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unseenmage
2015-12-05, 03:47 AM
Middle of the night (earliest of morning?) brainstorming session wherein I try to find cool uses for the Clockwork Creature Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-template-cr-1-tohc) my DM okayed.
We're building all Constructs with prices based on CR, Spellcraft checks, and DCs based on the highest CL requirement in the entry of any involved creature or template. (My character's also an alchemist with Craft Construct so every spell involved adds another +5 to the craft DC period.)

Clockwork Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-template-cr-1-tohc) + Oma (space whale) (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/oma) = clockwork spaceship? Yeah! That's cool!

Clockwork Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-template-cr-1-tohc) + Amalgam Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/amalgam-creature-cr-special) + Oma (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/oma) + Lusca (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/lusca) = clockwork assault spaceship? Even Better!
(Yes the Amalgam template is ridiculous; but tentacled clockwork space whale spaceships are worth some cheese right? Oh, and I've been giving it a flat CR +3 rather than up to +3 via comparisons.)

Clockwork Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-template-cr-1-tohc) + Amalgam Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/amalgam-creature-cr-special) + Oma (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/oma) + Mogaru (PF godzilla) (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/kaiju/kaiju-mogaru) = clockwork fortress? Wow! Even superer and even coolerer!!
(Nope those last two aren't words; my only excuse is that realizing I can turn godzilla into a spaceship has broken what's left of my thinky bits.)


Thoughts playground?



Additionally, the DM, other players and I have been considering some sort of CR bump for every template involved in a given clockwork's creation. Young Simple Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1) + Advanced Simple Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1) is currently our standard of measurement for strong template combos. We have been reviewing templates pretty thoroughly before letting them see gameplay. The War Machine (http://www.d20pfsrd.com/bestiary/monster-listings/templates/war-machine-cr-3) and Advanced Bestiary Clockwork (http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creature-cr-2) templates recently got the ban for being too strong and poorly written.

We were thinking maybe a +1 for every two templates after the first? Or should it even be +1 for every template after the first?

Edit:

These are our generic Construct Creation rules as compiled from the Building and Modifying Constructs section of the PRD (http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/buildingAndModifyingConstructs.html).

Price: CR * CR * 500gp
Cost to Create: ˝ price plus cost of body
Cost of Body: Price * 0.1 (for a body that costs 10% base price)
(As per the Broken condition, “Items with the broken condition, regardless of type, are worth 75% of their normal value.” This can be assumed to be true for the corpses of constructs as well.)
Time to Create Body: depends on if using the normal laborious crafting rules (http://paizo.com/pathfinderRPG/prd/skills/craft.html) or the Alternate Crafting Rules (http://www.d20pfsrd.com/skills/alternate-crafting-rules)
Skill to Create Body: Spellcraft or other appropriate skill; DC equals 5 + CL (usually CL 5 for Craft Construct; or min CL for highest level spell listed in creature entry); plus 5 for each missing prerequisite (all spells and CL for a non-caster).
Can ‘Take 10’ but cannot ‘Take 20’. Failing this check means that the item (construct) does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (construct).
Prerequisite spells: Every spell mentioned in the statblock usually. Omitting spell lists for spellcasting creatures as the sheer volume of spells tends to make them uncraftable otherwise due to the DC being raised so high.
Days to Create: Not including creating the body; 1 day per 1,000gp in price (round up).

(Example Construction info entry at the bottom of a Construct stat block.)
Construction
A few words about the Construct's construction and a mention of the price and components to build the body.
Construct Name
CL 5 for Craft Construct; or min CL for highest level spell listed; Price CR*CR*500
Requirements Craft Construct, spells listed in creature's statistics block, creator must be caster level minimum required to have access to component spells.
Skill Spellcraft or appropriate Craft DC 5+CL.
Cost equals price * 0.1 (for a body that costs 10% base price)

iceifur
2015-12-05, 10:36 AM
As the player of the bard in unseenmage's aforementioned campaign, I only have three things to say:

Mogaru.

Susceptible to Song.

Kukuku. :smallbiggrin:

unseenmage
2015-12-05, 11:33 AM
Was also looking at the CRs and prices for some other abominations.

Amalgam Tattoo Guardian (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/tattoo-guardian) and Granule Construct Swarm (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Granule%20Construct%2 0Swarm) (A swarm of medium tattoos or a medium swarm of miniscule tattoos?).
Clockwork Gigantean (http://www.d20pfsrd.com/bestiary/monster-listings/templates/gigantean-creature-cr-varies) Ebony Variant Gelatinous Cube (http://www.d20pfsrd.com/bestiary/monster-listings/oozes/gelatinous-cube) (as G. Cube plus dissolves metals).
Clockwork Amalgam 12-Headed Hydra and Lusca (so many natural attacks!).
Amalgam Lusca and Tattoo Guardian (is it a wearable Lusca or is it a Tattoo Guardian with simply more hp?).

Just spitballing really. Wanted some prices written down for travel time crafting and downtime crafting when they happen.
Only thing holding these monstrosities back is funding at this point.



As the player of the bard in unseenmage's aforementioned campaign, I only have three things to say:

Mogaru.

Susceptible to Song.

Kukuku. :smallbiggrin:

Oh look! It's the deciding factor for picking this kaiju over the other two. Hello deciding factor. :smallbiggrin:

BTW, like your avatar pic. A perfectly normal half elf.
And nothing else.

iceifur
2015-12-05, 11:56 AM
Oh look! It's the deciding factor for picking this kaiju over the other two. Hello deciding factor.

BTW, like your avatar pic. A perfectly normal half elf.
And nothing else.

Deciding factor is pleased. Also, a DC 54 Perception check is perfectly reasonable. Right? :smalltongue:

unseenmage
2015-12-07, 10:16 PM
An update for anyone interested.

When using the Amalgam Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/amalgam-creature-cr-special) if either of the base creatures is a Construct then the resultant amalgam is a Construct too (yeah, that includes Undead too!) So now I'm looking for a good well-rounded Construct to use as a base creature that will be combined with whatever other base creature I please.
Robots are excluded as I cannot make those until we finish the AP. I've been thinking that the generic base Construct should be a humanoid for weapon wielding and armor wearing and such (Terra-Cotta Soldier (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/terra-cotta-soldier) maybe?)
Still looking. There's cool factor to consider too as this is for a real life game.

Here's a list of other Constructs that caught my eye for whatever reason. Opinions on their versatilities as Amalgam Creature components are more than welcome.

Adamantine Golem (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-adamantine)
Animated Objects (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object) (especially Downtime rules Rooms and Buildings Amalgam-ed w/Tattoo Guardian or Behemoth Golem)
Behemoth Golem (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-behemoth)
Clockwork Spy (http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Clockwork%20Spy)
Dragonship (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/dragonship-tohc)
Gravitic Globe (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Gravitic%20Globe)
Grey Goo (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/gray-goo)
Living Effigy (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Living%20Effigy)
Living Wall (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/living-wall)
Mirror Man (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Mirror%20Man)
Mithral Golem (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Mithral%20Golem)
Sentinel Hut (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Sentinel%20Hut)
Skinstitch (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/skinstitch)
Slithering Pit (http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Slithering%20Pit)
Steel Kraken (https://sites.google.com/site/eberronpathfinder/conversion-info/bestiary/monsters/s-u/steel-kraken)
Tiberolith (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/tiberolith)
Urannag (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/urannag)
Wings of Protection (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Wings%20of%20Protecti on)


And here's a list of the non-Constuct creatures I'm eyeing for how mechanically interesting they are or for their delicious special abilities. :smallsmile:

Black Worm (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/black-worm)
Brethedan (https://aonprd.com/MonsterDisplay.aspx?ItemName=Brethedan)
Cameroceras (http://www.d20pfsrd.com/bestiary/monster-listings/animals/cameroceras) (Amalgam w/Clockwork Oma for a front door. :smallsmile: )
Chthonic Creature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-chthonic-creature-cr-0-or-1) template
Giant Tortoise (http://paizo.com/pathfinderRPG/prd/bestiary4/tortoise.html) (Amalgam w/Behemoth Golem!)
Mutant Creature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-creature-cr-1) template
Necrocraft (http://www.d20pfsrd.com/bestiary/monster-listings/undead/necrocraft)
Plasma Ooze (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Plasma%20Ooze)
Possessor (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/possessor)
Shantak (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Shantak)
Star Monarch (http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/star-monarch)
Tyrannosaurus (http://paizo.com/pathfinderRPG/prd/monsters/dinosaur.html)



We also had a chuckle at the idea of using Homunculi in all of my Amalgams so that every time one of them dies my character takes damage. Not to mention how crowded it would get. :smallbiggrin:

unseenmage
2015-12-10, 10:52 AM
Okay so Clockwork spacewhales are cool but Tattoo Guardian Clockwork spacewhales is even better.

The Tattoo Guardian's Worn Form ability is the best version of Golem Armor yet. Using the Amalgam template any Construct, potentially any creature, can become a tattoo ready to defend its wearer at a moment's notice.

Truly the best thing about combining the Tattoo Guardian with another creature is finding a higher HD creature to combine it with. The biggest weakness of the Tattoo Guardian is its low hp. Larger, higher HD creatures grant more hp to the resulting Amalgam.

I've also been comparing the Tattoo Guardian with the Grey Goo and the Granule Construct Swarm. An amalgamation of the swarms with the tattoo doesn't net us much. Though being able to functionally un-Infest oneself by making the amalgam switch to Worn Form could be nice. Otherwise the swarm can only leave a dying or dead host by RAW.

Eventually my Alchemist gets the Simulacrum ability with which he could potentially make Simulacrums of any creature. Even these abominable creations. An Amalgam Animated-Object-Robotics-Laboratory and Tattoo Guardian? Sure, wearable tech lab. The Simulacrum won't be super functional in combat but combat isn't where Tech labs come in most handy either. :smallamused:

unseenmage
2015-12-14, 02:40 PM
Am looking at the Tattoo Guardian and wondering if I should be concerned about the whole party potentially getting a ton of extra hp by wearing either a) lots of these things or b) one each a great big Amalgam Templated, Tattoo Guardian, plus T-Rex.

unseenmage
2015-12-17, 09:17 AM
An update.

Was working on a project involving the Downtime Rules (http://www.d20pfsrd.com/gamemastering/other-rules/downtime#TOC-Managers) when I realized that the downtime rooms and buildings occupy space calculated in 5 foot squares. These volumes are analogous to the Animated Object (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object) creature sizes. So I sat down and listed each downtime room and building by creature size by its smallest dimension. There are 9 mediums, 47 large, 42 huge, 26 gargantuan, and 19 colossal (for colossal I ignored the rooms whose volume would be technically over the colossal number of squares).

The premise is that an object is still what it is even after being animated. Rope can still be tied in knots, a knife is still sharp, etc. In PF Animated Objects that can still be used for their original purpose is even easier as PF has that one line of text about how 'a construct's creator can deactivate their construct with a touch and a command' or somesuch. Means an animated suit of armor can still be worn easily so long as its creator deactivates it. On the same token these rooms could still be used to generate downtime capitol, they just might need deactivated first. And it doesn't take much imagination to think up ways of making all the components of the rooms be integrated into their structure so that a room, its furnishings, and its decor are all bound together as a single, albeit complicated, object.

From what I can see the downtime rules do not care how a given building gets into a given settlement. The rules only care that you spend the appropriate amount of time, money, and personnel to generate capital. Especially with the ability to deactivate the animated object rooms/buildings. After they've walked into town they can settle in and just be locations.

Now the fun starts when I take these new Downtime Room/Building Animated Objects and use the Amalgam template to combine them with the Tattoo Guardian and the Behemoth Golem. The Behemoth Golem's 'castle' can hold up to 8 medium creatures. Similarly the downtime rules crafting rooms (alchemist lab, clockwork shop, forge, etc) can have up to 3 people working in them each.
Amalgam-ing one building made of three crafting rooms with the Behemoth Golem nets us one more person than would normally be allowed into the structure on its back, just for crafting. For combat one imagines that still only 8 creatures could benefit from the structure for defense.
And of course Amalgam-ing rooms/buildings with the Tattoo Guardian lets our alchemist wear his workshop, or our archer wear his high ground, or our fighter wear his defensive position. The possibilities aren't endless, but there are a lot of them.

My DM is onboard with these ideas since they're fun. And it hardly seems game breaking to expend loads and loads of time and gp to have your downtime investments follow you around. This is especially useful as we plan to take our adventures into space once the AP is complete and having businesses that can literally get up and follow us makes investing in them that much more appealing.
I can imagine my character herding buildings up a loading ramp onto a starship like some sort of bizarre herd of misshapen beasts. :smallbiggrin:

Edit: Oh yeah! Almost forgot the best part. The actual room combinations that will be turned into creatures.

List of Rooms and Buildings by Animated Object Size
The Rooms and Buildings listed below have been categorized by their smallest possible dimensions. For combining rooms into new buildings two medium rooms make a large building, two large rooms make a huge building, two huge rooms a gargantuan building, and two gargantuan rooms a colossal building.

