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Not all types of galems can use all these unique evolutions, an empty entry means the evolution is not available. | Not all types of galems can use all these unique evolutions, an empty entry means the evolution is not available. | ||
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=== Blood Galem === | === Blood Galem === |
Revision as of 13:33, 17 July 2015
Unofficial rules compendium | |
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Not all summoners summon their eidolons—some build their servants out of clay. Called galem to distinguish them form the classical golem, this construct shares many of the golem's characteristics.
Class Information
This is a summoner archetype.
Publisher: Trailseeker Magazine.
Hit Die: d8.
Class Features
The galem builder has all the summoner's class features except as noted.
Class Skills
The galem builder’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Knowledge (All) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Galem
Unchained Galems
If using the unchained summoner, use the following rules for the galem. When this box and the text of the galem ability contradict each other, rules in this box take precedence. Galems are constructs rather than outsiders. They have little personality of their own and stoically do whatever their builder asks them to do. Galems count as elementals for evolution requirements. Alignment: Same as the galem builder. Base Form: Biped (improved natural armor, limbs [arms], limbs [legs], slam), quadruped (improved natural armor, limbs [legs, 2], bite), or serpentine (bite, improved natural armor, reach [bite], swim, tail, tail slap). Base Evolutions: Galems have the construct type but not the traits of the type except as described here. The construct type affects which spells and abilities work on them, such as bane weapon feature favored enemy. The share spells ability overrides this for spells, many heal and buff spells that normally do not work on constructs available for the galem bulder to use on his galem. At 1st level, galems are immune to all bleed, disease, exhaustion, fatigue, poison, and sleep, effects. They do not need to eat, breathe, or sleep. They are not living creatures and are unaffected by effects that heals or harms living creatures. At 4th level, galems become immune to ability damage, nonlethal damage, and stun effects. At 8th level, galems gain the galem damage reduction evolution and immunity to ability drain and energy drain. At 12th level, galems gain a +4 bonus on saving throws against mind-affecting effects. At 16th level, galems gain the galem damage reduction evolution a second time and immunity to massive damage, paralysis, and necromancy effects. At 20th level, galems have immunity to mind-affecting effects and to any effect that requires a Fortitude save unless the effect also works on objects, or is harmless. |
Instead of summoning an eidolon, a galem builder begins play with a powerful construct called a galem and has the ability to build new galems. The galem builder forms a link with his galem, and can only maintain such a link to one galem at a time. If a galem builder builds a new galem, any link to a previous galem is lost and that galem is destroyed. A galem has the same alignment as the galem builder that created it and knows all languages its creator knows.
As a construct, it is immune to all ability damage, ability drain, bleed, disease, energy drain, exhaustion, fatigue, massive damage, necromancy, nonlethal damage, paralysis, poison, sleep, and stun effects. It does not need to eat, breathe, or sleep. It is not a living creature and is unaffected by effects that heals or harms living creatures. Finally it has immunity to any effect that requires a Fortitude save unless the effect also works on objects, or is harmless. The share spells ability overrides these immunities, making many heal and buff spells that would not affect constructs possible for the creator to use on his galem.
Unlike most constructs, a galem is not mindless and has no special resistance to mind-affecting effects. It has 2 skill points per level + its Intelligence modifier, which usually means it has only a single skill point per level unless its Intelligence is 10 or higher. It lacks class skills. Also unlike a normal construct, a galem does have a Constitution score reflecting how well it is built and designed. It does not gain bonus hit points based on it size category.
A galem does not heal naturally. It can be repaired using Craft (sculptor); each hour of work repairs a number of hit points equal to the result of a skill check. This is possible even if the galem has been destroyed. As it does not accumulate negative hit points, such repair is always started form zero hit points as long as most of the galem's body is recovered.
Like a normal eidolon, it has darkvision but not low-light vision.
A galem builder can create a new galem in a ritual that takes a full day to perform. Such a new galem is identical in all ways to the previous galem. Only when advancing in level can a galem builder create a new galem that differs from the old one, reconstructing it from the ground up. A galem is made out of clay and other base materials that have no monetary cost. It takes a form shaped by the galem builder’s desires. The galem’s Hit Dice, saving throws, skills, feats, and abilities are tied to the galem builder’s class level and increase as the galem builder gains levels. In addition, each galem receives a pool of evolution points, based on the galem builder’s class level, that can be used to give the galem different abilities and powers. Whenever the galem builder gains a level, he must decide how these points are spent, and they are set until he gains another level of galem builder.
