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The Cats
2014-01-29, 10:23 PM
Hello and welcome to my Golem Emporium! If you're looking for golem-related content you've come to the right place! The Emporium is constantly growing so be sure to check back once in awhile for any new golem-y goodness! So far all the content is my own but if anyone has a cool golem-related 'brew they'd like me to share, throw me a link or just post it in this thread and I'll add it to the contents (credited to you, of course).


Contents
Modular Golems (http://www.giantitp.com/forums/showpost.php?p=16893891&postcount=2)
An alternate golem-crafting system that makes it viable for lower-level adventurers.

Accessorize with Golems (http://www.giantitp.com/forums/showpost.php?p=16900606&postcount=3)
A bunch of homebrew golems that you can either wear, use as a mirror or live in! Includes the Gauntlet, Satchel, Beard, Necklace, Doppelgolem and Hovel golems as well as the Control Gauntlet wondrous item that makes them all so much more useful.

Elemental Golemurgist (http://www.giantitp.com/forums/showpost.php?p=16924536&postcount=15)
An arcane casting base class with sixth-level spells that harnesses the powers of an elemental spirit and builds custom bodies for it to animate. (WiP)

Master Golemurgist (http://www.giantitp.com/forums/showpost.php?p=16911414&postcount=12)
A three-level prestige class that makes a character unparalleled in the crafting of constructs. Probably more suitable for an NPC than an adventurer.

Miscellany (http://www.giantitp.com/forums/showpost.php?p=16909300&postcount=11)
This post has the explanation of the Control Gem Dependant and Transforming special qualities and a template for a Gemless Golem.

The Cats
2014-01-29, 10:24 PM
Modular Golems
Building a golem is a huge investment. Most golems take a tremendous amount of time and money to create that can tie up a crafter for months on end. Sure, you could take a break but what are you going to do with that ⅔ finished hunk of inanimate golem while you go adventuring? Until the golem is complete, all it does is tie up resources.
The concept of modular golems helps alleviate these issues. Some golems don’t have to be built all at once. Instead the crafter can concentrate on completing a single piece of the golem at a time that can still provide some benefit on it’s own. Once all the pieces are made, the crafter can then attach them together to make the finished golem.


Crafting a Modular Golem
Crafting a golem modularly costs slightly more overall (about 5% more than just building the golem altogether) but, because the individual pieces are much cheaper than the whole, some have a lower required caster level and they’re all somewhat useful even before completing the golem, modular crafting can make golem crafting a viable option for the busy adventurer even at lower levels.
Crafting a modular golem uses the same process as crafting any other construct. A major difference is that most of the pieces of a golem act more like wondrous items than true constructs before they are put together. Despite this, crafting a piece of a golem always requires the craft construct feat, not the craft wondrous items feat.
Most golems that can be made modularly have five pieces, though there are some exceptions that have more or less pieces. Once all the pieces of a golem are crafted, they can be combined together. This process is irreversible, takes eight hours and requires the same skill check that would have been required for crafting the golem whole. If the check fails you are unable to attach the pieces but can try again the next day. If the check fails by five or more you damage one of the pieces and must spend 1,000 gp and eight hours repairing it. The pieces of a golem can only be combined if they were all specifically crafted to do so. For example: If you made two of the pieces of an iron golem and found three other pieces in your adventures that were not made specifically to fit your two pieces they will not fit together and you cannot make an iron golem out of them.



Modular Iron Golem
An iron golem can be made with five pieces: The head, the two hands, the upper torso and the lower torso and legs.


Iron Golem Head
CR3
XP 800
N Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +2, Will +1
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed Fly 20 ft. (average)
Melee slam +5 (1d3+1)
Special Attacks
STATISTICS
Str 12, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +4; CMD 24
Skills Stealth +4, Fly +4
SPECIAL ABILITIES
[b]Immunity to Magic (Ex)
An iron golem head is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
-A magical attack that deals electricity damage slows an iron golem head (as the slowspell) for 3 rounds, with no saving throw.
-A magical attack that deals fire damage breaks any slow effect on the golem head and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem head to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem head gets no saving throw against fire effects.
-An iron golem head is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.


An iron golem’s head is sculpted from 500 pounds of iron, smelted with rare tinctures costing at least 2,000 gp. To allow it some maneuverability, the fly spell is required to craft an iron golem head. The golem loses any flight capabilities once all of its pieces are combined.
CL 16th; Price 31,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, fly, geas/quest, limited wish, polymorph any object, creator must be caster level 16th;Skill Craft (armor) or Craft (weapon) DC 21; Cost 15,750 gp



Iron Golem Hand
Aura none; CL 9th
Slot none; Price 7,900 gp; Weight 50 lbs.
DESCRIPTION
This large, iron fist has a small handhold on its wrist and can be wielded as a powerful weapon. An iron golem hand is a simple one-handed weapon sized for a medium creature. It deals 1d12 bludgeoning damage and has a critical threat range of 19-20. An iron golem hand is incredibly heavy and cannot be wielded in an off-hand. To wield it one handed a creature must have at least 18 strength. It can be wielded two handed by any creature with at least 16 strength. A creature with strength lower than 16 cannot wield it. Whether holding it one handed or two handed, the wielder of an iron golem hand always adds one and a half times its strength modifier to damage dealt with it.
An iron golem hand cannot be enchanted like a weapon. An iron golem hand has a hardness of 15 and 15 hitpoints.
Two iron golem hands are required to make an iron golem.
CONSTRUCTION REQUIREMENTS
Craft Construct, creator must be caster level 9th; Skill Craft (armor) or Craft (weapons) DC 14;Cost 3,950 gp



Iron Golem Upper Torso
Aura none; CL 11th
Slot none; Price 47,500 gp; Weight 1,550 lbs.
DESCRIPTION
The upper torso of an iron golem is about the size of a medium creature. While far too heavy to move normally, it can be easily mounted on a sturdy wheeled frame. The frame is ten feet by ten feet, can carry a single passenger and can be pulled as though it were a light wagon. The price and weight of the frame is included in the cost and weight of the torso.
The torso can be swivelled in its frame as a move action and used as a cannon of sorts. When someone presses a certain spot on its chest as a standard action the torso spews a 20 foot line of poisonous gas out of its neck hole. This gas cloud persists for 1 round; any creature within the area when the torso creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the torso uses this power. This power can only be used once every 1d4+1 rounds.
Poison gas—inhaled; save Fort 16; frequency 1/round for 2 rounds; effect 1d4Constitution damage; cure 1 save.
An iron golem upper torso has a hardness of 15 and 35 hitpoints.
CONSTRUCTION REQUIREMENTS
Craft Construct, cloudkill; creator must be caster level 11th; Skill Craft (armor) or Craft (weapons) DC 16;Cost 23,750 gp



Iron Golem Lower Torso and Legs
Aura none; CL 13th
Slot none; Price 63,000 gp; Weight 2,000 lbs.
DESCRIPTION
An iron golem lower torso and legs stands 6 feet tall. By equipping it with an exotic saddle that allows the rider to sit cross-legged atop it, it can be mounted and ridden by a medium or smaller creature. It has a movement speed of 20 feet and cannot run or take any actions besides moving. The ride DC to stay in the saddle while riding it is 10. It can can carry 2,000 pounds tirelessly and never needs to rest or eat. It is controlled by spoken commands (Go, stop, turn right, etc.) and does not require the use of hands to guide it.
An iron golem lower torso and legs has an AC of 14, hardness of 15 and 50 hitpoints.
CONSTRUCTION REQUIREMENTS
Craft Construct, geas/quest; creator must be caster level 13th; Skill Craft (armor) or Craft (weapons) DC 18;Cost 31,500 gp



Modular Wood Golem
A wood golem can be made with five pieces: The head, the two hands, the upper torso and the lower torso and legs.


Wood Golem Head
Aura none; CL 12th
Slot none; Price 4,100 gp; Weight 40 lbs.
DESCRIPTION
A wood golem head has a somewhat lifelike face carved upon it with its mouth gaping open. Three times per day as a swift action, anyone holding the head can have it launch a barrage of razor sharp wooden splinters out of its mouth, striking anything in a 15 foot cone with 3d6 points of slashing damage (reflex DC14 halves).
A wood golem head has a hardness of 5 and 10 hitpoints.
CONSTRUCTION REQUIREMENTS
Craft Construct, limited wish, creator must be caster level 12th; Skill Craft (carpentry) DC 17;Cost 2,100 gp



Wood Golem Hand
Aura none; CL 5th
Slot neck; Price 1,250 gp; Weight 4 lbs.
DESCRIPTION
A wood golem hand is carved as a fist with its index finger extended and attached to a short rope to make for a rather bulky necklace.
Once per day as an immediate action the wearer of a wood golem hand can activate it to make any attack that would deal cold damage to him break any slow effect on him and heal 1 point of damage for every 3 points of cold damage the attack would otherwise deal. If the amount of healing would cause him to exceed his full normal hit points, he gains any excess as temporary hit points. This lasts until the start of the wearer's next turn.
A wood golem hand has a hardness of 5 and 5 hitpoints.
Two wood golem hands are required to make a wood golem.
CONSTRUCTION REQUIREMENTS
Craft Construct, alarm; creator must be caster level 5th; Skill Craft (carpentry) DC 10;Cost 625 gp



Wood Golem Upper Torso
Aura none; CL 6th
Slot armor; Price 6,100 gp; Weight 40 lbs.
DESCRIPTION
A wood golem upper torso can be worn as armor. It has the statistics of a masterwork mithril agile breastplate except it weighs 40 lbs, has a hardness of 5 and 25 hitpoints. It cannot be enchanted like armor.
CONSTRUCTION REQUIREMENTS
Craft Construct, cat’s grace; creator must be caster level 6th; Skill Craft (carpentry) DC 11;Cost 3,050 gp



Wood Golem Lower Torso and Legs
Aura none; CL 8th
Slot none; Price 8,100 gp; Weight 175 lbs.
DESCRIPTION
A wood golem’s lower torso and legs stand 3 feet tall with a rough, cylindrical wooden pillar protruding a further 2 feet from the center of the waist bifurcation. It can be equipped with saddlebags and reigns can be attached to the wooden pillar to allow it to pull a vehicle. It can carry 1,000 pounds tirelessly, never needs to rest or eat and counts as a medium, quadrupedal creature for the purpose of pulling vehicles. It has a movement speed of 30 and cannot run or take any other actions besides moving. It is controlled by spoken commands (Go, stop, turn right, etc.).
A wood golem lower torso and legs has an AC of 13, hardness of 5 and 25 hitpoints.
CONSTRUCTION REQUIREMENTS
Craft Construct, lesser geas/quest; creator must be caster level 8th; Skill Craft (carpentry) DC 113;Cost 4,050 gp



Modular Mask Golem
A mask golem can be made with many pieces: One porcelain mask, nine silver masks and 200 mundane iron masks.


Mask Golem Porcelain Mask
Aura none; CL 9th
Slot Face; Price 11,700 gp; Weight 2 lbs.
DESCRIPTION
A mask golem porcelain mask is of masterwork craftmanship. The mask also requires a sapphire worth 500 gp to function.
If the holder of the mask’s sapphire can trick or force someone into putting this mask on (forcing someone to put the mask on requires a combat maneuver check that provokes an attack of opportunity) he can choose to activate one of the following effects:
Obedience: The wearer must make a DC 10 Will save each round or fall under the sapphire holder’'s control for 1 round. This functions as dominate person.
Solitude: The wearer cannot speak, breathe, or hear while the mask is in place.
The mask can be removed with a successful combat maneuver check against the sapphire holder's CMD. The mask can also be destroyed, but half of any damage dealt is made to the target instead of the mask. The mask has Hardness 5 and 5 hit points.
If the mask is worn by the holder of the sapphire it has an alternate effect: Three times per day the wearer can cast see invisible on itself (caster level 1st) as a spell like ability. In addition, the wearer can manipulate any mask golem mask as though with mage hand at will.
CONSTRUCTION REQUIREMENTS
Craft Construct, dominate person, see invisibility, telekinesis, creator must be caster level 12th; Skill Craft (sculpturs) DC 14;Cost 6,100 gp



Mask Golem Silver Mask
Aura none; CL 3rd
Slot Head; Price 1,350 gp; Weight 2 lbs.
DESCRIPTION
A mask golem silver mask is of masterwork craftmanship and trimmed with gold.
When the wearer of the mask whispers a message anyone within 200 feet who is also wearing a mask golem silver mask or a mask golem porcelain mask will hear the message as though it were whispered into their ear. Any noise louder than a whisper is not transmitted in this way.
Mask golem silver masks have a hardness of 5 and 5 hitpoints.
9 mask golem silver masks are required to make a mask golem.
CONSTRUCTION REQUIREMENTS
Craft Construct, messagecreator must be caster level 3rd; Skill Craft (sculptures) DC 8;Cost 675 gp



Mask Golem Mundane Iron Masks
Mask golem mundane iron masks are not magical in any way and do not require the craft construct feat to craft. Mask golem mundane iron masks can be crafted with the craft (sculptures) skill. They have a silver piece value of 5 and a craft DC of 5. 200 mask golem mundane iron masks are required to make a mask golem.

The Cats
2014-01-30, 09:18 PM
Accessorize with Golems!
Nothing says fashion like wearing an unstoppable, emotionless construct! Get in on the hottest trend this season with these fetching golem accessories! All the cool kids are doing it. You want to be cool, don't you?


Gauntlet Golem

This masterfully crafted iron gauntlet made from dozens of interlocking metal plates suddenly transforms into a miniature humanoid golem!
CR2
XP 600
N Diminutive construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 16 (3d10)
Fort +1, Ref +4, Will +1
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 15 ft.
Melee slam +2 (1)
Special Attacks Expel +12, Inject +7
STATISTICS
Str 6, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB -6; CMD 17
Skills Stealth +12
SQ Compartment, Transforming, Control Gem Dependant (http://www.giantitp.com/forums/showpost.php?p=16909300&postcount=11)
SPECIAL ABILITIES
Immunity to Magic (Ex)
A gauntlet golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Any spell or ability that can target an object can also target the gauntlet golem.
-Masterwork Transformation restores the gauntlet golem to full health and grants it 5 temporary hit points.
-Break deals 4d6 damage to the gauntlet golem that bypasses its damage reduction.
-Jury-Rig grants the gauntlet golem 5 temporary hit points that last 24 hours or until the first time the gauntlet golem takes any damage.

