Difference between revisions of "User:Ganteka Future/DrawingBoard10"

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{{author
+
==Golden God==
|author_name=Ganteka Future
+
 
|date_created=18 July 2008
+
{{3.5e Monster Classic
|status=? Month 2017: v8.0
+
|creature=Golden God
|editing=Grammar/Spelling/Formatting Errors
+
|style=
|balance=Very High
+
|size=Large |type=Construct
 +
|hd=9d10+30  |hp=79
 +
|init=–1
 +
|speed=20 ft. (4 squares)
 +
|ac=22 (–1 size, +2 [[SRD:Dexterity|Dex]], +11 natural) |touch=8  |flat=30
 +
|bab=+6 |grapple=+16
 +
|at=Slam +12 melee (1d10+6)
 +
|full_at=2 slams +12 melee (1d10+6)
 +
|space=10 ft. |reach=10 ft.
 +
|sa=Shocking Grasp
 +
|sq=[[SRD:Construct Type|Construct traits]], [[SRD:Damage Reduction|damage reduction]] 5/[[SRD:Adamantine|adamantine]], [[SRD:Darkvision|darkvision]] 60 ft., [[SRD:Fast Healing|fast healing]] 5, immunity to magic, [[SRD:Low-Light Vision|low-light vision]]
 +
|fort=+3 |ref=+5 |will=+5
 +
|str=23|dex=15|con=—|int=—|wis=15 |cha=9
 +
|skills=—
 +
|feats=—
 +
|env=Any
 +
|org=Solitary or pantheon (2–4)
 +
|cr=7
 +
|treas=None
 +
|align=[[SRD:Neutral|Always neutral]]
 +
|adv=19–24 [[SRD:Hit Dice|HD]] (Large); 25–54 [[SRD:Hit Dice|HD]] (Huge)
 +
|la=
 
}}
 
}}
{{3.5e Class Data
+
This golem has a [[SRD:Humanoid Type|humanoid]] body made from shining gold-colored metal. A golden god can be fashioned in any manner, usually befitting a regal presence. Golden gods sometimes carry a staff in one hand (and are created with proficiency in any single one-handed or light weapon of the crafter's choice). A golden god is 12 feet tall and weighs about 5,000 pounds. It cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves slowly, hovering, attached to long coiling, ringed cables. The cables attach to an elemental prison, usually sealed away behind a wall or hidden out of view.
|Summary=A supernatural warrior that channels power from the Ethereal Plane to transform his spirit and body as a divine ally of Death.]]
 
|length=20
 
|minlevel=1
 
|bab=Moderate
 
|fortitude=Poor
 
|reflex=Poor
 
|will=Good
 
|ability=Spontaneous Divine Spellcasting
 
|progression=Other
 
|align=lg, ng, cg, ln, n, cn, le, ne, ce
 
}}
 
== Grim ==
 
 
 
''You are forged by death and loss, for it tempers your body and spirit.''
 
 
 
Harnessing and channeling abstracted extraplanar power (typically from the [[SRD:Ethereal Plane|Ethereal Plane]]), the grim transforms his core essence. He learns spells and focuses energy as a destructive scourge attack. He is a grim reminder of the fleeting lives of mortals and the horrific torment brought upon those who fail to cross over to the afterlife. It is this association that earns him the name of "grim".
 
 
 
Grims are at their peak when they [[#Grim Transformation|transform]], gaining access to spells, resistances, abilities and enhancements. Their [[#Grim Spellcasting|spells]] allow them to communicate, manipulate their surroundings, weaken opponents, bestow blessings and avoid detection.
 
 
 
=== Making a Grim ===
 
 
 
Some that follow this path have inborn supernatural connections. Others are bound to the agents of death, the fates or the [[SRD:Ethereal Plane|Ethereal Plane]] by longstanding and powerful traumas. A rare few even make pacts with powerful spirits or deities of [[SRD:Death Domain|death]].
 
 
 
'''[[SRD:Ability Scores|Abilities]]:''' A grim will favor some ability scores over others depending on his focus an which [[#Aptitude Path|Aptitude Path]] he chooses. A [[#Grim Focus|high key mental ability score]] increases the potency of grim [[#Grim Spellcasting|spells]] and grants additional [[#Grim Life Points|LP]]. [[SRD:Strength|Strength]] is valuable for grims who focus on for melee brawling and combat maneuver tricks. [[SRD:Dexterity|Dexterity]] is valuable for grims who focus on [[SRD:Armor Class|lighter armors]], initiative and the specialization in finesse weapons.
 