The galem’s physical appearance is up to the galem builder, but it always appears as some sort of clay statue. It can be painted to look lifelike, but disguising it takes the usual penalties to it disguise as a creature type other than its own. The galem also bears a glowing rune that is identical to a rune that appears on the galem builder’s forehead as long as the galem is active. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). One minute after the galem last took an action, this rune fades from the galem builder's forehead, only to reappear the next time the galem takes an action.
This is a modification to the eidolon ability. For the abilities, evolutions, and other specifications of the galem, it works just like an eidolon. All abilities of a normal summoner that are tied to an eidolon are tied to the galem for a galem builder.
Summon Monster
The galem builder can use the summon monster ability simultaneously with controlling his galem, but can only keep one summon power at a time running this way. If a new creature is summoned by this ability, any previous ones are immediately dismissed.
This modifies the summon monster I - IX abilities and the Gate ability.
Galem Possession (Su)
Starting at 2nd level, as an at-will standard action, a galem builder can share the senses of his galem, hearing, seeing, smelling, tasting, and touching everything the galem does. He gains perfect telepatic rapport with the galem and can make the galem use his own skill bonuses, modified by the galem’s size rather than his own. He can use this ability at will, but doing so requires a standard action each round. There is no range limitation to this effect, but the galem and the galem builder must be on the same plane.
This replaces the bond senses ability normally gained at level 2.
No Summon Eidolon
Remove the summon eidolon spell from the galem builder’s spell list.
Table: Galem Builder
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||||
1 | 2 | 3 | 4 | 5 | 6 | ||||||
1st | +0 | +0 | +0 | +2 | Cantrips, galem, life link, summon monster I | 1 | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Galem possession | 2 | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Summon monster II | 3 | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | Shield ally | 3 | 1 | — | — | — | — |
5th | +3 | +1 | +1 | +4 | Summon monster III | 4 | 2 | — | — | — | — |
6th | +4 | +2 | +2 | +5 | Maker’s call | 4 | 3 | — | — | — | — |
7th | +5 | +2 | +2 | +5 | Summon monster IV | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +2 | +2 | +6 | Transposition | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +3 | +3 | +6 | Summon monster V | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +3 | +3 | +7 | Aspect | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +3 | +3 | +7 | Summon monster VI | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +4 | +4 | +8 | Greater shield ally | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +4 | +4 | +8 | Summon monster VII | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +4 | +4 | +9 | Life bond | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +5 | +5 | +9 | Summon monster VIII | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +5 | +5 | +10 | Merge forms | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +5 | +5 | +10 | Summon monster IX | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +6 | +6 | +11 | Greater aspect | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +6 | +6 | +11 | Gate | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +6 | +6 | +12 | Twin eidolon | 5 | 5 | 5 | 5 | 5 | 5 |
Appendix I: Galem Evolutions
A galem has access to the following additional evolutions.
Galem Curse (Su)
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.
- 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.
Galem Damage Reduction
2 point evolution
An galem’s body becomes resistant to harm, granting it damage reduction.
Benefit: The galem gains DR 5/Admantite or bludgeoning. The galem builder 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 evolution points on this ability, the power can be used at will, but only once per minute.
Galem Magic Immunity (Ex)
4 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.
Requirements: Summoner level 8th (13th for Huge), Medium size.
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 less damage (see natural attacks by size in the core rulebook).
Appendix II: Variant Galems
The simplest galems are made of clay, but galem builders have techniques to build galems of many other materials, tough this is usually much more expensive. There is no special secret to making galems of different materials, the link between the builder and his galem is the same. Thus any galem builder can build any type of galem as long as he has the mundane skill to work that material. It is common for galem builders to use cheap materials like clay early in the career and move on to more expensive materials as they gain the needed funds.
It takes skill to build and repair a galem, and each material requires a particular skill. But the actual building can be left to others, the galem builder needs only a single rank in the skill to activate a galem that has been made by another craftsman. There is a use for greater skill, as it takes a skill roll to repair a galem and many galem builders insist on making their own galems from base materials using the Craft rules. Building the galem yourself saves a great deal of money as you need only purchase raw materials, but consumes a lot of time.
Variant Galem Abilities
The following materials are used for galems. While galems made of these materials may resemble and have some of the abilities of golems, they remain galems and keep all galem abilities.
The name indicates what the type of galem is called, but also what kind of golem it resembles. Material indicates what it is made of and is usually closely related to its type. The skill is used to build and heal damage to the galem instead of Craft (Sculptor). The cost is per hit point of the created galem. This cost is calculated when the galem is made; if it later advances in hit points, there is a cost based solely on the hit point increase. Remaking the galem in another base form or size category requires a new body built from scratch at full cost, and the GM may declare that drastic changes in evolution also require a re-build.