Transforming (Ex)
The gauntlet golem can transform between the forms of a diminutive, humanoid golem and a masterwork gauntlet made of dozens of intricately interlocking iron plates as a free action. This transformation is triggered by the owner of the golem’s control gem saying a command word. If the owner is wearing the gauntlet it will first remove itself from his hand to transform into the golem. If the golem is within 10 feet of the owner it will return to the owner’s hand when it transforms into the gauntlet. When in gauntlet form the golem’s statistics remain the same but it cannot take any actions besides transforming into golem form. The gauntlet golem weighs 10 pounds.
The gauntlet can only transform into a golem three times per day and remains in golem form for up to ten minutes. If the golem’s control gem is embedded in a control gauntlet the golem can transform at will and remain in golem form indefinitely.
When in gauntlet form and being worn the gauntlet golem takes up the hands magic item slot. A gauntlet golem can be worn at the same time as a control gauntlet embedded with its control gem and both items will remain active.

Compartment(Ex)
The gauntlet golem has a small hollow space within its torse large enough to hold a potion vial or something of similar size and shape. The golem cannot load the compartment itself. Loading or unloading the compartment manually takes 30 seconds. If the golem has an item in its compartment when it transforms into a gauntlet the gauntlet will be holding the item. If the gauntlet is holding an item of the proper size and shape when it transforms into the golem the item will be in the golem’s compartment.

Expel(Su)
As a standard action the gauntlet golem can violently expel the item it is holding in its compartment to strike anything within 15 feet of itself. This is a ranged attack. The gauntlet golem makes this attack with a +5 bonus and is treated as having the throw anything feat when using this ability.

Inject (Su)
If the object being held in the gauntlet golem’s compartment is a consumable liquid the gauntlet golem can inject the liquid into any creature sharing its space as a standard action with a small, retractable syringe within its arm. The injected creature is immediately affected as though it had just drank the liquid and the liquid is consumed, though the container it was held in remains within the gauntlet golem’s compartment. If the gauntlet golem is using this ability on an unwilling creature injecting is considered a primary natural melee touch attack with a +5 attack bonus. Being injected is distracting. Any creature that is injected must make a DC11 fortitude save or be nauseated for one round. The gauntlet golem can use its needle to distract in this way even if it doesn't have an injectable liquid within its compartment.
The gauntlet golem becomes non-functioning by transforming into gauntlet form and being unable to transform back into golem form.

Control Gem Dependant (Ex)
The gauntlet golem's control gem is usually a ruby costing 300 gp. The owner of the gauntlet golem must be touching the control gem for the golem to transform upon command or to give it any orders.
Without a control gauntlet the golem cannot be ordered to use its expel or inject special abilities, though its compartment can still be loaded and unloaded.


A gauntlet golem is made from dozens of tiny, interlocking iron plates made by a skilled craftsman that cost 600gp. In addition, crafting a gauntlet golem requires a ruby worth 300 gp that will be attuned to the golem as its control gem.
CL 9th; Price 12,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, lesser geas/quest, masterwork transformation, creator must be caster level 9th;Skill Craft (armor) DC 14; Cost 6,850 gp



Satchel Golem

This rugged leather backpack shifts and twists until it looks like a small, angry dog covered in ropes and buckles.
CR3
XP 800
N Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +2, Will +1
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft. climb 20 ft.
Melee 2 slams +4 (1d3 plus grab)
Special Attacks grab (medium sized or smaller), extradimensional swallow
STATISTICS
Str 10, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +3 (+11 to grapple); CMD 23 (27 vs. trip)
Skills Stealth +4 Climb +8
SQ Extradimensional Space, Straps, ropes and clasps, Transforming, Control Gem Dependant (http://www.giantitp.com/forums/showpost.php?p=16909300&postcount=11)
SPECIAL ABILITIES
Immunity to Magic (Ex)
A satchel golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Any spell or ability that can target an object can also target the satchel golem.
-Masterwork Transformation restores the satchel golem to full health and grants it 5 temporary hit points.
-Break deals 4d6 damage to the satchel golem that bypasses its damage reduction.
-Jury-Rig grants the satchel golem 5 temporary hit points that last 24 hours or until the first time the gauntlet golem takes any damage.

Transforming (Ex)
The satchel golem can transform between the forms of a small, quadrupedal golem and a masterwork backpack covered in straps, ropes and clasps as a free action. This transformation is triggered by the owner of the golem’s control gem saying a command word. If the owner is wearing the backpack it will first remove itself from him to transform into the golem. If the golem is within 10 feet of the owner it will return to the owner’s back when it transforms into the backpack. When in backpack form the golem’s statistics remain the same but it cannot take any actions besides transforming into golem form. The satchel golem weighs 25 pounds.
The backpack can only transform into a golem three times per day and remains in golem form for up to ten minutes. If the golem’s control gem is embedded in a control gauntlet the golem can transform at will and remain in golem form indefinitely.

Extradimensional Space (Ex)
When in backpack form the satchel golem functions exactly like a bag of holding type II except that if it is ruptured it planeshifts its contents to a random location on the astral plane instead of destroying them and it will only allow someone touching its control gem to place items into and withdraw items from it. Anyone else attempting to do so will find the items stuck fast and unmoving.

Extradimensional Swallow (Ex)
The satchel golem can swallow creatures into its extradimensional space. This works like the regular swallow whole ability with the following differences: The satchel golem can swallow any creature of medium size or smaller, as long as there is room for him in its extradimensional space. If there is no room for the creature the swallow attempt fails. The satchel golem does not perform a bite attack when swallowing a creature. The creature does not take damage while inside the golem, however it will start to suffocate after 10 minutes. If the creature deals any kind of slashing or piercing damage to the inside of the golem, the golem ruptures and all items that were placed inside of it are planeshifted to a random location on the astral plane. The swallowed creature must then make a DC12 fortitude save. If he fails the save he has a 40% chance of being planeshifted to a random location on the astral plane, a 40% chance of 2d6 random items he is carrying being planeshifted to a random location on the astral plane while freeing himself and a 20% chance of freeing himself with nothing happening. If he succeeds on the save he is freed. Being ruptured deals 4d6 damage to the golem that bypasses its damage reduction. The golem reverts to backpack form and cannot transform into a golem or be used as a bag of holding until the damage is healed with a masterwork transformation spell. The inside of the golem has an AC of 11 and DR5/adamantine.

Straps, Ropes and Clasps (Ex)
Satchel golems are covered in straps, ropes and clasps. This grants them a +4 bonus to their combat maneuver bonus to start or maintain a grapple and they do not provoke an attack of opportunity when attempting a grapple. In addition, if the satchel golem’s control gem is embedded in a control gauntlet it will allow the gauntlet’s wearer to pull rope from its body. The satchel golem loses 1 hit point for every foot of rope removed this way. This damage can only be healed by a masterwork transformation spell.

Control Gem Dependant (Ex)
The satchel golem's control gem is usually an emerald costing 300gp that is attuned to the satchel golem upon its creation. The owner of the satchel golem must be touching the control gem to say the command word to transform the satchel golem or to give it any orders.
Without a control gauntlet the golem cannot be ordered to use its grab or extradimensional swallow special abilities.
The satchel golem becoms non-functioning by transforming into backpack form and being unable to transform back into golem form.


A satchel golem is made from high quality animal hide specially treated with magical oils that cost 1000 gp. In addition, crafting a satchel golem requires a sapphire worth 500 gp that will be attuned to the golem as its control gem.
CL 12th; Price 19,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, animate rope, lesser geas/quest, masterwork transformation, secret chest, creator must be caster level 12th;Skill Craft (leatherworking) DC 17; Cost 10,000 gp



Beard Golem

His beard grows thicker and bushier before your eyes before it leaps from his face and flies right at you!
CR1
XP 400
N Tiny construct
Init +3; Senses blindsight 60 ft.; Perception +0
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 11 (2d10)
Fort +0, Ref +3, Will +0
DR 5/slashing; Immune construct traits, magic
Weaknesses Vulnerable to fire
OFFENSE
Speed 5 ft. Fly 20 ft. (average)
Melee slam+1 (1d2-3)
STATISTICS
Str 4, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB -3; CMD 20
Skills Stealth +8, Fly +8
SQ Change Size, Swarm Form, Beardforming, Control Gem Dependant (http://www.giantitp.com/forums/showpost.php?p=16909300&postcount=11)
SPECIAL ABILITIES
Immunity to Magic (Ex)
A beard golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
-Any spell with the water descriptor slows the beard golem (as the slow spell) for 2d6 rounds. (No save.)
-A beard golem targeted with strangling hair automatically wins the combat maneuver checks to grapple it and may make a free combat maneuver check to grapple the caster as an immediate action.
-Ironbeard grants the beard golem an additional +2 to its natural armor and increases its slam damage by three die steps for the duration of the spell. (1d2 becomes 1d6, 1d6 becomes 1d12, etc.)

Beardforming (Ex)
The beard golem can attach itself to the face of someone holding its control gem as a free action. Detaching is also a free action. This is triggered by the owner of the golem’s control gem saying a command word. The golem must be tiny size to attach itself and is always tiny size when it detaches. The golem must be within 10 feet of the wearer to attach itself. When attached the beard golem can be ordered to change its color, texture and size to emulate any kind of facial hair (full beard, mustache, sideburns, unibrow, etc.) as a free action but can take no other actions besides detaching. The beard golem’s weight is negligible. The alterability of the beard grants the wearer a +4 circumstance bonus on disguise checks for disguises that incorporate facial hair.
The golem can only detach three times per day. If the golem does not reattach after ten minutes it goes inert and is helpless until the wearer manually attaches it by pressing it against his face. If the golem’s control gem is embedded in a control gauntlet the golem can detach at will and remain so indefinitely without going inert.

Change Size (Su)
As a standard action the beard golem can grow one size category larger or shrink one size category smaller. The golem cannot grow larger than large size and cannot shrink smaller than fine size. The golem can only grow in size if there is enough room to allow it. The usual size bonuses and penalties do not apply to the beard golem when it changes size. The damage of the beard golem’s slam attack increases by one die step and the golem gains a +2 size bonus to its CMB and CMD, a -2 penalty to its AC, a -4 penalty to its fly and stealth checks and 10 temporary hit points for every size category larger than tiny it grows. The damage of the beard golem’s slam attack decreases by one die step (dealing no damage at fine size) and the golem gains a +2 size bonus to AC, a +4 size bonus to fly and stealth checks and a -2 penalty to its CMB and CMD for every size category smaller than tiny it shrinks. If the golem has any temporary hit points granted by its change size ability it loses 10 of them every time it decreases in size.

Swarm Form(Su)
Once per day as a standard action, a beard golem can assume the form of a swarm of massed hair. While in this form, it gains the swarm subtype, a swarm attack that deals 1 damage and is made with a +5 attack bonus, and the distraction quality (DC 11). The beard golem can only assume swarm form if it is small size or larger. If it is small size when it assumes swarm form it takes up a single 5 foot square. If it is medium size it takes up two adjacent 5 foot squares. If it is large size it takes up four adjacent five foot squares. The swarm is made up of Fine creatures, but does not gain any additional damage reduction. A beard golem can maintain this form for a number of minutes equal to its Hit Dice plus one minute for every size category larger than tiny it is. Any damage dealt to the swarm is subtracted from the golem's hit points, as normal.

Control Gem Dependant (Ex)
The beard golem's control gem is usually a topaz costing 100 gp that is attuned to the golem upon its creation. The owner of the beard golem must be touching the control gem for the golem to attach or detach upon command or to give it any orders.
Without a control gauntlet the golem cannot be ordered to use its change size or swarm form special abilities.
The beard golem becomes non-functioning by going inert and being considered helpless.


A beard golem is made from a mass of humanoid hair that must be soaked in a special solution that costs 100 gp. In addition, crafting a beard golem requires a topaz worth 100 gp that will be attuned to the golem as its control gem.
CL 9th; Price 2,200 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, disguise self, lesser geas/quest,, creator must be caster level 9th;Skill Profession (barber or hairdresser) DC 14; Cost 1,150 gp



Necklace Golem

An ornate necklace floats in the center of this ghostly, hulking creature.
CR10
XP 9,600
N Large construct (incorporeal)
Init +0; Senses Darkvision 60 ft. Low Light Vision; Perception +0
DEFENSE
AC 16, touch 14, flat-footed 14 (+6 dex, +1 deflection, -1 size)
hp 71 (13d10)
Fort +4, Ref +4, Will +4
Defensive Abilities Incorporeal; Immune construct traits, magic
OFFENSE
Speed Fly 40 ft. (Good)
Melee 2 claws+20 (1d6+1d6 negative energy+energy drain) or incorporeal touch+19 (2d6 negative energy+energy drain)
Special Attacks Adamantine Claws, Rend (2 claws 1d6) Energy Drain (1 level, DC 11)
Space 10 ft. Reach 10 ft.
STATISTICS
Str -, Dex 22, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +19 ; CMD 39
SQ Magic Necklace, Incorporeal Shell, Control Gem Dependant (http://www.giantitp.com/forums/showpost.php?p=16909300&postcount=11)
SPECIAL ABILITIES
Immunity to Magic (Ex)
A necklace golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Force descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
-Any spell or ability that deals positive or negative energy affects the necklace golem as though it were undead.

Magic Necklace (Ex)
The ‘brain’ of a necklace golem is a magic necklace that can generate the incorporeal shell ‘body’ of the golem around itself. The necklace holds a large onyx stone with three adamantine ‘claws’ on either side of it. Without it’s ethereal shell a necklace golem is considered a wondrous item that gives off a moderate necromancy aura, takes up the neck magic item slot and grants the wearer a +2 natural armor bonus to AC. The wearer must be touching the necklace golem’s control gem when it puts the necklace on, otherwise the necklace will immediately unclasp itself and fall off. In addition, if the wearer is wearing a control gauntlet with the necklace golem’s control gem embedded in it the necklace grants the ghost touch ability to any melee weapon the wearer is wielding. A necklace golem’s necklace has hardness 15, 25 hit points and weighs 5 pounds.

