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Mohammed

Mensagens: 1062
Localização: Gotham City
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Enviada:
Ter Fev 01, 2005 12:16 pm |
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Nossa, agora esse tópico está mais completo do que muito site sobre o assunto.
Mas me resta uma dúvida.
Não entendi direito o golem máscara de ferro.
É uma máscara flutuante ? |
_________________ Se observar o abismo por muito tempo, vai notar que o abismo também observa você. |
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Elvish Paladin

Mensagens: 353
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Enviada:
Ter Fev 01, 2005 12:22 pm |
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Mohammed, pelo que entendi ele é um Golem de Ferro normal.
Agora, como é forjado e montado no plano das sombras, ele é muito furtivo(não tem peso).
Ele deve ter também, boas habilidades relacionadas ao plano das sombras...
Em que livro estão esses Golens que o Solar postou MM2 ou MM3? |
_________________ "É apenas o que eu acho." |
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Stephen_Stone

Mensagens: 440
Localização: Na maioria das vezes no trabalho
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Enviada:
Ter Fev 01, 2005 12:24 pm |
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me parece q estão no mm2...
olha este golem aqui
Coal Golem
By Eric Cagle
The heat was unbearable. Quilix wiped the sweat from his brow with his sword hand and peered into the dim chamber. It was difficult to see, as acrid smoke and shimmering waves of heat obscured his vision. A dim red glow shone throughout the room, which he soon recognized as some sort of forge.
He stepped inside the room -- a cavern, really. For four days and nights, he had explored the shattered fortress of the salamanders. The dwarves that lived near this site had believed it to be long forgotten by its former masters, and so far, Quilix's investigations had proved him correct. All he had found in the deep, smoldering halls of salamanders, located dangerously close to the volcano known as Mount Drukk, was ash, ancient charred bodies, and a great deal of heat.
A huge, squat anvil sat in the middle of the room, scarred from what must have been centuries of use. Bits of metal and half-finished metal weapons were piled in metal racks, now drooping from age and constant exposure to heat. A pool of lava bubbled in a stone vat in the corner, no doubt being fed from one of the many tendrils of magma that seeped from the volcano.
Seeing nothing of immediate value in the forge to be looted, Quilix turned to leave. A flicker from the anvil suddenly caught his eye. He moved closer and saw a strange, octagonal stone fixed in the side of the anvil. He wiped off the soot and ash that covered the stone, and gave out a startled gasp of surprise. The stone was an enormous ruby the size of his fist! Quilix's hands shook as he sheathed his sword and drew his dagger from its scabbard. He began to pry the ruby from its setting.
"What a prize this will fetch from the dwarves at Duruk Lor!" he murmured as his dagger dug into the decaying metal of the anvil.
Deep in thought, Quilix failed to hear the sound of rustling from behind him -- the noise of coals settling into a fire. The ruby came loose from its fitting and he held it up in the red-orange light of the magma pool, a smile of pure greed on his face.
The smile faded quickly when he noticed a shifting in the sparkle of the ruby, alerting him to something moving behind him. In a flash, he pivoted, the dagger held low and ready to strike. He stopped cold and looked into the glowing red eyes of the monstrosity before him.
The coal golem released an infernal, crackling hiss, blowing hellishly hot air into Quilix's face. The dagger fell from his trembling hands as the golem raised its massive, glowing fists, ready to deal a killing blow to the intruder who had desecrated the forge.
Coal Golem
Large Construct
Hit Dice: 11d10 (60 hp)
Initiative: -1
Speed: 20 ft. (can't run)
AC: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Attacks: 2 slams +13, or longspear +13/+8
Damage: Slam 2d10+9 plus 1d8 fire, longspear 2d8+9 plus 1d8 fire/x3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Heat
Special Qualities: Berserk, construct traits, DR 20/+1, magic immunity
