Cipher Stars
2011-06-13, 03:14 PM
Colossai
http://i175.photobucket.com/albums/w127/Faygo_Rain/Fantasy/CrystalGolem.jpg
"Stomp, stomp, stomp, and down goes the castle!"
Quick overview in the form of a quote:
"I am a Colossai, not another piece of cannon fodder. I take on the big guns, the hordes and the legions with nothing but my team behind me. Charging into battle in my golemwork." ~anonymous.
Adventures:
Colossai adventurers are remnants, soldiers who's countries or kingdoms fell. Or perhaps they were discharged, none the less they are frequently ex-military seeking for a life they know: Violence. Adventures could include existing military Colossai sent as a team or part of a unit of diverse specialists for the desired effect for special missions.
Characteristics:
Colossai are bulky, tall, muscular men or sleek amazonian women all of which tower above normal humanoids nearing Large sizes. But thats not what makes the Colossai. The Colossai are fit, yes. but thats because it takes people like that for what they do: Control Golemworks. Large or bigger constructions animated similarly to the way normal Golems are made. The difference is these are built and constructed, and bound by conjuration magic woven into the Colossai's very being. There are two types of Colossai: The Natural, and the Artificial. Both are the same until you look at it deeper. The Naturals power wasn't grafted into them but born into them, chosen to house the essence of a felled golems leftover magics. The Artificial goes through painful operations of which many do not survive to carve runes, and weave magic into their being. Once complete or after they reach adulthood the Colossai is capable of conjuring the Golemwork, an armor like suit made from the magic of the golem. As they grow in power so too does they're golemwork.
Religion:
Colossai often worship any deity of war or golems.
Background:
Colossai are trained their whole lives and are fed, and exposed to magic provoking growth. When they hit Adulthood they are usually deemed fit for Operation. Still, many do not survive. Naturals however can live lives away from militia, though they are usually found and drafted. Naturals are painful births, their mothers rarely survive. So they often grow up alone, bigger then normal, stronger, they tend to be delinquents. When they reach adult hood if they are still alone they could be stuck in their Golemwork for weeks before figuring out how to return to normal, assuming they aren't hunted and killed under the assumption a rogue golem is running around.
Races:
Any. Humans, Half-orcs are most common.
Other Classes:
Colossai get along with anyone as well as the other.
Role:
Tank. The Colossai gets the front row to the action.
GAME RULE INFORMATION
Colossai have the following game statistics.
Abilities:
Constitution and Strength.
Hit Die:
d12
Starting Age:
As fighter
Starting Gold:
2d3x10
Class Skills
The Colossai class skills (and the key ability for each skill) are...
Autohypnosis (for effect, nonpsionic), Climb, Balance, Intimidate, Listen, Sense Motive, Spot, Tumble
Skill Points at First Level:
(4 + Int modifier) x 3
Skill Points at Each Additional Level:
4 + Int modifier
The Colossai
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Pool
1st|
+0|
+2|
+0|
+2| Golemwork | 4
2nd|
+1|
+3|
+0|
+3| | 6
3rd|
+2|
+3|
+1|
+3| | 8
4th|
+3|
+4|
+1|
+4| | 10
5th|
+3|
+4|
+1|
+4| | 14
6th|
+4|
+5|
+2|
+5| | 16
7th|
+5|
+5|
+2|
+5| | 18
8th|
+6/1|
+6|
+2|
+6| | 20
9th|
+6/1|
+6|
+3|
+6| | 22
10th|
+7/2|
+7|
+3|
+7| | 26
11th|
+8/3|
+7|
+3|
+7| | 28
12th|
+9/4|
+8|
+4|
+8| | 30
13th|
+9/4|
+8|
+4|
+8| | 32
14th|
+10/5|
+9|
+4|
+9| | 34
15th|
+11/6/1|
+9|
+5|
+9| | 38
16th|
+12/7/2|
+10|
+5|
+10| | 40
17th|
+12/7/2|
+10|
+5|
+10| | 42
18th|
+13/8/3|
+11|
+6|
+11| | 44
19th|
+14/9/4|
+11|
+6|
+11| | 46
20th|
+15/10/5|
+12|
+6|
+12| | 50[/table]
Class Features
All of the following are class features of the Colossai
Weapon and Armor Proficiencies:
Colossai are proficient with all armors, no shields, and simple weapons, martial, and one exotic weapon of choice.