If you build the galem yourself, the value of the finished product is used to calculate costs in materials and time, per the normal Craft skill rules. The galem builder gets to decide his own Craft DC (minimum 10), higher DCs get fancier-looking galems. The Craft rules on how to make objects apply to galem-crafting even when using skills other that Craft. In some cases, it might be possible to use a large amount of the right sort of scrap as materials instead of paying this cost; old battlefields are known to attaract galem builders for this reason.
Each type of galem can have up to four unique evolutions specific to its type. This is the Damage Reduction evolution (2 points, can increase to 4) grants the listed damage reduction, which can be increased to DR 10 at level 12 as noted in the evolution. The Galem Curse evolution (4 points) that grants the galem constant abilities. The Galem Magic evolution (4 points, can increase to 8) which give the galem effects it can use in combat. Galem magic abilities can be used once per day, at will but only once per minute if the galem spends 8 evolution points on the ability. The Galem Magic Immunity evolution (4 points) copies the golem's resistance to magic. The share spells ability of the galem overrides this resistance, allowing the galem builder to enhance the abilities of his galem.
These are the same evolutions given in the galem builder archetype, but they manifest differently in galems of different materials. The version of these evolutions in the galem builder archetype applies to clay galems. Other types of galems have their own unique effects they gain when they get these evolutions. Abilities that allow a saving throw always have a save DC is equal to 10 + 1/2 the galem’s HD + the galem's Constitution bonus. An ability that does an unspecified amount of damage does 1d6 per hit dice the galem has. Caster level is equal to the galem's hit dice.
Not all types of galems can use all these unique evolutions, an empty entry means the evolution is not available.
Blood Galem
Material: Blood
Skill: Heal
Cost: 1 gp per hit point
Damage Reduction: DR 5/Adamantine or bludgeoning
Galem Curse: Amorphous, Blood Drain, Compression, and Vulnerable to Bleed
- Amorphous (Ex): The blood galem's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.
- Blood Drain (Ex): The blood galem drains blood at the end of its turn if it grapples a foe, inflicting 1d2 Constitution damage. A blood galem heals 5 hit points each round it drains blood.
- Compression (Ex): The blood galem can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
- Vulnerable to Bleed (Ex): Bleed effects, blood drain, and attacks that target a creature's blood affect the blood galem normally. The galem can spend a full-round action to harden its clotted outer shell to end a bleed effect.
Galem Magic: —
Galem Magic Immunity: A blood galem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.
- Cure spells affect it as if it were a living creature, but only cure the minimum amount of damage.
- Spells and effects that specifically affect blood (such as boiling blood) affect it normally.
Bone Galem
Material: Bone
Skill: Craft (Carving)
Cost: 1 sp per hit point
Damage Reduction: DR 5/Adamantine or bludgeoning
Galem Curse: —
Galem Magic: Bone Prison
- Bone Prison (Ex): As a standard action, the bone galem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack to hit. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the galem's best natural attack damage, using the galem's CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone galem itself. Damage to the prison has no effect on the galem. The galem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.
Galem Magic Immunity: The bone galem becomes immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
- Magical effects that heal living creatures slow a bone galem (as the slow spell) for 1d4 rounds (no save).
- A magical attack that deals negative energy damage breaks any slow effect on the galem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the galem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone galem gets no saving throw against attacks that deal negative energy damage.
- A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
Brass Galem
Material: Brass
Skill: Craft (Foundry)
Cost: 10 gp per hit point
Damage Reduction: DR 5/Adamantine or piercing
Galem Curse: Death Throes
- Death Throes (Ex): The brass galem explodes when it is destroyed. All creatures within 30 feet of the galem take fire damage (Reflex half).
Galem Magic: Breath Weapon
- Breath Weapon (Su): As a free action, the brass galem can expel a cloud of smoke and cinders that fills a 20-foot cube. This functions as an incendiary cloud that persists for 1d6 rounds, dealing fire damage (Reflex half).
Galem Magic Immunity: The brass galem becomes immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.
- A magical attack that deals cold damage slows a brass galem (as per the slow spell) for 1d6 rounds, with no saving throw.
- A magical attack that deals fire damage breaks any slow effect on the galem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the galem to exceed its full normal hit points, it gains any excess as temporary hit points. A brass galem gets no save against fire effects.
Carrion Galem
Material: Carrion and corpses
Skill: Heal
Cost: 10 gp per hit point (illegal)
Damage Reduction: DR 5/Admantine or slashing.