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 23, Dex 9, Con -- , Int -- , Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 12-18 HD (Large); 19-33 HD (Huge)
Fire-dwelling races that thrive in intensely hot environments commonly create coal golems. The secret to the creation of coal golems is believed to have been first discovered by the salamanders, who used the coals and slag from their infernal forges to give life to these monsters. If not the true creators, salamanders are the usual masters of coal golems, using them as slave labor and as guardians of their forges. Fire giants that have mastered the arcane arts also manufacture coal golems, sometimes for the sole purpose of using them as mobile statues to decorate their fortresslike dwellings. Sages believe that unlike other golems, which receive life through the power of the element of earth, coal golems are animated by a combination of fire and earth energies. Because of these conflicting energies, a coal golem is more likely than other constructs to go on a berserk killing rampage.
A coal golem is a humanoid-shaped figure composed of deep-burning coals and cinders. It stands 9 feet tall, weighs 500 pounds, and has a powerful body with stocky legs and arms that extend to its knees. An open iron frame holds the entire body in place. Tiny bits of ash and sparks, which can light paper and other easily ignited objects, constantly "shed" from the coal golem's body. Two particularly large glowing cinders act as the coal golem's eyes.
Coal golems cannot speak but make a crackling hiss when attacking. They understand commands spoken in the Ignan tongue but do not understand Common. The creatures emit a constant wisp of smoke, equivalent to a low-burning campfire. They move in a slow, clumsy gait, accompanied by the sounds of crackling embers and shifting coals. The coal golem is typically armed with an enormous metal longspear, which glows red from the golem's heat.
COMBAT
A coal golem will engage in close combat, where its impressive heat can do extra damage, as soon as possible. It will also try to set fire to flammable objects, making the surrounding environment dangerous. It gets enraged by cold attacks and focuses its attention on anyone who attacks with such methods, even if those attacks do no significant harm.
Heat (Ex): A coal golem generates so much heat that its mere touch deals additional fire damage. Coal golems can conduct this heat through any metal objects or weapons they carry. This heat also has a chance to light flammable objects on fire (see Catching on Fire in Chapter 3 of the Dungeon Master's Guide).
Berserk (Ex): When a coal golem enters combat, there is a cumulative 2% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing (and/or lighting on fire) some object smaller than itself if no creature is within reach. It then moves on to spread more destruction. If within 60 feet, the golem's creator can try to regain control by speaking firmly and persuasively (in Ignan) to the golem, an act which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset its berserk chance to 0%.
Construct Traits: A coal 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 coal golem has darkvision (60-foot range).
Magic Immunity (Ex): A coal golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An ice storm slows it (as the slow spell) for 2d6 rounds, with no saving throw. Cone of cold slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 damage. Otiluke's freezing sphere stops it from moving that round and does regular damage. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a coal golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.
Construction
A coal golem's body is made of an open iron frame, which contains the chunks of coals and cinders that make up its form. These coals are made from burning rare woods and coals. The golem costs 65,000 gp create, including 1,000 for the construction of the body. Creating the body is a complex task that requires a successful Craft (metalworking or weaponsmithing) check (DC 20).
The creator must have attained 14th level and be able to cast arcane spells. Completing the ritual drains 1,100 XP from the creator and requires geas/quest, limited wish, polymorph any object, heat metal. The creator must also speak Ignan. |
_________________ O poder é bom, mais poder é ainda melhor! |
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Stephen_Stone