Golemwork (Ex):
The Colossai is in effect, a half golem. They can conjure around themselves a protective formation like that of a golem. They are inside the golemwork, but they see through the new eyes and the body is through the gift of the arcane put into a suspended animation of sorts or even modify the body to work with features on the golem. At each new level, this golemwork takes on new traits besides first, in which they get the golemwork in the first place.
It starts out as a suit that seems to be made merely of woods, providing +1 AC natural armor, DR 1/-, +1 Str, and provides the Construct type when active. It has 1/4th your hit points for purposes of breaking through an area to get to the Colossai
Once in Golemwork form, Spellcasting unless granted by golemwork traits is nearly impossible if it consists of verbal, somatic, and has material components, which is to say dang near any spell. And the nature of the golemwork interferes with psionic manifestation. giving it a 50% chance of failure, and by failure: Manifestation happening inside the golemwork potentially destroying the golemwork and yourself.
You can activate the Golemwork as a full round action, one standard to call, one standard for formation to complete. You can do this a number of times per day equal to your class levels +1, sending the golemwork away does not cost against you and takes only a standard action.
Golemwork works fine into antimagic or null psionics, and cannot be dispelled. You cannot however, conjure the golemwork inside either such field.
Once the golemwork is around you it can stay until you fall unconscious or simply sleep. However it can be destroyed. If an area takes listed HP damage in a single blow it is destroyed and the body limb under it is exposed. Otherwise all damage still travels through to the person inside due to Feedback (the golemwork and the body are deeply connected, the body still takes damage that gets through AC and DR)
If a section is destroyed it can be repaired by anything that would heal a construct.
Pool:
You have a pool of points with which you purchase Golemwork improvements:
below are the traits, must take previous versions before you can take the next unless otherwise specified.
Substance:
Your golemwork is made of different material then normal.
Stone Requires level 3. 1 point
your golemwork is made of stone, bonuses change as follows: +5AC DR 4/- +3 Str 2/4th hp
^Iron requires level 6 1 point
your golemwork is made of iron, bonuses change as follows: +6AC DR 6/- +4 Str 3/4th hp
^Steel requires level 9 2 points
your golemwork is made of steel, bonuses change as follows: +7AC DR 8/- +5 Str 1/1 hp
^Crystal requires level 12 2 points
your golemwork is made of shining crystal, bonuses change as follows: +8 AC DR 10/- +6 Str x1.5 hp
^Mythril requires level 15 3 points
your golemwork is made of gleaming mythril: +10 AC DR 12/- +7 Str x2 hp.
^Gem: requires level 18 3 points
your golem work is made of priceless gems, bonuses change as follows: +12 AC DR 14/- +8 Str x2.5 hp.
^Adamantium requires level 20 4 points
Your golemwork is made of the famed adamantium, bonuses change as follows: +15 AC DR 20/- +10 Str x4 hp.
Elemental
your golemwork is infused with a chosen energy.
Stage 1 1 point
resistance 5, +1d4 energy type to all melee damage.
Stage 2 requires level 5 1 point
resistance 10, +1d6, cast one level 1 arcane spell of chosen energy descriptor 3 +1/2 class levels times per day.
^Stage 3 requires level 8 2 points
resistance 15, +1d8, cast level 2 arcane spell.
^Stage 4 requires level 11 2 points
immunity to chosen energy, +1d10, cast level 3 arcane spell.
^Stage 5 requires level 14 3 points
immunity to chosen energy, but golemwork repairs equal to half energy damage taken, +1d12, cast level 4 spell.
Flight:
Gliders 1 point
You have sections of thin, lighter material that can span between limbs, or a pair of winglike constructions that while incapable of flight, allow you to glide and slows your falls to nearly nothing.
^Hover 1 point
In addition, magic and runes built into your foundation allow you to hover, You never need touch the ground naturally while in your Golemwork. You always remain int modx5 inches of the ground. And the same mod times per day you can use Levitate as a wizard of equal level to your own.
^Wings requires level five 2 points
Ah, a crowning moment. You either grow wings, or your previously glide-only wings become functional! you gain a fly speed equal to your land speed with clumsy maneuverability.
^Greatwings: requires level ten. 2 points
Your wings become larger, or more neumerous. You gain a fly speed double your land speed and good maneuverability.
Antigrav requires level fifteen. 3 points
You either lose your wings or simply gain a tight bond with the magic of space. You gain the all purpose flight granted by Antigravity magics. You gain a fly speed quadrupedal that of your land speed with perfect maneuverability.