Incorporeal Shell (Su)
As a free action the necklace golem’s necklace ‘brain’ can generate an incorporeal shell ‘body’ around itself as long as there is space available. This grants it the statistics seen above. Generating the shell is triggered by the owner of the golem’s control gem saying a command word. The incorporeal shell cannot be generated while the necklace is being worn. If the the golem’s control gem is embedded in a control gauntlet the necklace will remove itself from the wearer and move to the nearest available space to generate its shell and will return to the wearer’s neck if the shell is dismissed within 20 feet of the wearer. Because the necklace golem’s body is ethereal it does not have the bonus hit points or damage reduction normally given to constructs of its size and hit dice. Because the necklace floating within and the claws protruding from the incorporeal shell are corporeal the necklace golem cannot move through objects like an incorporeal creature normally can. The necklace golem can be subject to sunder attacks against its necklace. If the necklace takes enough damage to become broken the incorporeal shell disappears and cannot be generated again until the necklace is fully repaired. If the necklace is destroyed the necklace golem is destroyed.
The golem can only generate its incorporeal shell once per day. The shell only lasts ten minutes. If the golem’s control gem is embedded in a control gauntlet the golem can generate its incorporeal shell at will and the shell remains until dismissed.

Adamantine Claws(Ex)
When the necklace golem generates its incorporeal shell, the six adamantine claws attached to the necklace detach and protrude partly from the ends of the shell’s arms giving it two claw attacks. Because they are made out of adamantine these claws grant the golem a +1 enhancement bonus on attack rolls.. Because the claws are still mostly within the golem’s incorporeal shell and thanks to the necromantic energies used to create the golem the claws deal 1d6 physical damage, 1d6 negative energy damage and 1 level of energy drain. The necklace golem can choose to fully sheathe it’s claws in which case it can make an incorporeal touch attack that deals 2d6 negative energy damage and 1 level of energy drain.

Control Gem Dependant (Ex)
The necklace golem's control gem is usually an onyx costing 5000 gp that is attuned to the golem upon its creation. The owner of the necklace golem must be touching the control gem for the golem to generate it’s incorporeal shell or to give it any orders.
Without a control gauntlet the golem cannot be ordered to sheathe its claws.
The necklace golem becomes non-functioning by dismissing its incorporeal shell and being unable to generate it.


A necklace golem is made out of an ornate masterwork necklace, six adamantine dagger blades and an onyx gem used to trap the necromantic powers needed to generate the golem’s incorporeal shell. Altogether these materials cost 19,500 gp. In addition, crafting a necklace golem requires a second onyx worth 1,000 gp that will be attuned to the golem as its control gem.
CL 14th; Price 100,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, barkskin, create undead, enervation, lesser geas/quest, limited wish,, creator must be caster level 14th;Skill Craft (jewellery) DC 19; Cost 50,750 gp



Doppelgolem

The mirrored silver covering this statue ripples and you find yourself looking at… yourself.
CR4
XP 1,200
N Medium construct
Init +1; Senses darkvision 60 ft. low light vision; Perception +0
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 dex, +4 natural, +1 dodge)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
DR 5/bludgeoning; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee slam+8 (1d4+8)
Special Attacks alchemical silver
STATISTICS
Str 18, Dex 13, Con —, Int 2, Wis 11, Cha 1
Base Atk +4; CMB +8; CMD 29
Feats Dodge, Skill Focus (Disguise)
Skills Disguise +2
SQ Change Shape (Alter Self), Perfect Copy, Ventriloquism, Gem Dependant Intelligence, Control Gem Dependant (http://www.giantitp.com/forums/showpost.php?p=16909300&postcount=11)
SPECIAL ABILITIES
Immunity to Magic (Ex)
A dopplegolem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Any spell of the polymorph subschool causes the dopplegolem to revert to its natural form. (No save.)
-Enter image functions like soul jar if the doppelgolem is mimicking the caster with its change shape ability. (no save. Constructs have no souls so no jar component is required)

Perfect Copy (Ex)
When a doppelgolem uses change shape, it can assume the appearance of specific individuals. The doppelgolem can only take the shape of an individual it has seen in the last ten minutes. The doppelgolem imitates every part of their appearance, including clothing and items. This gives only the appearance of items; they are not functional. If the doppelgolem’s control gem is embedded in a control gauntlet it can remember up to three specific individual forms and change into them at will after seeing them the first time. If the doppelgolem changes into a new shape it will forget one of its remembered individuals of its owner’s choice.

Ventriloquism (Su)
When the holder of the doppelgolem’s control gem speaks directly into the gem the sound will issue from the doppelgolem and the golem will move its mouth to appear to be speaking. If the doppelgolem has heard the voice of the person it is mimicking with its change shape ability, the speaker’s voice will be altered to sound like that of the person. In addition, the holder of the control gem can say a command word to have anything heard by the doppelgolem issue from the control gem.

Gem Dependant Intelligence (Ex)
The doppelgolem can physically imitate anyone perfectly but is not adept at emulating human behaviour. It takes a -10 penalty on disguise checks to pass as the mimicked individual if anyone interacts with or pays any more than passing attention to it. If the doppelgolem’s control gem is embedded in a control gauntlet its intelligence increases to 4 and it can emulate human behaviour more easily so it does not take this penalty.

Control Gem Dependant (Ex)
The doppelgolem's control gem is usually a garnet costing 300 gp that is attuned to the golem upon its creation. The owner of the doppelgolem must be touching the control gem to give the golem any orders. The doppelgolem can be ordered to use its change shape ability to mimic a certain individual or the next individual that it sees.
The doppelgolem becomes non-functioning by going inert and being considered helpless.

A doppelgolem’s body is made of a viscous magical liquid contained within a humanoid alchemical silver shell. The liquid costs 1,000 gp and the shell costs 400 gp. In addition, crafting a doppelgolem requires a garnet worth 200 gp that will be attuned to the golem as its control gem.
CL 9th; Price 8,600 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, alter self, animate objects, lesser geas/quest, ventriloquism, creator must be caster level 9th;Skill Craft (alchemy) DC 14; Cost 4,400 gp



Hovel Golem

With an incredible flurry of activity the old hermit’s ramshackle hut transforms into an enormous ramshackle creation reminiscent of a giant tortoise.
CR8
XP 4,800
N Huge construct
Init -2; Senses darkvision 60 ft. low light vision; Perception +0
DEFENSE
AC 20, touch 8, flat-footed 20 (-2 Dex, +14 natural, -2 size)
hp 74 (8d10+30)
Fort +2, Ref +0, Will +2
DR 10/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee 2 slams+16 (1d8+16)
Special Atttacks Trample (1d8+20 DC21)
Space 15 ft. Reach 15 ft.
STATISTICS
Str 26, Dex 6, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB +19; CMD 37 (41 vs. trip)
SQ Command Chair, Hut, Transforming (hut), Control Gem Dependant, (http://www.giantitp.com/forums/showthread.php?p=8483419#post8483419) Customizable
SPECIAL ABILITIES
Immunity to Magic (Ex)
A hovel golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Knock gives the hovel golem a -2 penalty to AC for 2d6 rounds (no save).
-Any spell or ability that could target a structure or fixture in or on a structure affects the hovel golem or parts therein normally when it is in hut form.

Transforming (Ex)
The hovel golem can transform between the forms of a ramshackle hut made of a mixture of wood, brick and iron and a huge quadrupedal golem. Transforming into either form takes 30 seconds. The golem requires ten feet of space in every direction around it to transform into hut form and five feet of space in every direction around it to transform into golem form. The hovel golem can only transform if the holder of its control gem is seated in its command chair or its control gem is embedded in a control gauntlet. When the hut transforms into a golem any creature or object inside of it that is not seated on its command chair take 10d6 bludgeoning damage (reflex DC21 for half) and are expelled to adjacent spaces once it finishes transforming.

Hut (Ex)
When in hut form the hovel golem is a shelter with 20 feet square floor space and 10 foot ceiling clearance. The hut is bare save for the command chair in the center of the room. There is a single door oriented where the hovel golem was facing before it transformed and no windows. There are two torch sconces on each wall. The hovel golem in hut form is as strong as a normal stone building. If the hovel golem’s walls, roof or door are breached in hut form it cannot transform into golem form until the walls, roof or door are repaired.
The hovel golem can be customized during the crafting process at additional cost. See the section on construction requirements for more information.

Command Chair(Ex)
In hut form a sturdy wooden chair sits in the center of the room. When the hovel golem transforms the chair moves to a depression on the hovel golem’s back. The hovel golem cannot transform or take any action and is considered helpless unless the holder of its control gem is seated in the chair or its control gem is embedded in a control gauntlet. When the hovel golem is in golem form anyone seated in the chair has partial cover and cannot be engaged in melee against anyone who is not climbing on the hovel golem. The hovel golem has a climb DC of 20 (5 if the golem is willing or helpless). The hovel golem is not considered a mount and anyone sitting in the chair does not have to make ride checks.
The hovel golem can shake off unwanted climbers with a combat maneuver check as a full-round action. Anyone climbing the golem must make a reflex save (DC is equal to the result of the hovel golem’s combat maneuver check) or fall off the golem. The hovel golem is 20 feet tall in golem form. Anyone falling off the golem takes falling damage accordingly (usually 2d6).

Control Gem Dependant (Ex)
The hovel golem’s control gem is usually a diamond costing 1,000 gp that is attuned to the golem upon its creation. The owner of the hovel golem must be touching the control gem for the golem to transform upon command or to give it any orders.
Without a control gauntlet the golem cannot be ordered to shake off climbers or use any custom added weapons .




A hovel golem is made a variety of building materials constructed in a way that looks ramshackle and haphazard but is actually very sophisticated to allow for the transformation. The materials and construction for a hovel golem’s body cost 3,000 gp. In addition, crafting a hovel golem requires a diamond worth 1,000 gp that will be attuned to the golem as it’s control gem.
CL 13th; Price 64,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, animate objects, lesser geas/quest, limited wish, secure shelter, creator must be caster level 13th;Skill craft (carpentry) or craft (masonry) DC 18; Cost 33,000 gp


Customizing a Hovel Golem
A hovel golem is relatively easy to customize during the construction process. Here are some options to customize a hovel golem along with the changes to the construction requirements they cause. Any increase in price increases the crafting time accordingly.
Size
A basic hovel golem is 20 feet tall in golem form, 20x20x10 feet in hut form and weighs 6 tons. A hovel golem can be customized in increments to increase its height in golem form by 5 feet, its floor space in hut form by 5 feet squared and its weight by 2 tons. Every size increment increased also increases the space required for the golem to transform by 5 feet. This does not change the hovel golem’s size category or other statistics. A hovel golem cannot be made larger than 30 feet tall in golem form, 30x30x10 feet in hut form and 10 tons in weight.
requirement modifications: +12,000 gp to market value and +6,000 gp to crafting value for a 5 foot increase. +27,000 gp to market value and +13,500 gp to crafting value for a 10 foot increase.

Furniture and Fixtures
Furniture such as beds, chairs and tables and fixtures such as paintings, basins and mirrors can be incorporated into the hovel golem’s hut form. The furniture or fixture is immobile and is incorporated into the golem’s transforming design so does not take damage when it transforms. Any creature or object on a piece of furniture other than the command chair is affected as normal by the golem’s transformation.
requirement modifications:+cost of furniture or fixture and +100 gp per piece of furniture to the market value, half that to the crafting value.

Containers
Containers like dressers, chests and armoires can be incorporated into the hovel golem’s hut form. The containers are immobile. The containers are immobile and incorporated into the golem’s transforming design so they and their contents do not take damage when it transforms. The containers are inaccessible while the hovel golem is in golem form.
requirement modifications: +cost of container and +100 gp per container to the market value, half that to the crafting value.

Light (Ex)
A hovel golem can be crafted with permanent everburning torches in all of its wall sconces while in hut form. In golem form these manifest as fiery, glowing eyes.
requirement modifications: +880 gp market value, +440 gp crafting value, add the continual flame spell

Alternatively, the inside of the hut can be lit up as though by a light spell. In golem form this manifests as the entire golem glowing like a massive torch. The glowing can be turned off and on on command if the golem’s control gem is embedded in a control gauntlet.
requirement modifications: +1,500 gp market value, +750 gp crafting value, add the light spell

Comfort (Ex)
A hovel golem’s hut form can be enchanted to always be the perfect temperature no matter the outside conditions.
requirement modifications: +2,500 gp market value, +1,250 gp crafting value, add the endure elements spell.

Security (Ex)
A hovel golem can have locks added to the door and any of its containers. For an additional price these can be magical locks that only open for the holder of the golem’s control gem. This is treated the arcane lock spell except it cannot be dispelled.
requirement modifications: +the value of the lock and key to market and crafting value. For magic locks +1,000 gp market value per lock, +500 gp crafting value per lock, add the arcane lock spell.

Alarm (Su)
The front door to a hovel golem’s hut form can be set to sound a loud alarm through the hovel golem’s control gem if anyone other than the holder of the control gem enters. The sound lasts for 5 rounds but can be dismissed or suppressed as a free action. If the golem’s control gem is embedded in a control gauntlet the wearer can designate any number of people as safe entrants and the alarm will not sound when they enter.
requirement modifications: +2,500 gp market value, +1,250 gp crafting value, add the alarm spell

Diamond Eyes (Su)
Up to five diamonds worth 1,000 gp each can be added to the hovel golem. In hut form, one diamond can be mounted on the outside wall above the door, one can be mounted on each other outside wall and one can be mounted on the roof. If the holder of the golem’s control gem is sitting on the command chair he can shift his perception to any of the diamonds as a free action and see and hear anything around them as though using his own senses. If the golem’s control gem is embedded in a control gauntlet the wearer does not have to be sitting on the command chair to do this and he can shift his senses to perceive what the golem perceives when it is in golem form. When his senses are shifted he cannot see or hear anything with his physical body but can shift his senses back as a free action.
requirement modifications: +1,000 gp to market and crafting value per diamond. An additional +3,000 to market value per diamond and +1,500 gp to crafting value per diamond. Add the clairaudience/clairvoyance spell.