Mensagens: 440
Localização: Na maioria das vezes no trabalho
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Enviada:
Ter Fev 01, 2005 12:26 pm |
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e este
Sardorian Golem
By Scott Brocius and Mark A. Jindra
The Draconomicon presents us with three dragon golems: dragonbone, drakestone, and ironwyrm. However those are not the only ones known to exist. Floating majestically among the clouds, shrouded by nightfall, Sardior's castle and its surrounding city are guarded by another kind of dragon golem -- one so fierce and imposing that it could bear only one name.
Sardorian Golem
Large Construct
Hit Dice: 30d10+30 (195 hp)
Initiative: +0
Speed: 30 ft. (6 squares); fly 60 ft. (clumsy)
Armor Class: 35 (-1 size, +26 natural), touch 9, flat-footed 35
Base Attack/Grapple: +22/+36
Attack: Bite +31 melee (2d6+10)
Full Attack: Bite +31 melee (2d6+10) and 2 claws +26 melee (1d8+5) and 2 wings +26 melee (1d6+5) and tail slap +26 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/magic and adamantine, darkvision 60 ft., immunity to magic and psionics, low-light vision
Saves: Fort +10, Ref +10, Will +11
Abilities: Str 31, Dex 10, Con --, Int --, Wis 13, Cha 15
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 31-50 HD (Large); 51-70 HD (Huge); 71-90 HD (Gargantuan)
Level Adjustment: --
A Sardorian golem appears to be a finely crafted red crystalline statue of Sardior. It is 15 feet long and 10 feet tall at the shoulder, and a pulsing light shines from deep within the golem creating an ominous red glow.
First created by Sardior as guardians for his castle, Sardorian golems have been used by followers of Sardior as sentinels for the church and its patrons. The exact methods used in their creation remain a closely guarded secret.
Combat
A Sardorian golem does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Sardorian golems don't use weapons, even if ordered to, and always strike first with their breath weapons before moving to melee range.
A Sardorian golem's creator can command it if the golem is within 60 feet and can see and hear its creator. The golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence, such as "Remain in this area and attack all creatures that enter."
Breath Weapons (Su): This cone-shaped breath weapon is a mixture of force, fire, and brilliant light, and it extends out 40 feet. The breath deals 9d8 points of force damage and 9d8 points of fire damage (Reflex DC 25 half). Any creature that fails its Reflex save is also blinded for 1d4 rounds. The golem's creator can direct it to deal nonlethal damage with the force portion of the damage. The golem must wait 1d4 rounds before it can use its breath weapon again. The save DC is Charisma-based.
Immunity to Magic (Ex): Sardorian golems are immune to all spells, spell-like abilities, and supernatural effects and abilities.
Immunity to Psionics (Ex): Sardorian golems completely resist psionic effects that allow power resistance.
Construct Traits: A Sardior's golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision.
Construction
A Sardorian golem's body is crafted from blocks of quartz crystal of various sizes that are fashioned together with bands of polished brass. The body usually has a weight of at least 5,000 pounds and costs at least 15,000 gp. Assembling the body requires a DC 25 Craft (sculpting) check or a DC 25 Craft (stonemasonry) check.
ML 16th; Craft Construct (see page 303 of the Monster Manual), emulate power, fly, matter manipulation, negate psionics, true creation, manifester must be at least 16th level. Price 175,000 gp; Cost 95,000 gp + 6,400 XP. |
_________________ O poder é bom, mais poder é ainda melhor! |
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Stephen_Stone

Mensagens: 440
Localização: Na maioria das vezes no trabalho
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Enviada:
Ter Fev 01, 2005 12:32 pm |
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_________________ O poder é bom, mais poder é ainda melhor! |
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NICKODHEMUS

Mensagens: 245
Localização: qquer 1, tenho teleporte!
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Enviada:
Ter Fev 01, 2005 1:30 pm |
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NICKODHEMUS, O CRIADOR DE GOLENS, DIZ:
Eu acho que amo vcs todos
Domingo que vem, meus jogadores tem que detonar um magi **&&¨¨%%o
Vou pegar um totem ( tipo indigena ) e transformar num golen, e misturar com outros totens depois eles lutam com uns 2 elementalzinho da terra... em seguida um golen básico de pedra...
depois... uns dois gigantes de armadura completa, e em seguida uma armadura completa ( golen de aço) idêntica...
e pra fechar com chave de ouro, eu misturo golens de carne e mortos vivos.... gostei...
Vou passar o endereço desse tópico para ue eles venham agradecer hehe...
um dos melhores tópicos que eu já vi no fórum !!!!! |
_________________ NADA MAIS PRÁTICO QUE UMA BOA TEORIA !
Nós somos os mais inteligentes, nossos combos são mais matadores, nossa taverna sai mais briga, nossas mulheres são mais gatas, temos os anões mais ranzinza e os elfos mais...
http://www.sobresites.com/rpg |
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Mohammed