 
 
'''[[SRD:Races|Races]]:''' Any mortal race with enough culture to be aware of the afterlife is likely to have grims. In some societies, they may play against ideals and norms, becoming either outcasts or eccentrics. They also serve as public servants, spiritualists and preachers to their fellows. Outsiders and elementals are less likely to become grims, as they already have a predisposed connection to a particular plane.
 
 
 
'''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons, personalities, motivations, passions and [[SRD:Alignment|alignments]]. A grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities.
 
 
 
'''Starting Gold:''' 5d4 × 10 gp (125 gp).
 
 
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]].
 
 
 
{| class="zebra d20"
 
|+
 
<div>{{Anchor|Table: The Grim}}</div>
 
Hit Die: d10
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br />Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! rowspan="2" | Special
 
! colspan="4" | Spells Known
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
!  1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
 
|-
 
|1st|| class="left" | +0 || +0 || +0 || +2
 
| class="left" | [[#Alteration|Alteration]], [[#Past Deeds|Past Deeds]], [[#Scourge Attack|Scourge Attack]], [[#Grim Transformation|Transformation]]
 
|2||—||—||—
 
|-
 
|2nd|| class="left" | +1 || +0 || +0 || +3
 
| class="left" | [[#Alteration|Alteration]]
 
|3||—||—||—
 
|-
 
|3rd|| class="left" | +2 || +1 || +1 || +3
 
| class="left" | [[#Second Path|Second Path]]
 
|3||—||—||—
 
|-
 
|4th||class="left" | +3 || +1 || +1 || +4
 
| class="left" | [[#Alteration|Alteration]], [[#Death's Communion|Death's Communion]]
 
|3||2||—||—
 
|-
 
|5th||class="left" | +3 || +1 || +1 || +4
 
| class="left" | [[#Divine Suffusion|Divine Suffusion 1st Level]]
 
|3||2||—||—
 
|-
 
|6th||class="left" | +4 || +2 || +2 || +5
 
| class="left" | [[#Alteration|Alteration]], [[#Death's Accord|Death's Accord]]
 
|3||3||—||—
 
|-
 
|7th||class="left" | +5 || +2 || +2 || +5
 
| class="left" | [[#Agile Scourge|Agile Scourge]]
 
|3||3||—||—
 
|-
 
|8th||class="left" | +6/+1 || +2 || +2 || +6
 
| class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]], [[#Returning Memories|Returning Memories]]
 
|4||3||—||—
 
|-
 
|9th||class="left" | +6/+1 || +3 || +3 || +6
 
| class="left" | [[#Divine Suffusion|Divine Suffusion 2nd Level]], [[#Imbued Body|Imbued Body]], [[#Nixing Scourge|Nixing Scourge]]
 
|4||3||—||—
 
|-
 
|10th||class="left" | +7/+2 || +3 || +3 || +7
 
| class="left" | [[#Alteration|Alteration]], [[#Death's Contract|Death's Contract]]
 
|4||3||2||—
 
|-
 
|11th||class="left" | +8/+3 || +3 || +3 || +7
 
| class="left" | [[#Eternal Life|Eternal Life]], [[#Imbued Body|Imbued Body]]
 
|5||3||2||—
 
|-
 
|12th||class="left" | +9/+4 || +4 || +4 || +8
 
| class="left" | [[#Alteration|Alteration]]
 
|5||3||2||—
 
|-
 
|13th||class="left" | +9/+4 || +4 || +4 || +8
 
| class="left" | —
 
|5||3||3||—
 
|-
 
|14th||class="left" | +10/+5 || +4 || +4 || +9
 
| class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]], [[#Imbued Body|Imbued Body]]
 
|5||3||3||—
 
|-
 
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9
 
| class="left" | [[#Great Scourge|Great Scourge]]
 
|5||3||3||2
 
|-
 
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
| class="left" | [[#Alteration|Alteration]]
 
|5||4||3||2
 
|-
 
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10
 
| class="left" | [[#Imbued Body|Imbued Body]]
 