Weapons (Ex)
A hovel golem has 5 slots in which certain ranged weapons can be mounted. In hut form 4 are atop the hut and one is mounted on the inside of the door, facing a small, head-height window that can be quickly flipped open and closed. In golem form 4 are in various locations around the golem’s body and the one that is mounted on the door in hut mode is directly in front of the command chair. A weapon mounted on the slot in front of the command chair can be operated by anyone riding in the chair. All of the weapons in hut form must be operated as normal and cannot be fired by the golem. The different weapons available take up a different number of slots and require a different action for the golem to fire and reload. Any weapon that takes a swift action to fire can also be fired as part of a full attack. The golem takes no penalties to its natural attacks when doing this.The golem is considered proficient with all weapons mounted on it.The weapons can swivel to target anything around the golem. The golem can only carry a limited amount of ammunition for each weapon. This stock can be refilled manually while the golem is in either form. All of the weapons except the one in front of the command chair can be fired at once by the golem as a full-round action. All relevant information about the available weapons can be found in the table below.
{table=head]Weapon|Cost|Damage|Critical|Range|Type|Slots|Fire Action|Reload Action|Ammunition
Heavy Crossbow|50 gp|1d10|19-20/x2|120 ft.|P|1|Swift|Free|500
Heavy Repeating Crossbow|400 gp|1d10|19-20/x2|120 ft.|P|1|Swift|Swift, 5 bolts|500
Light Ballista|500 gp|3d8|19-20/x2|120 ft.|P|2|Move|Swift|5
Cannon|6,000 gp|6d6|x4|100 ft.|B and P|2|Move|Move|5[/table]
requirement modifications: +cost of the weapon to market and crafting value. +3,000 gp per weapon slot to market value. +1,500 gp per weapon slot to crafting value. Cannons require the spark spell. Ammunition must be purchased separately.

Wheels (Ex)
Sixteen wheels with eight sturdy axles can be added to the hovel golem to allow it to move while in hut form. Because of the great weight of the golem the axles must be crafted from adamantine. A golem in hut form with wheels has a movement speed of 20 feet and cannot run or take any other action besides moving. It cannot turn sharply (it must move 15 feet straight then 15 feet diagonally in the direction it wants to turn) or move over any terrain a heavy wagon could not move over. It can only move if the holder of its control gem is seated on the command chair or its control gem is embedded in a control gauntlet.
requirement modifications: +30,000 gp to the market value and +15,000 gp to the crafting value.

Wondrous Items
Any wondrous item that is also a piece of furniture, a container or a building fixture can be added to a hovel golem. This acts the same as adding furniture, fixtures or containers to the golem. The golem does not gain any benefit from these items when in golem form and they are only accessible while it is in hut form. Any container will be a wooden or metal chest. (For example, a bag of holding type II would instead be a chest of holding type II)
requirement modifications: +1.5x the market value of the wondrous item to the market value. +1.5x the crafting value of the wondrous item to the crafting value. Add all other requirements for making the wondrous item.


Control Gauntlet
Aura faint enchantment; CL 11th
Slot hands; Price 2,000 gp (1 socket), 4,000 gp (2 sockets), 8,000 go (3 sockets); Weight 5 lbs.
DESCRIPTION
This simple gauntlet made of articulating steel plates has an engraving of an intricate arcane symbol covering the palm and 1 to 3 sockets sized to fit a small gemstone on its dorsal surface.
If the control gem of a control gem dependant golem is placed in one of the sockets, the wearer of the control gauntlet has complete control over the golem and can send it simple or complex orders telepathically and allow it to activate any of its abilities as long as the golem is within 1000 feet of the gem. Trying to control multiple golems at once is difficult. If the wearer tries to send orders to more than one golem at once in a single round he must succeed on a concentration check with a DC equal to 10 time the number of golems he is trying to send orders to. If he fails this check the golems continue to carry out the previous order or do nothing if no order had been given.
A control gauntlet can be worn at the same time as a gauntlet golem and both will remain active.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, control construct, sending; Cost 1,000 gp (1 socket) 2,000 gp (2 sockets) 4,000 gp (3 sockets).

TuggyNE
2014-01-30, 10:55 PM
Note that most golems (like most magic items) do not require any specific CL to craft, beyond that necessary to cast the spell prerequisites. Only items that specifically say "creator's caster level must be at least X" or similar, such as the amulet of natural armor, have such a prerequisite.

The Cats
2014-01-31, 01:09 AM
Note that most golems (like most magic items) do not require any specific CL to craft, beyond that necessary to cast the spell prerequisites. Only items that specifically say "creator's caster level must be at least X" or similar, such as the amulet of natural armor, have such a prerequisite.

You are incorrect. Golems (like most constructs) have a caster level requirement.

TuggyNE
2014-01-31, 02:57 AM
You are incorrect. Golems (like most constructs) have a caster level requirement.

… So they do, at least most of the time. What was I thinking? :smallconfused:

The general case remains, but eh.

The Cats
2014-01-31, 03:10 AM
… So they do, at least most of the time. What was I thinking? :smallconfused:

The general case remains, but eh.

You were probably thinking " Oh man The Cats! These golems look so cool and I want to make them! But I'm only caster level 8!" Probably. Also I just found out I can do this: :roach: hahahahahaha

D20ragon
2014-01-31, 07:26 AM
Hehe. I love the beard golem. Strangely enough, it is just what I needed to stat out a NPC in one of my many games.

The Cats
2014-01-31, 08:59 PM
Hehe. I love the beard golem. Strangely enough, it is just what I needed to stat out a NPC in one of my many games.

Thanks! I'm interested to know what kind of NPC you're statting that needs to have shapeshifting facial hair.

Also, changed the name of the thread because I decide to just go golem-crazy this week and added the section on modular golem.

Bhu
2014-01-31, 09:01 PM
I must say I like these.

The Cats
2014-02-01, 12:32 PM
Control Gem Dependant (Ex)
A golem with this ability is completely dependent on the orders of the owner of its control gem to take any actions. The control gem is a specific type with a specific cost that varies depending on the golem. It is attuned to the golem upon the golem's creation. The owner of the golem must be touching the control gem to activate some of its abilities or to give it any orders.
Usually a control gem is augmented by being placed within a control gauntlet to offer more control over the golem. Without the control gauntlet the gem only offers rudimentary control.
If the gem is not within a control gauntlet the owner can only use it to give the golem simple orders. The golem understands orders spoken in any language. For the purpose of giving orders without a control gauntlet the golem is considered to know the following tricks: Attack (anything), come, deliver, down, fetch, flee, guard, heel, stay and work. It cannot be pushed to do a trick it does not know and cannot learn any new tricks.
Most control gem dependant golems also have one or two special abilities that can be used without a control gauntlet.
If the golem’s control gem is within a control gauntlet, the wearer of the gauntlet has complete control over the golem and can send it simple or complex orders telepathically and allow it to activate any of its abilities as long as the golem is within 1000 feet of the gem.
If the golem ever ventures further than 1000 feet from its control gem it becomes non-functioning until it is within 1000 feet of its control gem. The specifics of how this occurs differs for each golem and is stated in their entry. If the control gem is embedded in a control gauntlet and the owner removes the control gauntlet the golem also becomes non-functioning until the owner re-equips the control gauntlet.
It the golem's control gem is destroyed it has a 90% chance of becoming non-functioning until it is atttuned to a new control gem and a 10% chance of gaining the Gemless Golem template.
Format: Control Gem Dependant; Location: Special Qualities

Transforming [Ex]
A golem with this ability can transform between an animate golem form and an inanimate object form. Most golems can only transform into two different forms but there are some exceptions. The specifics of a golem's transformation differs and is stated in their entry.
Format: Transforming (object); Location: Special Qualities



Template: Gemless Golem (CR +0)
Usually when a control gem dependant golem’s control gem is destroyed the golem becomes inert and useless until it is attuned to a new control gem. There are rare occasions, however, when the destruction of a control gem grants the golem freedom from its dependence on the gem to function. It is also possible to build a golem that is normally control gem dependant as gemless, but the construction process is more difficult.

“Gemless Golem” is an acquired or inherent template that can be added to any golem with the control gem dependant special quality. An uncontrolled golem retains all the base creature’s statistics and special abilities except as noted here.
Creating a gemless golem
CR: Same as the base creature.
Special Qualities: A gemless golem loses the control gem dependant special quality and gains the following special abilities:
Gemless (Ex)
A gemless golem will carry out any order given it by its creator or owner to the best of its ability. It can understand orders given in any language. If a gemless golem has abilities whose parameters or availability changed depending on its control gem being embedded in a control gauntlet, it can use those abilities as though it had a control gem embedded in a control gauntlet. It can use any of its abilities under its own initiative or when ordered to.

Construction: The requirements to craft a gemless golem are the same as those for the base creature with the following differences:
Spells: Crafting a gemless golem requires geas/quest but does not require lesser geas/quest.
Caster level: The required caster level is increased by 2
Skill: The required skill DC is increased by 2
Material components: A gemless golem does not require a gem to be attuned as its control gem.
Price: A gemless golem’s market price is increased by 2,000 gp per hit die of the creature and its crafting price is increased by 1,000 gp per hit die of the creature to be crafted.

Creation: A golem with the control gem dependant special quality has a 10% chance of gaining the gemless template when its control gem is destroyed.

The Cats
2014-02-01, 08:17 PM
Master Golemurgist

Team? I don’t need a team. I can make my own. -Dantry Vegg, Master Golemurgist.

Crafting constructs takes a skilled hand and there are no hands more skilled than those of a master golemurgist. Having trained and practiced their art for a lifetime, master golemurgists are unequaled in skill, their creations the pinnacles of their kind.

Alignment: Any

Hit Die: 1d4

Requirements
To qualify to become a master golemurgist, a character must fulfill the following criteria.
Feats: Skill Focus (Craft (any used to build a golem)), Master Craftsman (Craft (same as skill focus)), Craft Constructs
Skills: Craft (Same as skill focus) 9 ranks, Knowledge (Engineering) 9 ranks
Special: Must have crafted a golem with 5HD or more

Class skills
The master golemurgist’s class skills (and the key ability for each skill) are craft (all) (int), knowledge (engineering) (int), knowledge (architecture) (int), Spellcraft (int), Use Magic Device (cha)

Master Golemurgist
{table=head]Leve|Base Attack Bonus|Fort Save| Ref Save| Will Save| Special|Spells
1|+0|+0|+0|+2|Expert Golemurgy, Custom Constructs|+1 level of existing arcane spellcasting class
2|+0|+1|+1|+3|Recycle Constructs|+1 level of existing arcane spellcasting class
3|+1|+1|+1|+3|Golem Armor|+1 level of existing arcane spellcasting class[/table]

Class Features
The following are the class features of the master golemurgist

Weapon and Armor Proficiency
A master golemurgist does not gain any additional proficiencies.

Expert Golemurgy (Ex)
A master golemurgist is incredibly skilled at crafting constructs, golems in particular. He often knows obscure techniques that can cut down on time and costs. A master golemurgist reduces the gp cost to craft a construct for 5%. Every subsequent master golemurgist level he gains increases this discount by 5% to a maximum of 15% at third level. This discount is even greater when crafting golems, equal to 10% per master golemurgist level. This reduction in the price of the construct reduces its crafting time accordingly. In addition the master golemurgist can ignore one spell requirement for any construct he crafts and his levels in master golemurgist each count as two caster levels and stack with any other caster levels he has for the purpose of qualifying for crafting constructs.

Custom Constructs (Ex)
A master golemurgist can customize any construct he builds with custom modifications. Each custom modification can only be applied to a construct once unless it states otherwise. He can modify his constructs at any time after crafting them. Modifications require 8 hours of uninterrupted work for every 1,000 gp in the custom modification’s price and a single skill check made at the end of the modifying process. The skill required is the same skill used to craft the construct. If the master golemurgist fails the skill check he is unable to attach the modification but can try again with another 8 hours of work. If the check fails by 5 or more the master golemurgist destroys half the materials needed for the modification and must repurchase and rebuild them. A master golemurgist can remove any custom modifications from his golems in half the amount of time it took to add them with no skill check and recoup 30% of the gp value worth of materials in the process.
Custom modifications
Custom modifications available at 1st master golemurgist level
Thick Plating
Prerequisite Can only be added to a construct made out of metal
Benefit adds +1 to the construct’s natural armor bonus
Special can be added up to three times
Construction 100 gp/construct’s HD, DC 20

Piston Arms
Prerequisite Can only be added to a construct with arms
Benefit Increase the construct’s slam attack’s damage by one die step
Special If the construct has no slam attack this has no effect
Construction 300 gp/construct’s HD, DC25

Sturdy Chassis
Prerequisite Can only be added to a construct of small or larger size
Benefit +10 extra hitpoints
Special can be added up to three times
Construction 100 gp/construct’s HD, DC20

Custom modifications available at 2nd master golemurgist level
Extra Arms
Prerequisite none
Benefit Grants the construct a slam attack that deals damage appropriate to its size
Special If the construct already has a slam attack this grants it an extra slam attack. Can be combined with piston arms.
Construction 700 gp/construct’s HD DC30

Piston Legs
Prerequisite Can only be added to a construct with legs
Benefit Grants the construct a +10 piston bonus to land speed and +10 piston bonus on acrobatics checks to jump
Special If the construct is quadrupedal, increase these bonuses to +15
Construction 1,000 gp/construct’s HD, DC30

Ultradense Plating
Prerequisite Construct must have thick platingx3
Benefit Grants DR5/adamantine
Special If the construct already has DR/adamantine, increase its DR by 5
Construction 1,500 gp/construct’s HD, DC35

Custom modifications available at 3rd master golemurgist level
Pseudo Golem
Prerequisite Construct cannot be a golem
Benefit Grants the construct immunity to any spell that allows spell resistance
Special May cause certain spells or abilities to affect the construct differently. Consult your GM
Construction 5,000 gp/construct’s HD, DC45

Larger Chassis
Prerequisite Construct must have sturdy chassisx3
Benefit Increase the construct’s size by one size category. A construct cannot become larger than huge this way. Add all of the relevant size bonuses and penalties, reach and natural attack damage increases
Special This custom modification cannot be removed
Construction 2,500 gp/construct’s HD, DC40

Self-Repairing
Prerequisite none
Benefit Grants the construct fast healing 1. Acid damage suspends this fast healing for a number of rounds equal to the acid damage taken.
Special This custom modification requires maintenance every 30 days that takes 8 hours and costs 100 gp/construct’s HD or it stops functioning and the construct loses the modification
Construction 5,000 gp/Constructs HD DC45

Recycle Constructs (Ex)
At second level a master golemurgist is the king of efficient construct crafting. He can choose to scrap any of his already crafted constructs to ease the process of crafting a new one. This destroys the scrapped construct but allows the master golemurgist to apply parts of it towards the crafting requirements of the new construct. Any reduction in the price of the new construct reduces the crafting time accordingly.
If the scrapped construct and the new construct required the same kind of skill check to create he can apply 30% of the crafting price (after the expert golemurgist discount) of the scrapped construct towards crafting the new construct.
If the scrapped construct and the new construct share any spell requirements he can ignore one of the shared requirements.
If the scrapped construct and the new construct are both golems and share lesser geas/quest, geas/quest, minor wish or wish spell requirements he can ignore all of those shared requirements.
If the scrapped construct and the new construct are both the same kind of golem (wood golem, iron golem, etc.) he can apply 50% of the crafting price (after the expert golemurgist discount) of the scrapped construct towards crafting the new construct and ignore all of the shared spell requirements.