Mensagens: 1062
Localização: Gotham City
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Enviada:
Ter Fev 01, 2005 2:07 pm |
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Realmente esse tópico ficou muito legal.
Eu mesmo, estou salvando tudo em arquivo. Talvez eu faça uma matéria e ofereça ao Sobre Sites.
Eu ainda gostaria de discutir formas de animar um golem, seja com magia ou outra coisa, como um cristal mágio ou prender um espírito no golem, como o brinquedo assassino.
Além disso, gostaria de ressaltar uma coisa que está na literatura e no cinema sobre o golem.
A respeito da confiabilidade em um golem, ou melhor a falta dela.
Na literatura sobre robôs, eles costumam sair do controle e acho que isso deveria ser inserido do back ground dessas criaturas.
Sobre o Golem Totem do Niko, seria um golem de madeira, certo ?
Mas porque somente um ?
O totem tem várias "carrancas" uma encima da outra.
Esse golem totem poderia se dividir e se juntar dependendo da ocasião.
Sacou ?
Um totem tem uma águia, um macaco, um urso, um morcego, sei lá.
Cada "carranca" pode ser um golem separado. |
_________________ Se observar o abismo por muito tempo, vai notar que o abismo também observa você. |
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NICKODHEMUS

Mensagens: 245
Localização: qquer 1, tenho teleporte!
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Enviada:
Ter Fev 01, 2005 2:15 pm |
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| Mohammed escreveu: |
Sobre o Golem Totem do Niko, seria um golem de madeira, certo ?
Mas porque somente um ?
O totem tem várias "carrancas" uma encima da outra.
Esse golem totem poderia se dividir e se juntar dependendo da ocasião.
Sacou ?
Um totem tem uma águia, um macaco, um urso, um morcego, sei lá.
Cada "carranca" pode ser um golem separado. |
Cara que terror...
Vou usar o esquema de uma das gosmas...( sei lá qual)
cada vez que é atingido se divide em dois,,,
Acho que é ótimo pra ravenloft... só num posso me empolgar muito senão mato all personas dos caras..  |
_________________ NADA MAIS PRÁTICO QUE UMA BOA TEORIA !
Nós somos os mais inteligentes, nossos combos são mais matadores, nossa taverna sai mais briga, nossas mulheres são mais gatas, temos os anões mais ranzinza e os elfos mais...
http://www.sobresites.com/rpg |
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Solar

Mensagens: 452
Localização: Waterdeep - Rio Grande do Sul
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Enviada:
Ter Fev 01, 2005 2:20 pm |
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Tipo Power Rangers...
Huahauahuahua...
Os golens que eu postei estão no MM3. Faltou um ainda. O único golem de tendência malígna. Se eu não tivesse que pegar o avião daqui a 3 horas eu até seguia postando o restante. Existem outros golens no MM2.
Mohammed, eu acho que o pessoal pode te ajudar quanto à forma de animação do golem. Está descrito na forma de criação (pois é, em D&D personagens jogadores podem criar qualquer golem).
Quanto ao Golem Máscara de Ferro, é só um nome. Ele é feito de aço, a partir de minério retirado do Plano das Sombras. Ele é muito grande e pesado, mas, por ser feito em uma forja do Plano das Sombras, ele movimenta-se como uma sombra. Ele é muito silencioso devido à sua confecção. Mas, como eu citei, ele é muito pesado (750kgs). Dentre todos, foi o que eu mais gostei, junto com o golem prismático, que é bastante original.
Stephen Stone, diga-me uma coisa...
De onde tu tira estes dados sobre as criaturas?
Poderia, por favor, postar o link? |
_________________ "Meu Deus do céu, eu sou horroso!"
Não deixe de ver o nosso Guia de RPG! |
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Stephen_Stone