|5||4||3||2
 
|-
 
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11
 
| class="left" | [[#Alteration|Alteration]], [[#Immediate Transformation|Immediate Transformation]]
 
|5||4||4||2
 
|-
 
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11
 
| class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]]
 
|5||4||4||2
 
|-
 
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12
 
| class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]], [[#Perfect Transformation|Perfect Transformation]]
 
|5||4||4||3
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br />
 
{{3.5e Skills|Balance,
 
Bluff,
 
Climb,
 
Concentration,
 
Craft,
 
Diplomacy,
 
Disguise,
 
Escape Artist,
 
Heal,
 
Hide,
 
Intimidate,
 
Knowledge (local),
 
Knowledge (the planes),
 
Knowledge (religion),
 
Listen,
 
Move Silently,
 
Perform,
 
Profession,
 
Ride,
 
Search,
 
Sense Motive,
 
Spellcraft,
 
Spot,
 
Survival,
 
Swim}}
 
|}
 
 
 
==== Class Features ====
 
 
 
The following are class features of the grim.
 
 
 
'''Weapon and Armor Proficiency:''' All grims are [[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]], [[SRD:Medium Armor|medium armor]], light and heavy shields and [[SRD:Simple Weapon Proficiency|simple weapons]].
 
 
 
'''{{Anchor|Aptitude Path}}:''' A grim chooses one of these paths upon gaining his first level.
 
 
 
:''Brawler Path:'' He gains a [[SRD:Monk|monk's Unarmed Strike]] and [[SRD:Monk#Flurry of Blows|Flurry of Blows]] abilities that scale with his grim level. Though, he must flurry with unarmed strikes or with special grim weapons (dagger, handaxe, light mace, light pick, quarterstaff, scythe, sickle and throwing axe).
 
 
 
:''Casting Path:'' He gains [[SRD:Combat Casting|combat casting]] as well as 2 additional [[#Grim Life Points|LP]].
 
 
 
:''Defense Path:'' He gains [[SRD:Armor Proficiency (Heavy)|Heavy Armor Proficiency]] as well as [[SRD:Tower Shield Proficiency|Tower Shield Proficiency]]. Increase his grim class level [[SRD:Saving Throw#Fortitude|Fortitude]] save progression to "Good".
 
 
 
:''Exotic Path:'' He gains [[SRD:Martial Weapon Proficiency|proficiency]] with all [[SRD:Weapons|martial weapons]] and [[SRD:Exotic Weapon Proficiency|proficiency]] with one [[SRD:Weapons|exotic weapon]] of his choice. He adds 2 skill points per level for his grim class levels.
 
 
 
:''Finesse Path:'' He gains [[SRD:Martial Weapon Proficiency|proficiency]] with all [[SRD:Weapons|martial weapons]] as well as [[SRD:Weapon Finesse|Weapon Finesse]]. Increase his grim class level [[SRD:Saving Throw#Reflex|Reflex]] save progression to "Good".
 
 
 
'''{{Anchor|Grim Focus}}:''' Additionally, grims use different mental ability scores as their key mental ability for spell-casting and grim abilities. A grim chooses one of the following.
 
 
 
:''Intelligence-Based:'' Gain all [[SRD:Knowledge Skill|Knowledge]] skills as class skills.
 
 
 
:''Wisdom-Based:'' Gain [[SRD:Autohypnosis Skill|Autohypnosis]] as a class skill. Gain 1 bonus skill point per grim level to invest in any [[SRD:Profession Skill|Profession]] skill.
 
 
 
:''Charisma-Based:'' Gain [[SRD:Use Magic Device Skill|Use Magic Device]] as a class skill. Gain 1 bonus skill point per grim level to invest in any [[SRD:Perform Skill|Perform]] skill.
 
 
 
'''{{Anchor|Grim Spellcasting}}:''' A grim casts his [[SRD:Spells|spells]] at-will while [[#Grim Transformation|transformed]] which does not expend the slots they occupy. He cannot cast spells when not [[#Grim Transformation|transformed]] unless he has also gained the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. His key mental ability score determines the power of his spells.
 
 
 
A grim readies his spells through divine meditation in an hour-long meditation ritual typically performed at dawn after waking. Anytime he wishes to change all his readied spells, he must meditate uninterrupted for one hour. The spells he readies are ingrained into his essence and he may use them at-will while [[#Grim Transformation|transformed]]. For quickly readying different spells, he may swap out one spell for another of the same level by spending 1 LP per spell level as a [[SRD:Full-Round Actions|full-round action]]. A grim may ready and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to ready during his meditation.
 