Golem Armor (Ex)
At third level a master golemurgist can create his masterpiece: A golem that can be worn like a suit of armor. Creating a golem armor costs one and a half times the price (after the expert golemurgist discount) of crafting the golem normally and cannot use any recycled constructs (except recycled golem armor) in its construction. A master golemurgist can only have one golem armor at a time but can scrap his old golem armor to help him build a new one. Golem armor cannot have custom modifications added to it.
Only the following golems can be crafted as golem armor: Adamantine golem, brass golem, caryatid golem, clay golem, iron golem, stone golem and wood golem. Clay golem armor does not have the berzerk ability. Brass golem armor does not have the death throes ability. Otherwise, the golem armor acts like the base golem when not being worn.
It takes a master golemurgist one full minute to don or remove his construct armor.
While wearing golem aromor, the master golemurgist uses the golem’s Strength, and Dexterity scores, but retains his own constitution and mental ability scores (Intelligence, Wisdom, and Charisma). He uses either his own land speed or the golem’s, whichever is slower. Any damage dealt to the master golemurgist must first bypass the golem’s damage reduction, then, half the damage is applied to his hitpoints and half the damage is applied to the golem’s hitpoints. If the golem armor is destroyed while the master golemurgist is wearing it the master golemurgist must remove it before he can take any other actions. The master golemurgist uses the golem’s base attack bonus and natural attacks and gains the golem’s natural armor bonus. He uses the golem's fortitude and reflex saves but his own will save. The master golemurgist also gains access to the golem’s special abilities and attacks. While fused, the master golemurgist loses the benefits of his armor. He counts as both his original type and as a construct for any effect related to type, whichever is worse for the master golemurgist. The master golemurgist does not gain immunity to mind altering effects and magic when wearing the golem but all numerical values of any spell that allows spell resistance are halved when cast on him and do not affect the golem at all. Any spell or ability that would affect the golem differently as listed in its Immunity to Magic ability affects the master golemurgist the same way. Neither the master golemurgist nor his golem can be targeted separately, as they are considered fused into one creature. The master golemurgist and golem cannot take separate actions. While wearing his golem armor, the master golemurgist cannot use any of his own abilities and gear except for spells that have no somatic or material components or are affected with the silent spell and/or eschew materials feat. Wearing golem armor grants a 70% arcane spell failure chance.

TuggyNE
2014-02-01, 08:32 PM
Self-Repairing
Prerequisite none
Benefit Grants the construct regeneration 1/acid
Special This custom modification requires maintenance every 30 days that takes 8 hours and costs 100 gp/construct’s HD or it stops functioning and the construct loses the modification
Construction 5,000 gp/Constructs HD DC45

Giving a creature with Con - Regeneration is problematic, since it's immune to non-lethal damage, and therefore is entirely unaffected by anything that does not bypass its regeneration. Here, that means that you could beat on it all day long with weapons, fire spells, falling objects, or whatever else, and it wouldn't take any damage as long as none of it was acid damage.

A better solution is to use fast healing, like Inevitables, and either have it take extra damage from acid, or have acid damage stop its fast healing for a number of rounds.

The Cats
2014-02-01, 08:35 PM
Giving a creature with Con - Regeneration is problematic, since it's immune to non-lethal damage, and therefore is entirely unaffected by anything that does not bypass its regeneration. Here, that means that you could beat on it all day long with weapons, fire spells, falling objects, or whatever else, and it wouldn't take any damage as long as none of it was acid damage.

A better solution is to use fast healing, like Inevitables, and either have it take extra damage from acid, or have acid damage stop its fast healing for a number of rounds.

Ah, yes. I was mixing the two up. Thank you.

The Cats
2014-02-04, 12:26 AM
Elemental Golemurgist
I have known people to spend a lifetime and a fortune for great power or a masterpiece. I have spent neither and have both. -Rhoka of Marr, Elemental Golemurgist.

Golemurgists create golems by binding an elemental spirit inside a construct shell using powerful spells, creating an automaton of great power. An elemental golemurgist is someone who had a simple, yet radical idea: If elemental spirits can make a golem that powerful, why bind it to the golem?
Elemental golemurgists each have a powerful elemental spirit bound to them that grants them various incredible powers and provides them a companion in the form of a demi-golem. Demi-golems aren’t created with the powerful magic that locks an elemental spirit within a true golem and so aren’t nearly as powerful. However, because the spirit inhabiting the demi-golem is bound to the elemental golemurgist, not the golem body, it can easily be moved from one body to another, allowing it to rise in power as the elemental golemurgist rises in skills.

Role: Thanks to the variety of different powers an elemental spirit can grant and the customizability of its golem body an elemental golemurgist can be versatile in his role. He could be a spellslinger, casting from the back while his demi-golem takes the heavy hits, or a battlemage, wading right in to the thick of battle with a demi-golem built for speedy scouting. The possibilities for an elemental golemurgist are almost endless.

Alignment: Any

Hit Die: d8

Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The elemental golemurgist’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Int), Knowledge (Arcana) (Int), Knowledge (Architecture) (Int), Knowledge (Engineering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft(Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

Elemental Golemurgist
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+0|
+2|Cantrips, Demi-Golem, Elemental Spirit, Golem Body, Resistance 5, Tiny Bodies|1

2nd|
+1|
+0|
+0|
+3|Small Bodies, Spirit Power|2

3rd|
+2|
+1|
+1|
+3|Diminutive Bodies, Make Whole|3

4th|
+3|
+1|
+1|
+4|Defensive Modifications|3|1

5th|
+3|
+1|
+1|
+4|Demi-Golem Casting, Body Hopping|4|2

6th|
+4|
+2|
+2|
+5|Offensive Modifications|4|3

7th|
+5|
+2|
+2|
+5|Medium Bodies, Resistance 10|4|3|1

8th|
+6/+1|
+2|
+2|
+6|Extraordinary Modifications, Spirit Power|4|4|2

9th|
+6/+1|
+3|
+3|
+6| -|5|4|3

10th|
+7/+2|
+3|
+3|
+7|Supernatural Modifications|5|4|3|1

11th|
+8/+3|
+3|
+3|
+7|-|5|4|4|2

12th|
+9/+4|
+4|
+4|
+8|Modular Modifications|5|5|4|3

13th|
+9/+4|
+4|
+4|
+8|Resistance 15, Split Spirit|5|5|4|3|1

14th|
+10/+5|
+4|
+4|
+9|Spirit Power|5|5|4|4|2

15th|
+11/+6/+1|
+5|
+5|
+9|-|5|5|5|4|3

16th|
+12/+7/+2|
+5|
+5|
+10|Large Bodies|5|5|5|4|3|1

17th|
+12/+7/+2|
+5|
+5|
+10|-|5|5|5|4|4|2

18th|
+13/+8/+3|
+6|
+6|
+11|-|5|5|5|5|4|3

19th|
+14/+9/+4|
+6|
+6|
+11|Resistance 20|5|5|5|5|5|4

20th|
+15/+10/+5|
+6|
+6|
+12|Huge Bodies, Spirit Power|5|5|5|5|5|5

Class Features
The following are the class features of the elemental golemurgist

Weapon and Armor Proficiency
Elemental golemurgists are proficient with all simple weapons and one martial or exotic weapon determined by their elemental spirit. Elemental golemurgists are also proficient with light armor. An elemental golemurgist can cast elemental golemurgist spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elemental golemurgist wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass elemental golemurgist still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells
An elemental golemurgist casts arcane spells drawn from the elemental golemurgist spell list (TBD). He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, an elemental golemurgist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the elemental golemurgist’s Charisma modifier.
An elemental golemurgist can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Elemental Golemurgist. In addition, he receives bonus spells per day if he has a high Charisma score
An elemental golemurgist’s selection of spells is extremely limited. An elemental golemurgist begins play knowing four 0-level spells and two 1st-level spells of the elemental golemurgist’s choice. At each new elemental golemurgist level, he gains one or more new spells as indicated on Table: Elemental Golemurgist Spells Known. (Unlike spells per day, the number of spells an elemental golemurgist knows is not affected by his Charisma score. The numbers on Table: Elemental Golemurgist Spells Known are fixed.)
Upon reaching 5th level, and at every third elemental golemurgist level thereafter (8th, 11th, and so on), a elemental golemurgist can choose to learn a new spell in place of one he already knows. In effect, the elemental golemurgist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level elemental golemurgist spell he can cast. A elemental golemurgist may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Elemental Golemurgist Spells Known
Level|0th|1st|2nd|3rd|4th|5th|6th
1|4|2|
2|5|3|
3|6|4|
4|6|4|2|
5|6|4|3|
6|6|4|4|
7|6|5|4|2|
8|6|5|4|3|
9|6|5|4|4|
10|6|5|5|4|2|
11|6|6|5|4|3|
12|6|6|5|4|4|
13|6|6|5|5|4|2|
14|6|6|6|5|4|3|
15|6|6|6|5|4|4|
16|6|6|6|5|5|4|2
17|6|6|6|6|5|4|3
18|6|6|6|6|5|4|4
19|6|6|6|6|5|5|4
20|6|6|6|6|6|5|5

Cantrips
An elemental golemurgist learns a number of cantrips, or 0-level spells, as noted on Table: Elemental Golemurgist Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Elemental Spirit
An elemental golemurgist begins play with a small elemental spirit bound into his service. There are a variety of different spirits to choose from and once chosen an elemental golemurgist’s spirit cannot be changed.
The elemental golemurgist’s elemental spirit is what animates the golem body of the elemental golemurgist’s demi-golem companion. Each spirit grants the golem body a different special ability and the mental ability scores of Int4 Wis11 Cha1. The elemental spirit grants the demi-golem an elemental subtype but the demi-golem does not gain all of the associated abilities of that subtype unless stated.
At 3rd level and every three levels thereafter the elemental golemurgist learns a bonus spell granted by his elemental spirit. These spells are in addition to the number of spells given on Table: Elemental Golemurgist Spells Known. The elemental golemurgist also gains an additional spell per day slot of the highest level he can cast. These spirit spell slots can only be used to cast the bonus spells granted by the elemental golemurgist’s elemental spirit.
At 2nd level and every 6 levels thereafter the elemental golemurgist gains a spirit power derived from his elemental spirit.
If the demi-golem body an elemental spirit is destroyed the spirit cannot take physical form until it is summoned into a new body with a 2 hour ritual.
You can find all the elemental spirits on the elemental spirit page. (http://www.giantitp.com/forums/showpost.php?p=16924542&postcount=16)

Demi-Golem (Ex)
An elemental golemurgist has a demi-golem made up of two parts: Its elemental spirit that determines its mental ability scores and some of its special abilities and its golem body that determines its physical ability scores, hitpoints, senses, feats and other special abilities.
Demi-Golems cannot speak but can understand any language the elemental golemurgist speaks and can communicate with him via empathy.
Demi-Golems are constructs with a subtype determined by their elemental spirit. Because they are intelligent they do not have the immunity to mind-affecting effects that most constructs do. A demi-golem uses the elemental golemurgist's saves and skills. Demi-Golems do not have any racial hit dice. Their hitpoints are determined by their golem body and the elemental golemurgist’s hitpoints.

Golem Body (Ex)
The elemental spirit of an elemental golemurgist’s demi-golem must possess a golem body to manifest on the material plane. The demi-golem’s golem body determines its physical ability scores, hitpoints, senses, method of communication, feats and some special abilities.
At first level the elemental golemurgist’s demi-golem has a cloth golem body.
Building a golem body requires the elemental golemurgist to collect certain materials. Usually these materials are inexpensive and easy to find but some golem bodies require rarer components. Some golem bodies have other, special requirements for their construction. At first level an elemental golemurgist can only build tiny-sized golem bodies. As he gains levels he learns how to make bodies of smaller and larger size and shown on Table: Elemental Golemurgist.. The elemental golemurgist using his golemurgy kit and his demi-golem companion work together to build the body over the course of 6 hours. It takes the elemental golemurgist 8 hours to build a golem body by himself. Once the body is built the demi-golem’s elemental spirit can be transferred to its new body with a 2 hour ritual. Building a golem body does not require any skill checks.
When the elemental spirit is transferred into its new body the old body is not destroyed and the elemental golemurgist can move the spirit between any golem bodies in his possession with the same two hour ritual.
Elemental golemurgists begin play with a golemurgy kit and do not have to purchase one. You can find all the available golem bodies on the golem body page(WiP). (http://www.giantitp.com/forums/showpost.php?p=16931599&postcount=17)

Resistance (Ex)
An elemental golemurgist and his demi-golem gain a type of energy resistance based on his elemental spirit. This starts as resistance 5 at level one and increases by 5 every six levels

Make Whole (Su)
At 3rd level an elemental golemurgist gains the ability to cast make whole as a spell-like ability a number of times per day equal to his charisma modifier.