Features
your golem work sports some defining characteristics, need not have previously mentioned features unless otherwise stated.
Spikes 1 point
your golemwork is covered in spikes. +1 extra damage to unarmed strikes, and deal 1d4 damage per turn on grapples. +5 to climb checks.
^serrated spikes 1 point
As Spikes, but +2 extra damage, and 1d6 on grapples. +7 on climb.
^hooked spikes 1 point
as serrated spikes, but +3 extra damage, 1d8 on grapples, and +5 to the grapple roll. +10 on climb.
Horns 1 point
your golemwork has a set, or a single horn larger then a set horn. You can choose to attack with the horn to deal 1d6 damage and gore victim. On a successful attack victim makes a grapple check against your attack, if they fail, they are pinned but not helpless. they can make strength checks against your attack roll made originally to gore them in order to free themselves. you can also try to actively maintain the gore by making your own grapple check. if they win, they move onto the strength check to free themselves.
^serrated horns 1 point
+1 damage on horn attack, gored victims take 1 con damage a round. -3 for victims to free themselves.
^hooked horns 1 point
-6 for victims to free themselves.
^great horns 1 point
damage dice increases to 1d12
Claws: cannot stack pincers on claws. 1 point
you have a, or a pair of claws with which you can use to make a standard claw attack for 1d6 damage. +2 climb.
^serrated claws 1 point
+2 claw damage. +4 climb
^hooked claws 1 point
hooked claws add +5 to grapple checks. +6 climb
Pincers: cannot stack claws on pincers 1 point
you have a, or a pair of pincers. you cannot hold items well in a pincer, and take -5 to attack rolls made with a weapon held in a pincer. Pincers have +2 to strength checks made to break items that they could hold, and to grapple checks. you can attack with a pincer dealing 1d8 bludgeoning damage.
^spiked pincers 1 point
pincers have small spikes and studs on the inside, changing strength check bonus to +3, and +2 piercing damage to pincer attacks.
^scissors 1 point
Pincers become bladed scissors, changing strength bonus to +5, and damage dice is 1d10+5.
Blade: 1 point
One of your hands is replaced with a Sword-arm that cannot manipulate anything effectively.
Blade counts as a Shortsword for all effects from damage to crit.
^Serrated: 1 point
Your blade is serrated, increasing damage dice by one.
^Hooked: 1 point
Your blade has a hooked end, +2 damage and +5 to Disarm checks.
^*Longblade: requires blade, but not serrated or hooked. 2 points
Your blade is instead a Longsword for all effects from damage to crit, if you previously got serrated and or hooked for the short sword, it still applies.
^Greatblade: requires longblade but not serrated or hooked. 2 points
Your blade is instead a greatsword with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword or longsword, it still applies.
^Fullblade: requires greatblade, but not serrated or hooked. 2 points
Your blade is isntead a Fullblade (http://www.dandwiki.com/wiki/Fullblade_%283.5e_Equipment%29) with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword, longblade, or greatblade, it still applies of course.
Extra Limb:
Arm/leg: 1 point
you gain a single extra limb with a basic hand you can have replaced with appropriate trait to be a claw or pincer or foot that can be replaced with proper trait to be a claw.
for every two arms you gain an additional attack.
for every extra leg you gain +1 to balance or checks to resist being moved. for every two legs, +5ft speed.
reverse jointed leg: 1 point
you change an existing leg to be longer, and sharply angled, adapted and ideal for jumping. +5 jump checks per RJL.
Extra Organ:
Eyes:
Normal eye 1 point
you gain another, normal eye that lets you see as normal from another direction preventing effects such as flanking. With four extra eyes, one in back, and two at the sides, one up top you cannot be surprised while awake.
^Eversight eye requires level five 1 point
as normal eye, but with low-light and darkvision.
^Piercing eye requires level 10 2 point
As greyscale eye, but sees invisibility.
^Transplanar eye requires level 15. 2 point
As Piercing eye, but also sees ethereal.
^Godsight eye requires level 20. 3 point
As Transplanar eye, but also sees the true form of all things, and sees echos of what happens next. gain +5 insight bonus to attack, AC, and reflex saves as you see what happens a moment prior.
Sonic eye: requires level 5 2 points
instead of an eye that grants sight, you modify an existing eye to fire a lance of sonic energy dealing 1d4/class levels damage to a max of 10d4 a number of times per day equal to 1+1/2 class levels. on a reflex save DC= 15+wis mod, they take half damage.