Mensagens: 440
Localização: Na maioria das vezes no trabalho
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Enviada:
Ter Fev 01, 2005 2:21 pm |
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_________________ O poder é bom, mais poder é ainda melhor! |
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SirRomanDragon
Moderador


Mensagens: 931
Localização: Arrebanhando soldados no necrotério mais próximo
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Enviada:
Ter Fev 01, 2005 2:25 pm |
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Nicko:
A questão desses golens é saber confundir os jogadores.
Misture bastante, em vez de um único golem de pedra, coloque umas gárgulas junto e deixe o golem com a forma delas.
Agora, deixe o golem voar! porque se nao n tem graça...
E use bem esses gigantes, coloque os dois gigantes, durante a luta (perto do final, qd o grupo já sabe que são gigantes e talz) faça parecer que mais uma tropa de gigantes está chegando (tipo como se um alarme tivesse soado e eles estivessem correndo pra chegar ao local), isso reforça a ideia que são apenas "mais gigantes". Ai o tal golem fica no meio desse novo destacamento e...
"Putz, porque nao funcionou? "
"AAAAAAAAAAAAAAAHHHHH!!!"  |
_________________ 5º turno, tapa 4, Mana Seism, saca tudo, Vizzerdrix... Se você riu, entre aqui, e se não entendeu... Aqui! |
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Stephen_Stone

Mensagens: 440
Localização: Na maioria das vezes no trabalho
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Enviada:
Ter Fev 01, 2005 2:27 pm |
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Massa tbm é o Gorgon uma besta mágica, mas q é um constructo... vou postar habilidade dele abaixo e foto tbm... |
_________________ O poder é bom, mais poder é ainda melhor! |
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Stephen_Stone

Mensagens: 440
Localização: Na maioria das vezes no trabalho
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Enviada:
Ter Fev 01, 2005 2:28 pm |
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_________________ O poder é bom, mais poder é ainda melhor! |
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Stephen_Stone

Mensagens: 440
Localização: Na maioria das vezes no trabalho
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Enviada:
Ter Fev 01, 2005 2:29 pm |
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GORGON
Large Magical Beast
Hit Dice: 8d10+40 (85 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +8/+17
Attack: Gore +12 melee (1d8+7)
Full Attack: Gore +12 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, trample 1d8+7
Special Qualities: Darkvision 60 ft., lowlight vision, scent
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
Skills: Listen +9, Spot +8
Feats: Alertness, Improved Initiative, Iron Will
Environment: Temperate plains
Organization: Solitary, pair, pack (3–4), or herd (5–13)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: —
A typical gorgon stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds.
Gorgons are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate.
COMBAT
Whenever possible, a gorgon begins an encounter by charging at its opponents.
Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based.
Trample (Ex): Reflex DC 19 half. The save DC is Strength-based. |
_________________ O poder é bom, mais poder é ainda melhor! |
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Halfling
Moderador


Mensagens: 879
Localização: Curitiba- PR
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Enviada:
Ter Fev 01, 2005 2:36 pm |
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pow... o NICKO é muito sacana hauhauhaua..daki a poco aparece o grupo dele xingando agente aki no forum...
com eu não so de deixar nenhum aventureiro na mão tenho q começar a colocar coisas q ajudem os aventureiros contra os golens... huahauah
pra quem permite na quintessencia do ladino tem um feat pra sneack ataque em golens, e uma classe pra sneack em morto vivo...
pra quem não pdoe usar esses livros o CA tem magias q permitem usar sneack contra golens e mortos vivos tb....
qunato a distinguir golens de carne de morots vivos aconselho ao grupo ter um bom Conhecimento Arcano, tb fiquem atentos q os golens não se deterioram como os mortos-vivos comuns, e pra tudo isso ainda cai bem um detectar magia...
foi oq consegui tirar de cabeça, preciso pesquisar mais
lutar com golem e muit trablahoso e fod@!!! |
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Visite o nosso Guia de RPG! |
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