Defensive Modifications (Ex)
At 4th level an elemental golemurgist can enhance his demi-golem’s golem bodies with defensive modifications. Each golem body has a pool of modification points. The elemental golemurgist can use his golemurgy kit to add a modification to a golem body. Each modification uses a certain number of modification points. Once added to a golem body a defensive modification is permanent. Adding a modification takes 30 minutes unless otherwise noted. At 4th level the elemental golemurgist can add basic defensive modifications to a golem body. At 9th level improved defensive modifications become available and 14th level advanced defensive modifications become available. You can find all the defensive modifications on the modifications page. (TBD)

Demi-Golem Casting (Sp)
At 5th level an elemental golemurgist can cast spells through his demi-golem. The elemental golemurgist must still take all the actions required to cast the spell but can choose to have the spell’s effects originate from his demi-golem rather than himself. Manifesting a spell is a free action for the demi-golem but is taxing. The demi-golem is stunned for one round after manifesting a spell. The elemental golemurgist must be able to see his demi-golem or his demi-golem must be in a golem body with either telepathy or maker’s eyes to use this ability.

Body Hopping (Su)
At 5th level the elemental spirit within the elemental golemurgist’s demi-golem is skilled at changing from one body to another. The ritual required to transfer the elemental spirit into a different golem body now only takes 10 minutes.

Offensive Modifications (Ex)
At 6th level an elemental golemurgist can spend a golem body’s modification points to add offensive modifications. Once added offensive modifications are permanent. At 6th level the elemental golemurgist can add basic offensive modifications to a golem body. At 11th level improved offensive modifications become available and 16th level advanced offensive modifications become available. You can find all the offensive modifications on the modifications page. (TBD)

Extraordinary Modifications (Ex)
At 8th level an elemental golemurgist can spend a golem body’s modification points to add extraordinary modifications. An extraordinary modification usually requires a specific, sometimes rare component as listed in its entry. All extraordinary modifications add extraordinary abilities to a golem body. Once added extraordinary modifications are permanent. At 8th level the elemental golemurgist can add basic extraordinary modifications to a golem body. At 13th level improved extraordinary modifications become available and 18th level advanced extraordinary modifications become available. You can find all the extraordinary modifications on the modifications page. (TBD)

Supernatural Modifications (Ex)
At 10th level an elemental golemurgist can spend a golem body’s modification points to add supernatural modifications. A supernatural modification usually requires a specific, sometimes rare component as listed in its entry as well as a spell component that must be cast by the elemental golemurgist. All supernatural modifications add supernatural abilities to the golem body. Once added supernatural modifications are permanent. At 10th level the elemental golemurgist can add basic supernatural modifications to a golem body. At 15th level improved supernatural modifications become available and 20th level advanced supernatural modifications become available. You can find all the supernatural modifications on the modifications page. (TBD)

Modular Modifications (Ex)
At 12th level an elemental golemurgist learns how to make his modifications modular so he can transfer them from one golem body to another. Any modifications already made are still permanent but he can choose to make some further modifications modular. Whether or not a certain modification can be made modular is stated in its entry. Modular modifications take 1 hour to make and 10 minutes to attach to or detach from a golem body.

Split Spirit (Su)
At 13th level the elemental spirit animating an elemental golemurgist’s demi-golem has grown powerful enough to temporarily animate more than one golem body at a time. Once per day, the elemental spirit can animate a second golem body of small size or smaller that is within 30 feet of it for a number of rounds equal to half the elemental golemurgist’s class level. At 19th level the elemental spirit can animate a third golem body and can animate extra bodies of medium size or smaller. Activating this ability is a free action for the demi-golem.

The Cats
2014-02-04, 12:29 AM
Elemental Spirits

Acid (acid subtype)
Resistance Acid Weapon Spiked chain
Bonus Spells Corrosive touch(3rd), disfiguring touch(6th), black tentacles(9th), acid pit(12th), conjure black pudding(15th), caustic eruption(18th).
Powers
Persistent Acid (Su) At 2nd level once per round as an immediate action the elemental golemurgist can make the next instance of 5 or more acid damage he or his demi-golem deals to an enemy force the damaged enemy to make a fortitude save or take a further 1d4 points of acid damage at the start of the elemental golemurgist’s next turn. This damage increases by 1d4 for every 10 points of acid damage the enemy originally took. At 12th level the elemental golemurgist can use this ability twice per round. The DC for the save is equal to 10+½ the elemental golemurgist’s class level+the elemental golemurgist’s constitution modifier.

Bottled Ooze (Sp) At 8th level the elemental golemurgist can make a preserved ooze in a bottle. Making a bottled ooze requires an empty vial, one hour, a DC15 craft (alchemy) check and the elemental golemurgist to use up a number of spell levels equal to the ooze’s CR. For example, the elemental golemurgist can use one level 4 spell slot to bottle a CR 4 ooze or he can use two level 6 spell slots to bottle a CR 12 ooze. The elemental golemurgist cannot bottle an ooze whose CR is higher than his elemental golemurgist level-2. The elemental golemurgist can have as many bottled oozes as he wants but the spell levels used to make them do not replenish after resting until he uses the bottles. He uses the bottle by throwing it at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the elemental golemurgist’s control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires.

Acidic Skin(Su) At 14th level the gelemental golemurgist can coat his body in a layer of acidic slime as a swift action. This acid does not damage him or his equipment at all but anyone making a melee attack or combat maneuver check against the him takes 4d6 points of acid damage. This damage increases by 1d6 at 16th level and again at 18th level. The elemental golemurgist can also make a melee touch attack that deals the same amount of damage. Any square the elemental golemurgist steps on while coated is treated as though covered in caltrops for 2 rounds after he moves off of it. The elemental golemurgist can coat himself for a number of rounds equal to ½ his class level+his constitution modifier. The duration does not need to be consecutive but must be used in one round increments.

Made of Acid (Ex) At 20th level the gelemental golemurgist’s form is so suffused with acid he gains immunity to acid, is no longer subject to critical hits or precision based damage and he can use his acidic skin ability at will.

Demi-Golem’s abilities Acid (Ex) The demi-golem’s natural attacks deal an additional 1d4+class level acid damage This damage increases by 1d4 every 3 class levels.

Air (Air subtype)
Resistance Electricity Weapon Whip
Bonus Spells Unseen servant(3rd), levitate(6th), fly(9th), sending(12th), fickle winds(15th), eagle aerie(18th).
Powers
Powerful lungs At 2nd level the elemental golemurgist can hold his breath for a number of rounds equal to 5 times his constitution score. In addition, he can exhale a powerful gust a number of times per day equal to 3+his constitution modifier. The elemental golemurgist can use this gust to bullrush, trip or disarm an enemy at a range of up to 20 feet as a standard action. He adds his constitution modifier to his CMB for these maneuvers and they do not provoke an attack of opportunity. Failing a trip or disarm maneuver using a gust does not trip or disarm the elemental golemurgist.

Whirlwind (Su) At 8th level the elemental golemurgist or his demi-golem can turn into a 10 foot high whirlwind for a number of rounds equal to his elemental golemurgist level. The duration does not have to be consecutive but must be used in one round increments.

Touch of Air (Su) At 14th level the elemental golemurgist can can make himself and everything his is carrying up to his medium load weightless. If he drops something while he is weightless it regains its weight instantly. He can also use this ability to make one creature or object of large size or smaller weightless once per day. Any object or creature he makes weightless will regain its weight after a number of round equal to his elemental golemurgist level. A weightless creature is treated as having a strength score of 1, is treated as though under the effects of feather fall and is affected by wind as though he were a fine creature. The creature can make a fortitude save to negate the effects. The DC is equal to 10+½ the elemental golemurgist’s class level+his charisma modifier. The elemental golemurgist can use this ability a number of times equal to 3+his charisma modifier.

Made of Air (Ex) At 20th level the elemental power of air has fully infused the elemental golemurgist’s body. He gains immunity to electricity, resist fire and cold 10 and a fly speed of 60 ft. with perfect maneuverability.

Int 6Wis 10Cha 14
Demi-Golem’s Abilities Fly speed equal to 15 ft. plus 5 ft. per 2 class levels (good maneuverability)

Earth (Earth subtype)
Resistance Acid Weapon Earthbreaker
Bonus Spells Endure elements(3rd), slow(6th), stoneskin(9th), wall of stone(12th), transmute rock to mud(15th), statue(18th).
Powers
Toughness (Ex) At 2nd level the elemental golemurgist gains toughness as a bonus feat.

Form of Earth (I) (Su) At 8th level the elemental golemurgist or his demi-golem can transform into the form of an earth elemental a number of times per day equal to his constitution modifier. This functions like the spell elemental body II for the elemental golemurgist or elemental body I for the demi-golem, both with a caster level equal to his class level.

Form of Earth (II) (Su) At 14th level the elemental golemurgist’s form of earth ability functions like elemental body III for the elemental golemurgist and elemental body II for the demi-golem.

Made of Earth At 20th level the golemurgist’s form of earth ability functions as elemental body IV for the elemental golemurgist and elemental body III for the demi-golem and can be used at will. In addition, the elemental golemurgist becomes one with the earth. He gains immunity to acid and DR5/adamantine

Int 4Wis 14Cha 12
Demi-Golem’s Abilities +4 strength bonus. This bonus increases by 1 every 3 class levels.

Fire (Fire subtype)
Resistance Fire Weapon Scimitar
Bonus Spells Burning hands(3rd), fireball(6th), fire shield(9th), fire snake(12th), contagious flame(15th), incendiary cloud(18th).
Powers
Burning Weapon(Su) At 2nd level the elemental golemurgist can imbue his weapons with fire. As a swift action, for a number of rounds per day equal to his class level the elemental golemurgist can make any melee weapon he wields have the flaming quality. At 12th level this changes to the flaming burst quality. The duration does not have to be consecutive but must be used in one round increments.

White Hot Flame(Ex) At 8th level any spell cast by the elemental golemurgist with the fire descriptor can bypass up to 10 points of fire resistance. In addition, creatures without fire resistance that are damaged by a spell cast by the elemental golemurgist with the fire descriptor must make a reflex save or take points of burn damage equal to the elemental golemurgist’s class level for 1d4 rounds. The DC for the save is equal to 10+½ the elemental golemurgist’s class level+his constitution modifier.

Fiery Spellstrike(Su) At 14th level a elemental golemurgist or his demi-golem can cast any of the spells in his spirit spell slots as a swift action when he lands a critical strike with a weapon with the flaming or flaming burst quality. This replaces the extra damage the flaming or flaming burst quality would do on that attack. The elemental golemurgist’s demi-golem can use this ability without the requirement of a flaming or flaming burst weapon.

Made of Fire(Ex) At 20th level the elemental golemurgist is filled with the burning power of fire. He gains immunity to fire, his base land speed increases by 10 feet and he can use his burning weapon ability at will. The elemental golemurgist also gains an extra spirit spell slot of 1st, 2nd, 3rd and 4th level.

Int 6Wis 10Cha 14
Demi-Golem’s Abilities Burn (1d6+class level DC 10+½ class level+ elemental golemurgist’s Con mod)

Gravity (Gravity subtype)
Resistance Force Weapon Longbow
Bonus Spells Feather fall(3rd), hostile levitation(6th), dimension door(9th), telekinetic charge(12th), repulsion(15th), reverse gravity(18th).
Powers
Gravity Strike(Su) At 2nd level as a swift action the elemental golemurgist or his demi-golem can cause his weapon to deal damage as though it were one size category larger a number of times per day equal to 3+his charisma modifier. At 12th level his weapon deals damage as though it were two size categories larger.

Distortion Field(Ex) At 8th level the elemental golemurgist gets a +4 deflection bonus to AC. This bonus increases by 1 every two class levels after 8th.

Gravity Slingshot(Su) At 14th level as an immediate action the elemental golemurgist or his demi-golem can make one ranged attack targeted at him per round slingshot around him and fire back at the attacker. The rebounded attack uses the same attack roll as the original attack. He can use this ability a number of times per day equal to his charisma modifier.

Made of Cosmos(Ex) At 20th level the elemental golemurgits wields cosmic power. He gains immunity to force damage, spell resistance 31 and can use his gravity strike ability at will.

Int 8Wis 12Cha 10
Demi-Golem’s Abilities Distortion (Ex) THe demi-golem gains a +1 deflection bonus to AC. This bonus increases by 1 every 3 class levels. This bonus is increased by 2 vs. ranged attacks.

Ice (Cold subtype)
Resistance Cold Weapon Light pick
Bonus Spells Icicle dagger(3rd), glitterdust(6th), wall of ice(9th), icy prison(12th), freezing sphere(15th), ice body(18th).
Powers
Icicle Burst (Su) at 2nd level the elemental golemurgist can fire an icicle from his finger as a standard action. This is a ranged touch attack with a range of 30 feet. The icicle deals cold damage equal to 1d6 plus his class level. If the icicle hits it bursts, striking anything in a 20 foot radius of the target who doesn’t make a reflex save with shards that deal cold damage equal to 1d6 plus half his class level. At 12th level any of the shards that hit also burst, striking anything within a 10 foot radius of the target who doesn’t make a reflex save with smaller shards that deal cold damage equal to half his class level. He can use this ability a number of times per day equal to 3+his charisma modifier. At 20th level as an at-will move action he can cause shards to burst in a 10 foot radius from anything damaged by this ability in the previous round. Anyone struck by the bursts are treated as though struck with the initial icicle from this ability. The DC for the reflex save is equal to 10+½ his class level + his constitution modifier.

Cold Aura (Su) At 8th level the elemental golemurgist or is demi-golem can surround himself in a cold aura a number of rounds per day equal to his class level as a free action. The duration does not have to be consecutive but must be spent in one round increments. The aura deals 1d6 cold damage to any creature within 5 feet of him at the start of his turn. The damage increases by 1d6 and the radius increases by 5 feet every 4 class levels after 8th.

Simulacrum (Sp) At 14th level the elemental golemurgist can make simulacrums as per the spell. He can also sculpt them as per the sculpt simulacrum spell.

Made of Ice (Ex) At 20th level the elemental golemurgist is filled with the elemental power of ice. He gains immunity to cold and can use his aura of cold ability at will.

Int 6Wis 10Cha 14
Demi-Golem’s Abilities Numbing Cold (Ex) natural attacks deal an additional 1d4 cold damage and any creature struck by one must make a (10+½ class level+elemental golemurgist’s con mod) fortitude save or be staggered for one round. The damage increases by 1d4 and number of rounds staggered increases one every 3 class levels.