 
 
To ready or cast a spell, a grim must have a key mental ability score equal to at least 10 + the spell's level. The [[SRD:Using Skills#Difficulty Class|Difficulty Class]] for a saving throw against a grim’s spell is 10 + the spell's level + the grim’s key mental ability modifier. Unlike most other spellcasters, a grim has a nearly limitless supply of spells per day. He gains access of up to 4th level spells and is initially limited to casting spells while [[#Grim Transformation|transformed]].
 
 
 
A grim’s list of spells is harshly limited. A grim is able to prepare two 1st-level spells of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. (The number of spells a grim knows is not affected by his key mental ability score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed.) These spells are chosen from the list below.
 
 
 
Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level).
 
 
 
Metamagic spells must be prepared in the higher slot to be used.
 
 
 
Grims choose their spells from the following list:
 
 
 
1st— ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[Lantern of the Moon (3.5e Spell)|lantern of the moon]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]''
 
 
 
2nd— ''[[SRD:Augury|augury]]'' (full-round action), ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:False Life|false life]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Whispering Wind|whispering wind]]''
 
 
 
3rd— ''[[SRD:Displacement|displacement]]'', ''[[SRD:Fear (Spell)|fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Halt Undead|halt undead]]'', ''[[SRD:Vampiric Touch|vampiric touch]]'', ''[[SRD:Wind Wall|wind wall]]''
 
 
 
4th— ''[[SRD:Crushing Despair|crushing despair]]'', ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Tongues|tongues]]''
 
 
 
'''{{Anchor|Grim Life Points}} {{Ex}}:''' A grim gains a pool of life points (LP) equal to his grim level + his key mental ability modifier (minimum of 1). LP refresh at a rate of 1 per 10 minutes counting since their last usage.
 
 
 
These points are used to fuel his [[#Grim Transformation|transformation]], [[#Scourge Attack|scourge attack]] and other abilities, representing his connection and enhancement from his source of power.
 
 
 
An increase in his key mental ability grants the capacity for more LP, which are filled at the normal refresh rate.
 
 
 
'''{{Anchor|Alteration}} {{Su}}:''' Starting at 1st level and each time he gains an even-numbered grim level, he gains an alteration of his choice. He may choose any alteration he meets the prerequisites for. An alteration only functions while he is [[#Grim Transformation|transformed]]. The [[#Alterations|full alteration list]] can be found below.
 
 
 
'''{{Anchor|Grim Transformation}} {{Su}}:''' Ethereal essences imbue his body and weapons. At 1st level, he learns to directly harness the otherworldly power of the [[SRD:Ethereal Plane|Ethereal Plane]] to transform himself. His transformation's appearance evolves as he gains levels, though the details vary from grim to grim.
 
 
 
A 1st-level grim may transform into his grim form as a [[SRD:Swift Actions|swift action]] on his turn by spending 1 LP (with 1 LP each additional round to maintain the transformation as a non-action). A grim may end his transformation as a [[SRD:Free Actions|free action]], even when it is not his turn. If a grim runs out of LP, he may overextend and continue to maintain his transformation by paying the "grim cost" (1 HP of lethal damage per HD each round transformed, bypassing resistances and any temporary HP). Entering into this overextension, the grim may not transform again after he de-transforms until all his LP are refreshed.
 
  
The influx of power grants him a reroll on a d20 roll he makes once per round. Additionally, he may spend 1 [[#Grim Life Points|LP]] while transformed to reroll any single d20 roll once per round.
+
The cables have half its total HP (39) and its AC. Severing the cables violently releases the trapped elemental, but otherwise disables and kills the golden god. Treat the elemental as a large air elemental (CR 5) with its Shocking Body and Shocking Grasp abilities.
  
As a grim gains levels, he will have his choice of [[#Alteration|alterations]] to modify the abilities he gains when he transforms. A grim who is knocked [[SRD:Unconscious|unconscious]] or dies while transformed, remains transformed until the start of his next turn.
+
===Combat===
 +
'''Godwish {{Su}}:''' Once per day a golden god may bestow a ''[[SRD:Limited Wish|limited wish]]'', but only to reverse or undo an effect on a present creature or target.
  