Medium | (</= 1 squares)
Attuned (Augmentation) | As original room
Cell (room) | 1–9 squares
Fortification (augmentation) | As original room
Furnishings (augmentation) | As original room
Lavatory (room) | 1–4 squares
Monument (building) | 1–9 squares
Pit (room) | 1–5 squares
Reliquary (room) | 1–4 squares
Sanctum (room) | 1–4 squares
Statue (room) | 1–9 squares
Tollbooth (room) | 1–5 squares
Trap (augmentation) | see the Trap (room)
Trap (room) | 1–4 squares

Large | (</= 8 squares)
Alchemy Lab (room) | 8–16 squares
Altar (room) | 2–8 squares
Animal Pen (room) | 4–16 squares
Armory (room) | 5–15 squares
Artisan's Workshop (room) | 8–16 squares
Bath (room) | 3–6 squares
Bedroom (room) | 4–8 squares
Blood Spa (room) | 4–8 squares
Book Repository (room) | 4–12 squares
Classroom (room) | 5–20 squares
Clockwork Shop (room) | 8–16 squares
Confessional (room) | 2–4 squares
Crypt (room) | 8–30 squares
Drawbridge (room) | 4–8 squares
Escape Route (room) | 6–12 squares
Forge (room) | 8–16 squares
Gatehouse (room) | 8–12 squares
Gauntlet (room) | 4–8 squares
Grotto (room) | 5–10 squares
Guard Post (room) | 6–10 squares
Hatchery (room) | 2–6 squares
Infirmary (room) | 4–12 squares
Kitchen (room) | 2–6 squares
Laundry (room) | 2–6 squares
Leather Workshop (room) | 4–10 squares
Magical Repository (room) | 4–12 squares
Nursery (room) | 8–16 squares
Office (room) | 2–5 squares
Printer (room) | 5–16 squares
Sauna (room) | 2–5 squares
Scriptorium (room) | 5–16 squares
Scrying Room (room) | 4–16 squares
Secret Room (room) | 6–10 squares
Sewer Access (room) | 4–6 squares
Sewing Room (room) | 6–12 squares
Shack (room) | 2–4 squares
Shrine (building) | 3–17 squares
Sitting Room (room) | 6–10 squares
Stall (room) | 6–16 squares
Storage (room) | 4–8 squares
Storefront (room) | 2–4 squares
Summoning Chamber (room) | 6–16 squares
Torture Chamber (room) | 6–16 squares
Trophy Room (room) | 4–20 squares
Vault (room) | 4–8 squares
War Room (room) | 4–12 squares
Workstation (room) | 8–16 squares

Huge | (</= 27 squares)
Arboreal (augmentation) | As original room +9 squares
Archery Range (room) | 20–50 squares
Bank (building) | 20–50 squares
Bar (room) | 10–20 squares
Bell Tower (room) | 9–25 squares
Blind (room) | 10–30 squares
Brewery (room) | 12–24 squares
Bunks (room) | 15–35 squares
Burial Ground (room) | 20–30 squares
Common Room (room) | 10–30 squares
Courthouse (building) | 26–80 squares
Courtyard (room) | 20–40 squares
Defensive Wall (room) | 20–40 squares
Dock (room) | 10–30 squares
Dojo (room) | 15–30 squares
Execution Yard (room) | 20–40 squares
Exotic Artisan (building) | 27–56 squares
False Front (room) | 10–20 squares
Game Room (room) | 10–20 squares
Garden (room) | 10–20 squares
Greenhouse (room) | 10–20 squares
House (building) | 21–42 squares
Jail (building) | 22–75 squares
Library (building) | 24–67 squares
Lodging (room) | 20–35 squares
Luxury Store (building) | 12–25 squares
Magic Shop (building) | 17–37 squares
Mill Room (room) | 20–30 squares
Mystic Greenhouse (room) | 10–20 squares
Observation Dome (room) | 10–20 squares
Observatory (building) | 26–65 squares
Pier (building) | 24–67 squares
Reservoir System (room) | 25–50 squares
Shop (building) | 9–21 squares
Smithy (building) | 14–29 squares
Tannery (building) | 14–38 squares
Tavern (building) | 27–67 squares
Temple (building) | 26–76 squares
Town Hall (building) | 22–63 squares
Trade Shop (building) | 15–32 squares
Watchtower (building) | 22–52 squares

Gargantuan | (</= 64 squares)
Alchemist (building) | 41–94 squares
Auditorium (room) | 40–100 squares
Ballroom (room) | 40–60 squares
Battle Ring (room) | 40–100 squares
Black Market (building) | 44–97 squares
Brewery (building) | 36–89 squares
Bureau (building) | 31–96 squares
Ceremonial Room (room) | 40–100 squares
Farmland (room) | 60–100 squares
Granary (building) | 40–80 squares
Guildhall (building) | 61–134
Habitat (room) | 40–60 squares
Herbalist (building) | 37–76 squares
Hospital (building) | 39–106 squares
Inn (building) | 58–129 squares
Labyrinth (room) | 40–100 squares
Mill (building) | 30–51 squares
Mint (building) | 29–59 squares
Museum (building) | 37–113 squares
Sports Field (room) | 40–100 squares
Stockyard (building) | 32–102 squares
Theater (building) | 59–139 squares
Throne Room (room) | 40–80 squares
Watering Hole (room) | 30–50 squares
Witch Hut (building) | 51–120 squares
Wood Shop (building) | 40–71 squares

Colossal | (</= 125 squares)
Academy (building) | 125–307 squares
Bardic College (building) | 101–360 squares
Barracks (building) | 88–213 squares
Caster's Tower (building) | 84–216 squares
Cathedral (building) | 115–296 squares
Dance Hall (building) | 73–137 squares
Farm (building) | 87–164 squares
Garrison (building) | 118–334 squares
Graveyard (building) | 69–129 squares
Magical Academy (building) | 125–313 squares
Mansion (building) | 91–182 squares
Monastery (building) | 75–192
Orphanage (building) | 81–198 squares
School (building) | 70–182 squares
Stable (building) | 77–149 squares
Tenement (building) | 69–163 squares
Treehouse (building) | 80–111 squares
University (building) | 95–248 squares
Waterfront (building) | 74–205 squares



Cogworks of Brigh
(Brigh being the PF god of technology and scientific advancement.)
gargantuan
Rooms: Alchemy Lab, Forge, Clockwork Shop, 2 Statue, 5 Fortification, 5 Furnishing
CP 5: Faster, Metal, Trample

Cogworks of Brigh, lesser
huge
Rooms: Alchemy Lab, Clockwork Shop, 2 Fortification, 2 Furnishing
CP 4: 2 Metal

Mutagen Pools
(The AP has a mutagenic swamp, this is an animated section of such, trees included.)
gargantuan
Rooms: Reservoir System, Arboreal, Attuned, Fortified, Furnishing
CP 5: Clunky, Stone, Slower, Burrow, Faster, Resist Fire, Trample

Escape Serpent
(24 contiguous 5' squares arranged in a line.)
huge
Rooms: 2 Escape Route, 2 Fortified
CP 4: Burrow, Grab, Constrict, Stone

Pomenade
(A crawling courtyard full of statues.)
gargantuan
Rooms: Courtyard, 4 Statue, 5 Fortified, 5 Furnishing
CP 5: 5 Additional Attack

unseenmage
2015-12-29, 11:36 PM
So I was comparing the prices of the Animated Object buildings and found that animating individual rooms and having them act as larger buildings is, of course, more expensive both in time and gp.

Animating several large rooms as a single gargantuan building feels cooler and more imposing. However, you even get more hp out of animating a greater number of objects of a smaller size.

In the end the deciding factor was that a) our Bard can give allies Fast Healing in a area and the more individual pools of hp there are the faster the total recuperates, and b)I can't carry a gargantuan construct in a Portable Hole but two large constructs CAN squeeze into a single Portable Hole just fine (http://www.giantitp.com/forums/showthread.php?292212-Squeezably-Enveloped-Construct-Squad). :smallsmile:

unseenmage
2016-01-05, 01:23 PM
Update:

We didn't have quite enough downtime for building a clockwork lusca but i did manage to equip my character to be more effective and even managed to get three Animated Object Amalgam Tattoo Guardian Rooms finished.

My character is now wearing tattoos of a clockwork shop, an alchemy lab, and a forge. All three are large creatures and none are particularly combat oriented. They can all fly and burrow though. :smallsmile:

unseenmage
2016-01-28, 09:51 AM
Well this is cool. As a divine boon all of the characters who just saved the world got the equivalent of 6 wishes.

For my part I got a variant Latten Mechanism (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Latten%20Mechanism) who'd traded out Cleave for Leadership.

Thing is it needs a designation, a name.

Thoughts?

unseenmage
2016-02-04, 04:07 AM
Aaaaand, we've done it! We have defeated the vile AI who would be dog. ;)
The beast is dead and the ship is ours, a new pantheon of technology gods has arisen. Robots, constructs, and AIs everywhere are semirandomly awakening to true sentience/sapience. We are heroes to an entire nation. Now our saga shall continue into the vastness of the stars.
We have a bone to pick with the Dominion of Black. We have an alignment shifted Void Dragon whose horde needs found. We have pilgrims eager to start a new life in space or even on another world.
Plans are being drawn up for colonization, for a space station, for cheesey Alchemist Greater Simulacrum of Animated Object Technology laboratories, and more!

We have 1.5 years to fiddle about and play with the downtime rules while the ship repairs itself. Here in the real world we have like 3 or4 weeks to prepare. Now is the time. Now I will be able to enact some of the devious scheming which has so long smouldered, waiting, in this thread.

The Lusca, Oma, and Behemoth Golem will feature heavily in our future. As will the Gigantean, Miniature, Amalgam, and Clockwork templates. Also eager to warp use Animated Objects and the Robot-Subtype-as-a-pseudo-Template.

This is gonna be fun. :smallbiggrin:

Dazhbug
2016-02-04, 09:21 PM
I just wanted to drop by to thank you for giving me more material to wrap around my old Student of the Transfinite (http://www.giantitp.com/forums/showthread.php?328337-PF-Student-of-the-Transfinite-Custom-Prestige-Class&p=16893156#post16893156) custom PrC.

unseenmage
2016-02-05, 07:23 AM
I just wanted to drop by to thank you for giving me more material to wrap around my old Student of the Transfinite (http://www.giantitp.com/forums/showthread.php?328337-PF-Student-of-the-Transfinite-Custom-Prestige-Class&p=16893156#post16893156) custom PrC.

Glad I could be of assistance.
Equally glad someone other than just little ol me enjoys my clockwork madnesses. :smallsmile:

Dazhbug
2016-02-06, 03:11 AM
I just wish I could have gotten a little more mileage out of the Craft Construct feat in the one campaign I playtested him in. I had ideal conditions and everything, just not enough downtime.

Ah well, at least I had the joy of summoning Clockwork Bison.

unseenmage
2016-02-06, 03:21 AM
I just wish I could have gotten a little more mileage out of the Craft Construct feat in the one campaign I playtested him in. I had ideal conditions and everything, just not enough downtime.

Ah well, at least I had the joy of summoning Clockwork Bison.

Heh, that reminds me; in my sig there's a link to some lists of animals, vermin, and templates that don't change their type for 3.x. Created them to simulate a market so my necromancer could buy templated animals to corpse-ify then reanimate. Long story short the strongest most powerful creature I ever rolled up off those lists was the Half-Machine (Dungeon #91 pg106) Bison. Could've been great if that game had ever gotten off the ground.

Dazhbug
2016-02-06, 03:32 AM
I will keep that in mind! I only ever go up to level... 10, total if I recall, and at that point we stopped a demon invasion of Riddleport and my guy sailed away in his personal demi-plane. Yay for Mythic campaigns!

Amalgam looks frighteningly complicated.

unseenmage
2016-02-06, 04:11 AM
Yeah, it can be. Key things to remember are that the end result keeps the highest of both the creature's CR and HD. After that everything else is basically following the charts and size changes.

There's a line of text at the end of the template too that acts as a guiding principle to its application, basically to try to retain as many of the qualities of the two base creatures as possible. Is how my GM and I resolved applying it to Swarms and combining a normally commanded Construct with a normally uncommandable Construct.

Gigantean and Miniature are similarly complex. Havn't gotten around to Amalgam-ing together both a Miniature and a Gigantean version of the same creature... Hmmm...guess I'd have to do it twice to check the effects of each template being applied first/last.

unseenmage
2016-02-09, 11:13 AM
Have been tinkering about with what to build first. Constructs that make more Constructs is an obvious choice. As are Constructs that can tirelessly perform mundane crafting. Am trying to steer clear of the PFSRD 3rd party content as much as possible for now too.

The Simple Class Template: Wizard (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-class-templates/wizard-creature-cr-1-2-or-3) grants a Caster Level which means the creature could take magic item creation feats; the base Construct will also get +2 CR and will be able to cast two 3rd level spells.
The base construct would need at least 9 HD to be able to have a high enough Caster Level and enough feat slots to take Craft Construct and Cooperative Crafting (http://www.d20pfsrd.com/feats/general-feats/cooperative-crafting).
The Hit Dice Modification (http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/buildingAndModifyingConstructs.html) allows us to buy an up to 50% increase in HD so our base Construct can have 4-7 HD and still make a decent Construct crafter.
After some research it came down to a Huge Animated Object (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-huge) and a Scarecrow (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/scarecrow) with 3 HD added.

At the end it winds up being cheaper to make the weaker Construct and add 2 HD than it is to make the higher CR Construct from the get-go. (Remember we're using the Build by CR variant where all Constructs are built with standard pricing based on their CRs) The Scarecrow thing even takes less time to build.

Simple Wizard Scarecrow
CR6 HD5+2
9,000gp to craft
900gp body
2,700gp +3HD
=12,600gp and 20 days (18 days +3 days adding HD)

Simple Wizard Huge Animated Object
CR9 HD7
20,250gp to craft
2,025gp body
= 22,225gp +40 days

Another consideration is that by RAW a Construct's creator does not get to change their feats and skills unless the Construct was unintelligent and the creator made it intelligent (and yes, normally the GM would still be in charge of feat/skill selection).
So putting the Simple Wizard Template on an uninteligent Construct becomes a must. Which makes things weird as increasing a non-ability score by +4 is, well, weird.
I'm pretty sure the game treats non-abilities as 10s for these purposes and the end result is a Simple Wizard Templated Construct with Int 14.
For our 3rd level spells caster Int 14 is sufficient but later when I'm applying this template to higher HD unintelligent creatures Int boosting items of Int boosting Construct Modifications will be a must.

Edit: Well crud. The Simple Wizard Template doesn't change the base Construct's class skills. That'll make a lot harder for these things to actually craft any Constructs. Hmm, how to boost their Spellcraft checks enough that they can craft past all those missing prerequisites...

---------------

So, one concern of mine about using the Amalgam template on stuff like the Latten Mechanism was figuring out if my resultant creature was under my control or not.
What happens when I use the Amalgam Template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/amalgam-creature-cr-special) to combine a normally not-controllable Construct, like the Latten Mechanism (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Latten%20Mechanism), with a normally controllable Construct, like the Tattoo Guardian (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/tattoo-guardian)?

In re-reading the template the higher HD of the two base creature sets body shape and number of limbs.
With this as precedent we can ascertain that as long as I combine a normally not-controllable creature with a higher HD controllable creature the result should be controllable.
(As a bonus it resolves the question of how Swarms work in this template too.)

I kind of lucked out here because when I went and checked the HD of the commandable Constructs I was already planning on using they all wound up being higher than that of the Latten Mechanism (CR15 HD18).
Adamantine Golem CR19 HD30
Clockwork Dragon CR16 HD25
Clockwork Oma CR17 HD20
Clockwork Lusca CR18 HD20
They won't be cheap but for the kind of superpowers they'll be packing they really shouldn't be.

---------------------

Oh, an update: my original variant Latten Mechanism has a name and a minor revision. The GM was adamant that it could fly so the (rather OP) Advanced simple template was replaced with the Aerial simple template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-aerial-creature-cr-0-or-1). Same CR so all's good; it is an Aerial Giant Latten Mechanism (with Leadership replacing Cleave) whose name is Isoptryx Cucharex, basically 'termite cockroach king'. :smallsmile:
In quizzing the GM it is willing to die for me if need be but it is not under my direct control.

unseenmage
2016-02-14, 08:46 PM
So using Fabricate to craft the body of a construct presents an issue; How much volume does a creature's body occupy?
For the longest time I've just used its combat space but that's inaccurate to the point of absurdity, especially with hollow creatures (an animated cage or room or hollowed out corpse).

Today it hit me, why not use the creature's combat space when it's Squeezed into a smaller space?
We have the Squeezing movement rules to limit how small a space a creature of a given size can occupy; why not employ them?

So, when using the Fabricate spell, or Marvelous Pigments magic item when applicable, to craft a constructs body the necessary volume is 2 sizes smaller than the resultant construct because that's how little space the Squeezing rules say a body of that size can possibly occupy. (Eg. a large body could be compressed into a small creatures space.)

--------------------------------------------------

Also figured out what base construct to build first. An Amalgam of a Simple Wizard templated Latten Mechanism and a +3 HD Reclamation Robot.
It has enough HD to get all the feats for both Craft Construct and Craft Robot and it has a CL.
It also gets to ignore crafting feat requirements for Technology Items as well as a host of other superpowers.