Lightning (Air subtype)
Resistance Electricity Weapon Glaive
Bonus Spells Expeditious retreat(3rd), haste(6th), ball lightning(9th), teleport(12th), spell turning(15th), walk through space(18th).
Powers
Lightning Pool (I)(Su) At 2th level the elemental golemurgist gains a pool of lightning points equal to his dexterity modifier. As a free action he or his demi-golem can expend one point to add ten feet to his movement speed for a turn or to grant himself a second swift action.

Lightning Pool (II)(Su) At 8th level the elemental golemurgist or his demi-golem can expend two points to grant himself a second move action in a turn, three points to grant himself a second standard action in a turn or four points to teleport up to thirty feet as though with dimension door except he can continue to take actions after teleporting. This can only ever grant him one extra action per turn.

Lightning Pool (III)(Su) At 14th level the elemental golemurgist adds his charisma modifier to his lightning pool and can spend 8 points to grant himself an extra full-round action.

Made of Lightning(Ex) At 20th level the elemental golemurgist is crackling with energy. He gains immunity to electricity and is constantly under the effects of a haste spell that is undispellable. In addition, the points in his lighting pool are doubled.

Demi-Golem’s Abilities +4 dexterity bonus. This bonus increases by one every 3 class levels.

Negative Energy (no subtype)
Resistance Positive energy Weapon Dire flail
Bonus Spells Inflict light wounds(3rd), inflict moderate wounds(6th), inflict serious wounds(9th), inflict critical wounds(12th), slay living(15th), harm(18th).
Powers
Negative Energy Affinity (Ex) At 2nd level the elemental golemurgist and his demi-golem are harmed by positive energy and healed negative energy as though they were undead.

Vampiric Energy (Su) At 8th level whenever the elemental golemurgist or his demi-golem deals negative energy damage to a target he is healed for a number of hitpoints equal to 1/10 the damage dealt. The elemental golemurgist can choose to grant any amount of this healing to his demi-golem and vice versa. At 16th level, if the healing granted by this ability is more than enough to bring the elemental golemurgist and his demi-golem to maximum hitpoints the elemental golemurgist gains the excess healing in temporary hitpoints that last 10 minutes.

Energy Surge (Ex) At 14th level any time the elemental golemurgist or his demi-golem uses a negative energy effect to kill a creature they both gain a +1 morale bonus to their attack and AC for 10 minutes. This bonus stacks with itself up to a maximum of +7. The duration for this bonus refreshes every time the elemental golemurgist or his demi-golem uses a negative energy effect to kill a creature.

Made of Negative Energy (Ex) At 20th level the elemental golemurgist is filled with negative energy. He gains immunity to positive energy, undead creatures do not attack him unless commanded to do so and he and his demi-golem can grant one of their melee attacks each round the energy drain ability as a swift action. The save DC is equal to 10+1/2 the elemental golemurgist's class level+his constitution modifier.

Demi-Golem’s Abilities: Negative Energy (Ex) Demi-Golem can choose to have its natural attacks deal negative energy damage instead of physical damage a number of times per day equal to 3+the elemental golemurgist's constitution modifier.

Positive Energy (no subtype)
Resistance Negative energy Weapon Shortbow
Bonus Spells Cure light wounds(3rd), cure moderate wounds(6th), cure serious wounds(9th), cure critical wounds(12th), breath of life(15th), heal(18th).
Powers
Channel Positive Energy (Su) At 2nd the elemental golemurgist’s can channel positive energy with an effective cleric level of his class level-1. He does not require a holy symbol to channel energy.

Positive Energy Affinity(Ex) At 8nd the elemental golemurgist’s demi-golem can be healed with positive energy. In addition, and healing granted by positive energy heals the elemental golemurgist for an additional 2 point per die.

Energy Surge (Su) At 14th level any ally healed by the elemental golemurgist or his demi-golem gains a +1 moral bonus to their attack and AC for ten minutes. This bonus stacks with itself up to a maximum of +7. The duration for this bonuses refreshes every time the ally is healed by the elemental golemurgist or his demi-golem.

Made of Positive Energy (Ex) At 20th level the elemental golemurgist is filled with positive energy. He gains immunity to positive energy and adds his constitution modifier to the number of times per day he can channel energy. In addition he gains an additional spirit spell slot of every level.

Demi-Golem’s Abilities: Positive Energy (Ex) Demi-Golem can choose to have its natural attacks deal positive energy damage instead of physical damage a number of times per day equal to 3+the elemental golemurgist's constitution modifier.

Water (Water subtype)
Resistance Cold Weapon Net
Bonus Spells Grease(3rd), water breathing(6th), aqueous orb(9th), geyser(12th), fluid form(15th), vortex(18th).
Powers
Endless Waterskin(Su) At 2nd level, any one waterskin or flask the elemental golemurgist possesses gains magical properties. The waterskin or flask is always full and the elemental golemurgist can change its contents into any non-magical liquid except acid, mercury, or any type of venom or poison as a free action. It also functions like a decanter of endless water but only when the liquid within is water and the elemental golemurgist cannot use the geyser function until reaching 12th level. The waterskin or flask functions like the mundane item in anyone else’s possession. The elemental golemurgist can imbue a different waterskin or flask with this power but if he does so the old one loses the power.

Liquid Facsimile(Su) At 8th level the elemental golemurgist can create semi-real creatures, objects or forces out of water. This functions like the spell shadow conjuration except it requires 1 litre of water as a material component, creatures of intelligence 4 or higher that can see the effects automatically disbelieve them and the objects, forces or creatures created automatically extinguish any non-magical flame they come in contact with. At 16th level this functions like greater shadow conjuration with the above exceptions. The elemental golemurgist can use this ability a number of times per day equal to 3 plus his charisma modifier. The DC to disbelieve the effects is equal to 10+½ the elemental golemurgist’s class level + his charisma modifier.

Liquid Form(Su) At 14th level the elemental golemurgist or his demi-golem can turn into a liquid form a number of times per day equal to his charisma modifier. This functions like gaseous form spell with the following differences: The elemental golemurgist cannot fly in liquid form. He has a move speed equal to his normal move speed. He can use his liquid facsimile ability but cannot use himself as a material component. He can make a grapple combat maneuver check with a +2 circumstance bonus against any creature sharing his space. If he succeeds they are affected as though with the suffocation spell. He can choose to end the effects of the suffocation at any time and cannot take any other actions while the suffocation is in effect. The save DC for the suffocation is equal to 10+half his class level+his constitution modifier. He can only attempt suffocation once per transformation.

Made of Water(Ex) At 20th level elemental water flows through the elemental golemurgist’s veins. He gains immunity to cold, permanent water breathing and a swim speed of 60 feet. In addition he adds his constitution modifier to the number of times per day he can use his liquid facsimile ability and can use his liquid form ability at will.

Demi-Golem’s Abilities 20% resistance to critical hits and precision based damage. This increases by 5% every two class levels. 15 ft. swim speed. This increases by 5 feet every two class levels.

The Cats
2014-02-05, 12:27 AM
Golem Bodies (WiP)

Format:
[golem body name]
Type Each golem body has a type that determines what modifications can be added to it. This is not the same as the golem body's creature type wich is always construct.
Construction Material The basic materials required to build the golem body. Larger golem bodies require more materials.; Special Any special requirements or components to build the body.
Hands Whether or not this golem body has hands.
Special Any special abilities this golem body grants its owner

Size What sizes the golem body can be built as.
[size category 1]
Stats Any changes to the golem body’s base stats making it of this size category would cause. Unless otherwise stated all bonuses are size bonuses.
Points The number of modification points a golem body made of this size category has. (Some golem bodies have bonus modification points that can only be used for a certain type of modification)
Height/Weight X’ X”, XXXlbs.

[size category 2]
Stats
Points
Height/Weight

Stats
Only the core stats are given as the derived stats would change depending on the golem body’s size and other variables.
A golem body's statistic that is based on one of its owner's statistics is based on that statistic at the time of the golem body's creation and does not change unless it is stated to be based on the owner's current statistic in which case it scales with the stated statistic. Any statistic based on a fraction of another number is always rounded down to the nearest whole number.




Adamantine
Type Metal
Construction Material 1 ton adamantine (Large), 2 tons (Huge); Special Caster level 20
Hands Yes
Special None

Size Large, huge
Large
Stats +2 str, -2 dex, +30 hp, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30 ft., slam damage 1d8, space 10 ft., reach 10 ft.
Points 10
Height/Weight 16', 1 ton

Huge
Stats +4 str, -4 dex, +40 hp, -2 AC, -2 attack, +2 CMB, +2 CMD, -8 fly, -8 stealth, speed 30 ft., slam damage 1d10, space 15 ft., reach 15 ft.
Points 20
Height/Weight 32', 2 tons

Stats
Senses darkvision 60 ft., low-light vision
AC +18 natural
hp 100+½ owner’s hp
DR 5/epic
Melee slam (19-20)
Offensive Abilities Destructive strike
Str 20 Dex 10
Base Atk Equal to its owner’s class level
Special Abilities
Destructive Strike (Ex)
An adamantine golem body’s slam attacks threaten a critical hit on a 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals its slam damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.


Blood
Type Organic
Construction Material enough of the owner’s blood to deal 1 point of constitution damage (diminutive), 2 points (tiny), 3 points (small), 4 points (medium); Special none
Hands No
Special Blood Link (Su)
Whenever his demi-golem takes enough damage to destroy its blood golem body, its owner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the demi-golem. This can prevent the blood golem body from being destroyed. The link works both ways. Any time its owner would take enough damage to drop below 1 hit point the demi-golem can sacrifice hit points to prevent damage in the same way.

Size Diminutive, tiny, small, medium
Diminutive
Stats -8 str, +8 dex, +4 AC, +4 attack, -4 CMB, -4 CMD, +16 fly, +16 stealth, speed 15ft., 1 slam, slam damage 1, space 1 ft., reach 0 ft.
Points 0 (1 supernatural)
Height/Weight 6", 1/8lbs.

Tiny
Stats -4 str, +4 dex, +2 AC, +2 attack, -2 CMB, -2 CMD, +8 fly, +8 stealth, speed 20ft., 1 slam, slam damage 1d2, space 2.5 ft., reach 0 ft.
Points 1
Height/Weight 1', 1lbs.

Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3 plus bleed (1), space 5 ft., reach 5 ft.
Points 1 (1 supernatural)
Height/Weight 2', 8lbs.

Medium
Stats +20 hp, DR5/bludgeoning, speed 30ft., 2 slams, slam damage 1d4 plus bleed (1d2), space 5 ft., reach 5 ft.
Points 3 (1 supernatural)
Height/Weight 4', 30lbs.

Stats
Senses blindsight 60 ft., darkvision 60 ft., low-light vision
hp 2 x owner’s constitution modifier+½ owner’s current hp
AC +(owner’s constitution modifier) natural armor
Melee slam
Offensive Abilities Bleed
Str, Dex equal to its owner’s strength and dexterity scores
Base Atk +½ owner’s constitution modifier+½ owner’s class level
Special Abilities
Blood Link (Su)
See above


Bone
Type Organic
Construction Material Two small skeletons (small), medium skeletons (medium), large skeletons (large); Special Enough of your own blood to deal 1 point of constitution damage to yourself
Hands Yes
Special Defending Bone (Su)
Your demi-golem can sacrifice a portion of his health as a standard action to give its owner a defending bone as per the spell. The amount of damage the bone can prevent before discharging is equal to the twice the amount of hit points sacrificed by the demi-golem to create the bone.

Size Small, medium, large
Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 2
Height/Weight 3', 50lbs.

Medium
Stats +20 hp, DR 5/bludgeoning, speed 30ft., slam damage 1d4, 2 slams, space 5 ft., reach 5 ft.
Points 4
Height/Weight 6', 200lbs

Large
Stats +2 str, -2 dex, +30 hp, DR 5/bludgeoning, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slams, slam damage 1d6, space 10 ft., reach 10 ft.
Points 8
Height/Weight 12', 800lbs.

Stats
Senses ;
hp 4 x owner’s constitution modifier+½ owner’s current hp
AC +(owner’s constitution modifier) natural armor
Melee slam
Offensive Abilities Bone prison (ranged touch)
Str, Dex equal to its owner’s strength and dex scores
Base Atk +½ owner’s constitution modifier at the time the body was made +½ owner’s class level
Special Abilities
Bone Prison (Ex)
3 times per day as a standard action, a bone golem body can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack to hit. These bones magically duplicate and form a cage surrounding struck creatures. The target can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone golem body itself. Damage to the prison has no effect on the demi-golem. The demi-golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.

Defending Bone
See above.


Brass
Type Metal
Construction Material 100 lbs. of brass (small), 400 lbs (medium), 1,600 lbs (large); Special A falchion of the appropriate size for the golem body, caster level 5th
Hands Yes
Special +3 circumstance bonus on intimidate checks when your demi-golem is within sight of the person you are intimidating

Size Small, medium, large
Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, falchion damage 1d6, space 5 ft., reach 5 ft.
Points 3
Height/Weight 4', 100lbs.

Medium
Stats +20 hp,DR5/adamantine, speed 30ft., 2 slams, slam damage 1d4, falchion damage 2d4, space 5 ft., reach 5 ft.
Points 5
Height/Weight 8', 400lbs.

Large
Stats +2 str, -2 dex, +30 hp, DR5/adamantine, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slams, slam damage 1d6, falchion damage 2d6, space 10 ft., reach 10 ft.
Points 10
Height/Weight 16', 1,600lbs.

Stats
Senses ;
hp 30+½ owner’s hp
AC +5 natural armor
Melee brass falchion or slam
Str 18 Dex 8
Base Atk Equal to its owner’s class level
Feats Weapon Proficiency (Falchion)
Special Abilities
Brass Falchion (Ex)
The brass golem body can wield it’s falchion one-handed. The falchion is welded to one of its hands and cannot be removed.


Clay
Type Simple
Construction Material 10 lbs of clay (diminutive), 30 lbs (tiny), 90 lbs (small), 270 lbs (medium), 810 lbs (large); Special none
Hands No
Special None

Size Diminutive, tiny, small, medium, large
Diminutive
Stats -8 str, +8 dex, +4 AC, +4 attack, -4 CMB, -4 CMD, +16 fly, +16 stealth, speed 15ft., 1 slam, slam damage 1, space 1 ft., reach 0 ft.
Points 0
Height/Weight 6", 10lbs.

