Golem Builder (Apath)

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Unofficial rules compendium

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.

Hit Die: d8.

Class Features

The following are the class features of the galem builder.

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: Neutral. A galem builder need not be within one step of his galem's alignment.

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 do not have the traits of their type except as described here. The construct type which affects which spells work on them and effects such as the bane weapon special ability and the favored enemy class feature. The share spells ability overrides these immunities, making many heal and buff spells that normally do not work on constructs available for the galem bulder to use on his galem. It has 2 skill points per level + its Intelligence modifier and lacks class skills.

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 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. Unlike an eidolon, it has no range restrictions, and can be any distance away from its creator without suffering any ill effects.

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)

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.

Requirements: Summoner level 8th (13th for Huge), Medium size.

Shrink (Su)

2 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

Galems can be made of materials other than clay, tough this is usually more expensive. 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. Clay galems are the default, but still listed for completeness.

The cost is per hit point of the created galem, and also a cost to repair each hp of damage. Supernatural means of repair do not have this cost. 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. In the case of carrion and flesh galems, the cost is largely because of the questionable legality of using the material for galem construction, it might be cheaper or free in a situation where legality is not an issue.

The skill is used to heal damage to the galem instead of Craft (Sculptor).

The golem type is what type of golem the galem resembles; the galem curse, galem magic, and galem magic immunity evolutions are based on the abilities of that type of golem. The galem magic immunity evolution gives the galem the same immunities listed under immunity to magic for the type of golem. The galem curse and galem magic evolutions give the galem the abilities listed in the table from the relevant type of golem. No other abilities of the golem can be gained. 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 damage does 1d6 per hit dice the galem has. Caster level is equal to the galem's hit dice and other checks required by these powers have a DC of 10 + the galem's hit dice. Galem magic abilities can be used once per day (even if the golem can use them more than that), at will but only once per minute if the galem spends 8 evolution points on the ability. The galem damage reduction evolution gives the listed damage reduction, which can be increased to 10 at level 12 as noted in the evolution. Not all types of variant galems have the option to take all the noted evolutions, an empty entry means the evolution is not available.

Table: Variant Galems

Material Cost Skill Golem Type Galem Curse (4 pts) Galem
Magic
(4/8 pts)
Damage Reduction
Bone 1 sp Craft (Carving) Bone Golem Bone Prison DR 5/ Adamantine or bludgeoning
Brass 10 gp Craft (Foundry) Brass Golem Brass Falchion, Death Throes Breath Weapon DR 5/ Adamantine or piercing
Carrion 10 gp Heal Carrion Golem Plague Carrier Foul Stench DR 5/Admantine or slashing
Clay Free Craft (Sculptor) Clay Golem Cursed Wounds Haste DR 5/Adamantine or bludgeoning
Clockwork 50 gp Craft (Mechanic) Clockwork Golem Death Burst, Wall of Gears Grind DR 5/Adamantine or piercing
Flesh 10 gp Heal Golem, Flesh DR 5/Admantine or slashing
Fossil 10 gp Knowledge (Dungeoneering) Fossil Golem Petrification DR 5/Adamantine or bludgeoning
Glass 1 gp Craft (Glassmaker) Glass Golem Dazzling Brightness Reflect Spells DR 5/Adamantine or piercing
Ice 1 gp Survival Ice Golem Cold, Icy Destruction DR 5/Adamantine or piercing
Iron 10 gp Craft (Blacksmith) Iron Golem Powerful Blows Breath Weapon DR 5/Adamantine or piercing
Junk Free Knowledge (Local) Junk Golem Discorporate , Disease, Junk Repair DR 5/Adamantine or slashing
Stone 1 gp Craft (Mason) Stone Golem Slow DR 5/Adamantine or bludgeoning
Wood 1 sp Craft (Carpenter) Wood Golem Splintering DR 5/Adamantine or slashing

Summary of Changed Class Abilities

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

See Also

External Links

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