Difference between revisions of "Golem Builder (Apath)"

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{{Apath}}
 
{{Apath}}
''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.''
+
''Not all summoners summon their eidolons—some build their servants out of base materials and imbue them with the spark of life.''
 
 
'''Publisher:''' Trailseeker Magazine.
 
  
 
== Class Information ==
 
== Class Information ==
 
This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype.
 
This is a [http://www.d20pfsrd.com/classes/base-classes/summoner summoner] archetype.
 +
 +
'''Publisher:
 +
Trailseeker Magazine. Has been significantly developed since publication.
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
  
 
== Class Features ==
 
== Class Features ==
The galem builder has all the summoner's class features except as noted.
+
The golem builder has all the summoner's class features except as noted.
  
 
=== Class Skills ===
 
=== 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).  
+
The golem 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.
 
'''Skill Ranks per Level:''' 4 + Int modifier.
  
=== Galem ===
+
=== Golem Eidolon ===
{| class="wikitable" width=40% align=right
+
Instead of summoning an [http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons eidolon], a golem builder begins play with a powerful construct called a [[Eidolons_(Apath)#Golem | golem eidolon]] and has the ability to build new golems. A golem eidolon has the same alignment as the golem builder that created it and knows all languages its creator knows. The golem is not extra-dimensional and cannot be dismissed or summoned. If slain, it must be replaced. The golem builder forms a link with his golem, and can only maintain such a link to one eidolon at a time.
|'''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.
+
A golem builder can create a new golem in a ritual that takes a full day to perform. Such a new golem is identical in all ways to the previous golem. Only when advancing in level can a golem builder create a new golem that differs from the old one, reconstructing it from the ground up. A golem is made out of clay or other base materials that have no monetary cost.
 +
The golem’s physical appearance is up to the golem builder, but it always appears as some sort of statue. It can be painted to look lifelike, but disguising it takes the usual penalties to Disguise checks as a creature type other than its own. The golem also bears a glowing rune that is identical to a rune that appears on the golem builder’s forehead as long as the golem 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 golem last took an action, this rune fades from the golem builder's forehead, only to reappear the next time the golem takes an action.
  
'''Alignment:''' Same as the galem builder.
+
This is a modification to the eidolon ability. For the abilities, evolutions, and other specifications of the golem, it works just like an [http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons eidolon]. All abilities of a normal summoner that are tied to an eidolon are tied to the golem for a golem 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).  
+
{| class="wikitable" align="right"
 
+
|+''' Clay Golem Eidolon '''
'''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.  
+
||''The full rules for golem eidolons can be found in Everyman Unchained: Eidolons. This is an excerpt that allows the construction of clay golems, the most common type.
 +
{| class="wikitable" align="right"
 +
|+''' Table: Construct Eidolon Bonus Hit Points '''
 +
|valign=bottom| ''' Size '''||valign=bottom|'''Bonus <br>Hit Points''' 
 +
|-
 +
|| Tiny ||| –
 +
|-
 +
|| Small ||| 10
 +
|-
 +
|| Medium ||| 20
 +
|-
 +
|| Large ||| 30
 +
|-
 +
|| Huge ||| 40
 +
|}
 +
Magically crafted automatons of great power, golems are granted their magical life using an elemental spirit. Golem eidolons follow all of the standard rules for eidolons except as noted below.  
  
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.  
+
'''Type''': Golem eidolons are constructs for the purpose of determining which spells and effects affect them. Construct eidolons do not have a Constitution score and instead gain an Intelligence score equal to their base form’s Constitution. Construct eidolons gain bonus hit points based upon their base size, as noted on Table: Construct Eidolon Hit Points. Construct eidolons are immune to bleed, disease, poison, positive or negative energy (including healing), sleep effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), and are never at risk of death from massive damage. They otherwise do not gain any construct traits. A construct eidolon gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Dice. This replaces the eidolon’s outsider type.  
  
At 4th level, galems become immune to ability damage, nonlethal damage, and stun effects.
+
'''Class Skills''': The following skills are class skills for a construct eidolon: Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), and Perception (Wis). This replaces the eidolon’s list of class skills.  
  
At 8th level, galems gain the galem damage reduction evolution and immunity to ability drain and energy drain.  
+
'''Alignment''': Any.  
  
At 12th level, galems gain a +4 bonus on saving throws against mind-affecting effects.
+
'''Base Form''': Biped (limbs [arms], limbs [legs], slam).  
  
