Galem Evolutions (Apath)

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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 maker must be at least 9th level before selecting this evolution. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points.

Galem Magic (Ex)

4 point evolution

The galem gains the clay golem's haste ability:

Haste (Su)

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

If the galem spends 8 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.

Shrink (Su)

4 point evolution

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

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

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
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