Galem Curse: Plague Carrier
- Plague Carrier (Ex): When a carrion galem is created, its creator infects it with a specific disease, but with the save DC of the galem. The carrion galem can then infect those it strikes with its natural attacks with this disease—most carrion galems inflict filth fever. The save DC against this disease is the same as that of other galem abilities.
Filth Fever: natural attack—injury; save Fortitude; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Galem Magic: Foul Stench
- Foul Stench (Ex): As a free action, the carrion galem can activate the foul stench ability for one minute. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save or be nauseated for one round. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the nauseated creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Galem Magic Immunity: The carrion galem becomes 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.
- Gentle repose causes a carrion galem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
- Animate dead causes the various parts of the galem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the galem (no save).
- Any magical attack that deals cold or fire damage slows a carrion galem (as the slow spell) for 2d6 rounds (no save).
- Any magical attack that deals electricity damage hastes a carrion galem (as the haste spell) for 2d6 rounds.
Clockwork Galem
Material: Clockwork and gears
Skill: Craft (mechanic)
Cost: 50 gp per hit point
Damage Reduction: DR 5/Adamantine or piercing
Galem Curse: Death Burst, Grind, and Wall of Gears
- Death Burst (Ex): When the clockwork galem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot burst take slashing damage (Reflex half).
- Grind (Ex): The clockwork galem deals additional slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe, dealing one point of slashing damage for each of the clockwork galem's hit dice.
- Wall of Gears (Su): As a standard action, the clockwork galem can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes slashing damage. If the wall appears in a creature’s space, that creature can attempt a Reflex save to leap to one side and avoid the damage entirely. The clockwork galem can take no actions while in this form except to resume its normal form as a move action. A clockwork galem’s AC and immunities remain the same while it is in this form.
Galem Magic: —
Galem Magic Immunity: The clockwork galem becomes immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a clockwork galem, as noted below.
- A grease spell cast on the galem causes it to move quickly for 1d6 rounds, as if under the effects of haste.
- A rusting grasp spell deals damage to a clockwork galem normally, and makes the galem staggered for 1d6 rounds (no save).
Flesh Galem
Material: Flesh from fresh humanoid corpses
Skill: Heal
Cost: 1 gp per hit point (illegal)
Damage Reduction: DR 5/Admantine or slashing
Galem Curse: —
Galem Magic: —
Galem Magic Immunity: The flesh galem becomes 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 magical attack that deals cold or fire damage slows a flesh galem (as the slow spell) for 2d6 rounds (no save).
- A magical attack that deals electricity damage breaks any slow effect on the galem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the galem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh galem gets no saving throw against attacks that deal electricity damage.
Fossil Galem
Material: Fossilized bone
Skill: Knowledge (Dungeoneering)
Cost: 10 gp per hit point
Damage Reduction: DR 5/Adamantine or bludgeoning
Galem Curse: Petrification
- Petrification (Su): The natural attacks of the fossil galem gradually turn living flesh to stone. Each time the galem hits a target with one of its natural attacks, the target must make a Fortitude save or take 1d6 points of Dexterity drain. A creature that is reduced to 0 Dexterity by this attack turns completely to stone, as if by a flesh to stone spell. Casting stone to flesh on the creature removes all Dexterity drain caused by this attack.
Galem Magic: —
Galem Magic Immunity: The fossil galem becomes immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
- A transmute rock to mud spell slows a fossil galem (as the slow spell) for 2d6 rounds, with no saving throw.
- A stone to flesh spell negates its damage reduction and petrification ability for 1 round.
Glass Galem
Material: Glass
Skill: Craft (Glassmaker)
Cost: 1 gp per hit point
Damage Reduction: DR 5/Adamantine or piercing
Galem Curse: Reflect Spells
- Reflect Spells (Ex): As a move action, the glass galem can align its internal structure to reflect spells for 1 round. During this time, the galem reflects spells (even spells that function differently against the galem as described in its galem magic immunity evolution) as if under the effect of spell turning.
Galem Magic: —
Galem Magic Immunity: The glass galem becomes immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass galem, as noted below.
- A shatter spell damages a glass galem as if it were a crystalline creature.
- A keen edge spell affects all of a glass galem’s natural attacks as if they were slashing weapons.
- A magical attack that deals cold damage slows a glass galem (as the slow spell) for 3 rounds (no saving throw).
- A magical attack that deals fire damage ends any slow effect on the galem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the galem to exceed its full normal hit points, it gains any excess as temporary hit points. A glass galem gets no saving throw against fire effects.
Ice Galem
Material: Ice
Skill: Survival
Cost: Free (in season)
Damage Reduction: DR 5/Adamantine or piercing
Galem Curse: Cold, Icy Destruction
- Cold (Ex): The ice galem's body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice galem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.
