Golem

Golem

Hit Die: d10
Classes: Fighter, Monk, Paladin
Prestige Classes: Blackguard, Dwarven Defender

  • Damage w/ weapon(s) is 1 die higher. (Ex. Rapier d6 → d8 instead, Bastard Sword d10 → d12, Great Sword 2d6 → 2d8, etc.).
  • Speed: 20ft.
  • Immune to Critical Hits.
  • Doesn’t rest or sleep.
  • When HP hits 0 or less, you “deactivate” as well as Magic Immunity is deactivated & HP is at 0. It’s “reactivated” when HP is above 0.
    • Must use a Cure Serious or higher healing spell to reactivate it or Make Whole (Heal half HP).
  • Spell storage: You can be used to store 1 spell equal to or less of your character level. You may cast the spell as if you are a spell caster, but its DC is based on the spellcaster. But you must deactivate your spell immunity.
    • The spellcaster may use a vocal or conditional trigger to activate the spell whether or not you want to or not.
  • Shield Other: 1/day @ 1st lvl, 2/day @ 8th lvl, 3/day @ 12th lvl.
  • Languages: Common
  • Lifespan:
    • Depends on maintenance or if they’re deactivated.
  • If Golem is deactivated for 150+ years, it is unable to reactivate without powerful spells like a Wish or Miracle.
    • If its heavily damage, without maintenance, it could deactivate.

Stone: (Mostly w/ masters but there have been a few w/o masters)

  • Str+4, Dex-2
  • Magic Immunity against targeted magic spells except:
    • Soften Earth & Stone/ Transmute Rock to Mud/Stone Shape.
    • Spell-like abilities.
      - You or the master may temporary deactivate Magic Immunity as a partial action but must wait til your next turn to reactivate it as a standard action.
      - When deactivated, the Golem can be healed by Healing spells.
  • Magical Hardening (Natural Armor to AC). Bonus increases, doesn’t stack to the previous bonus:
    - @ 1st lvl: +4
    - @ 8th lvl: +8
    - @ 12th lvl: +12
    - @16th lvl: +16
  • +10 Hide in rocky terrain.
  • Unarmed attacks: d8, subdual damage d6
  • Does not wear armor.

Iron: (Mostly w/ masters but there have been a few with out masters)

  • Str+6, Dex-4
  • Magic Immunity against targeted magic spells except:
    • Rust vulnerability.
    • Spell-like abilities.
      - You or the master may temporary deactivate Magic Immunity as a partial action but must wait til your next turn to reactivate it as a standard action.
      - When deactivated, the Golem can be healed by Healing spells.
  • Natural Armor to AC: +4
    • May get “upgraded” AC with specialized armor.
  • +5 Hide in metal/industrial terrain.
  • Unarmed attacks: d10, subdual damage d8

Golem Subtypes (Result of some of the golems after the “Great War”: (can’t be both – They do not have masters)

  • Pacifist (Sentinels): Wis+2.
    - Don’t carry or use weapons. Tries to avoid fights/killing if possible.
  • War type (War Machine): Int+2
    - Can use any type of weapon(s). 1d4 rounds to be proficient w/ it for the encounter.
    - Likes to get involved in battle as much as possible.

Golem

JJ's Bazaar Adventure Kamunari