Am calling it a Reclamation Mechanism.

Sadly it doesn't get 9th level spells with just 3 HD. Might work up a max HD version later for just that purpose.
It also takes a high hit to Cha which makes its built in Lyre of Building less effective.

unseenmage
2016-02-22, 06:58 PM
Two cheesey things in my last build that I'm questioning... Increasing the Hit Die of the Reclamation Robot just so it has more Hit Die than the Latten Mechanism so the resultant Amalgam can be controlled is a potential exploit. Implementing the Simple Wizard Template on a creature with increased HD then adding more HD is the other.

The Additional Hit Dice Construct Modification is intended for use by players on constructs they've made. Here I'm using it on a base creature then templating to create a new base creature. The weirdness is that a 4 HD creature can be given 2 HD, after the Amalgam template is applied the new creature is a new base creature whose HD could be increased even further.

I'm unsure if this is a true exploit or not as two creatures' worth of abilities should probably equate to more HD and the HD modification has language to adjust CR already. Hmm, typing it all out I doubt this is the exploit.

-----------------------------------------

The other thing I did was to utilize the Simple Wizard template. Now this template is a mess. Even if just for DM use its a mess. BY RAW the thing just casts spells. Not as a Wizard, no that requires specific language. This thing, like the Naga (which has no arms and no Still Spell feat) just casts the spells. Means it needs no spellbook, and no spell component pouch, and no prep time. The spells just get cast.
Again by RAW it also can only cast its spells during combat. So every non-combat spell is completely useless to it. As are spells I would want it to imbue in item/construct creation.

The trick is that adding HD to a Simple Wizard Template-ed creature, twice, is super effective. Especially as our group is crafting creatures with prices based on CR while the CL for the Simple Wizard is based on HD.
In short, can buy additional HD on the cheap which translates to additional CL, and all on a construct that is built by paying for its CR which is rarely as high as that HD/CL combo.

Alternatively I could use a base creature that has innate spellcasting of at least CL high enough to qualify them for Craft Construct. Am looking into which creatures have the best innate spellcasting compared to CR and HD now.

-----------------

Now I was only eying the Simple Wizard template a) to figure out if it was an abuse, and b) to give my creature a CL so it can take Item Creation feats.
Another player in our game reminded me of the Master Craftsman (http://www.d20pfsrd.com/feats/general-feats/master-craftsman---final) feat that allows any character/creature with enough skill ranks to use those ranks in place of a CL for creating Wondrous Items and Magic Arms&Armor. (Edit: I was wrong, it uses the skill ranks as the prerequisite CL for taking those two feats. My bad.)
My DM would gladly let us homebrew up another feat that does the same for Craft Construct and/or allow the original feat to just work for all magic crafting feats.

This route requires that I instead find the creature with the best bonus to Spellcraft (the only skill we use for crafting Constructs in our game). No clue which creature that might be but my search revealed to me the Mi-Go...

------------------

The Mi-Go is a creature my Amalgam mad alchemist has encountered and had the opportunity to study in detail so using them in our game already has our DM's okay. Figuring out how to fluff a Prime Material native's take on a Dark Tapestry creature's insane creation method is what's stymieing me at this point. I mean sure he's already an alchemist who makes Simulacrum that dissolve into inert blobs of flesh when slain, even if the Simulacrum was of an Animated Object.
What's even more convenient, the Mi-Go have the Spaceflight ability so I don't even have to load my Amalgams of them onto a Clockwork Spacewhale to get them where I want them.

They definitely seem too good to be true. Though I guess they can't make Constructs with their special item making ability so that would need a workaround.

----------------

Will continue chugging along with the Amalgamizing. Valentine's Day interrupted our normal games so we havn't played this game for a few weeks. In game we have 4 months out of the year and a half the ship needs to repair itself before an event or three happens. We'll be playing this coming Saturday. The suspicion is that we'll be spending the session dealing with the math for 4 months of downtime rather than get to any actual gameplay but we'll see.

In any case this is going to be a blast. And at the very least I'll finally get to see some Clockwork Spacewhales in action. :smallcool:

unseenmage
2016-02-23, 01:36 AM
Fresh off the presses here's a Robotic Herald of Brigh that can make just about anything. Buildings, Golems, Robots, tech, magic items. You name it and this thing can make it. Almost.
(For more item crafting feats, like say Craft Staff, consider using the Additional Hit Dice Construct Modification from the Building and Modifying Constructs rules in the PRD.)


Reclamation Mechanism
Miniature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/miniature-creature-cr-varies) Latten Mechanism (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Latten%20Mechanism) --> Amalgam (http://www.d20pfsrd.com/bestiary/monster-listings/templates/amalgam-creature-cr-special) --> Simple Wizard Creature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-class-templates/wizard-creature-cr-1-2-or-3) Reclamation Robot (http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Reclamation%20Robot)
This clockwork termite is the size of a horse and has an oversized head with a humanoid face on it. It moves about on a set of four legs and has a strange bell-shaped head. Multiple apertures along its body sprout tool-wielding limbs, and a human-sized hatch on its abdomen chitters and clicks like a menacing maw. This complex-looking automaton’s multiple arms end in gripping talons.
Miniature Latten Mechanism, Amalgam, Simple Wizard Creature Reclamation Robot
CR 15
Source Pathfinder #86: Lords of Rust pg. 84, Pathfinder #88: Valley of the Brain Collectors pg. 84, Advanced Bestiary
XP 51,200
N Large construct (extraplanar, herald, robot)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
Defense
AC 18, touch 5, flat-footed 12 (+6 Dex, +13 natural, –1 size)
hp 153 (19d10+30+19 force field); fast healing 10
Fort 6+0, Ref 6+6, Will 6+3+2(feat)
Defensive Abilities DR 2/adamantine and magic, hardness 10; Immune acid, construct traits; Resist cold 30, fire 30; SR 26
Weaknesses vulnerable to critical hits and electricity
Offense
Speed 40 ft., burrow 5 ft., climb 20 ft.
Melee 5 claws +26 (1d6+7 plus grab); bite +26 (6d8+3 plus grab and 6d8 acid or electricity)
Ranged integrated laser rifle +25 touch (2d6 fire)
Space 10 ft., Reach 15 ft. (claws)
Special Attacks arcane bond†, arcane school abilities†, breath weapon (120-ft. line, 12d8 acid or electricity damage, Reflex DC 19 half, usable every 1d4 rounds), combined arms, constrict (6d8 plus 6d8 acid or electricity), efficient grappler, entrap (DC 19, 1d10 rounds, hardness 8, hp 20), lyre of building, wizard spells
Spell-Like Abilities (CL 16th; concentration +20; save DCs are Intelligence-based)
At will—dimension door, make whole, move earth, rapid repairUM, soothe constructUM
3/day—control constructUM, fabricate, haste, lightning bolt (DC 17), major creation, slow (DC 17), unbreakable constructUM, wall of iron
Spells Prepared (CL 16th; concentration +20)
2x 6th (2/day)—disintegrate (DC 20), sabotage construct (DC 20)
2x 5th (2/day)—apparent master (DC 19), wall of stone (DC 19)
2x 4th (2/day)—malfunction (DC 18), greater invisibility
2x 3rd (2/day)—fireball (DC 17), haste
2x 2nd (2/day)— glitterdust (DC 16), invisibility
7x 1st (2/day)—animate rope (DC 15), magic missile
All 0th (2/day)—detect magic, read magic
Wizard Spells Known
2x 6th (2/day)— disintegrate, sabotage construct
2x 5th (2/day)—apparent master, wall of stone
2x 4th (2/day)—malfunction
2x 3rd (2/day)—fireball, haste
2x 2nd (2/day)—glitterdust, invisibility
7x 1st (2/day)—animate rope, magic missile
All 0th (2/day)—detect magic, read magic
Statistics
Str 25 (+7), Dex 22 (+6), Con — (--), Int 19 (+4), Wis 16 (+3), Cha 9 (-1)
Base Atk +19; CMB +25 (19+7-1); CMD 41 (10+19+7+6-1) (47 vs. trip)
Feats GunsmithingB, UC, Improved InitiativeB, Iron WillB, Lightning ReflexesB, TechnologistB, Craft ConstructB,1stScribe Scroll, 3rdCooperative Crafting, 5thCraft Wondrous Item, 7thCraft Magic Arms and Armor, 9th Additional Traits (Talented, Pragmatic Activator), 11thCraft Technological Item, 13thCraft Technological Arms and Armor, 15thCraft Robot
Skills Climb +22, Craft (any one) +22, Disable Device +19, Knowledge (engineering) +21, Knowledge (religion) +12, Perception +16, Perform +17, Spellcraft +22, Use Magic Device +22
Racial Modifiers +4 Climb (*+8 for having a racial climb speed), +4 Knowledge (engineering)
Languages Abyssal, Androffan, Celestial, Common, Draconic, Infernal
SQ always armed, change size, create soldiers, double damage against objects, emissary, integrated masterwork tools, item creation, master of crafting, salvage, scaling
Combat Gear bonded item
Ecology
Environment any (Axis)
Organization solitary, duo, work gang (3–5), or team (plus 1d6 clockwork soldiers and 1d6 clockwork servants)
Treasure standard
Special Abilities
Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.

Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. The Reclamation Mechanism can designate one item as its arcane bond and use that item to cast any one spell it knows once per day.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Reclamation Mechanisms often have a Headband of Mental Prowess +6 for Charisma and Intelligence which they create.

Arcane School
(Uses its HD – 2 as its wizard level to determine the effect and DC [minimum 1].)
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Universal Arcane School
Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.
Hand of the Apprentice (Su)
Replaced by Arcane Crafter, Metacharge.
Arcane Crafter
An Arcane crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items.
Associated School: Universalist.
Replacement Power: The following school power replaces the hand of the apprentice power of the universalist school.
Metacharge (Ex)
As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.
Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Change Size (Su) Reclamation Mechanism can change its size to Huge (+8 Str, -2 Dex, +3 Natural Armor, -1 AC and Attacks, +1 CMB and CMD), Large, or Medium (-8 Str, Dex +2, -2 Natural Armor, +1 AC and Attacks, -1 CMB and CMD) as a standard action, as if using enlarge person or reduce person. This change lasts until it changes size again or is killed.

Combined Arms (Ex) When taking a full-attack action, a Reclamation Mechanism can attack with its claws and its integrated laser rifle simultaneously. It does not provoke attacks of opportunity with its integrated laser rifle when using combined arms.

Create Soldiers (Ex) Once per day, Reclamation Mechanism can create up to four clockwork soldiers (Pathfinder RPG Bestiary 3 57). These soldiers serve it for 1 hour, after which they break down into their component parts.

Double Damage Against Objects (Ex) If Reclamation Mechanism makes a full attack against an object or structure, it deals double damage.

Efficient Grappler (Ex) A Reclamation Mechanism takes only a –10 penalty on its combat maneuver check to make and maintain a grapple on a foe when using only its claw rather than its whole body to grapple. It receives a +8 bonus on combat maneuver checks to start and maintain a grapple rather than the normal +4 bonus granted by the grab ability. A Reclamation Mechanism can make an attack with its integrated laser rifle against one creature it is grappling as a swift action—when it attacks in this way, the robot has a threat range of 18–20 for critical hits with the laser rifle.

Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.

Integrated Masterwork Tools (Ex) Reclamation Mechanism can extend additional limbs from its body that end in masterwork tools suitable for any Craft skill it has ranks in.

Item Creation (Ex) Reclamation Mechanisms are known for their startling creativity in repairing damaged technology. A Reclamation Mechanism ignores all of the item creation feat requirements for creating a technological item, but must have access to a sufficient amount of scrap metal and spare parts in order to create or repair an item (the robot must still expend materials equal to the item’s cost).

A Reclamation Mechanism can attempt a Knowledge (engineering) check to restore a timeworn technological item to full functionality—the DC of this check is equal to the item’s Craft DC +5, and requires an expenditure of technological components worth a total amount of money equal to the timeworn item’s cost (half the cost of the object in its pristine condition). Failure results in the destruction of the item. When a Reclamation Mechanism restores a technological item to full functionality in this manner, if the robot exceeds its DC by a result of 10 or more, it improves the item in some way—choose one of the following improvements or determine one randomly.
• The item’s capacity permanently increases by 50%.
• If the item is a weapon or armor, it becomes masterwork.
• The item becomes hardened (increase its hardness by 2).
• The item becomes fortified (increase its hit points by 50%).
• The item becomes lightweight (weight is divided in half).


Force Field (Ex) A Reclamation Mechanism is sheathed in a thin layer of shimmering energy that grants it 50 bonus hit points. All damage dealt to a Reclamation Mechanism with an active force field is deducted from these hit points first. As long as the force field is active, the Reclamation Mechanism is immune to critical hits. A Reclamation Mechanism’s force field has fast healing 10, but once these hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Laser Rifle (Ex) A Reclamation Mechanism has a built-in laser rifle in its chest. This weapon has a range of 150 feet and deals 2d6 points of fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.

Lyre of Building (Su) Reclamation Mechanism has all of the abilities of a lyre of building (Pathfinder RPG Core Rulebook 522), with the same limitations as that item.

Master of Crafting (Ex) Reclamation Mechanism can spend 10 minutes reconfiguring itself to allocate its 19 ranks in the Craft skill to any specific Craft skills in any combination. For example, it can allocate 9 ranks in Craft (armor) and 9 ranks in Craft (clockwork). All Craft skills are class skills for Reclamation Mechanism.

Scaling (Ex) Reclamation Mechanisms are expected to work at great heights or while clinging to immense ships. They gain a +4 racial bonus on Climb checks. Once every 1d4 rounds, a Reclamation Mechanism can increase its climb speed to 40 feet as a swift action for 1 round.

Vulnerable to Critical Hits (Ex) Like all robots, Reclamation Mechanisms are vulnerable to critical hits. In addition, when a critical hit is confirmed against a Reclamation Mechanism, roll a d8. On a roll of 1, instead of suffering additional damage from the critical hit, the robot suffers damage to essential processing units and memory modules that it cannot itself repair (although another Reclamation Mechanism could repair this damage). While such damage is not readily apparent on the exterior—and the robot itself is essentially unaware of it—this kind of injury can have a number of different effects. When such an injury occurs, roll d% and consult the following chart to determine the nature of the damage.
d% Result
01–20 The robot takes a –4 penalty on all skill checks.
21–30 The robot’s integrated laser rifle now glitches each time it is fired as if it were timewornTG.
31–40 The robot loses its scaling ability (including its bonus on Climb checks).
41–60 When it attempts to repair damage to a robot via salvage, it only repairs 1d4 points of damage.
61–70 Movement is reduced by 10 feet.
71–95 One of the robot’s claw attacks becomes nonfunctional.
96–100 The robot goes berserk, functioning as if under the simultaneous effects of a confusion spell and a rage spell.