'''{{Anchor|Past Deeds}}:''' A grim isn't always delving in tombs and crypts. At 1st level, he gains an [[Archetype (3.5e Feat Type)|archetype feat]] he meets the prerequisites for.
+
'''Shocking Body {{Su}}:''' A golden god is under a constant supernatural ''[[SRD:Fire Shield|electric shield]]'' (as the ''fire shield'' spell, but dealing electricity damage instead at 1d6+5 and taking half damage from electricity-based attacks, or none if on a successful Reflex save for half damage).
  
'''{{Anchor|Scourge Attack}} {{Su}}:''' At 1st level, he learns to channel damaging power as part of an attack made as a [[SRD:Standard Actions|standard action]] at the cost of 1 LP. He channels this energy through an attack, natural or manufactured. Only one attack per round may be a scourge attack and is declared before the attack is rolled, affecting a single target. A scourge attack's unleashed power rends through and inundates the target, dealing 1d6 damage at 1st grim level and an additional 1d6 at every odd-numbered grim level. While [[#Grim Transformation|transformed]], he deals damage equal to 1d6+2 damage instead.  
+
'''Shocking Grasp {{Su}}:''' A golden god may deliver a melee touch attack which deals 5d6 points of electricity damage. When delivering the jolt, it gains a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). This touch attack can be delivered through its weapon if made of metal.
  
'''{{Anchor|Second Path}}:''' A grim must choose to specialize or diversify. At 3rd level, he may choose either a second [[#Aptitude Path|Aptitude Path]] or a High balance or lower feat he meets the prerequisites for.
+
'''Immunity to Magic {{Ex}}:''' A golden god is immune to any spell or [[SRD:Spell-Like Ability|spell-like ability]] that allows [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]]. In addition, certain [[SRD:Creature Spells and Powers#Spells|spells]] and effects function differently against the creature, as noted below.
  
'''{{Anchor|Death's Communion}} {{Ex}}:''' At 4th level, he is recognized as notable by those who ferry the souls of the dead. A grim can be raised from the dead without the need for expensive [[SRD:Components (Spell Descriptor)|material components]] or experience point loss.  
+
An iron golem is affected normally by rust attacks, such as that of a rust monster or a ''[[SRD:Rusting Grasp|rusting grasp]]'' spell.
  
Additionally, a grim may choose up to two allies, bestowing upon them this benefit in a binding pact (taking 1 minute of concentration by the grim). Alternatively, he may choose up to four allies, cutting the material component requirements to raise them and experience loss by 50% instead. The pact can be completed or withdrawn from an ally at a range of up to 30 feet. The pact cannot be applied to an unwilling target.
+
===Construction===
  
'''{{Anchor|Divine Suffusion}} {{Su}}:''' The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|transformed]].
+
A golden god's body and cables are crafted from 5,000 pounds of copper, silver, gold and mithral, smelted with rare tinctures and admixtures costing at least 6,000 gp. Assembling the body requires a [[SRD:DC|DC]] 20 [[SRD:Craft Skill|Craft]] (armorsmithing) check or a [[SRD:DC|DC]] 20 [[SRD:Craft Skill|Craft]] (weaponsmithing) check.
 
 
'''{{Anchor|Death's Accord}} {{Ex}}:''' At 6th level, the grim is empowered with a resistance to effects from abilities with the [[SRD:Death Effect|death]] descriptor, [[SRD:Death Effect|death]] effects and [[SRD:Energy Drained|energy drain]], re-rolling any failed save, taking the better of the two results. Additionally, he takes {{1/2}} effectiveness from [[SRD:Energy Drained|energy drain]] (minimum of 1), and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') regardless if he was allowed a save or if the save was successful.
 
 
 
'''{{Anchor|Agile Scourge}} {{Su}}:''' At 7th level, the grim gains the option of making a [[#Scourge Attack|scourge attack]] when making any attack, such as when part of a [[SRD:Full-Round Actions#Full Attack|full attack action]], [[SRD:Standard Actions|standard action]], [[SRD:Action Types|readied action]] or from an [[SRD:Attacks of Opportunity|attack of opportunity]]. He is still limited to 1 [[#Scourge Attack|scourge attack]] per round.
 
