Gonzoron of the FoS wrote:So, in addition to the
de Penible adventure, I'm planning on running the du Cire adventure
at the same time. Fun, fun, eh?
I want to make the final battle in the waxworks fun and exciting, as the module suggests, but I'm faced with the issue that Wax Golems simply don't make for very interesting opponents. I went with the Denizens of Dread version, even though I'm using Pathfinder, because the PF version (in the SRD and Ryan Naylor's conversion netbook) is very weak and my PCs are 11th level. I pathfinderized a little bit, adding some feats and such, but even so, they come across very boring seeming. (Especially compared to my souped-up de Penible, who came out pretty scary).
Any ideas for some interesting templates, class levels, feats, or other abilities I can add to spice them up, while remaining true to the wax golem feel? (I guess when you think about it, wax figures coming to life are more creepy than scary, sadly)
so far, I added 1 gunslinger level and 2 rogue levels to du Cire himself to reflect his pistol tendency and backstab ability from the 2e source.
For the others, I gave them the catch off guard and throw anything feats, as well as shrapnel strike, for some "hulk smash" kind of fun.
But still... meh. Help me out, chums! (and oh, yeah, need answer fast!

the weekend is nigh! )
I have a pathfinder version of Du Circe. He's not big and bad enough for 11th level players, but you can beef him up as needed.
Alexandre du Circe
“Male”; Advanced Wax Golem of Obsession; Rogue (Spy) 5
Alignment: Neutral Evil; Medium Construct
Init +3; Senses Normal; Perception +14
DEFENSE
AC 25, 13 touch, 22 flat-footed (+12 Natural, +3 Dex)
hp 70 (4d10+5d8+20)
Fort +2, Ref +8, Will +4
Defenses: Construct Traits, Immune to Magic, Fast Healing 1
Weakness: Vulnerable to Fire
OFFENSE
Speed 30 ft.
Melee Slam +14/+9 (1d6+6)
Ranged Pistol +11 (1d8; x4)
Special Attacks Sneak Attack +3d6
STATISTICS
Str 22 (+6), Dex 17 (+3), Con – (+0), Int 19 (+4), Wis 15 (+2), Cha 18 (+4)
Base Atk +7; CMB +13 [+17 Grapple]; CMD 26 [30 vs. Grapple]
Feats Greater Grapple, Improved Grapple, Power Attack, Strangler, Weapon Focus [Unarmed]
Skills Bluff 9 (+16/+18), Climb 9 (+18), Craft [Sculpture] 9 (+16), Diplomacy 9 (+16), Disguise 9 (+16/+26), Knowledge [Local] 8 (+16), Perception 9 (+14), Stealth 9 (+15), Survival 4 (+9), Swim 9 (+18)
Languages Mordentish*, Balok, Vaasi, Lamordian, Darkonese
SQ Conditional Sentience, Drain Memories; Berserk, Self Controlled, Telepathic Bond, Zeitgebar [Being presented with open fire], Craft Wax Golems; Sneak Attack +3d6, Skilled Liar (+2), Evasion, Rogue Talent (Honeyed Words [2/day], Firearm Training), Poison Use, Uncanny Dodge
Equipment: Masterwork Pistol
Watching him strangle the group's barbarian was more fun than it should have been.
"...Well that just happened." - Nora, upon failing her first powers check.