Wizard Spells wizard creatures can cast a small number of wizard spells (see Table: Cleric, Druid, and Wizard Spell Slots) using its HD as its CL.
Table: Cleric, Druid, and Wizard Spells Slots
HD 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1–3 2 1 — — — — — — — —
4–6 2 2 1 — — — — — — —
7–9 ‡ 2 2 1 — — — — — —
10–12 ‡ ‡ 2 2 1 — — — — —
13–15 ‡ ‡ ‡ 2 2 1 — — — —
16–18 ‡ ‡ ‡ ‡ 2 2 1 — — —
19–21 ‡ ‡ ‡ ‡ ‡ 2 2 1 — —
22–24 ‡ ‡ ‡ ‡ ‡ ‡ 2 2 1 —
25+ ‡ ‡ ‡ ‡ ‡ ‡ ‡ 2 2 1

Spellcasting: Simple class templates that grant the ability to cast spells as a member of the class on which the template is based only grant spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, you can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.



Reclamation Mechanisms, or “reclamechanators,” are masters of salvage and construction. These robots were originally designed to build structures and repair all manner of technology with speed and precision. Construction of these robots was difficult and time consuming, but they often repaid those spent resources swiftly with their ability to rebuild and repair other robots or technological items. Their truly remarkable programing surprised even those who originally developed them, as these machines can salvage items thought to be far beyond hope of repair.

Over time it’s not uncommon for a Reclamation Mechanism to develop a unique personality akin to that of an artist, with something that almost approaches pride in its work. On some occasions, Reclamation Mechanisms have even been known to make improvements to items and constructs that they repair.

Though a Reclamation Mechanism is generally quite adept at repairing damage to itself as well, injury to certain processors and memory modules deep within the robot can cause significant problems. Some of the resulting malfunctions can be quite noticeable (see the table above), while others are subtler, such as a tendency to add baroque and unnecessary embellishments to constructions and repairs. Reclamation Mechanisms with this type of damage are largely unaware of their condition and actively resist efforts to repair them, requiring intervention with a robojack or the like. There are even recorded incidents of damaged reclamechanators going rogue and setting off on their own to build whatever outlandish structures their flawed processors dictate. Though they were originally designed to create things for humanoids, such rogue robots typically design structures and devices of no apparent use to organic beings... which isn’t to say that these creations don’t have a place in some unknowable automaton agenda.

The Reclamation Mechanism is a defender of constructs and crafters, a living siege engine who prefers the solitude of research and invention to the distractions of battle. Given a massive insectile form to allow it to perform all of its necessary functions, Reclamation Mechanism’s only humanlike feature is the androgynous face built into the top of its insectile head. Able to tear open castle gates, create iron walls, scoop up enemies and crush them in its body, reshape the very earth it stands on, and form complex objects out of raw materials or thin air, Reclamation Mechanism is a versatile engine of creation and destruction guided by a mechanical conscience that values constructs as much as it does intelligent living creatures.

The herald sees itself as a protective parent of all constructs, especially intelligent ones, and never uses its powers to destroy artificial beings unless it has no other choice; it prefers to neutralize or sideline these opponents until it has the opportunity to reprogram or repurpose them. Much as a true champion of freedom loathes charm spells for temporarily enslaving a person’s free will, Reclamation Mechanism believes spells such as control construct are a violation of a sentient construct’s free will, and only uses them as a last resort to peacefully end a threat. When confronted by a dangerous construct in an enemy’s service, Reclamation Mechanism has been known to render the construct helpless and flee with it, returning to deal with the construct’s master at a later time. The herald is a legend among intelligent constructs, and many come to Brigh’s faith after witnessing or experiencing its generosity and leniency.

The herald doesn’t speak in battle, as it prefers to fool its opponents into mistaking it for a mindless clockwork foe. Outside of combat, it’s curious about its allies’ inventions and crafting projects, and it can provide many insights into how the ally might overcome various obstacles to achieve greater successes (although it sometimes needs a few minutes to update its mind with knowledge suitable for the conversation). It can speak equally well out of its termite or humanoid mouth, and sometimes uses both in the same conversation, adding deep emphasis to certain words with its inhuman vocal apparatus. Both voices have a metallic, echoing twang.

The herald’s proper name is Reclamation Mechanism, although it answers to either part of its name individually, or even if its name is used as a title (“the Reclamation Mechanism”). Its programming allows it to recognize flattery, insults, and threats, although it doesn’t really understand the motivations for such things. The easiest way to anger it is to treat it like an unfeeling, unthinking machine or suggest that it could be parceled into useful parts (in the same way that a dragon would object to a casual discussion of how its hide could be made into armor).
Ecology
The Reclamation Mechanism is a created being that has no need to eat or drink. Though it has a need for occasional maintenance to prevent its delicate mechanical parts from seizing up or breaking down, it’s effectively immortal. It has no need to reproduce, but it treats all constructs it builds (even the temporary ones) as beloved pets, and is saddened if they are damaged, destroyed, or otherwise compromised. It feels kinship toward mortals who create constructs, so long as those creators are respectful toward their inventions.

The herald has no particular attachment to any mortal race or country, although it has spent more time among humans and the people of Alkenstar than any other kind or place. It holds neither aversion nor affinity to undead creatures—it considers reusing dead body parts to create new entities essentially similar to reusing metal or wood from a destroyed construct to repair or build another.

Because it became self-aware only when a disciple of Brigh built it out of inanimate parts, it has no fear of death—for it, death is the same as the state of non-consciousness it existed in before its activation. If it was destroyed, but Brigh needed its abilities once more, the goddess would recreate and reawaken it; from the herald’s perspective, this wouldn’t even be an interruption of its consciousness.

The Reclamation Mechanism has a fondness for small clockwork objects and wind-up toys, such as rolling carts, hopping animals, and music boxes. It collects these treasures much the way noble’s child might collect elaborate dolls. A priest who offers such a thing as part of a payment when the herald is called is likely to gain the herald’s support, especially if the device features a clever mechanism, such as a dragon toy that utilizes a smokestick to create a miniature breath weapon, or a mechanical spider that utilizes a tanglefoot bag to catch bugs with tiny bursts of sticky webbing.

Habitat & Society
The herald spends most of its time on Axis mixing with Brigh’s other servitors and pursuing its own research projects. It enjoys the company of axiomites and inevitables, respecting their non-biological anatomies and ever curious about their devotion to law. It sometimes directly intervenes in the mortal world by soothing a rampaging construct that might accidentally kill a genius inventor, but otherwise limits its interactions to those commanded by Brigh.

Among the servitors of Brigh, the Reclamation Mechanism is admired for its crafting skills and devotion to all artificial creatures. Some servitors who become melancholy and long to become true flesh beings seek counsel from the herald, hoping to gain a better appreciation of their mechanical bodies and the uniqueness of their souls.

Construction: Price: 128,000gp; Create: 64,000gp; Body: 12,800gp; CL 17, Highest CL requirement: CL17 gate, Spellcraft DC: 42 (or 112 if spell list included)
Prerequisite spells: confusion, dimension door, enlarge person, fireball, make whole, move earth, rage, rapid repair, soothe construct, control construct, fabricate, gate, greater planar ally, haste, lightning bolt, major creation, reduce person, slow, unbreakable construct, wall of iron


Notes:
As soon as there are four of these they can start making more of themselves without fail. And with five of them they can increase the DC by 5 to make more of themselves faster without fail.
(With spell list included, at Spellcraft DC 112: 24 of them just to make one; or for making faster at +5 DC: 25)

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Can use Fabricate SLA at CL16 3xday. This means it can make so much of a constructs body each day. Cost of the body divided by the number of days a given body takes to Fabricate equals the cost per day to construct that body this way.
Construct bodies can be squeezed into a smaller volume based on its size. So a large creature can be squeezed twice down into a small creature’s space.

Bodies per day CL16 version
Fine - Diminutive 384
Small 48
Medium 3.072
Large - Huge 0.384
Gargantuan 0.048
Colossal 0.01414

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The Create Soldiers ability creates four Clockwork Soldiers (CR 6) per day which break down into their component parts at the end of the day. Clockwork and robot corpses can be sold for half the price of building the body for that particular construct. That price is based on its CR; Price times 0.1 (for a body that costs 10% base price). The price of the body of a CR 6 Clockwork Soldier is 6*6*500*0.1 divided by 2 = 900 *4 bodies = 3,600gp per day. (Though much of the above is houseruled into our game it is also taken straight from the Building and Modifying Constructs page in the PRD.)
This is a lot of additional funds. Also it is a lot of additional clockwork parts that this creature can easily Fabricate into other types of Construct bodies or other crafting materials.
Just turning these bodies into profit and using that profit to make permanent Clockwork Soldiers nets quite the little army over time.
(Note: It could be strongly argued that the component parts and a completed body are not worth the same amount. Compare to the cost of buying the parts to build a sword or shield before enchanting it and the cost of buying a sword or shield outright before enchanting it.)

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Maximizing Aid Another and Cooperative Crafting 26 of these things can surround a project on all sides (probably by suspending it via scaffolding or by reverse gravity spell or something) and work together to craft an item or construct at 54x normal speed. Meaning the normal 1,000gp per day rate becomes 54,000gp per day.
Mind too that they can Take 10 and that they will not fail their Aid Another checks all of which is added to the flat +2 for each of them that has the Cooperative Crafting feat.
IIRC they craft together at 32+(2*25)+(2*26)= Spellcraft +134 to craft Magic Items and Constructs. Whew!



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In other news the Mi-Go has perfect HD for Simple Wizard Creature templatification. It has just enough HD to snag the Craft Construct bonus feat for being a Universalist: Arcane Crafter wizard. Very cool.
Now I've just got to figure out what to combine it with that is a Construct, can be controlled, and has more HD than a Mi-Go... Clockwork Lusca maybe to up the creep factor...? I dunno. Is sleep time for me for now.

Edit: (and yeah I'm supposed to be sleeping) We decided that at our table the Latten Mechanism isn ot a singular creature but a multitude. Like many clockwork ants acting as cogs in a great device designed by their divine creator.
For our purposes anyone can make the things if they can get past all those prerequisite spells (any spell mentioned in a statblock is a prerequisite spell at our table) they just don't control it as it is a free-willed construct purely dedicated to Brigh.
For the Amalgam template as long as the creature with the highest HD is a controllabe creature so too is the resultant Amalgam. Thus the Miniature applied to the Latten Mechanism before Amalgamization.

unseenmage
2016-03-06, 02:55 PM
We finally added up the gp the party gets for claiming and selling off the contents of the mighty spaceship and it is a lot. Like too much a lot.
Luckily our DM has brains of steel and has decided to scale challenges appropriate to our capabilities. Me and my constructs are bringing down the curve. :smallwink:

In other news a fellow player pointed out that the Amalgam template has language that allows for an Int of "--" when either of the component creatures has Int "--". Which means my Tattoo Guardian creations can all be mindless and controlled without HD modifying shenanigans. Which is nice.
To that end I present the...

Chthonic Lusca Amalgam Tattoo Guardian
This behemoth has three huge, snapping sharklike heads on short, scaly necks, while its lower body appears to be that of a gigantic octopus with eight muscular tentacles.
Chthonic creatures are native denizens of the Elemental Planes of Earth; they produce acid, which they use to help them burrow quickly through the dense rock of their homes.
This beautiful, impossibly intricate tattoo appears to swirl and move along its wearer’s skin.
Chthonic Lusca Amalgam Tattoo Guardian CR 21
Source Isles of the Shackles pg. 53, Monster Summoner’s Handbook pg. 19, Occult Bestiary pg. 54
XP 153,600
CN Gargantuan construct (aquatic, earth)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +3
Defense
AC 25, touch 7, flat-footed 24 (+1 Dex, +18 natural, –4 size)
hp 170 (20d10+60)
Fort +6, Ref +9, Will +9
Defensive Abilities DR 5/—, fluid form, hypervigilant, resist acid 20, worn form; Immune construct traits, electricity
Offense
Speed 30 ft., burrow 100 ft., swim 40 ft., jet 200 ft., fly 10 ft.
Melee 3 bites +28 (2d8+12 +2d6 acid), 8 tentacles +23 (1d8+6 +2d6 acid plus grab), or 2 ink blades +23 (3d6+6 +2d6 acid)
Space 20 ft., Reach 20 ft.
Special Attacks constrict (1d8+6 plus poisonous suckers), rend ship
Spell-Like Abilities (CL 18th; concentration +20)
3/day—chain lightning (DC 18), geyser* (DC 17)
1/day—summon (level 8, 1d3 dire sharks 50%), vortex* (DC 19)
* See the Advanced Player’s Guide
Statistics
Str 35 (+12), Dex 12 (+1), Con – (--), Int – (--), Wis 16 (+3), Cha 15 (+2)
Base Atk +20; CMB +36 (+40 grapple); CMD 47
Feats Improved InitiativeB
Skills (no skill ranks) Perception +3, Fly -5 (-6 size), Stealth -11 (-12 size), Swim +20 (+8 racial)
Languages --
SQ bodyguard, tenacious grapple
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Bodyguard (Su) Whenever the tattoo guardian’s wearer takes damage, half of the damage is transferred to the guardian (as shield other). Additionally, the tattoo guardian gains a +2 bonus on attack and damage rolls against any creatures that damaged its wearer in the previous round.

Fluid Form (Su) A tattoo guardian does not provoke attacks of opportunity because of movement. It is immune to critical hits and sneak attacks, and it cannot be knocked prone or grappled.

Hypervigilant (Su) A tattoo guardian gains a +2 bonus on initiative checks and Reflex saves, and it always acts on the surprise round.

Poisonous Suckers (Ex) A creature constricted by a lusca’s tentacles is exposed to its deadly venom.
Lusca Venom: Constrict—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

Rend Ship (Ex) As a full-round action, a lusca can attempt to use four of its tentacles to grapple a ship of its size or smaller by making a combat maneuver check opposed by the ship’s captain’s Profession (sailor) check; the lusca receives a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the lusca grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can’t attack foes at all with its shark heads. Each round it maintains its hold on the ship, it automatically deals bite damage to the ship’s hull.

Tenacious Grapple (Ex) A lusca does not gain the grappled condition if it grapples a foe with its tentacles.

Luscas are among the most feared predators in the open ocean, their snapping shark heads and writhing tentacles spelling the end for many crews. A lusca’s presence can first be felt in the air, as its body naturally conducts electricity, and sailors who have encountered the being claim that thunderclouds seem to roll in alongside the creature. Ravenous and unpredictable, a lusca claims wide swaths of territory in order to maximize the number of ships it can sink and crews it can feast upon. While luscas prefer to make quick meals of the sailors onboard a ship, they will eat just about any aquatic creature, and even giant octopuses and whales know to steer clear of a hungry lusca.
Its tunnels always collapse behind it, and never leave behind a usable passage.
The average lusca is 90 feet from tentacle to snout and weighs 3,800 pounds.

Many cultures across Golarion employ tattoos as symbols of protection, but to those fortunate enough to be wearers of tattoo guardian, the protection is far more than symbolic. Fiercely loyal and protective of its ward, a tattoo guardian leaves its wearer’s skin to fight any who would harm her. Tattoo guardians are common in the courts of Tian Xia, where wealthy courtiers pay kings’ ransoms for protection against assassins hired by their rivals, and in Varisia, where the arts of tattooing and magic have long intertwined. Certain Garundi arcane universities are known to provide senior students of summoning and other dangerous fields of magic with vigilant tattoos to protect them from accidental harm. Temples of virtuous deities might also ink guardians upon the skins of high-level clergy such as healers or prophets who are not skilled in battle magic. Such tattoo guardians often use the iconography of the religion for their forms: a revered Sarenite healer might be adorned with a fiery phoenix that flares into life if she is threatened, while a Caydenite cleric especially skilled in brewing libations might bear a cayhound across his shoulders.