 
 
'''{{Anchor|Imbued Body}} {{Ex}}:''' At 8th level, the grim may choose an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his body and soul. The [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|transformed]].
 
 
 
He gains another imbued body from another [[#Alteration|alteration]] at 11th, 14th, 17th and 20th levels.
 
 
 
An [[#Alteration|alteration]] can only be taken as an imbued body if all prerequisite [[#Alteration|alterations]] have been gained as imbued bodies.
 
 
 
'''{{Anchor|Returning Memories}} {{Ex}}:''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 8th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD:Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss. If ''[[SRD:Reincarnate|reincarnated]]'', he may instead choose to have his body restored to its original form (though as a young adult).
 
 
 
'''{{Anchor|Nixing Scourge}} {{Su}}:''' At 9th level, the power of his [[#Scourge Attack|Scourge Attack]] grows, becoming capable of disintegrating creatures, objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|wall of force]]''. By spending an additional [[#Grim Life Point|LP]], any creature killed or object reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is entirely disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save (DC 10 + his Wisdom modifier + {{1/2}} his HD) prevents disintegration but leaves the body a mangled wreak.
 
 
 
Nixing scourge allows scourge attacks to bypass an amount of DR or hardness equal to his grim level.
 
 
 
Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] modifier) against the [[SRD:Saving_Throw_(Spell_Descriptor)#Saving Throw Difficulty Class|save DC]] of the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] (up to a 10' square) is destroyed.
 
 
 
'''{{Anchor|Death's Contract}} {{Ex}}:''' At 10th level, the grim is empowered with immunity to effects from abilities with the [[SRD:Death Effect|death]] descriptor, [[SRD:Death Effect|death]] effects, [[SRD:Energy Drained|energy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]'') but not planar effects such as that generated by the [[SRD:Negative Energy Plane|Negative Energy Plane]] (though he retains his {{1/2}} effectiveness against negative energy from [[#Death's Accord|Death's Accord]]). This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or effect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Returning Memories|Returning Memories]] ability.
 
 
 
An undead grim instead applies these benefits to positive energy effects instead.
 
 
 
'''{{Anchor|Eternal Life}} {{Su}}:''' At 11th level, he no longer ages normally. He may continue to age if he chooses, gaining bonuses and penalties as normal, but he no longer has a maximum age and cannot die of old age.
 
 
 
'''{{Anchor|Great Scourge}} {{Su}}:''' At 15th level, the grim may make a single [[#Scourge Attack|Scourge Attack]] in place of a [[SRD:Full-Round Actions#Full Attack|full attack action]] as he channels all his fury. For each iterative attack he gives up, he adds a multiple of his scourge attack damage dealt with the attack.
 
 
 
'''{{Anchor|Perfect Transformation}} {{Su}}:''' At 20th level, the grim need not spend LP to maintain his grim transformation in any round in which he doesn't attack or cast spells, though his LP do not refresh while in this state.
 
 
 
===Alterations===
 
 
 
''Alteration Types:'' Alterations come in four basic types: Passive, Burst, Aura and Special. Alterations may have more than one type.
 
 
 
:''Passive:'' These alterations function simply by having them.
 
 
 
:''Burst:'' These alterations have an area of effect and require an action to use.
 
 
 
:''Aura:'' These alterations have a radius and affect targets as described.
 
 
 
:''Special:'' These alterations don't fit into the above types.
 
 
 
=====Alterations=====
 
 
 
{| class="sortable d20" style="text-align:left;"
 
|-
 
! Name !! Type !! Prerequisite !! Description
 
{{#ask: [[Category:3.5e]] [[Category:User]] [[Category:Grim Alteration]]
 
|?Type
 
|?Prerequisite
 
|?Summary
 
|format=template
 
|template=Table Row
 
|link=none
 
|limit=999
 
}}
 
|}
 
<small>[[3.5e Grim Alterations]]: A complete list of alterations as well as additional comments on their design.</small>
 
 
 
=== [[3.5e Grim Feats|Grim Feats]] ===
 
 
 
{| class="sortable d20" style="text-align:left;"
 
|-
 
! Name !! Prerequisite !! Description
 
{{#ask: [[Category:3.5e]] [[Category:User]] [[Category:Feat]] [[Type::Grim]]
 
|?Prerequisite
 
|?Summary
 
|format=template
 
|template=Table Row
 
|link=none
 
|limit=99
 
}}
 
|}
 
 
 
=== Campaign Information ===
 
 
 
''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment.''
 