^searing eye requires level 10 2 points
As sonic eye, but add half damage again as fire damage and +2 to the save.
^disintegrating eye requires level 15 3 point
As Searing eye, but damage dice increases to 1d8, and if attack kills, body is destroyed.
Lung:
Breath weapon: 2 point
You adapt your own lungs to fuel a useful breath weapon when using your golemwork. Breath weapon deals 1d6 damage/class levels in a 30ft cone, or a 60ft line.
fire, lightning, cold, or acid damage at level 5. at level 10 you can choose sonic or force.
you can only take this trait five levels apart, but each time you can add an energy type for use at the same time. Breath weapon has no uses per day, but recharges on a roll of 6 on 1d6 at the start of each round.
Mouth: 1 point
You add an extra mouth to your golem work. works well with breath weapon, if you had three extra for example you could have four 30ft cones on all four sides for example.
A body part can only hold as follows:
Head: Three mouths.
Arms: Two mouths.
Legs: Two mouths.
Hands: one mouth.
torso: Five mouths.
Only half (rounded up) can face any one direction.
Brain: requires level 15 2 points
When in golemwork, an extra brain is available which thinks independently and can use mental actions, or perhaps use a second lung and mouth to use its own breathweapons and spell like abilities independent of your actions.
Size:
Your Golemwork is larger then normal.
Large: requires level five 1 point
Your golemwork is large size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die, such as unarmed damage, spikes, horns, claws, ect.
^Huge: requires level ten 2 points
Your golemwork is huge size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
^Gargantuan: requires level fifteen 3 points
Your golemwork is gargantuan size for all benefits and penalties relating to size , or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
Special" Gargantuan or larger Golemworks house the body in the torso only, So rolls to hit must be on the torso to have a chance at getting to the Body. Though through Feedback, the body still takes some damage as normal.
^Colossal: requires level twenty 4 points
Your golemwork is colossal size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
Arcane Channels. 1 point
Your golemwork has channels for directing arcane energy. You can cast spells as normal, the channels allow you to use the golems mouth(s) to be used instead of your own, suspended mouth for verbal casting, hands for somatic casting, and the channels direct the energies from the materials it touches for use as material components in the spells.
^Superior Channels Requires level 10 2 point
The arcane channels are more in tune to magical energies granting SR equal to your class levels +10 as they redirect arcane energies around themselves.
^Legendary Channels Requires level 20 3 point
The Arcane Channels can totally channel magical energies through the Golemwork, granting Spell Immunity.
Arcane Amplifier Requires level five, a spellcasting level and Arcane Channels. 2 point
Your Arcane Channels amplify magical energies. You increase your effective caster level by one and add one to saves.
^Superior Amplifier: Requires level fifteen. 2 point
Your arcane channels amplify magical energies much better. You increase your effective caster level by 1/4th your class levels, and add 1/4th your class levels to saves.
^Legendary Amplifier: Requires level twenty. 3 point
Your arcane channels amplify magical energies with great capability. You increase your effective caster level by your class levels, and add 1/2 your class levels to saves.
this effectively makes your Colossai levels stack with what ever your spellcasting class is to determine caster level.
Psionic Channels. 1 point
Your golemwork has channels for directing Psionic energy. You can manifest powers as normal, the channels allow psionic power to be manifested through the golemwork. There is now no chance for Psionic malfunction and psionics can be used normally.
^Superior Channels Requires level 10 2 point
The psionic channels are more in tune to magical energies granting Power Resistance equal to your class levels +10 as they redirect psionic energies around themselves.
^Legendary Channels Requires level 20 3 point
The Psionic Channels can totally channel psionic energies through the Golemwork, granting Power Immunity.
Psionic Amplifier Requires level five, a Manifesting class level and Psionic Channels. 1 point
Your Psionic Channels amplify magical energies. You increase your effective manifester level by one and add one to saves.
^Superior Amplifier: Requires level fifteen. 2 points
Your psionic channels amplify psionic energies much better. You increase your effective manifester level by 1/4th your class levels, and add 1/4th your class levels to saves.
^Legendary Amplifier: Requires level twenty. 3 point
Your psionic channels amplify psionic energies with great capability. You increase your effective manifester level by your class levels, and add 1/2 your class levels to saves.
this effectively makes your Colossai levels stack with what ever your manifesting class is to determine caster level.
Epic Colossai:
The Colossai continues to gain Golemwork normally.
http://i175.photobucket.com/albums/w127/Faygo_Rain/Fantasy/CrystalGolem.jpg
"Stomp, stomp, stomp, and down goes the castle!"