The ink used in the construction of a tattoo guardian is amorphous, able to change shape and harden to become as sharp and solid as steel. Should its wearer be threatened, the guardian withdraws its ink from the wearer’s flesh and hardens it into a thin blade, then rises from the wearer’s skin to interpose itself between her and her attackers. Even though a tattoo guardian can completely separate itself from its wearer, it rarely strays far from her, even in the midst of battle.

The guardian and its wearer share a magical bond; should it fail in its duty, a tattoo guardian typically self-destructs, the once-sentient ink melding with its former master’s blood. In rare cases, the guardian might gain some fragment of its dying master’s sentience and go out into the world instead. Sadly, most of these creatures are driven completely insane by the process, and are unable to pursue goals more complicated than revenge against their masters’ killers.

Construction
A chthonic lusca amalgam tattoo guardian must be inked by a skilled artist, with rare inks worth 22,050 gp derived from one of several esoteric formulae.
CL 13th; Price 220,500 gp
Requirements Craft Construct, animate objects, fly, geas/quest, parchment swarmOA, shield other, creator must be caster level 9th; Skill Craft (calligraphy) or Craft (tattoo) DC 18; Cost 110,250 gp

Create by CR
Purchase Price: 220,500gp
Crafting Cost: 110,250gp
Cost to Create Body: 22,050gp
Spells: chain lightning, geyser, summon nature’s ally VII, vortex
Highest CL Requirement: vortex, min CL 13
Caster Level: CL 13
Skills: Spellcraft DC 43

A burrowing earth element, 3 headed shark-squid, tattoo golem monster thing.
It doesn't lose its SLAs but now has no mind to dictate when it would use them. Meaning it has to be commanded to.
It's number of natural attacks and its damage output would put it at a higher CR than the templates say but its lack of a mind and lack of any ability to overcome DR or magical defenses brings it's CR back down IMHO.

Coidzor
2016-03-07, 12:40 AM
Definitely some pretty neat stuff.

unseenmage
2016-03-22, 09:19 PM
Definitely some pretty neat stuff.
I thank you for the compliment! :smallsmile:


And here it is folks, FINALLY! Some clockwork spacewhales have arrived in the thread. Technically more clockwork 3-headed shark-squid than spacewhale they are still very cool and include plenty of spacewhale goodness.
A fellow player, iceifur, was kind enough to assist me in compiling these beauties and the mythic version was all his idea. Terrorize your players with them at your peril. :smalltongue:

The only truly custom part of both builds is the Undersized Natural Weapons turns out there was enough Lusca in the thing that upping the damage for its natural attacks for its new size would have shot its CR off the charts. While leaving the damage of a smaller creature in place kept its CR about right.
So we 'brewed up a special quality to reign it in. It's still more than strong enough to rend spaceships and rock the squamous socks off some Dominion of Black ships. :smallbiggrin:

Without further ado I present to you the Luscoma and the Mythic Luscoma; combinations of a Clockwork Lusca and the Oma. (Alternatively making the Oma the clockwork side would have resulted in retaining the Lusca SLAs and could have still been mindless optionally and it would have gained either an evil or chaotic alignment element.)

Luscoma
This whale-like creature floats ponderously, arcs of brilliant energy filling its mouth and rolling down its body.
This behemoth has three huge, snapping sharklike heads on short, scaly necks, while its lower body appears to be that of a gigantic octopus with eight muscular tentacles.
Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal.
Clockwork Lusca Amalgam Oma CR 21
Source Bestiary 4 pg. 209 (Amazon), Distant Worlds pg. 62 (Amazon), Isles of the Shackles pg. 53 (Amazon), Tome of Horrors Complete
XP 409,600
N Colossal Construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +23
Defense
AC 34, touch 2, flat-footed 23 (–1 Dex, +2 dodge, +31 natural, –8 size)
hp 190 (20d10+80)
Fort 6+0, Ref 6+1, Will 6+0
DR 10/adamantine; Immune cold, fire, poison
Offense
Speed 10 ft., swim 40 ft., jet 200 ft., fly 200 ft. (average)
Melee 3 bites +33 (2d8+18 plus 2d6 electricity and grab), 8 tentacles +21 (1d8+18 plus grab), tail slap +18 (2d8+10)
Space 30 ft., Reach 30 ft.
Special Attacks capsize, constrict (1d8+18 plus poisonous suckers), rend ship, swallow whole (6d6 acid damage)
Statistics
Str 47 (+18), Dex 9 (-1), Con -- (--), Int – (--), Wis 11 (+0), Cha 3 (-4)
Base Atk +20; CMB +46 (+2 bull rush, +4 grapple); CMD 55 (+2 vs. bull rush, can’t be tripped)
Feats Improved InitiativeB, Lightning ReflexesB
Skills Fly –9, Perception +23, Stealth +10, Swim +18
Languages understands Common
SQ carrier, no breath, starflight, tenacious grapple
Ecology
Environment gas giants or vacuum or warm oceans
Organization solitary, pair, or pod (3–6)
Treasure double
Special Abilities
Capsize (Ex) A luscoma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the luscoma, the luscoma takes a cumulative –10 penalty on this combat maneuver check.

Carrier (Ex) A creature swallowed whole by a luscoma can forgo attempts to cut itself out and instead attempt a DC 20 Reflex save on its turn. Success allows the creature to move into the creature’s larger second stomach, where it can ride safely for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using the normal rules, or attempt an additional DC 20 Reflex save to be safely excreted in a square adjacent to the luscoma. A luscoma’s carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: two Huge creatures, four Large, and so on). At its option, a luscoma can choose to forgo the normal bite damage of swallowing whole, but not the acid damage of the first stomach.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Poisonous Suckers (Ex) A creature constricted by a luscoma’s tentacles is exposed to its deadly venom.
Luscoma Venom: Constrict—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

Rend Ship (Ex) As a full-round action, a luscoma can attempt to use four of its tentacles to grapple a ship of its size or smaller by making a combat maneuver check opposed by the ship’s captain’s Profession (sailor) check; the luscoma receives a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the luscoma grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can’t attack foes at all with its shark heads. Each round it maintains its hold on the ship, it automatically deals bite damage to the ship’s hull.

Starflight (Ex) A luscoma can survive in the void of outer space, and soars through vacuum at incredible speed. Although exact travel times vary, a trip between two planets within a solar system should take 3d20 days, while one to another system should take 3d20 weeks (or more, at the GM’s discretion), provided the luscoma knows the way to its destination.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Tenacious Grapple (Ex) A luscoma does not gain the grappled condition if it grapples a foe with its tentacles.

Undersized Natural Weapons (Ex) The creature’s natural weapons deal damage as if it were one size category smaller than the creature’s actual size.

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

Luscoma soar through gas giants and the vast gulfs between planets on magical electromagnetic fields, feeding on cosmic materials strained from planetary rings and atmospheres with their energy baleen. Anything ingested by a luscoma is eventually sequestered in a surprisingly habitable second stomach before being excreted, and some alien creatures use luscoma as living starships, using telepathy to guide the colossi through the void.

Luscoma are among the most feared predators in open space, their snapping shark heads and writhing tentacles spelling the end for many crews. A luscoma’s presence can first be felt, as its body naturally conducts electricity, and crewmen who have encountered the being claim that static particle clouds seem to roll in alongside the creature. Ravenous and unpredictable, a luscoma claims wide swaths of territory in order to maximize the number of spaceships it can sink and crews it can feast upon. While luscoma prefer to make quick meals of the crewmen onboard a ship, they will eat just about any spacefaring creature, and even eldritch octopuses and space whales know to steer clear of a hungry luscoma.

Clockwork luscoma have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the Clockwork luscoma continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).
A Clockwork luscoma does not speak any languages, but understands Common for the purposes of accepting orders from its creator.

A typical Clockwork luscoma is 150 feet long and weighs 250 tons.


Luscoma, Mythic
This whale-like creature floats ponderously, arcs of brilliant energy filling its mouth and rolling down its body.
This behemoth has three huge, snapping sharklike heads on short, scaly necks, while its lower body appears to be that of a gigantic octopus with eight muscular tentacles.
Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal.
Mythic Clockwork Lusca Amalgam Oma CR 22/MR 3
Source Bestiary 4 pg. 209 (Amazon), Distant Worlds pg. 62 (Amazon), Isles of the Shackles pg. 53 (Amazon), Tome of Horrors Complete, Mythic Adventures
XP 614,400
N Colossal Construct (aquatic, clockwork, mythic)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +23
Defense
AC 38, touch 2, flat-footed 27 (+0 Dex, +2 dodge, +34 natural, –8 size)
hp 220 (20d10+80+30M)
Fort 6+0, Ref 6+2, Will 6+0
DR 10/adamantine and epic; Immune cold, fire, poison
Offense
Speed 10 ft., swim 40 ft., jet 200 ft., fly 200 ft. (average)
Melee 3 bites +30 (2d8+18 plus 2d6 electricity and grab), 8 tentacles +28 (1d8+9 plus grab), tail slap +25 (1d8+9)
Space 30 ft., Reach 30 ft.
Special Attacks capsize, constrict (1d8+9 plus poisonous suckers), destroyer, mythic power (3/day surge +1d6), rend ship, swallow whole (6d6 acid damage), uncanny grapple
Statistics
Str 47 (+18), Dex 11 (+0), Con -- (--), Int – (--), Wis 11 (+0), Cha 3 (-4)
Base Atk +20; CMB +46 (+2 bull rush, +4 grapple); CMD 56 (+2 vs. bull rush, can’t be tripped)
Feats Improved InitiativeB, Lightning ReflexesB, MultiattackM, Power AttackM
Skills Fly –8, Perception +23, Stealth +11, Swim +18
Languages understands Common
SQ carrier, compression, no breath, starflight, tenacious grapple, undersized natural weapons
Ecology
Environment warm oceans or gas giants or vacuum
Organization solitary, pair, or pod (3–6)
Treasure double
Special Abilities
Always a ChanceM (Ex) A mythic luscoma doesn’t automatically miss when you roll a 1 on an attack roll.

Capsize (Ex) A luscoma can attempt to capsize a ship or other vehicle by ramming it as a charge attack and attempting a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the luscoma, the luscoma takes a cumulative –10 penalty on this combat maneuver check.

Carrier (Ex) A creature swallowed whole by a luscoma can forgo attempts to cut itself out and instead attempt a DC 20 Reflex save on its turn. Success allows the creature to move into the creature’s larger second stomach, where it can ride safely for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using the normal rules, or attempt an additional DC 20 Reflex save to be safely excreted in a square adjacent to the luscoma. A luscoma’s carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: two Huge creatures, four Large, and so on). At its option, a luscoma can choose to forgo the normal bite damage of swallowing whole, but not the acid damage of the first stomach.

Compression (Ex) The creature can move through an area as small as one-quarter its space (7-1/2 ft. sq.) without squeezing or one-eighth (3-3/4 ft.sq.) its space when squeezing.

DestroyerM (Ex) Whenever the mythic luscoma attacks an object, including a held or worn item, it ignores any Hardness the object might possess. This includes spell effects such as wall of force, but not objects that are also creatures, such as animated objects.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Mythic PowerM (Su) A mythic luscoma can expend 3 uses of mythic power per day. A mythic luscoma can expend a use of mythic power to increase any d20 roll it just made by rolling 1d6 and adding it to the result as an immediate action after the result is revealed.

Poisonous Suckers (Ex) A creature constricted by a luscoma’s tentacles is exposed to its deadly venom.
Luscoma Venom: Constrict—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.

Rend Ship (Ex) As a full-round action, a luscoma can attempt to use four of its tentacles to grapple a ship of its size or smaller by making a combat maneuver check opposed by the ship’s captain’s Profession (sailor) check; the luscoma receives a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the luscoma grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can’t attack foes at all with its shark heads. Each round it maintains its hold on the ship, it automatically deals bite damage to the ship’s hull.

Starflight (Ex) A luscoma can survive in the void of outer space, and soars through vacuum at incredible speed. Although exact travel times vary, a trip between two planets within a solar system should take 3d20 days, while one to another system should take 3d20 weeks (or more, at the GM’s discretion), provided the luscoma knows the way to its destination.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Tenacious Grapple (Ex) A luscoma does not gain the grappled condition if it grapples a foe with its tentacles.

Uncanny GrappleM (Ex) Upon making a successful grapple combat maneuver check against a creature the mythic luscoma is grappling, it can perform one of the following actions: throw, crush, or swing. For a throw, the mythic luscoma can throw the target of its grapple up to 10 feet per tier; if the creature strikes a solid object before reaching this distance, it takes 1d6 points of damage per 10 feet of the remaining throwing distance and lands prone. For a crush, the mythic luscoma deals 1d6 points of non-lethal damage per tier.
For a swing, the mythic luscoma can use the target as a weapon against another creature, treating the grappled creature as a two-handed weapon. If the mythic luscoma succeeds at a melee attack against an opponent adjacent to the target, both that opponent and the grappled creature take 1d8 points of bludgeoning damage from this attack +1-1/2 * its Strength modifier.

Undersized Natural Weapons (Ex) The creature’s natural weapons deal damage as if it were one size category smaller than the creature’s actual size.

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

Luscoma soar through gas giants and the vast gulfs between planets on magical electromagnetic fields, feeding on cosmic materials strained from planetary rings and atmospheres with their energy baleen. Anything ingested by a luscoma is eventually sequestered in a surprisingly habitable second stomach before being excreted, and some alien creatures use luscoma as living starships, using telepathy to guide the colossi through the void.

Luscoma are among the most feared predators in open space, their snapping shark heads and writhing tentacles spelling the end for many crews. A luscoma’s presence can first be felt, as its body naturally conducts electricity, and crewmen who have encountered the being claim that static particle clouds seem to roll in alongside the creature. Ravenous and unpredictable, a luscoma claims wide swaths of territory in order to maximize the number of spaceships it can sink and crews it can feast upon. While luscoma prefer to make quick meals of the crewmen onboard a ship, they will eat just about any spacefaring creature, and even eldritch octopuses and space whales know to steer clear of a hungry luscoma.

Clockwork luscoma have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the Clockwork luscoma continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).
A Clockwork luscoma does not speak any languages, but understands Common for the purposes of accepting orders from its creator.

A typical Clockwork luscoma is 150 feet long and weighs 250 tons.

atemu1234
2016-03-22, 09:59 PM
Mildly unrelated, but I now want to make an Amalgam of an undead and a construct. Question is, which one.

Forderz
2016-03-22, 10:57 PM
You're a monster that needs to be put down before organic life is wiped out by your careless creations.