At 16th level, galems gain the galem damage reduction evolution a second time and immunity to massive damage, paralysis, and necromancy effects.  
+
'''Base Evolutions''': At 1st level, any character trained in Craft (sculpture) or Craft (pottery) can repair the clay golem eidolon by spending 1 hour and making a DC 20 skill check. If the check is successful, the eidolon recovers a number of hit points equal to the result of the skill check, up to a total number of hit points per day equal to twice its Hit Dice. Any spell effects that heal hit point damage that are cast onto the eidolon by its summoner function as though the eidolon wasn’t immune to positive energy. In addition, the eidolon can take the slam evolution twice, even if it does not have the prerequisite number of arms.
  
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.
+
At 4th level, golem eidolons gains the resistances and vulnerabilities of the clay golem.  
|}
+
Certain spells and effects function differently against clay golems, as noted in the immunity to magic ability of the clay golem in the Pathfinder® Roleplaying Game Bestiary. This ability doesn’t grant the eidolon immunity to spells or spell-like abilities that allow spell resistance.
Instead of summoning an [http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct construct], it is immune to all
+
At 8th level, after it has engaged in at least 1 round of combat, the eidolon can ''haste'' (sp) itself as a free action. The eidolon can use this for a number of rounds per day equal to its Hit Dice. These rounds don’t need to be consecutive.
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.
+
At 12th level, golem eidolons gain DR 5/adamantine and the spell resistance evolution.  
  
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.  
+
At 16th level, golem eidolons gain the ability increase (Strength) evolution and add 1 evolution point to their evolution pools.  
  
Like a normal eidolon, it has darkvision but not low-light vision.
+
At 20th level, golem eidolons increase their damage reduction to DR 10/adamantine. They also lose the spell resistance evolution and gain immunity to all spells and spelllike abilities that allow spell resistance except for those spells that function differently for the golem, as noted by its immunity to magic ability.  
 
+
|}
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 [http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons eidolon]. All abilities of a normal summoner that are tied to an eidolon are tied to the galem for a galem builder.
 
  
 
=== Summon Monster ===  
 
=== 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.
+
The golem builder can use the summon monster or gate ability simultaneously with controlling his golem, 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.
 
This modifies the summon monster I - IX abilities and the Gate ability.
  
=== Galem Possession (Su) ===
+
=== Golem 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.   
+
Starting at 2nd level, as an at-will standard action, a golem builder can share the senses of his golem for one round, hearing, seeing, smelling, tasting, and touching everything the golem does. He gains perfect telepatic rapport with the golem and can make the golem use his own skill ranks, modified by the golem’s ability scores and size rather than his own. There is no range limitation to this effect, but the golem and the golem builder must be on the same plane.   
 +
This replaces bond senses.
  
This replaces the bond senses ability normally gained at level 2.
+
== Table: Golem Builder  ==
 
 
=== No Summon Eidolon ===
 
Remove the ''summon eidolon'' spell from the galem builder’s spell list.
 
 
 
== Table: Galem Builder  ==
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|rowspan=2 valign=bottom | '''Class<br>Level'''||rowspan=2 valign=bottom | '''Base <br>Attack<br>Bonus'''||rowspan=2 valign=bottom | '''Fort<br>Save'''||rowspan=2 valign=bottom | '''Ref<br>Save'''||rowspan=2 valign=bottom | '''Will<br>Save'''||rowspan=2 valign=bottom | '''Special'''||colspan=6 align="center" |'''Spells per Day'''
 
|rowspan=2 valign=bottom | '''Class<br>Level'''||rowspan=2 valign=bottom | '''Base <br>Attack<br>Bonus'''||rowspan=2 valign=bottom | '''Fort<br>Save'''||rowspan=2 valign=bottom | '''Ref<br>Save'''||rowspan=2 valign=bottom | '''Will<br>Save'''||rowspan=2 valign=bottom | '''Special'''||colspan=6 align="center" |'''Spells per Day'''
Line 92: Line 82:
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''|||'''5'''|||'''6'''
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''|||'''5'''|||'''6'''
 
|-
 
|-
|valign="top"| 1st||valign="top"| +0||valign="top"| +0||valign="top"| +0||valign="top"| +2||valign="top"| Cantrips, galem, life link, summon monster I||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
+
|valign="top"| 1st||valign="top"| +0||valign="top"| +0||valign="top"| +0||valign="top"| +2||valign="top"| Cantrips, golem, life link, summon monster I||valign="top"| 1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 
|-
 
|-
|valign="top"| 2nd||valign="top"| +1||valign="top"| +0||valign="top"| +0||valign="top"| +3||valign="top"| Galem possession||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
+
|valign="top"| 2nd||valign="top"| +1||valign="top"| +0||valign="top"| +0||valign="top"| +3||valign="top"| Golem possession||valign="top"| 2||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 
|-
 
