great work, again!
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline DavidWL

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Re: Flesh Golem
« Reply #2 on: May 24, 2015, 01:29:26 PM »
Thanks Osle - I love your work :)

Thoughts below:

Berseker: When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk

I think this is probably the largest disadvantage I've seen on any of your classes, and I'd recommend against it.  It just isn't playing nice with your party to randomly kill them ... it limits the types of encounters you can enter (no extended wars / battles, etc.).  Maybe as an optional flaw which will grab you a feat or something... but for most parties this wouldn't be fun.

Quote
Human harvest
Torso
-The Flesh Golem becomes aware of the Con bonus of the donor. The Flesh Golem gains a bonus to its Fort saves equal to that bonus, plus HP equal to its HD times the Con bonus.
Very cool ability, but I'd move it to being available only as a higher level pick with human harvest as a prereq.  That's a pretty big bonus for 1/3rd of one low level ability.

Quote

Strong Stitching:
At 2nd level the Flesh Golem gains DR/Adamantine and SR equal to 11+HD, which he may raise or drop at any time as a free action even if it isn't its turn.
DR adamantine = ?
HD?
HD/2?

Or do you really mean to give DR/adamantine = 11+HD




Quote
Invulnerability: At 4th level the Flesh Golem can fully ignore harmful effects of spells of level (Flesh Golem level/2)-1. This isn't just limited to spells which allow SR. A Flesh Golem would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over its plating.

Interestingly, the Shadesteel Golem is based on (HD/2)-1 for spell immunity.  And the Iron Golem is (Monster Class Level/2)-1 for spell immunity.

I think either is fine, but perhaps pick one, and make that standard for all the golems?

........................

As always, extremely cool class ... thank you!



Offline oslecamo

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Re: Flesh Golem
« Reply #3 on: May 24, 2015, 02:58:35 PM »
Fixed typos.

About Berseker, that's why I added the extra bonus to the Cha check for more friendly beings. In your usual 4-man party, the flesh golem can be put back on track with just a standard action from the player with at least a +3 Cha bonus. You don't even need to stop it right away, if there's closer enemies a berseking flesh golem will go after them. I could make it a flaw, but then I think the class would be a bit too frontloaded.

Torso Human harvest now only buffs Fort saves, made the HP one into a Frakestein's Horror option that also heals HP when you make operations on self.

Standardized golem invulnerability so it works based on class levels.

Thanks for the critiques!

Offline DavidWL

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Re: Flesh Golem
« Reply #4 on: May 24, 2015, 09:50:13 PM »
Hi Osle,

The fixes look good.

Regarding Beserker ... let me explain why I object, and offer other alternative solutions.

Scenario:  2nd level Flesh golem + 3 party members are traveling.  Ambushed by 2 1st level kobold archer's w/ rapid shot.
1 weak attacks at each party member.  Flesh golem wins initiative after koblds attack, but goes bersek, and attacks the closest person, the party wizard.  2 attacks, Party wizard is killed.  The party cleric spends 1 standard action getting him back under control while the party fighter attacks the kobolds.

Admittedly, this is unlikely, but the problem is that he can go bersek and be forced to attack the closest party member before anyone can do anything about it, possibly killing another party member.  Even if this didn't happen until round 2, it could still happen ...

Potential Fixes
To avoid front loading
  • Allow an optional feat that weakens or fixes this.  Perhaps 1 feat = will never harm a certain # of choosen friends.  2nd feat = immune
  • Make it so that the Flesh Golem will never attack a close friend
  • Make it so that the Flesh Golem can make a save against attacking a close friend
  • Etc.

More, my point is that you don't want to put a player in a position where they have to kill another player's character.  Because you don't realize that a flesh golem went berzerk until after their turn, it's too late, unless there is some sort of escape clause.

The cost can be high (need to spend a feat) or the clause can be weak (save vs. attacking such that you might kill).

Does that make sense?

Best,
David

« Last Edit: May 24, 2015, 09:52:16 PM by DavidWL »

Offline oslecamo

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Re: Flesh Golem
« Reply #5 on: May 27, 2015, 08:21:56 AM »
Added Friendly Fury feat.