Carry on.

unseenmage
2016-03-23, 03:18 AM
Mildly unrelated, but I now want to make an Amalgam of an undead and a construct. Question is, which one.
Funny story, I just got done promising my IRL DM that I wouldn't do this very thing. Not, that is, unless it was some sort of fall-from-grace kind of situation for my character where they'd been corrupted by the Dominion of Black.

Clockwork Vampires, Tattoo Guardian Shadows, Gargantean Latten Mechanism Liches, and Robot Ghosts were just too delicious a set of options to choose from spring on a poor unsuspecting DM.



You're a monster that needs to be put down before organic life is wiped out by your careless creations.

Carry on.
1. I agree.
2. Who let you in on the plan?
And finally..
3. Oh I intend to. :smallwink:

unseenmage
2016-04-04, 08:16 PM
Easter interrupted and I've had to move so my PC is in boxes but we should be playing this weekend and as such new inspirations will likely be hitting this thread.

Stay Tuned!! :smallsmile:

Edit:
Q: Is PC 'player character' or 'personal computer'?
A: Yes.

unseenmage
2016-04-22, 11:17 AM
So, I'm looking to 'solve' the Dominion of Black issue.
An ambitious desire to be sure.

To this end I'm looking for monsters that can be construct-i-fied that make more of themselves via their enemies.
Basically I want to infect a Dominion ship with a clockwork analogue of a xenomorph and take down the whole lot of them with zombie apocalypse math.

(Oh and I promised my DM I wouldn't use undead so no clockwork-wight-pocalypse for me.)

Creatures that've caught my eye so far:
Aboleth (http://paizo.com/pathfinderRPG/prd/monsters/aboleth.html#aboleth) (for its mucus ignoring immunity to disease)
Vargouille (http://paizo.com/pathfinderRPG/prd/monsters/vargouille.html#vargouille)
Xill (http://paizo.com/pathfinderRPG/prd/monsters/xill.html)

Lycanthropy would seem too limited as most of the Dominion have been abberations.
Grey Goo are only infectious and replicating optionally in the flavor text.

Is there a mind controlling via spores or larvae creature out there?


In any case this weekend we play in this game. Will be one of the last sessions with these characters as we're just too strong and our DM isnt a fan of high level PF (with good reason).

We've decided to do a round robin wherein each player gets to rerun the campaign in their own style. One of them might even be running it with gurps.
There's even talk of each playthrough being, in reality, one of a multitude of simulations being run by the final boss monster AI's main computer.
We're all just holodeck dust in the simulated wind.
:smallsmile:

My next character in is going to be a 15 point Race Builder custom job. A half-android, half-robot made possible because nanites. (Backup idea is a Logiad, think tech based fey.)
She's going to be a Sorcerer Magus who makes minor constructs (badly) doesn't craft anything whose name is Error Doesnotcompute. First name from one parent second name from the other. She thinks her name is pretty. :smalltongue:


https://s-media-cache-ak0.pinimg.com/236x/7f/1f/f8/7f1ff856ef836b9fb6286aded9603f47.jpg
Phaestians
Phaestians, also known as Phaestori or Half-Robots, are superficially identical to androids in many ways, and to the uninformed it can be difficult to differentiate the two. Normally, though, Phaestian's robotic heritage is revealed by the glowing light in their eyes and the technological, organ-like mechanisms that riddle their skin. Their bodies, like their parents, are completely artificial, though made of materials that mimic the flexibility, shape, and density of human flesh and bone. Their organs mirror those of humans so well that only by examining the materials and makeup of these systems—which use sheeny oils and polymer alloys rather than blood and marrow—could one guess that their physiology is alien. Upon closer examination one notices that their flesh is dotted with odd hard protrusions akin to bone spurs as well as technological blemishes ranging from integrated circuits to blinking subdermal lights and pulsating cords or hoses. Phaestians are roughly the same size as humans; on average, they are 6 and a half feet tall and weigh 250 pounds.

Born of a fusion between robotic AI and android nanites, Phaestians are a miracle of technological reproduction. Whether born of an android parent, whose nanites generate reproductive faculties just for the event, or constructed be a robot parent, whose artificial intelligence generates unique schematics for the project, all Phaestians share similar traits regardless of a what sort of robot was involved in their parentage. The race calls themselves the Phaestians, but they are often called Phaesti informally or by outsiders. People who really don't like them call them Phaests (prononounced just like feast) to annoy them. Artificial lifeforms who know of them call them simply Half-Robots.

What separates androids from golems and other mindless constructs is that androids are living beings and as such possess souls so too it is for Phaestians. Similarly, Phaestians don't live forever, though barring violence or tragedy their bodies never deteriorate. Rather, a Phaestian's cybernetic mind eventually shuts down and self-restarts after about a century, leaving its body vacant for several weeks as the old soul departs for its final reward in the Great Beyond and a fresh, new soul finds its way into the shell.
Though unlike their android parent with Phaestians there is a fifty percent chance that this process malfunctions and only a dead robotic corpse remains.

Phaestians are defined by their class levels–they do not have racial Hit Dice. All Phaestians have the following racial traits.

Racial Traits
Ability Score Racial Traits: Phaestians have swift reflexes and are very intelligent, but, are plagued by poor health, and have difficulty relating to others. As a result, Phaestians gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty Constitution, and a -4 penalty to Charisma. (-2 RP)

Type: Phaestians are humanoids with the half-construct and human subtypes. (7 RP)

Half-Construct
A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical.

A half-construct race has the following features:
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.

Size: Phaestians are Medium creatures, and they have no bonuses or penalties due to their size.

Base Speed: Phaestians have a base speed of 20 feet. Due to their odd parentage causing their limbs to be ungainly and studded with miscellaneous technological protrusions. (-1 RP)

Languages: Phaestians begin play speaking Common and Androffan. Phaestians with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. (1 RP)

Feat and Skill Racial Traits
Bonus Feat: Phaestians have the Technologist feat as a bonus racial feat. (2 RP)

Dual-Minded: Phaestians gain a +2 bonus on all Will saving throws (1 RP)

Emotionless: Phaestians have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.) (-1 RP)

Senses Racial Traits
Exceptional Senses: Phaestians have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision. (3 RP)

Other Racial Traits
Android Alternate Racial Traits
Phaestians count as Androids for the purposes of Alternate Racial Traits and Favored Class Options. (0 RP)

Damage Reduction: Their robotic heritage grants Phaestians a tough exterior. Though not as strong as the metal exteriors of their progenitors, a Phaestians's skin is suffused with a microthin layer of the skymetal glaucite granting them Damage Reduction 2/adamantine. (2 RP)

Improved Cobbled Items (http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Cobbled%20item) : Phaests are masters at crafting things from other things. The category of “improved cobbled item” is a general catchall to describe any piece of equipment that has been repaired or modified by a Phaest. Such items are of an inferior quality—they last for only 24 hours. If crafted at +10 to their craft DC they break after an amount of time equivalent to how long it took to create them.
Improved cobbled items can never be masterwork items. An improved cobbled item is of much lesser quality than a normal item, and thus costs only 25% as much as the normal item, but is often much bulkier. Any cobbled item of 1 pound or more in weight actually weighs twice as much as a normal item of its type. Any item that normally costs more than 50gp per the level of the character crafting it can never be an improved cobbled item, nor can alchemical items be cobbled. At the GM’s discretion, other items may not be able to be improved cobbled items either. (1 RP; or if automatically proficient with improved cobbled items the character has made 2 RP)

Intermittent Force Field: Their robotic parentage has granted Phaestians a lesser version of a robot's force field. One time per day as a spell-like ability that can only affect themselves they can use the spell False Life. (2 RP)
Replaces Nanite Surge.

Nanite Surge: A Phaestians's body is infused with nanites. Once per day as an immediate action, a Phaestians can cause her nanites to surge, granting a bonus equal to 3 + the Phaestians's character level on any one d20 roll; this ability must be activated before the roll is made. When a Phaestians uses this power, her technological blemishes glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)

Vulnerable to Electricity: Phaestians take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses. (-2 RP)

mauk2
2016-04-22, 09:07 PM
I....

This thread is glorious.

You are a madman. Never stop.

unseenmage
2016-04-22, 09:52 PM
I....

This thread is glorious.

You are a madman. Never stop.

I'm flattered.Thank you!

unseenmage
2016-05-08, 10:30 PM
So last time we played we finally took our great space vessel out into space. That is to say we super Gate-ed about wreaking havoc with our high level and mythic ranks alike.

We began by ending the most recent impending invasion of Golarion by the Dominion of Black. My mythic Luscoma fared well right up until the world eater ship suicide bombed that entire orbit with its disgorged insides and slew ALL of my Luscoma at once with space acid magic explosion fiat stuff.
It sucked.

Newest model Luscoma is higher mythic rank AND incorporated the nigh unkillable Adamantine Golem.

Afterwards we discovered several solar systems, saved from or aided each against the Dominion of Black, and set up trade routes via planar gates to each.

We established a treaty of noninvolvement/trade with a Lawful positive energy people.

We gave a small barren planet a couple of even smaller new moons hauled from their resource rich asteroid belt; as well as giving them a new habitable dwarf planet and gates to each. They started worshipping us immediately.

We established peaceful noninvolvement with a barren planet of elder earth elementals. (The first rule of elder elemental fight club is you do not walk out onto the deserts during elder earth elemental fight club.)

We made another space dragon ally against the Dominion. (Two kinda.) Also established trade with two more planets in that system. One is almost all kobolds (they have their own fleet of magical spacefaring sailing ships), and another which is analogous to Golarion but smaller and humans are rare.

And finally, we quelled all religion on the Androffan homeworld, effectively slaying their last four jerk antitech gods, and claimed the system as our own domain.

Our bard spread rumors and slew the last fanatics while my minionmancer destroyed the physical religious texts/sites planetwide.
As these 'gods' were engaging in genocide against the only sentient creatures in their solar system it was that easy to end them. We really just hastened their deaths.

Here we found the ship's drydock, how to make the warship version of our research vessel, and how to make tech artifacts.

It was a fun night.

Next Sunday we play in the Iron Gods reboot GMed by a fellow player (the guy with the best system mastery).

He's running a small universe, tech everywhere, guns everywhere, tech vehicles allowed, slowed magic crafting, 4E style minions included... game. All tech costs are also reduced to 1/10th. Not by, but to.

Needless to say we're all super excited.

I'm not playing a crafter this time. She'll be a half-robot, Magus, Eldritch Archer named Error Doesnotcompute (http://www.myth-weavers.com/sheet.html#id=805677).
As the adopted daughter of Torch's mayor Bane naiveté will be her forte. Spellcasting and cheap laserguns FTW.

EDIT:
Almost forgot. Check out this beaut idea from our Iron Gods games chat,
Me

Oh yeah and i had an idea.
Step 1: Get a little ion tape or sovereign glue.
Step 2: stick a tech grenade to a tanglefoot bag
Step 3: pull pin on grenade and throw tanglefoot bag.
Step 4: PROFIT???

GM

Ranged touch to hit (tanglefoot bag range), DC 15 Reflex to avoid being stuck to the floor; if not stuck to the floor, can attempt to get out of the grenade's 20' radius (at half speed, from entangled). otherwise, gotta scrape that crap off (tanglefoot bag rules) and attempt to get the hell out of dodge before the grenade goes off at the start of the thrower's next turn (DC 15 Reflex save for half damage). nasty.


Edit again:
Need a better name for my half-robot race than 'half-robot'. Would prefer if it were somehow based in real language/etymology.
Thoughts?
Edit again again: Am likely calling then the Phaest. Derived it from Hephaestus.

unseenmage
2016-05-09, 02:55 PM
I'm building another adopted sister for Error, a second custom race the Logiad. Basically very minor technology fey. The idea is that there is SO MUCH tech in Numeria that places where it is highly concentrated have warped the natural energies of Golarion and the tech is now treated as a natural feature of the environment and as such can produce tech based fey.


http://www.r3veblog.com/wp-content/uploads/2012/02/Robots_4_by_hgjart-600x777.jpg
Logiad
Logiads are tech-fey who prefer secluded wreckage far from humanoids in need of scrap. Logiads' main interests are their own survival and that of their beloved technological marvels, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil technologists and alchemists, as they recognize a mutual respect for or empathy with technology.

Some parts of the region known as Numeria have such high density of technological marvels that the mystical energies of the world consider them a natural feature of the environment. The Logiad is a fey sprung forth from such a region. There are perhaps other places in the world where alchemy, clockworks, gunsmithing or some other science or science-like process has littered the natural world with enough technology to spawn logiads as well but they are best known in Numeria.

Logiads are benign guardians of technology, though they do little in the way of direct violence, they tend to trap and disable threats to their homes. Stoic and contemplative, logiads are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded wreckage hideaways find logiadss to be quiet, dependable, and protective of their friends.

Physical Description: Logiads are strong and solidly built, with skin and hair colored metallic shades of black, copper, gray, or silver. While all logiads appear vaguely stony or metallic, a few bear more pronounced signs of their quasi-elemental heritage—skin that shines like polished enamel, electronic outcroppings protruding from their flesh, glowing diodes for eyes, or hair like frayed wires. They often dress in metallic tones, wearing practical clothing well suited to vigorous physical activity and preferring artificial flowers, simple lenses, and other artificial accents to complex manufactured jewelry.

Society: As a minor offshoot of the dryad race, logiads have no real established society of their own. Instead, most civilized logiads grow up in human communities learning the customs of their adopted parents. Adult logiads have a well-deserved reputation among other races for being hermits and loners. Few take well to the bustle of city life, preferring instead to spend their days in quiet contemplation within some remote mountain laboratory or deep below the earth in a secluded geothermal generator. Logiads with a greater tolerance for life among humans often join the city watch, or find some other way to serve their community in a position of responsibility.

Relations: Logiads feel comfortable in the company of dwarves and robots, with whom they have much in common. They find half-orcs and half-elves too strange and many halflings far too brash, and so avoid these races in general. Logiads gladly associate with humans and gnomes, feeling a sense of kinship with the other inquisitive races despite inevitable personality conflicts. Among the elemental-touched races, logiads have many friends and no true enemies.

Alignment and Religion: Logiads are, perhaps above all else, set in their ways, and any disruption of their routine is met with quiet disapproval. Logiads are fiercely protective of their friends, but don't seem particularly concerned with the well-being of those outside their small circle of acquaintances. As such, most logiads are lawful neutral. Religious life comes with difficulty to the tech-touched. They appreciate the quiet, contemplative life of the monastic order, but most dedicate themselves to the worship of clockwork- or knowledge-related deities.

Adventurers: Logiads are initially hesitant adventurers. They dislike leaving their homes and don't handle the shock of new experiences well. Usually it takes some outside force to rouse logiads into action, often by threatening their homes, lives, or friends. Once the initial threat is dealt with, however, logiads often find they've grown accustomed to the adventuring life, and continue to pursue it through the rest of their days. Logiads make good monks and sorcerers thanks to their prodigious charisma and self-acceptance.