Tiny
Stats -4 str, +4 dex, +2 AC, +2 attack, -2 CMB, -2 CMD, +8 fly, +8 stealth, speed 20ft., 1 slam, slam damage 1d2, space 2.5 ft., reach 0 ft.
Points 1
Height/Weight 1' 6", 30lbs.

Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 2
Height/Weight 3' 6", 90lbs.

Medium
Stats +20 hp, DR5/bludgeoning, speed 30ft., 2 slams, slam damage 1d4, space 5 ft., reach 5 ft.
Points 4
Height/Weight 7' 6", 270lbs.

Large
Stats +2 str, -2 dex, +30 hp, DR5/bludgeoning, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slams, slam damage 1d6, space 10 ft., reach 10 ft.
Points 8
Height/Weight 15' 6", 810lbs.

Stats
hp equal to its owner’s hp
AC +6 natural armor
Melee slam
Offensive Abilities
Str 16 Dex 12
Base Atk equal to its owner base attack
Special Abilities
Enrage (Su)
A clay golem body can enrage itself as per the rage spell for a number of rounds per day equal to its owner’s class level. The duration does not have to be consecutive but must be spent in one round increments. Entering and leaving rage is a swift action.


Clockwork
Type Artisan
Construction Material 30lbs. of gears (tiny), 90 lbs. (small), 270 lbs (medium), 810 lbs (large); Special A suit of armor of the appropriate size for the golem body, a craft (clockwork) check (no DC)
Hands Yes
Special +3 circumstance bonus on appraise checks

Size Tiny, small, medium, large
Tiny
Stats -4 str, +4 dex, +2 AC, +2 attack, -2 CMB, -2 CMD, +8 fly, +8 stealth, speed 20ft., 1 slam, slam damage 1d2, space 2.5 ft., reach 0 ft.
Points 1 (1 extraordinary)
Height/Weight 1' 6", 30lbs.

Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 1 (2 extraordinary)
Height/Weight 3', 90lbs.

Medium
Stats +20 hp, DR5/adamantine, speed 30ft., 2 slams, slam damage 1d4, space 5 ft., reach 5 ft.
Points 2 (4 extraordinary)
Height/Weight 8', 270 lbs.

Large
Stats +2 str, -2 dex, +30 hp, DR5/adamantine, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slams, slam damage 1d6, space 10 ft., reach 10 ft.
Points 6 (4 extraordinary)
Height/Weight 16', 810lbs.

Stats
hp +the result of the craft (clockwork) check used to make the golem body+½ its owner’s hp
AC +(AC bonus of armor used to make the golem body) natural armor
Melee slam
Str 10 Dex 10
Base Atk ⅕ the result of the craft (clockwork) check used to make the golem body+½ its owner’s class level
Special Abilities
Built-In Armor (Ex)
A clockwork golem gets all the benefits and limitations of the armor used to make it including the maximum dexterity modifier, the armor check penalties and any magical properties. The golem body is considered proficient with the armor used to make it.

Artisan Body (Ex)
Upon its creation a clockwork golem body has a number of extra ability points equal to ⅓ the result of the craft (clockwork) check used to make it. These points can be distributed among its strength and dexterity scores as its owner wishes.


Cloth
Type Simple
Construction Material 1 bolt of cloth (tiny), 2 bolts (small); Special none
Hands No
Special None.

Size Tiny, small.
Tiny
Stats -4 str, +4 dex, +2 AC, +2 attack, -2 CMB, -2 CMD, +8 fly, +8 stealth, speed 15 ft., slam damage 1d2, space 2.5 ft., reach 2.5 ft.
Points 1
Height/Weight 1' 6", 3lbs

Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., slam damage 1d3, space 5 ft., reach 5 ft.
Points 2
Height/Weight 3', 6lbs

Stats
Senses darkvision 60 ft., low-light vision
hp 5+½ owner’s hp
AC +1 natural
Melee slam
Str12, Dex 10
Base Atk +½ owner’s class level

Glass
Type Artisan
Construction Material90lbs. of glass (small), 180lbs (medium), 360lbs (large); Special A craft (sculptures) check (no DC)
Hands No
Special +2 circumstance bonus on sight based perception checks

Size Small, medium, large
Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slash, slash damage 1d6 plus bleed (1d3), space 5 ft., reach 5 ft.
Points 0 (2 offensive)
Height/Weight 3', 90lbs.

Medium
Stats +20 hp, speed 30ft., 2 slashes, slash damage 2d4 pus bleed (1d3), space 5 ft., reach 5 ft.
Points 0 (4 offensive)
Height/Weight 6', 180lbs.

Large
Stats +2 str, -2 dex, +30 hp, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slashes, slash damage 2d6 plus bleed (1d3), space 10 ft., reach 10 ft.
Points 0 (8 offensive)
Height/Weight 12', 360lbs.

Stats
AC +0
hp +the result of the craft (sculptures) check to make the golem body +½ its owner's hp
Melee slash (primary natural attack)
Offensive Abilities bleed (1d3)
Str 10 Dex 10
Base Atk +⅓ the result of the craft (sculptures) check to make the golem body +½ its owner’s class level
Special Abilities
Fragile (Ex)
A glass golem body takes double damage from bludgeoning attacks and from spells and abilities with the sonic or force descriptors.

Artisan Body (Ex)
Upon its creation a glass golem body has a number of extra ability points equal to ⅓ the result of the craft (sculptures) check used to make it. These points can be distributed among its strength and dexterity scores as its owner wishes.


Iron
Type Metal
Construction Material 1 ton of iron (medium), 2 tons (large) 4 tons (huge) ; Special Caster level 10th
Hands Yes
Special +3 circumstance bonus on intimidate checks when your demi-golem is within sight of the person you are intimidating

Size Medium, large, huge
Medium
Stats +20 hp, speed 30ft., 2 slams, slam damage 1d6, space 5 ft., reach 5 ft.
Points 6
Height/Weight 8', 1 ton

Large
Stats +2 str, -2 dex, +30 hp, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slams, slam damage 1d8, space 10 ft., reach 10 ft.
Points 10
Height/Weight 16', 2 tons

Huge
Stats +4 str, -4 dex, +40 hp, -2 AC, -2 attack, +2 CMB, +2 CMD, -8 fly, -8 stealth, speed 30ft., 2 slams, slam damage 1d10, space 15 ft., reach 15 ft.
Points 18
Height/Weight 30', 4 tons

Stats
hp 60+½ its owner’s hp
AC +10 natural armor
Melee slam (19-20)
Offensive Abilities Powerful Blows
Str 18 Dex 10
Base Atk Equal to its owner’s class level
Special Abilities
Powerful Blows (Ex)
An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.


Junk
Type Simple
Construction Material 90 lbs. of assorted rubbish(small), 270 lbs (medium), 810 lbs (large); Special None
Hands No
Special None

Size Small, medium, large
Tiny
Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 1 (2 extraordinary)
Height/Weight 3' 6", 90lbs

Medium
Stats +20 hp, DR5/adamantine, speed 30ft., 2 slams, slam damage 1d4, space 5 ft., reach 5 ft.
Points 2 (4 extraordinary)
Height/Weight 7', 270lbs.

Large
Stats +2 str, -2 dex, +30 hp, DR5/adamantine, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slams, slam damage 1d6, space 10 ft., reach 10 ft.
Points 6 (4 extraordinary)
Height/Weight 13', 810lbs.

Stats
hp equal to its owner's hp
AC +3 natural armor
Melee slam (plus disease)
Str 13 Dex 14
Base Atk equal to its owner's base attack
Special Abilities
Discorporate (Ex)
A junk golem body can break apart into its constituent pieces as a standard action, becoming a swarming mass of Tiny parts. It gains the swarm subtype, its space changes to 5 feet (small size), 10 feet (medium size) or 15 feet (large size), and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of damage and inflicts disease, but loses its slam attacks. It can revert back to its normal form as a full-round action. When discorporated and unmoving the junk golem body is indistinguishable from a pile of rubbish.

Disease (Ex)
Tetanus: Slam—injury; save Fort DC 12; onset 1d6 days; frequency 1 day; effect 1d4 Dex damage. Each time someone takes Dexterity damage from tetanus, there's a 50% chance his jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours; cure 2 consecutive saves. The save DC is Constitution-based.

Mithral
Type Metal
Construction Material 35 lbs of mithral (diminutive), 75 lbs (tiny), 150 lbs (small), 300 lbs (medium); Special Caster Level 7th
Hands Yes
Special +3 circumstance bonus on intimidate checks when your demi-golem is within sight of the person you are intimidating

Size Diminutive, tiny, small, medium
Diminutive
Stats -8 str, +8 dex, +4 AC, +4 attack, -4 CMB, -4 CMD, +16 fly, +16 stealth, speed 20ft., 1 slam, slam damage 1, space 1 ft., reach 0 ft.
Points 0
Height/Weight 6", 35lbs.

Tiny
Stats -4 str, +4 dex, +2 AC, +2 attack, -2 CMB, -2 CMD, +8 fly, +8 stealth, speed 30ft., 1 slam, slam damage 1d2, space 2.5 ft., reach 0 ft.
Points 1
Height/Weight 1', 75lbs.

Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 30ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 2
Height/Weight 2', 150lbs.

Medium
Stats +20 hp, DR5/adamantine, speed 40ft., 2 slams, slam damage 1d4, space 5 ft., reach 5 ft.
Points 4
Height/Weight 4', 300lbs.

Stats
hp 20+1/2 its owner’s hp
AC +1 dodge
Melee slam
Str 14 Dex 18
Base Atk equal to its owner's class level
Feats Dodge, Mobility, Spring Attack


Rope
Type Simple
Construction Material 50 feet of rope (tiny), 100 feet (small), 200 feet (medium); Special None
Hands No
Special None

Size Tiny, small, medium
Diminutive
Tiny
Stats -4 str, +4 dex, +2 AC, +2 attack, -2 CMB, -2 CMD, +8 fly, +8 stealth, speed 20ft., 1 slam, slam damage 1d2, space 2.5 ft., reach 0 ft.
Points 1
Height/Weight 1' 6", 10lbs. (1lbs. if made with silk rope)

Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 2
Height/Weight 3', 20lbs. (2lbs. if made with silk rope)

Medium
Stats +20 hp, DR5/bludgeoning, speed 30ft., 2 slams, slam damage 1d4, space 5 ft., reach 5 ft.
Points 4
Height/Weight 6', 40lbs. (4lbs. if made with silk rope)

Stats
hp equal to its owner's hp
AC +4 natural armor (+5 if made out of silk rope)
Melee slam (plus grab)
Str 14 Dex 13
Base Atk equal to its owner's base attack
Special Abilities
Strangulation (Ex)
A rope golem body deals damage equal to its slam attack with a successful grapple check. Because the rope golem body seizes the opponent by the neck, a strangled foe cannot speak or cast spells with verbal components.


Wax
Type Artisan
Construction Material 100 lbs. of wax(small), 300 lbs (medium); Special A craft (sculptures) check (no DC), a disguise check (no DC)
Hands Yes
Special +3 circumstance bonus on disguise checks

Size Small, medium
Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 1 (2 extraordinary)
Height/Weight variable, 100lbs.

Medium
Stats +20 hp, speed 30ft., 2 slams, slam damage 1d4, space 5 ft., reach 5 ft.
Points 2 (4 extraordinary)
Height/Weight variable, 300lbs.

Stats
hp +the result of the craft (sculptures) check used to make the golem body+½ its owner’s hp
AC +(⅕ the result of the craft (sculptures) check used to make the golem body) natural armor
Melee slam
Str 10 Dex 10
Base Atk ⅕ the result of the craft (sculptures) check used to make the golem body+½ its owner’s class level
Special Abilities
Waxen Image (Ex)
A wax golem body can be sculpted to look like a specific individual of the same size as the body. The perception DC needed to see through this disguise is equal to the disguise check used to make the golem body. The wax golem body's appearance can be changed to resemble a different individual with one hour of work and a new disguise check.cl

Artisan Body (Ex)
Upon its creation a wax golem body has a number of extra ability points equal to ⅓ the result of the craft (sculptures) check used to make it. These points can be distributed among its strength and dexterity scores as its owner wishes.


Wood
Type Simple
Construction Material 10 lbs of wood (diminutive), 30 lbs (tiny), 90 lbs (small), 270 lbs (medium), 810 lbs (large); Special none
Hands No
Special None

Size Diminutive, tiny, small, medium, large
Diminutive
Stats -8 str, +8 dex, +4 AC, +4 attack, -4 CMB, -4 CMD, +16 fly, +16 stealth, speed 15ft., 1 slam, slam damage 1, space 1 ft., reach 0 ft.
Points 0
Height/Weight 1', 10lbs.

Tiny
Stats -4 str, +4 dex, +2 AC, +2 attack, -2 CMB, -2 CMD, +8 fly, +8 stealth, speed 20ft., 1 slam, slam damage 1d2, space 2.5 ft., reach 0 ft.
Points 1
Height/Weight 2', 30lbs.

Small
Stats -2 str, +2 dex, +10 hp, +1 AC, +1 attack, -1 CMB, -1 CMD, +4 fly, +4 stealth, speed 20ft., 1 slam, slam damage 1d3, space 5 ft., reach 5 ft.
Points 2
Height/Weight 3' 6", 90lbs

Medium
Stats +20 hp, DR5/slashing, speed 30ft., 2 slams, slam damage 1d4, space 5 ft., reach 5 ft.
Points 4
Height/Weight 7', 270lbs.

Large
Stats +2 str, -2 dex, +30 hp, DR5/slashing, -1 AC, -1 attack, +1 CMB, +1 CMD, -4 fly, -4 stealth, speed 30ft., 2 slams, slam damage 1d6, space 10 ft., reach 10 ft.
Points 8
Height/Weight 14', 810lbs.

Stats
hp equal to its owner’s hp
AC +4 natural armor
Melee slam
Offensive Abilities
Str 16 Dex 12
Base Atk equal to its owner base attack
Special Abilities
Splintering (Su)
As a swift action a number of times per day equal to its owner's constitution modifier a wood golem body can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take slashing damage equal to its slam damage times its base attack bonus (Reflex DC halves, the DC is equal to 10+1/2 owner's class level+owner's constitution modifier).