Difference between revisions of "Galem Evolutions (Apath)"

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=== Galem Curse (Su) ===
 
=== Galem Curse (Su) ===
''4 point evolution''
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The galem gains the clay golem's cursed wounds ability, with a DC on the caster level check equal to 10 + the galem's hit dice.
 
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|'''Cursed Wound (Ex)'''
 
|'''Cursed Wound (Ex)'''
  
 
The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a caster level check with a DC of 10 + the galem's hit dice, or the healing has no effect on the injured creature.
 
The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a caster level check with a DC of 10 + the galem's hit dice, or the healing has no effect on the injured creature.
 
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''4 point evolution''
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The galem gains the clay golem's cursed wounds ability, with a DC on the caster level check equal to 10 + the galem's hit dice.
  
 
=== Galem Damage Reduction ===
 
=== Galem Damage Reduction ===

Revision as of 15:38, 24 April 2015

ApathApath Logo
Unofficial rules compendium

A galem has access to the following additional evolutions.

Galem Curse (Su)

Cursed Wound (Ex)

The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a caster level check with a DC of 10 + the galem's hit dice, or the healing has no effect on the injured creature.

4 point evolution

The galem gains the clay golem's cursed wounds ability, with a DC on the caster level check equal to 10 + the galem's hit dice.

Galem Damage Reduction

An galem’s body becomes resistant to harm, granting it damage reduction.

Benefit: The galem gains DR 5/Admantite or bludgeoning. The galem maker must be at least 9th level before selecting this evolution. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points.

Galem Magic (Ex)

4 point evolution

The galem gains the clay golem's haste ability:

Haste (Su)

After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

If the galem spends 8 points on this ability, the power can be used at will, but only once per minute.

Galem Magic Immunity (Ex)

6 point evolution

The galem gains the clay golem's immunity to magic ability:

Immunity to Magic (Ex)

A clay golem 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.

  • A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
  • A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
  • An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
  • Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.

Large (Ex)

2 point evolution

The large evolution is only a two-point evolution for a galem, and the huge evolution an additional 3 points instead of 6 points. The benefits of being Large or Huge remain the same, and galems with this evolution still pay twice the normal cost for evolutions to Strength and Constitution.

By paying the full normal cost of the Large or Huge evolutions, the galem gains the ability to grow selectively, and can return to Small or Medium size or grow to its full possible size as a standard action.

Shrink (Su)

4 point evolution

The galem can shrink to Tiny size or resume its normal size as a standard action. A Tiny galem might be mistaken for a familiar.

While Tiny, the galem gains a +4 bonus to its Dexterity score. It also takes a –8 penalty to its Strength and a –4 penalty to its Constitution. It gains a +2 size bonus to its AC and attack rolls, a –2 penalty to its CMB and CMD scores, a +4 bonus on its Fly skill checks, and a +8 bonus on its Stealth skill checks. If it is normally Small, Large, or Huge, it loses the effects of these size modifications. Any natural armor the galem has is halved. It also loses its natural reach and all natural and weapon attacks do two steps less damage.

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