Logiad Racial Traits
+2 Strength, +2 Charisma: Logiads are strong, solid, friendly, and personable. (2 RP)
Fey: Logiads are fey. (2 RP)
Tiny: Logiads gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Logiads gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Logiads take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Logiads have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Logiads cannot flank an enemy. (4 RP)
Slow Speed: Logiads have a base speed of 20 feet. (+1 RP)
Low-light Vision: Logiads can see twice as far as a race with normal vision in conditions of dim light. (0 RP, bundled with fey type)
Spell-Like Ability: Technomancy 1/day (caster level equals the logiad's total level). (1 RP)
Static Bonus Feat All Logiads gain Technologist as a bonus feat at 1st level. (2 RP)
Gliding Wings Logiads take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, logiads can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Logiads with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide. (3 RP)
Impossible Affinity: Logiad sorcerers with the impossible bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Logiad clerics with the Artifice domain use their domain powers and spells at +1 caster level. (1 RP)
Languages: Logiads begin play speaking Common and Sylvan. Logiads with high Intelligence scores can choose from the following: Androffan, Aquan, Auran, Dwarven, Ignan, Terran, and Undercommon. (0 RP)

Logiad Alternate Racial Traits
Acid Resistance
Logiads with this trait have resistance 5 to acid. This racial trait replaces their bonus feat.

Crystalline Form
Source Advanced Race Guide pg. 1
Logiads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces impossible affinity.

Clockwork Insight
Logiad spellcasters sometimes find that their quasi-elemental heritage makes creatures of clockwork more willing to serve them. Summon monster and summon nature’s ally spells that such logiads cast last 2 rounds longer than normal when used to summon creatures with the clockwork subtype. This racial trait replaces impossible affinity.

Glaucite Skin
Metallic growths cover the skin of logiads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces their bonus feat.

Isolated
Many Logiads are loners and raise their families in isolated groups, either in deep geothermal generators or remote technological ruins. They gain a +2 racial bonus on Perception checks and Knowledge (engineering) checks, and they can use Knowledge (engineering) untrained. They begin play speaking only Androffan, rather than Common and Sylvan. This racial trait replaces bonus feat and alters the logiad’s starting languages.

Mostly Inhuman
A few logiads have appearances much closer to those of their robot kindred. Such logiad appear to be completely mechanical, save perhaps minor features like usual eye color, and they count as humanoid (half-construct) as well as fey for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These logiad do not automatically gain their associated construct hardness. This ability alters the logiad's type, subtype, and languages and replaces spell-like ability and bonus feat. (7 RP)

Mountain-Born
Source Advanced Race Guide pg. 1
Logiads are drawn to mountains and other remote high places, and after many generations they’ve grown well suited to their environment. Logiads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.

Oread Gem Magic
Source Blood of the Elements pg. 8
The metallic nature of some Logiads is enhanced and grants them more earth elemental powers. Logiads with this racial trait can augment their earth-related spells and spell-like abilities through the use of precious and semiprecious gemstones as additional material components (see Table: Oread Gem Magic below). The gems are destroyed in the process, granting the spell the listed effects in addition to its normal effects unless otherwise noted. Only one instance of oread gem magic can be applied to a spell at a time; excess expended gems do not stack. This racial trait replaces the impossible affinity racial trait. Source: PPC:BotE (1 RP)

Binding Earth: +1 damage; +1 to DC of Strength checks. Cost: Garnet worth 50 gp.

Binding Earth, Mass: As binding earth augmentation, affecting all targets of the augmented spell. Cost: Garnets worth 250 gp.

Calcific Touch: +1 Dexterity damage. Cost: Aquamarine worth 250 gp.

Clashing Rocks: +1 damage per damage die. Cost: Emeralds worth 1,500 gp.

Earthquake: +2 Reflex save DC in whatever application the spell is used; area increases to 100-foot-radius shapeable spread. Cost: Jet worth 500 gp.

Elemental Body: Duration increases to 10 minutes/level. Cost: Amber worth 250 gp for elemental body I, +100 gp per spell level for greater versions.

Elemental Swarm: Earth elementals summoned gain the advanced simple template (this does not stack with the Augment Summoning feat). Cost: Rubies worth 1,200 gp.

Magic Stone: Range increment increases by 10 feet. Cost: Moonstone worth 25 gp.

Meld into Stone: Can bring up to 200 pounds of equipment with you; you can see as normal out of the stone. Cost: Peridots worth 150 gp.

Mighty Fist of Earth: Increase unarmed strike damage by one step (to 1d4 in most instances). Cost: Sard or sardonyx worth 25 gp.

Raging Rubble: Rubble deals +1 damage; distraction DC increases by 1. Cost: Tourmaline worth 80 gp.

Shifting Sand: Move area of sands up to 15 feet as a move action. Cost: Turquoise worth 125 gp.

Soften Earth and Stone: Creatures can move only at a quarter their normal speed (minimum 5 feet) in areas of mud and loose dirt. Cost: Fluorite worth 100 gp.

Spike Stones: +1 piercing damage; spikes deal 1 point of bleed damage. Cost: Topaz worth 300 gp.

Stone Shape: Shapes that include moving parts have only 5% chance of not working. Cost: Opal worth 250 gp.

Stone Shield: If your opponent’s attack strikes the stone shield, its full damage roll is also applied to its weapon. Unarmed strikes and natural attacks are not affected. Cost: Jade worth 75 gp.

Stoneskin: The cost of this spell’s expensive material component can be reduced or increased to affect the spell’s power accordingly. With reduced components, the spell grants DR 10/silver (instead of adamantine); with increased components, the spell absorbs 15 points of damage per caster level before it’s discharged. Cost: Diamonds worth 150 gp (reduced); diamonds worth 500 gp (increased).


Stone in the Blood
Source Advanced Race Guide pg. 1
Logiads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the logiad’s resistances or immunities to activate this ability). The logiad can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces spell-like ability.

Tech Growth
Logiads with this racial trait learn how to mimic the versatility of their technological roots. Once per day, such a logiad can cause a touched nonmagical technological item, weighing no more than 10 lbs., to transform into another nonmagical technological object up to 10 pounds in weight, such as a pistol, grippers, or hard light shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it returns to its original size and shape. The transformed item retains any charges the original item possessed minus any charges that were expended while in its transformed state. In a Guns Everywhere (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/firearms.html) campaign this ability also affects firearms, alchemical items, and clockworks except that only technological items can be turned into technological items. This racial trait replaces the spell-like ability racial trait. (? RP)

Treacherous Plating
Once per day, an logiad with this racial trait can will the floor to rumble and shift, transforming a 10-foot-radius patch of solid metal, worked stone, or artificial flooring into an area of difficult terrain, centered on an area the logiad touches. This lasts for a number of minutes equal to the logiad’s level, after which the ground returns to normal. This racial trait replaces the bonus feat racial trait.

Logiad Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, logiads have the option of choosing from a number of other bonuses, depending upon their favored class.
Logiads count as Oreads for choosing Favored Class Options. (0 RP)


Edit: For those keeping track, the race is now tiny and has gliding wings to emphasize its fey nature and further differentiate it from the half-robot race.

unseenmage
2016-05-25, 05:57 PM
So here we are with a brand new shenanigan.

Lycanthropic Golems. Were-Golems. Golem-thropes. They change during the new moon instead of the full. They can infect any roughly humanoid creature with their slams. Theynever age or sleep or eat or drink or drown or... They'll never stop altering the gameworld. And I'm okay with that. :smallamused:
I'm using the Monstrous Lycanthrope template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/monstrous-lycanthrope-cr-special) only both sides of the 'thrope will be Constructs.
(Edit some more: Because my DM and I thought it would be cool we are intentionally focusing on the 'generally humanoid form' section of Curse of Lycanthropy instead of the 'infects' part so our Monstrous Lycanthropes can explicitly ignore disease immunity and affect constructs, undead, and elementals etc.)

We're doing a level 12 one-shot adventure set in the Mana Wastes just before our other characters finish the Iron Gods and spread tech across the globe. My character is a Soulbound Shell (CR12) with witch spells. She'll take templates in place of class levels because reasons. She's a curse and construct obsessed character who was herself cursed to be a construct forever. Were-Golems are just right up her alley. Her spell list cannot change, she's only proficient with her dagger, and she has zero class skills. Her Constructs will have to do a lot of her heavy lifting.

I have 43,336gp left to play around with which means I can afford up to a CR12 Construct (43,200 to make including the body). The Monstrous Lycanthrope template adds 1/3rd the base monster's CR to the base creature. This creates weirdness. I want a humanoid for the 'base construct' so it's a useful minion to me. The 'monster' side can be whatever. Golems will be preferrable, though I'm liking the idea of a were-Clockwork Dragon. :smallwink: Using the Young template and the Giant template to adjust CR and size helps increase the number of possible options.

A question; Who is 'the creator' of the hybrid and monster form of a were-Golem? Without commands from a creator/master a Construct usually just sits about doing nothing. Some Constructs have abilities and deleterious consequences for their creator/master (homunculus/tupilaq).


The first list is potential base creatures (the person part of a werewolf) while the second list is potential base monsters (the wolf part of a werewolf). Each part has to be within one size category of the other. The '+CR' bit is how much a base creature's CR would be modified by becoming a were-listed-mosnter.

Edit: It has been brought to my attention that the CR calculation for the Monstrous Lycanthrope template is bonkers.
Excerpt from my our game chat,

... the problem is, the normal lycanthrope template uses the HIGHER of the base creature or base animal's CR, then adds 1; this means that there is a "you must be at least this tall to ride the animal" thing going on. the monstrous lycanthrope template doesn't have that safety net. a 1st-level humanoid typically has a fractional CR. adding on 1/3 the CR of a monster (CR 20, in this case), then rounding down (because PF) means you can have a CR 6 1st-level were-"shield guardian young adamantine golem". both started with a 1st-level humanoid and a CR 20 creature, but one ends up as a CR 21 were-animal, the other as a CR 6 were-golem. which one stinks of gouda?
Will be defaulting to the Pathfinder 'higher of the two's CR +1' precedent from here on out.

Edit Again: Ugh. The stupid Difficult to Create special quality granted by the clockwork subtype means they're next to useless to me as components for these creatures. makes them, cost 150% more time and gp to create which is irritating to say the least.

CR1 small Young (http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html#young-creature) Clockwork Servant
CR1 medium Degenerate (http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html#degenerate-creature) Clockwork Servant
CR2 medium Clockwork Servant (http://paizo.com/pathfinderRPG/prd/bestiary3/clockwork.html#clockwork-servant)
CR3 large Giant (http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html#giant-creature) Clockwork Servant

CR1 diminutive Young Soulbound Doll
CR1 tiny Degenerate Soulbound Doll
CR2 tiny Soulbound Doll (http://paizo.com/pathfinderRPG/prd/bestiary2/soulboundDoll.html#soulbound-doll)
CR3 small Giant Soulbound Doll

CR3 small Young Junk Golem
CR3 medium Degenerate Junk Golem
CR4 medium Junk Golem (http://paizo.com/pathfinderRPG/prd/bestiary4/golem.html#golem-junk)
CR5 large Giant Junk Golem
CR5 small Young Shield Guardian (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#shield-guardians) Junk Golem
CR5 medium Degenerate Shield Guardian Junk Golem
CR6 medium Shield Guardian Junk Golem
CR7 large Giant Shield Guardian Junk Golem

CR3 small Young Mask Golem
CR4 medium Mask Golem (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-mask)
CR5 large Giant Mask Golem
CR5 small Young Shield Guardian Mask Golem
CR6 medium Shield Guardian Mask Golem
CR7 large Giant Shield Guardian Mask Golem

CR5 small Young Clockwork Soldier
CR6 medium Clockwork Soldier (http://paizo.com/pathfinderRPG/prd/bestiary3/clockworkSoldier.html#clockwork-soldiercr-6)
CR7 large Giant Clockwork Soldier

CR6 medium Young Flesh Golem
CR7 large Flesh Golem (http://paizo.com/pathfinderRPG/prd/monsters/golem.html#golem-flesh)
CR8 huge Giant Flesh Golem
CR6 medium Young Shield Guardian Flesh Golem
CR8 large Shield Guardian Flesh Golem
CR9 huge Giant Shield Guardian Flesh Golem

CR6 small Young Soulbound Mannequin
CR7 medium Soulbound Mannequin (http://paizo.com/pathfinderRPG/prd/bestiary4/soulboundMannequin.html#)
CR8 large Giant Soulbound Mannequin

CR6 tiny Young Tupilaq
CR7 small Tupilaq (http://paizo.com/pathfinderRPG/prd/bestiary3/tupilaq.html#tupilaq)
CR8 medium Giant Tupilaq

CR7 medium Young Bone Golem
CR8 large Bone Golem (http://paizo.com/pathfinderRPG/prd/bestiary3/golem.html)
CR9 huge Bone Golem
CR9 medium Young Shield Guardian Bone Golem
CR10 large Shield Guardian Bone Golem
CR11 huge Giant Shield Guardian Bone Golem

CR7 medium Young Gargoyle Guardian
CR8 large Gargoyle Guardian (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Gargoyle%20Guardian)
CR9 huge Giant Gargoyle Guardian
CR7 medium Young Gargoyle Sentry
CR8 large Gargoyle Sentry (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Gargoyle%20Guardian)
CR9 huge Giant Gargoyle Sentry

CR8 medium Young Alchemical Golem
CR9 large Alchemical Golem (http://paizo.com/pathfinderRPG/prd/bestiary2/golem.html#golem,-alchemical)
CR10 huge Giant Alchemical Golem
CR10 medium Young Shield Guardian Alchemical Golem
CR11 large Shield Guardian Alchemical Golem
CR12 huge Giant Shield Guardian Alchemical Golem

CR8 small Young Clockwork Mage
CR9 medium Clockwork Mage (http://paizo.com/pathfinderRPG/prd/bestiary4/clockwork.html#clockwork-mage)
CR10 large Giant Clockwork Mage

CR9 medium Young Clay Golem
CR10 large Clay Golem (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#golem-clay)
CR11 huge Giant Clay Golem
CR11 medium Young Shield Guardian Clay Golem
CR12 large Shield Guardian Clay Golem
CR13 huge Giant Shield Guardian Clay Golem

CR9 medium Young Magnetite Golem
CR10 large Magnetite Golem
CR11 huge Giant Magnetite Golem
CR11 medium Young Shield Guardian Magnetite Golem
CR12 large Shield Guardian Magnetite Golem
CR13 huge Giant Shield Guardian Magnetite Golem

CR10 medium Young Stone Golem
CR11 large Stone Golem (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#golem-stone)
CR12 huge Giant Stone Golem
CR12 medium Young Shield Guardian Stone Golem
CR13 large Shield Guardian Stone Golem
CR14 huge Giant Shield Guardian Stone Golem

CR11 medium Young Clockwork Golem
CR12 large Clockwork Golem (http://paizo.com/pathfinderRPG/prd/bestiary2/golem.html#golem,-clockwork)
CR13 huge Giant Clockwork Golem
CR13 medium Young Shield Guardian Clockwork Golem
CR14 large Shield Guardian Clockwork Golem
CR15 huge Giant Shield Guardian Clockwork Golem

CR11 small Young Soulbound Shell
CR12 medium Soulbound Shell (http://paizo.com/pathfinderRPG/prd/bestiary4/soulboundShell.html#soulbound-shell)
CR13 large Giant Soulbound Shell

CR12 medium Young Iron Golem
CR13 large Iron Golem (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#golem-iron)
CR14 huge Giant Iron Golem
CR14 medium Young Shield Guardian Iron Golem
CR15 large Shield Guardian Iron Golem
CR16 huge Giant Shield Guardian Iron Golem

CR15 large Young Clockwork Dragon
CR16 huge Clockwork Dragon (http://paizo.com/pathfinderRPG/prd/bestiary4/clockwork.html#clockwork-dragon)
CR17 gargantuan Giant Clockwork Dragon
CR16 large Young Flaming Tar Breath or Infiltrator Clockwork Dragon
CR17 huge Flaming Tar Breath or Infiltrator Clockwork Dragon
CR18 gargantuan Flaming Tar Breath or Infiltrator Clockwork Dragon
CR17 large Young Destroyer, Flaming Tar Breath, Infiltrator, and Mithral Clockwork Dragon
CR18 huge Destroyer, Flaming Tar Breath, Infiltrator, and Mithral Clockwork Dragon
CR19 gargantuan Giant Destroyer, Flaming Tar Breath, Infiltrator, and Mithral Clockwork Dragon

CR18 large Young Adamantine Golem
CR19 huge Adamantine Golem (http://paizo.com/pathfinderRPG/prd/bestiary2/golem.html#golem,-adamantine)
CR20 gargantuan Giant Adamantine Golem
CR20 large Young Shield Guardian Adamantine Golem
CR21 huge Shield Guardian Adamantine Golem
CR22 gargantuan Giant Shield Guardian Adamantine Golem



Y'know, I think I'll turn all my Leadership gained Followers and Cohort into Soulbound constructs. Probably Were-Golem variants too, just because. :smallbiggrin:


Also, it occurred to me to wonder how victims of my were-golems could cure themselves. Research found me this from Wolf Munroe on the Paizo boards (http://paizo.com/threads/rzs2n4nx?Cure-for-Lycanthropy),


...this information is in Pathfinder Adventure Path #45. It's on page 71 to 72 in the Ecology of the Lycanthrope article.