|-
 
|valign="top"| 3rd||valign="top"| +2||valign="top"| +1||valign="top"| +1||valign="top"| +3||valign="top"| Summon monster II||valign="top"| 3||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
 
|valign="top"| 3rd||valign="top"| +2||valign="top"| +1||valign="top"| +1||valign="top"| +3||valign="top"| Summon monster II||valign="top"| 3||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
Line 132: Line 122:
 
|valign="top"| 20th||valign="top"| +15/+10/+5||valign="top"| +6||valign="top"| +6||valign="top"| +12||valign="top"| Twin eidolon||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5
 
|valign="top"| 20th||valign="top"| +15/+10/+5||valign="top"| +6||valign="top"| +6||valign="top"| +12||valign="top"| Twin eidolon||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 5||valign="top"| 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.
 
 
== Variant Galems ==
 
These are common galem variants.
 
 
=== Blood Galem ===
 
'''Material:''' Blood <br>
 
'''Skill:''' Heal<br>
 
'''Cost:''' 1 gp per hit point<br>
 
'''Damage Reduction:''' DR 5/Adamantine or bludgeoning <br>
 
'''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 <br>
 
'''Skill:''' Craft (Carving) <br>
 
'''Cost:''' 1 sp per hit point<br>
 
'''Damage Reduction:''' DR 5/Adamantine or bludgeoning <br>
 
'''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 <br>
 
'''Skill:''' Craft (Foundry) <br>
 
'''Cost:''' 10 gp per hit point<br>
 
'''Damage Reduction:''' DR 5/Adamantine or piercing <br>
 
'''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<br>
 
'''Skill:''' Heal <br>
 
'''Cost:''' 10 gp per hit point (illegal)<br>
 
'''Damage Reduction:''' DR 5/Admantine or slashing.<br>
 
'''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.<br>
 
'''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<br>
 
'''Skill:''' Craft (mechanic) <br>
 
'''Cost:''' 50 gp per hit point <br>
 
'''Damage Reduction:''' DR 5/Adamantine or piercing <br>
 
'''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<br>
 
'''Skill:''' Heal <br>
 
'''Cost:''' 1 gp per hit point (illegal)<br>
 
'''Damage Reduction:''' DR 5/Admantine or slashing <br>
 
'''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<br>
 
'''Skill:''' Knowledge (Dungeoneering) <br>
 
'''Cost:''' 10 gp per hit point <br>
 
'''Damage Reduction:''' DR 5/Adamantine or bludgeoning <br>
 
'''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 <br>
 
'''Skill:''' Craft (Glassmaker) <br>
 
'''Cost:''' 1 gp per hit point <br>
 
'''Damage Reduction:''' DR 5/Adamantine or piercing <br>
 
'''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 <br>
 
'''Skill:''' Survival <br>
 
'''Cost:''' Free (in season)<br>
 
'''Damage Reduction:''' DR 5/Adamantine or piercing <br>
 
'''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 <br>
 
'''Skill:''' Craft (Blacksmith) <br>
 
'''Cost:''' 10 gp per hit point <br>
 
'''Damage Reduction:''' DR 5/Adamantine or piercing <br>
 
'''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.<br>
 
'''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 <br>
 
'''Skill:''' Knowledge (Local) <br>
 
'''Cost:''' Free <br>
 
'''Damage Reduction:''' DR 5/Adamantine or slashing <br>
 
'''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 <br>
 
'''Skill:''' Craft (Mason) <br>
 
'''Cost:''' 1 gp per hit point <br>
 
'''Damage Reduction:''' DR 5/Adamantine or bludgeoning <br>
 
'''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 <br>
 
'''Skill:''' Craft (Carpenter) <br>
 
'''Cost:''' 1 sp <br>
 
'''Damage Reduction:''' DR 5/Adamantine or slashing <br>
 
'''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 ==
 
== Summary of Changed Class Abilities ==
 
* Class Skills
 
* Class Skills
 
* Eidolon
 
* Eidolon
* Spell List
 
 
* Summon Monster I - IX  
 
* Summon Monster I - IX  
 
* Bond Senses
 
* Bond Senses

Latest revision as of 14:34, 31 October 2017

ApathApath Logo
Unofficial rules compendium

Not all summoners summon their eidolons—some build their servants out of base materials and imbue them with the spark of life.

Class Information

This is a summoner archetype.

Publisher: Trailseeker Magazine. Has been significantly developed since publication.

Hit Die: d8.

Class Features

The golem builder has all the summoner's class features except as noted.

Class Skills

The golem 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.