Quick overview in the form of a quote:
"I am a Colossai, not another piece of cannon fodder. I take on the big guns, the hordes and the legions with nothing but my team behind me. Charging into battle in my golemwork." ~anonymous.
Adventures:
Colossai adventurers are remnants, soldiers who's countries or kingdoms fell. Or perhaps they were discharged, none the less they are frequently ex-military seeking for a life they know: Violence. Adventures could include existing military Colossai sent as a team or part of a unit of diverse specialists for the desired effect for special missions.
Characteristics:
Colossai are bulky, tall, muscular men or sleek amazonian women all of which tower above normal humanoids nearing Large sizes. But thats not what makes the Colossai. The Colossai are fit, yes. but thats because it takes people like that for what they do: Control Golemworks. Large or bigger constructions animated similarly to the way normal Golems are made. The difference is these are built and constructed, and bound by conjuration magic woven into the Colossai's very being. There are two types of Colossai: The Natural, and the Artificial. Both are the same until you look at it deeper. The Naturals power wasn't grafted into them but born into them, chosen to house the essence of a felled golems leftover magics. The Artificial goes through painful operations of which many do not survive to carve runes, and weave magic into their being. Once complete or after they reach adulthood the Colossai is capable of conjuring the Golemwork, an armor like suit made from the magic of the golem. As they grow in power so too does they're golemwork.
Religion:
Colossai often worship any deity of war or golems.
Background:
Colossai are trained their whole lives and are fed, and exposed to magic provoking growth. When they hit Adulthood they are usually deemed fit for Operation. Still, many do not survive. Naturals however can live lives away from militia, though they are usually found and drafted. Naturals are painful births, their mothers rarely survive. So they often grow up alone, bigger then normal, stronger, they tend to be delinquents. When they reach adult hood if they are still alone they could be stuck in their Golemwork for weeks before figuring out how to return to normal, assuming they aren't hunted and killed under the assumption a rogue golem is running around.
Races:
Any. Humans, Half-orcs are most common.
Other Classes:
Colossai get along with anyone as well as the other.
Role:
Tank. The Colossai gets the front row to the action.
GAME RULE INFORMATION
Colossai have the following game statistics.
Abilities:
Constitution and Strength.
Hit Die:
d12
Starting Age:
As fighter
Starting Gold:
2d3x10
Class Skills
The Colossai class skills (and the key ability for each skill) are...
Autohypnosis (for effect, nonpsionic), Climb, Balance, Intimidate, Listen, Sense Motive, Spot, Tumble
Skill Points at First Level:
(4 + Int modifier) x 3
Skill Points at Each Additional Level:
4 + Int modifier
The Colossai
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Pool
1st|
+0|
+2|
+0|
+2| Golemwork | 4
2nd|
+1|
+3|
+0|
+3| | 6
3rd|
+2|
+3|
+1|
+3| | 8
4th|
+3|
+4|
+1|
+4| | 10
5th|
+3|
+4|
+1|
+4| | 14
6th|
+4|
+5|
+2|
+5| | 16
7th|
+5|
+5|
+2|
+5| | 18
8th|
+6/1|
+6|
+2|
+6| | 20
9th|
+6/1|
+6|
+3|
+6| | 22
10th|
+7/2|
+7|
+3|
+7| | 26
11th|
+8/3|
+7|
+3|
+7| | 28
12th|
+9/4|
+8|
+4|
+8| | 30
13th|
+9/4|
+8|
+4|
+8| | 32
14th|
+10/5|
+9|
+4|
+9| | 34
15th|
+11/6/1|
+9|
+5|
+9| | 38
16th|
+12/7/2|
+10|
+5|
+10| | 40
17th|
+12/7/2|
+10|
+5|
+10| | 42
18th|
+13/8/3|
+11|
+6|
+11| | 44
19th|
+14/9/4|
+11|
+6|
+11| | 46
20th|
+15/10/5|
+12|
+6|
+12| | 50[/table]
Class Features
All of the following are class features of the Colossai
Weapon and Armor Proficiencies:
Colossai are proficient with all armors, no shields, and simple weapons, martial, and one exotic weapon of choice.
Golemwork (Ex):
The Colossai is in effect, a half golem. They can conjure around themselves a protective formation like that of a golem. They are inside the golemwork, but they see through the new eyes and the body is through the gift of the arcane put into a suspended animation of sorts or even modify the body to work with features on the golem. At each new level, this golemwork takes on new traits besides first, in which they get the golemwork in the first place.