- Icy Destruction (Ex): When reduced to 0 hit points, the ice galem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take damage which is half slashing and half cold; a Reflex save halves the damage.
Galem Magic: —
Galem Magic Immunity: The ice galem becomes immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
- A magical attack that deals electricity damage slows an ice galem (as the slow spell) for 2d6 rounds, with no saving throw.
- A magical attack that deals cold damage breaks any slow effect on the galem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the galem to exceed its full normal hit points, it gains any excess as temporary hit points. An ice galem gets no saving throw against cold effects.
Iron Galem
Material: Iron
Skill: Craft (Blacksmith)
Cost: 10 gp per hit point
Damage Reduction: DR 5/Adamantine or piercing
Galem Curse: Powerful Blows
- Powerful Blows (Ex): The iron galem inflicts one and a half times its Strength modifier with slam attacks and threatens a critical hit on a 19–20 with all natural attacks.
Galem Magic: Breath Weapon
- Breath Weapon (Su): As a free action the iron galem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the galem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the galem uses this power.
Breath weapon—inhaled; save Fort; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves.
Galem Magic Immunity: The iron galem becomes immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
- A magical attack that deals electricity damage slows an iron galem (as the slow spell) for 3 rounds, with no saving throw.
- A magical attack that deals fire damage breaks any slow effect on the galem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the galem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron galem gets no saving throw against fire effects.
- An iron galem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Junk Galem
Material: Garbage
Skill: Knowledge (Local)
Cost: Free
Damage Reduction: DR 5/Adamantine or slashing
Galem Curse: Discorporate, Disease, Junk Repair
- Discorporate (Ex): A junk galem can break apart into its constituent pieces as a standard action, becoming a swarming mass of Tiny parts. It gains the swarm subtype, its space changes to 10 feet, and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of damage and inflicts disease, but cannot make attacks. It can revert back to its normal form as a full-round action.
- Disease (Ex): Tetanus: Natural and swarm attacks—injury; save Fort; onset 1d6 days; frequency 1 day; effect 1d4 Dex damage. Each time someone takes Dexterity damage from tetanus, there's a 50% chance his jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours; cure 2 consecutive saves. The save DC against this disease is the same as that of other galem abilities.
- Junk Repair (Su): A junk galem has fast healing 2 when in an area with a high concentration of debris, such as a refuse heap or the area created by another junk galem's discorporate ability.
Galem Magic: —
Galem Magic Immunity: The junk galem becomes immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a junk galem, as noted below.
- A shatter spell causes a junk galem to discorporate and dazes it for 1 round.
- A grease spell affects the junk galem as if it were haste for 1d6 rounds and ends any slow effect on it.
- An arcane lock or hold portal spell affects the junk galem as if it were a slow spell for 1d6 rounds and breaks any haste effect on it.
- A wood shape or rusting grasp spell deals 2d6 points of damage to a junk galem.
Stone Galem
Material: Stone
Skill: Craft (Mason)
Cost: 1 gp per hit point
Damage Reduction: DR 5/Adamantine or bludgeoning
Galem Curse: —
Galem Magic: Slow
- Slow (Su): The stone galem can use a slow effect, as the spell, as a free action. The effect has a range of 10 feet in a burst centered on the galem and a duration of 7 rounds, requiring a Will save to negate.
Galem Magic Immunity: The stone galem becomes 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 transmute rock to mud spell slows a stone galem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
- A stone to flesh spell does not actually change the galem's structure but negates its damage reduction and immunity to magic for 1 full round.
Wood Galem
Material: Wood
Skill: Craft (Carpenter)
Cost: 1 sp
Damage Reduction: DR 5/Adamantine or slashing
Galem Curse: —
Galem Magic: Splintering
- Splintering (Su): As a free action, the wood galem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take slashing damage (Reflex half).
Galem Magic Immunity: The wood galem becomes immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
- Warp wood or wood shape slows a wood galem (as the slow spell) for 2d6 rounds (no save).
- Repel wood drives the galem back 60 feet and deals 2d12 points of damage to it (no save).
- A magical attack that deals cold damage breaks any slow effect on the galem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the galem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood galem gets no saving throw against attacks that deal cold damage.
Summary of Changed Class Abilities
- Class Skills
- Eidolon
- Spell List
- Summon Monster I - IX
- Bond Senses
- Gate
See Also
External Links
- Summoner class at d20pfsrd.com
- Summoner spells at d20pfsrd.com
- Eidolons at d20pfsrd.com
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