Golem Eidolon

Instead of summoning an eidolon, a golem builder begins play with a powerful construct called a golem eidolon and has the ability to build new golems. A golem eidolon has the same alignment as the golem builder that created it and knows all languages its creator knows. The golem is not extra-dimensional and cannot be dismissed or summoned. If slain, it must be replaced. The golem builder forms a link with his golem, and can only maintain such a link to one eidolon at a time.

A golem builder can create a new golem in a ritual that takes a full day to perform. Such a new golem is identical in all ways to the previous golem. Only when advancing in level can a golem builder create a new golem that differs from the old one, reconstructing it from the ground up. A golem is made out of clay or other base materials that have no monetary cost. The golem’s physical appearance is up to the golem builder, but it always appears as some sort of statue. It can be painted to look lifelike, but disguising it takes the usual penalties to Disguise checks as a creature type other than its own. The golem also bears a glowing rune that is identical to a rune that appears on the golem builder’s forehead as long as the golem 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 golem last took an action, this rune fades from the golem builder's forehead, only to reappear the next time the golem takes an action.

This is a modification to the eidolon ability. For the abilities, evolutions, and other specifications of the golem, it works just like an eidolon. All abilities of a normal summoner that are tied to an eidolon are tied to the golem for a golem builder.

Clay Golem Eidolon
The full rules for golem eidolons can be found in Everyman Unchained: Eidolons. This is an excerpt that allows the construction of clay golems, the most common type.
Table: Construct Eidolon Bonus Hit Points
Size Bonus
Hit Points
Tiny
Small 10
Medium 20
Large 30
Huge 40

Magically crafted automatons of great power, golems are granted their magical life using an elemental spirit. Golem eidolons follow all of the standard rules for eidolons except as noted below.

Type: Golem eidolons are constructs for the purpose of determining which spells and effects affect them. Construct eidolons do not have a Constitution score and instead gain an Intelligence score equal to their base form’s Constitution. Construct eidolons gain bonus hit points based upon their base size, as noted on Table: Construct Eidolon Hit Points. Construct eidolons are immune to bleed, disease, poison, positive or negative energy (including healing), sleep effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), and are never at risk of death from massive damage. They otherwise do not gain any construct traits. A construct eidolon gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Dice. This replaces the eidolon’s outsider type.

Class Skills: The following skills are class skills for a construct eidolon: Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), and Perception (Wis). This replaces the eidolon’s list of class skills.

Alignment: Any.

Base Form: Biped (limbs [arms], limbs [legs], slam).

Base Evolutions: At 1st level, any character trained in Craft (sculpture) or Craft (pottery) can repair the clay golem eidolon by spending 1 hour and making a DC 20 skill check. If the check is successful, the eidolon recovers a number of hit points equal to the result of the skill check, up to a total number of hit points per day equal to twice its Hit Dice. Any spell effects that heal hit point damage that are cast onto the eidolon by its summoner function as though the eidolon wasn’t immune to positive energy. In addition, the eidolon can take the slam evolution twice, even if it does not have the prerequisite number of arms.

At 4th level, golem eidolons gains the resistances and vulnerabilities of the clay golem. Certain spells and effects function differently against clay golems, as noted in the immunity to magic ability of the clay golem in the Pathfinder® Roleplaying Game Bestiary. This ability doesn’t grant the eidolon immunity to spells or spell-like abilities that allow spell resistance.

At 8th level, after it has engaged in at least 1 round of combat, the eidolon can haste (sp) itself as a free action. The eidolon can use this for a number of rounds per day equal to its Hit Dice. These rounds don’t need to be consecutive.

At 12th level, golem eidolons gain DR 5/adamantine and the spell resistance evolution.

At 16th level, golem eidolons gain the ability increase (Strength) evolution and add 1 evolution point to their evolution pools.

At 20th level, golem eidolons increase their damage reduction to DR 10/adamantine. They also lose the spell resistance evolution and gain immunity to all spells and spelllike abilities that allow spell resistance except for those spells that function differently for the golem, as noted by its immunity to magic ability.

Summon Monster

The golem builder can use the summon monster or gate ability simultaneously with controlling his golem, 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.

Golem Possession (Su)

Starting at 2nd level, as an at-will standard action, a golem builder can share the senses of his golem for one round, hearing, seeing, smelling, tasting, and touching everything the golem does. He gains perfect telepatic rapport with the golem and can make the golem use his own skill ranks, modified by the golem’s ability scores and size rather than his own. There is no range limitation to this effect, but the golem and the golem builder must be on the same plane. This replaces bond senses.

Table: Golem 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, golem, life link, summon monster I 1
2nd +1 +0 +0 +3 Golem 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

Summary of Changed Class Abilities

  • Class Skills
  • Eidolon
  • Summon Monster I - IX
  • Bond Senses
  • Gate

See Also

External Links

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