It starts out as a suit that seems to be made merely of woods, providing +1 AC natural armor, DR 1/-, +1 Str, and provides the Construct type when active. It has 1/4th your hit points for purposes of breaking through an area to get to the Colossai
Once in Golemwork form, Spellcasting unless granted by golemwork traits is nearly impossible if it consists of verbal, somatic, and has material components, which is to say dang near any spell. And the nature of the golemwork interferes with psionic manifestation. giving it a 50% chance of failure, and by failure: Manifestation happening inside the golemwork potentially destroying the golemwork and yourself.
You can activate the Golemwork as a full round action, one standard to call, one standard for formation to complete. You can do this a number of times per day equal to your class levels +1, sending the golemwork away does not cost against you and takes only a standard action.
Golemwork works fine into antimagic or null psionics, and cannot be dispelled. You cannot however, conjure the golemwork inside either such field.
Once the golemwork is around you it can stay until you fall unconscious or simply sleep. However it can be destroyed. If an area takes listed HP damage in a single blow it is destroyed and the body limb under it is exposed. Otherwise all damage still travels through to the person inside due to Feedback (the golemwork and the body are deeply connected, the body still takes damage that gets through AC and DR)
If a section is destroyed it can be repaired by anything that would heal a construct.
Pool:
You have a pool of points with which you purchase Golemwork improvements:
below are the traits, must take previous versions before you can take the next unless otherwise specified.
Substance:
Your golemwork is made of different material then normal.
Stone Requires level 3. 1 point
your golemwork is made of stone, bonuses change as follows: +5AC DR 4/- +3 Str 2/4th hp
^Iron requires level 6 1 point
your golemwork is made of iron, bonuses change as follows: +6AC DR 6/- +4 Str 3/4th hp
^Steel requires level 9 2 points
your golemwork is made of steel, bonuses change as follows: +7AC DR 8/- +5 Str 1/1 hp
^Crystal requires level 12 2 points
your golemwork is made of shining crystal, bonuses change as follows: +8 AC DR 10/- +6 Str x1.5 hp
^Mythril requires level 15 3 points
your golemwork is made of gleaming mythril: +10 AC DR 12/- +7 Str x2 hp.
^Gem: requires level 18 3 points
your golem work is made of priceless gems, bonuses change as follows: +12 AC DR 14/- +8 Str x2.5 hp.
^Adamantium requires level 20 4 points
Your golemwork is made of the famed adamantium, bonuses change as follows: +15 AC DR 20/- +10 Str x4 hp.
Elemental
your golemwork is infused with a chosen energy.
Stage 1 1 point
resistance 5, +1d4 energy type to all melee damage.
Stage 2 requires level 5 1 point
resistance 10, +1d6, cast one level 1 arcane spell of chosen energy descriptor 3 +1/2 class levels times per day.
^Stage 3 requires level 8 2 points
resistance 15, +1d8, cast level 2 arcane spell.
^Stage 4 requires level 11 2 points
immunity to chosen energy, +1d10, cast level 3 arcane spell.
^Stage 5 requires level 14 3 points
immunity to chosen energy, but golemwork repairs equal to half energy damage taken, +1d12, cast level 4 spell.
Flight:
Gliders 1 point
You have sections of thin, lighter material that can span between limbs, or a pair of winglike constructions that while incapable of flight, allow you to glide and slows your falls to nearly nothing.
^Hover 1 point
In addition, magic and runes built into your foundation allow you to hover, You never need touch the ground naturally while in your Golemwork. You always remain int modx5 inches of the ground. And the same mod times per day you can use Levitate as a wizard of equal level to your own.
^Wings requires level five 2 points
Ah, a crowning moment. You either grow wings, or your previously glide-only wings become functional! you gain a fly speed equal to your land speed with clumsy maneuverability.
^Greatwings: requires level ten. 2 points
Your wings become larger, or more neumerous. You gain a fly speed double your land speed and good maneuverability.
Antigrav requires level fifteen. 3 points
You either lose your wings or simply gain a tight bond with the magic of space. You gain the all purpose flight granted by Antigravity magics. You gain a fly speed quadrupedal that of your land speed with perfect maneuverability.
Features
your golem work sports some defining characteristics, need not have previously mentioned features unless otherwise stated.