 
 
==== Grim Lore ====
 
 
 
{{quote|When you look back on your life do you ask yourself 'Have I made the right choices? Do I have regrets? Were my failures my bane?' or do you say 'It matters not what I feel, for the historians for ages to come shall know my name and my tale'. When you look back on your life, do you see Death following?
 
|orig=Alem Eigrod the Gray Saint
 
}}
 
  
Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s.
+
CL 16th; [[SRD:Craft Construct|Craft Construct]], ''[[SRD:Shocking Grasp|shocking grasp]], [[SRD:Geas/Quest|geas/quest]], [[SRD:Limited Wish|limited wish]]'', caster must be at least 12th level'';'' Price 75,000 gp; Cost 40,500 gp + 2,760 XP.
  
The [[SRD:Using Skills#Difficulty Class|DC]] to learn about a specific class feature of the grim is 10 + the level the ability is gained.
 
  
{| class="zebra d20"
 
|+ [[Knowledge]] (religion)
 
! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result
 
|-
 
| 10 || class="left" | Grims can transform, becoming stronger for a short period of time. Their powers are granted through a connection to the [[SRD:Ethereal Plane|Ethereal Plane]].
 
|-
 
| 15 || class="left" | Grims are wise and often pose as shamans or exorcists. They gain power to destroy undead creatures and deal powerful blows with weapons as well as cast a few spells.
 
|-
 
| 20 || class="left" | A grim's connection to the [[SRD:Ethereal Plane|Ethereal Plane]] affords him a cheaper passage from the afterlife back to the world of the living as well as protection to means that would surely kill most others.
 
|-
 
| 25 || class="left" | A powerful grim may destroy objects, creatures and solid force with a touch. Able to transform at a moment's notice and strike out with supernatural power against his foes, the grim often walks about in unseen quietude.
 
|}
 
  
  
 
----
 
----
{{3.5e Base Classes Breadcrumb}}
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Base Class]]
 

Latest revision as of 19:11, 13 October 2018

Golden God[edit]

Size/Type: Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 22 (–1 size, +2 Dex, +11 natural), touch 8, flat-footed 30
Base Attack/Grapple: +6/+16
Attack: Slam +12 melee (1d10+6)
Full Attack: 2 slams +12 melee (1d10+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Shocking Grasp
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., fast healing 5, immunity to magic, low-light vision
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 23, Dex 15, Con —, Int —, Wis 15, Cha 9
Skills:
Feats:
Environment: Any
Organization: Solitary or pantheon (2–4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment:

This golem has a humanoid body made from shining gold-colored metal. A golden god can be fashioned in any manner, usually befitting a regal presence. Golden gods sometimes carry a staff in one hand (and are created with proficiency in any single one-handed or light weapon of the crafter's choice). A golden god is 12 feet tall and weighs about 5,000 pounds. It cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves slowly, hovering, attached to long coiling, ringed cables. The cables attach to an elemental prison, usually sealed away behind a wall or hidden out of view.

The cables have half its total HP (39) and its AC. Severing the cables violently releases the trapped elemental, but otherwise disables and kills the golden god. Treat the elemental as a large air elemental (CR 5) with its Shocking Body and Shocking Grasp abilities.

Combat[edit]

Godwish (Su): Once per day a golden god may bestow a limited wish, but only to reverse or undo an effect on a present creature or target.

Shocking Body (Su): A golden god is under a constant supernatural electric shield (as the fire shield spell, but dealing electricity damage instead at 1d6+5 and taking half damage from electricity-based attacks, or none if on a successful Reflex save for half damage).

Shocking Grasp (Su): A golden god may deliver a melee touch attack which deals 5d6 points of electricity damage. When delivering the jolt, it gains a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). This touch attack can be delivered through its weapon if made of metal.

Immunity to Magic (Ex): A golden god 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.

An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Construction[edit]

A golden god's body and cables are crafted from 5,000 pounds of copper, silver, gold and mithral, smelted with rare tinctures and admixtures costing at least 6,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, shocking grasp, geas/quest, limited wish, caster must be at least 12th level; Price 75,000 gp; Cost 40,500 gp + 2,760 XP.