Golem Builder (Apath)

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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.

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

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. It takes a form shaped by the golem builder’s desires. The golem’s Hit Dice, saving throws, skills, feats, and abilities are tied to the golem builder’s class level and increase as the golem builder gains levels. In addition, each golem receives a pool of evolution points, based on the golem builder’s class level, that can be used to give the golem different abilities and powers. Whenever the golem builder gains a level, he must decide how these points are spent, and they are set until he gains another level of golem builder.

The golem’s physical appearance is up to the golem 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 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 Eidolons
Size Bonus
Hit Points
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 of golem for a golem builder to have.
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 described in Pathfinder Roleplaying Game Pathfinder Unchained 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. Additionally, 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 itself as a free action, functioning like the spell. 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, 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 bonuses, modified by the golem’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 golem and the golem 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 golem builder’s spell list.

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

Appendix I: Golem Evolutions

A golem has access to the following additional evolutions.

Golem Curse (Su)

4 point evolution

The golem gains the clay golem's cursed wounds ability, with a DC on the caster level check equal to 10 + the golem'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 golem's hit dice, or the healing has no effect on the injured creature.

Golem Damage Reduction

2 point evolution

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

Benefit: The golem gains DR 5/Admantite or bludgeoning. The golem 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.

Golem Magic (Ex)

4 point evolution

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

Golem Magic Immunity (Ex)

4 point evolution

The golem 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 golem, and the huge evolution an additional 3 points instead of 6 points. The benefits of being Large or Huge remain the same, and golems 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 golem 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 golem can shrink to Tiny size or resume its normal size as a standard action. A Tiny golem might be mistaken for a familiar.

While Tiny, the golem 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 golem 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).

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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