Spikes 1 point
your golemwork is covered in spikes. +1 extra damage to unarmed strikes, and deal 1d4 damage per turn on grapples. +5 to climb checks.
^serrated spikes 1 point
As Spikes, but +2 extra damage, and 1d6 on grapples. +7 on climb.
^hooked spikes 1 point
as serrated spikes, but +3 extra damage, 1d8 on grapples, and +5 to the grapple roll. +10 on climb.
Horns 1 point
your golemwork has a set, or a single horn larger then a set horn. You can choose to attack with the horn to deal 1d6 damage and gore victim. On a successful attack victim makes a grapple check against your attack, if they fail, they are pinned but not helpless. they can make strength checks against your attack roll made originally to gore them in order to free themselves. you can also try to actively maintain the gore by making your own grapple check. if they win, they move onto the strength check to free themselves.
^serrated horns 1 point
+1 damage on horn attack, gored victims take 1 con damage a round. -3 for victims to free themselves.
^hooked horns 1 point
-6 for victims to free themselves.
^great horns 1 point
damage dice increases to 1d12
Claws: cannot stack pincers on claws. 1 point
you have a, or a pair of claws with which you can use to make a standard claw attack for 1d6 damage. +2 climb.
^serrated claws 1 point
+2 claw damage. +4 climb
^hooked claws 1 point
hooked claws add +5 to grapple checks. +6 climb
Pincers: cannot stack claws on pincers 1 point
you have a, or a pair of pincers. you cannot hold items well in a pincer, and take -5 to attack rolls made with a weapon held in a pincer. Pincers have +2 to strength checks made to break items that they could hold, and to grapple checks. you can attack with a pincer dealing 1d8 bludgeoning damage.
^spiked pincers 1 point
pincers have small spikes and studs on the inside, changing strength check bonus to +3, and +2 piercing damage to pincer attacks.
^scissors 1 point
Pincers become bladed scissors, changing strength bonus to +5, and damage dice is 1d10+5.
Blade: 1 point
One of your hands is replaced with a Sword-arm that cannot manipulate anything effectively.
Blade counts as a Shortsword for all effects from damage to crit.
^Serrated: 1 point
Your blade is serrated, increasing damage dice by one.
^Hooked: 1 point
Your blade has a hooked end, +2 damage and +5 to Disarm checks.
^*Longblade: requires blade, but not serrated or hooked. 2 points
Your blade is instead a Longsword for all effects from damage to crit, if you previously got serrated and or hooked for the short sword, it still applies.
^Greatblade: requires longblade but not serrated or hooked. 2 points
Your blade is instead a greatsword with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword or longsword, it still applies.
^Fullblade: requires greatblade, but not serrated or hooked. 2 points
Your blade is isntead a Fullblade (http://www.dandwiki.com/wiki/Fullblade_%283.5e_Equipment%29) with which you are proficient for all effects from damage to crit. if you previously got serrated and or hooked for the short sword, longblade, or greatblade, it still applies of course.
Extra Limb:
Arm/leg: 1 point
you gain a single extra limb with a basic hand you can have replaced with appropriate trait to be a claw or pincer or foot that can be replaced with proper trait to be a claw.
for every two arms you gain an additional attack.
for every extra leg you gain +1 to balance or checks to resist being moved. for every two legs, +5ft speed.
reverse jointed leg: 1 point
you change an existing leg to be longer, and sharply angled, adapted and ideal for jumping. +5 jump checks per RJL.
Extra Organ:
Eyes:
Normal eye 1 point
you gain another, normal eye that lets you see as normal from another direction preventing effects such as flanking. With four extra eyes, one in back, and two at the sides, one up top you cannot be surprised while awake.
^Eversight eye requires level five 1 point
as normal eye, but with low-light and darkvision.
^Piercing eye requires level 10 2 point
As greyscale eye, but sees invisibility.
^Transplanar eye requires level 15. 2 point
As Piercing eye, but also sees ethereal.
^Godsight eye requires level 20. 3 point
As Transplanar eye, but also sees the true form of all things, and sees echos of what happens next. gain +5 insight bonus to attack, AC, and reflex saves as you see what happens a moment prior.
Sonic eye: requires level 5 2 points
instead of an eye that grants sight, you modify an existing eye to fire a lance of sonic energy dealing 1d4/class levels damage to a max of 10d4 a number of times per day equal to 1+1/2 class levels. on a reflex save DC= 15+wis mod, they take half damage.
^searing eye requires level 10 2 points
As sonic eye, but add half damage again as fire damage and +2 to the save.