Also got a stupid cold, thinking is hard, can't update campaigns or even play any kind of complex game, ughhhh...

Offline DavidWL

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Re: Flesh Golem
« Reply #6 on: May 29, 2015, 01:54:33 AM »
Added Friendly Fury feat.

Also got a stupid cold, thinking is hard, can't update campaigns or even play any kind of complex game, ughhhh...

Thanks!

Offline DavidWL

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Re: Flesh Golem
« Reply #7 on: July 12, 2015, 11:20:40 PM »
The more I look at this prestige class, the more I like it! 

I'm still not crazy about periodically going bezerk, but spending the feat and possibly ability rip.

Regarding Human Harvest:
* Am I correct in reading that you get 6 bonuses from this ability?  1 head, 1 body, 4 limbs?
* For example
** 1 mental skill (head)
** 2 physical skills (2 limbs)
** +2 to STR & DEX (2 limbs)
** All of the resistances & immunities of the creature (body)
OR
* you get monster blooded / monster hybrid feats

Is that correct?

If I am understanding correctly, I think this is probably too many bonuses for just 1 class ability.  Also, getting all resistances & immunities is probably worth more than 1/6th of 1 pick.

Note:  While I am suggesting this be toned down, broken over more levels, etc. I think it is super cool!

Best,
David
« Last Edit: July 13, 2015, 02:05:03 AM by DavidWL »

Offline oslecamo

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Re: Flesh Golem
« Reply #8 on: July 13, 2015, 07:31:53 AM »
The more I look at this prestige class, the more I like it! 

It's a base class, just saying. :P

Updated so that Human Harvest only applies to three limbs at a time, but can be picked twice to affect all body parts. The "upgrade" versions, Master, Doctoral and Neo have also have been broken down in two, plus you can only pick one elemental resistance or immunity from each donor's torso now.

Offline DavidWL

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Re: Flesh Golem
« Reply #9 on: July 15, 2015, 08:40:47 PM »
The more I look at this prestige class, the more I like it! 

It's a base class, just saying. :P

Updated so that Human Harvest only applies to three limbs at a time, but can be picked twice to affect all body parts. The "upgrade" versions, Master, Doctoral and Neo have also have been broken down in two, plus you can only pick one elemental resistance or immunity from each donor's torso now.

Good changes - thank you!

For "Neo Human Harvest" -> maybe give 6 picks for that one?  It's a capstone, and there is only 1 chance to pick, whereas all of the others have 2 picks.  Otherwise the benefit from this can't be realized: "In alternative, by picking all six body pieces from the same donor, the Flesh Golem may count itself as being of their race as if it had took the Monster Blood and Monster Hybrid rules."

If you pick all 6 options from the same monster, do you also get the benefits of the limbs, or are these 2 feats this instead of the 6 other benefits?

Best,
David

Offline DavidWL

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Re: Flesh Golem
« Reply #10 on: September 05, 2015, 04:20:13 AM »
For "Neo Human Harvest" -> maybe give 6 picks for that one?  It's a capstone, and there is only 1 chance to pick, whereas all of the others have 2 picks.  Otherwise the benefit from this can't be realized: "In alternative, by picking all six body pieces from the same donor, the Flesh Golem may count itself as being of their race as if it had took the Monster Blood and Monster Hybrid rules."

If you pick all 6 options from the same monster, do you also get the benefits of the limbs, or are these 2 feats this instead of the 6 other benefits?

Best,
David

Hi Oslecamo ... your thoughts on the above?

Thanks!

Offline oslecamo

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Re: Flesh Golem
« Reply #11 on: September 05, 2015, 12:43:40 PM »
Hmmm, I could've sworn I had replied to that. Updated Neo Human Harvest to allow six for one right away assuming you picked the lower level option twice.

Also  the two feats are gained instead of the 6 other benefits.

Offline DavidWL

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Re: Flesh Golem
« Reply #12 on: September 05, 2015, 10:35:35 PM »

Thanks Oslecamo!