^disintegrating eye requires level 15 3 point
As Searing eye, but damage dice increases to 1d8, and if attack kills, body is destroyed.
Lung:
Breath weapon: 2 point
You adapt your own lungs to fuel a useful breath weapon when using your golemwork. Breath weapon deals 1d6 damage/class levels in a 30ft cone, or a 60ft line.
fire, lightning, cold, or acid damage at level 5. at level 10 you can choose sonic or force.
you can only take this trait five levels apart, but each time you can add an energy type for use at the same time. Breath weapon has no uses per day, but recharges on a roll of 6 on 1d6 at the start of each round.
Mouth: 1 point
You add an extra mouth to your golem work. works well with breath weapon, if you had three extra for example you could have four 30ft cones on all four sides for example.
A body part can only hold as follows:
Head: Three mouths.
Arms: Two mouths.
Legs: Two mouths.
Hands: one mouth.
torso: Five mouths.
Only half (rounded up) can face any one direction.
Brain: requires level 15 2 points
When in golemwork, an extra brain is available which thinks independently and can use mental actions, or perhaps use a second lung and mouth to use its own breathweapons and spell like abilities independent of your actions.
Size:
Your Golemwork is larger then normal.
Large: requires level five 1 point
Your golemwork is large size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die, such as unarmed damage, spikes, horns, claws, ect.
^Huge: requires level ten 2 points
Your golemwork is huge size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
^Gargantuan: requires level fifteen 3 points
Your golemwork is gargantuan size for all benefits and penalties relating to size , or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
Special" Gargantuan or larger Golemworks house the body in the torso only, So rolls to hit must be on the torso to have a chance at getting to the Body. Though through Feedback, the body still takes some damage as normal.
^Colossal: requires level twenty 4 points
Your golemwork is colossal size for all benefits and penalties relating to size, or simply increases in size.
increase natural weapons one die again, such as unarmed damage, spikes, horns, claws, ect.
Arcane Channels. 1 point
Your golemwork has channels for directing arcane energy. You can cast spells as normal, the channels allow you to use the golems mouth(s) to be used instead of your own, suspended mouth for verbal casting, hands for somatic casting, and the channels direct the energies from the materials it touches for use as material components in the spells.
^Superior Channels Requires level 10 2 point
The arcane channels are more in tune to magical energies granting SR equal to your class levels +10 as they redirect arcane energies around themselves.
^Legendary Channels Requires level 20 3 point
The Arcane Channels can totally channel magical energies through the Golemwork, granting Spell Immunity.
Arcane Amplifier Requires level five, a spellcasting level and Arcane Channels. 2 point
Your Arcane Channels amplify magical energies. You increase your effective caster level by one and add one to saves.
^Superior Amplifier: Requires level fifteen. 2 point
Your arcane channels amplify magical energies much better. You increase your effective caster level by 1/4th your class levels, and add 1/4th your class levels to saves.
^Legendary Amplifier: Requires level twenty. 3 point
Your arcane channels amplify magical energies with great capability. You increase your effective caster level by your class levels, and add 1/2 your class levels to saves.
this effectively makes your Colossai levels stack with what ever your spellcasting class is to determine caster level.
Psionic Channels. 1 point
Your golemwork has channels for directing Psionic energy. You can manifest powers as normal, the channels allow psionic power to be manifested through the golemwork. There is now no chance for Psionic malfunction and psionics can be used normally.
^Superior Channels Requires level 10 2 point
The psionic channels are more in tune to magical energies granting Power Resistance equal to your class levels +10 as they redirect psionic energies around themselves.
^Legendary Channels Requires level 20 3 point
The Psionic Channels can totally channel psionic energies through the Golemwork, granting Power Immunity.
Psionic Amplifier Requires level five, a Manifesting class level and Psionic Channels. 1 point
Your Psionic Channels amplify magical energies. You increase your effective manifester level by one and add one to saves.
^Superior Amplifier: Requires level fifteen. 2 points
Your psionic channels amplify psionic energies much better. You increase your effective manifester level by 1/4th your class levels, and add 1/4th your class levels to saves.
^Legendary Amplifier: Requires level twenty. 3 point
Your psionic channels amplify psionic energies with great capability. You increase your effective manifester level by your class levels, and add 1/2 your class levels to saves.
this effectively makes your Colossai levels stack with what ever your manifesting class is to determine caster level.
Epic Colossai:
The Colossai continues to gain Golemwork normally.