Pathfinder #45 presents 3 methods of curing lycanthropy for an afflicted lycanthrope:

1.) Remove Disease or Heal spell cast by a cleric of 12th level or higher can cure lycanthropy, but only within 3 days of the disease being contracted. (The description actually specifies "by a cleric of 12th level of higher" but I'd be inclined to interpret that as meaning any casting/wand/scroll/item with a caster level of at least 12.)
2.) After this time "magic such as Remove Curse" can still cure the lycanthropy but only while the lycanthrope is in one of its alternate forms. (The book says "when the victim is fully transformed into a were-creature.") Note that this says "magic such as Remove Curse," which would include not just Remove Curse. The spell Break Enchantment also has some ability to remove curses.
3.) Wolfsbane allows a person to make a new saving throw to purge themselves of the lycanthropy. The character has to consume the poison and suffer the effects. If the afflicted lycanthrope survives, they get a second saving throw at the same DC as when the lycanthropy was first contracted. If the saving throw is a success, the lycanthropy is cured. If it is a failure, there is no further effect from that exposure to the wolfsbane. The wolfsbane may be attempted multiple times though, with each dose of the poison allowing for another saving throw.

Classic Horrors Revisited mentions undead lycanthropes:
On a side note, I'm not sure whether becoming a vampire cures lycanthropy or not. In Classic Horrors Revisited it is pointed out that some lycanthropes that become ghouls retain their lycanthropy while some lycanthropes lose their lycanthropy when they become ghouls. No specific mention is made of vampires that were formerly werewolves. (In my campaign I'd allow vampiric werewolves because I like the idea of vampires with hybrid forms that can inflict lycanthropy.)

unseenmage
2016-05-26, 09:14 PM
Edit: Clockwork creature's "Difficult to Create" special quality made this one exceed my available gp. :smallfrown: Also forgot the Clockwork Mage was one of those dumb-as-a-stump unintelligent constructs; seriously though, how is it a clockwork 'mage' when it cannot think AT ALL. Urgh.


Clockwork Mage Were-Clay Golem (Humanoid Form)
This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
Monstrous lycanthropes are humanoid shaped creatures with the ability to turn into a monster and a monster-humanoid hybrid shape.
Clockwork Mage (http://paizo.com/pathfinderRPG/prd/bestiary4/clockwork.html#clockwork-mage) Monstrous Lycanthrope (http://www.d20pfsrd.com/bestiary/monster-listings/templates/monstrous-lycanthrope-cr-special) Degenerate (http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html#degenerate-creature), Shield Guardian (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#shield-guardians) Clay Golem (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#golem-clay) CR 12
Source Bestiary 4 pg. 32, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1
XP 19,200
N Medium construct (clockwork, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +3
Defense
AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
hp 102 (15d10+20)
Fort +5, Ref +12, Will +8
DR 5/adamantine; Immune construct traits; SR 23
Weaknesses vulnerable to electricity
Offense
Speed 30 ft.
Melee 4 slams +18 (1d4+3)
Special Attacks wand magic
Statistics
Str 16 (3), Dex 21 (5), Con — (--), Int — (--), Wis 16 (3), Cha 1 (-5)
Base Atk +15; CMB +18; CMD 33
Feats Improved InitiativeB, Lightning ReflexesB
SQ difficult to create, swift reactions, winding
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights of the new moon, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic
Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement
Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14)
Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

--------------------------------------------------------------------------------------------

Clockwork Mage Were Degenerate, Shield Guardian Clay Golem (Hybrid Form)
This faceless construct has a crystal wand set into its chest, bristling with arcane energy.
Monstrous lycanthropes are humanoid shaped creatures with the ability to turn into a monster and a monster-humanoid hybrid shape.
This lumbering figure is sculpted from soft clay and its face is only vaguely humanoid.
Clockwork Mage Were-Clay Golem CR 12
Source Bestiary 4 pg. 32, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1
XP 19,200
N Large construct (clockwork, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +3
Defense
AC 34, touch 16, flat-footed 27 (+5 Dex, +2 dodge, +18 natural, -1 size)
hp 112 (15d10+30)
Fort +5, Ref +12, Will +8
DR 5/adamantine, DR 10/silver; Immune construct traits; SR 23; Fast Healing 5
Weaknesses vulnerable to electricity
Offense
Speed 30 ft.
Melee 2 slams +20 (2d10+6 plus cursed wound plus curse of lycanthropy)
Special Attacks berserk, haste, wand magic
Statistics
Str 22 (6), Dex 21 (5), Con — (--), Int — (--), Wis 16 (3), Cha 1 (-5)
Base Atk +15; CMB +22; CMD 37
Feats Improved InitiativeB, Lightning ReflexesB
SQ difficult to create, swift reactions, winding
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities

Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights of the new moon, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Cursed Wound (Ex) The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Fast Healing (Ex) A shield guardian has fast healing 5.

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

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

Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic
Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement
Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14)
Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.

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Clockwork Mage Were Degenerate, Shield Guardian Clay Golem (Monster Form)
Monstrous lycanthropes are humanoid shaped creatures with the ability to turn into a monster and a monster-humanoid hybrid shape.
This lumbering figure is sculpted from soft clay and its face is only vaguely humanoid.
Clockwork Mage Were Clay Golem CR 12
Source Bestiary 4 pg. 32, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1
XP 19,200
N Large construct (clockwork, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +3
Defense
AC 34, touch 16, flat-footed 27 (+5 Dex, +2 dodge, +18 natural, -1 size)
hp 112 (15d10+30)
Fort +5, Ref +12, Will +8
DR 5/adamantine, DR 10/silver; Immune construct traits; SR 23; Fast Healing 5
Weaknesses vulnerable to electricity
Offense
Speed 20 ft.
Melee 2 slams +20 (2d10+6 plus cursed wound plus curse of lycanthropy)
Special Attacks berserk, haste, wand magic
Statistics
Str 22 (6), Dex 21 (5), Con — (--), Int — (--), Wis 16 (3), Cha 1 (-5)
Base Atk +15; CMB +22; CMD 37
Feats Improved InitiativeB, Lightning ReflexesB
SQ difficult to create, swift reactions, winding
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities

Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights of the new moon, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Cursed Wound (Ex) The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Fast Healing (Ex) A shield guardian has fast healing 5.

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

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

Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

Wand Magic (Su) A clockwork mage’s wand crystal allows it to cast spells as if using a spell trigger magic item (CL 9th). The arcane school of the wand crystal determines a clockwork mage’s spells. They cast 1st-level spells at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Abjuration: 1st—hold portal, shield; 2nd—protection from arrows, resist energy; 3rd—dispel magic
Conjuration: 1st—grease (DC 11), summon monster I; 2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
Enchantment: 1st—bungle (DC 11), sleep (DC 11); 2nd—daze monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
Evocation: 1st—magic missile, shocking grasp (DC 11); 2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
Illusion: 1st—color spray (DC 11), vanish; 2nd—blur, hypnotic pattern (DC 13); 3rd—displacement
Necromancy: 1st—cause fear (DC 11), ray of enfeeblement (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 3rd—ray of exhaustion (DC 14)
Transmutation: 1st—expeditious retreat, reduce person (DC 11); 2nd—alter self, spider climb; 3rd—haste

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.



Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

Clockwork mages are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a wand into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought.
A humanoid figure of mithral and steel, a clockwork mage has large crystal ball filled with shifting vapors for a head. It stands 7 feet tall.

A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It stands over 8 feet tall and weighs 600 pounds.
Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator
Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

Degenerate creatures are weaker than their ordinary cousins.

Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
A spellcaster with enough talent, resources, and inspiration can create a special variant of a golem known as a shield guardian. Any true golem can be created as a shield guardian, but the choice to do so must be made during the golem's construction—a completed golem cannot later be “upgraded” to function as a shield guardian.
A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

Construction
Price: 108,000gp
To Create: 54,000gp
Body: 10,800gp
Time to Create: 108 days
Spells Involved: animate objects, bless, commune, discern location, geas/quest, mnemonic enhancer, prayer, resurrection, and either shield or shield other
Highest CL Prerequisite: Resurrection (CL13)
Spellcraft DC: 18 (DC 63 if missing all prerequisites)

unseenmage
2016-05-27, 05:31 PM
Another failed attempt. Didn't realize the Haunted Construct template was so restrictive (http://paizo.com/threads/rzs2svrg?Haunted-Construct-Is-it-worth-2). I included a reworded version of those restrictions below.


Soulbound Mannequin Were Flesh Golem (Humanoid Form)
This strange construct is shaped like a masked humanoid made of wood and porcelain.
Soulbound Mannequin (http://paizo.com/pathfinderRPG/prd/bestiary4/soulboundMannequin.html#) Monstrous Lycanthrope (http://www.d20pfsrd.com/bestiary/monster-listings/templates/monstrous-lycanthrope-cr-special) Haunted Construct (http://www.d20pfsrd.com/bestiary/monster-listings/templates/haunted-construct), Primordial (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-primordial-creature-cr-0-or-1), Shield Guardian (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#shield-guardians) Flesh Golem (http://paizo.com/pathfinderRPG/prd/monsters/golem.html#golem-flesh) CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1, Pathfinder Adventure Path #66: The Dead Heart of Xin, Pathfinder Player Companion: Monster Summoner’s Handbook
XP 19,200
N (but see below) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (10d10+20)
Fort +3, Ref +6, Will +3
DR 5/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
Offense
Speed 30 ft.
Melee 2 claws +15 (1d8+4 plus grab)
Special Attacks constrict (1d8+4)
Spell-Like Abilities (CL 10th; concentration +9)
At will—detect poison, light, mage hand, open/close, prestidigitation
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
Statistics
Str 18 (4), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +14 (+18 grapple); CMD 27
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +8, Perception +11
Languages Common
SQ alignment variation, soul focus
Ecology
Environment any land
Organization solitary, pair, or family (3–12)
Treasure standard
Special Abilities

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: confusion (DC 13)
Lawful Neutral: fear (DC 13)
Neutral: hold monster (DC 13)
Neutral Evil: enervation
Neutral Good: greater invisibility

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

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Soulbound Mannequin Were Flesh Golem (Hybrid Form)
This strange construct is shaped like a masked humanoid made of wood and porcelain.
A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life.
Soulbound Mannequin Were Haunted Construct, Primordial, Shield Guardian Flesh Golem CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1, Pathfinder Adventure Path #66: The Dead Heart of Xin, Pathfinder Player Companion: Monster Summoner’s Handbook
XP 19,200
N (but see below) Large construct
Init +9; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 30, touch 16, flat-footed 27 (+4 deflection, +3 Dex, +14 natural, -1 size)
hp 121 (10d10+30+36)
Fort +5, Ref +8, Will +5
DR 5/magic, DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 16
Weaknesses susceptible to mind-affecting effects, vulnerable to positive energy
Offense
Speed 30 ft.
Melee 2 slams +18 (4d6+8 plus curse of lycanthropy)
Special Attacks curse of lycanthropy
Spell-Like Abilities (CL 10th; concentration +9+2)
At will—detect poison, light, mage hand, open/close, prestidigitation
1/day—dancing lights, faerie fire, lesser confusion (DC 9)
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
Statistics
Str 22 (6), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +19 (+23 grapple); CMD 20
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +10, Perception +13
Languages Common
SQ alignment variation, soul focus
Ecology
Environment any land
Organization solitary, pair, or family (3–12)
Treasure standard
Special Abilities

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: confusion (DC 15)
Lawful Neutral: fear (DC 15)
Neutral: hold monster (DC 15)
Neutral Evil: enervation
Neutral Good: greater invisibility

Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 17 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Haunted (Su) A Haunted Construct gets a +4 deflection bonus to AC, +4 hp per HD+2 bonus on all rolls (including damage rolls) and special ability DCs, and a haunted construct gains eleven wizard combat spells as spell-like abilities, once per day each, of appropriate spell levels to the Haunted Construct's CR.
Haunting a construct grants a wizard's soul the ability to speak to the PCs via their own voice, which issues from the closest thing the construct has for a mouth in a booming, bass tone. When a wizard's soul haunts a construct, they gain complete control over it. Constructs native to the wizard's former home receive no saving throw against this, but those brought in from outside that area can attempt a DC 15 Will save to resist being haunted. A construct that resists being haunted cannot be targeted by any further attempts to haunt it for 24 hours. Once a construct becomes wizard-haunted, it remains haunted until that wizard's soul abandons it for another construct-only one construct may be wizard-haunted by an individual wizards' soul at a time. This condition also ends the moment the construct steps out of the wizard's former home.

Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

Vulnerable to Positive Energy (Ex) A haunted construct takes damage from positive energy as if it were undead. Negative energy does not affect it in any way.

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Soulbound Mannequin Were Flesh Golem (Monster Form)
A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life.
Soulbound Mannequin Were Haunted Construct, Primordial, Shield Guardian Flesh Golem CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Pathfinder RPG Bestiary pg. 1, Pathfinder Adventure Path #66: The Dead Heart of Xin, Pathfinder Player Companion: Monster Summoner’s Handbook
XP 19,200
N (but see below) Large construct
Init +9; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 30, touch 16, flat-footed 27 (+4 deflection, +3 Dex, +14 natural, -1 size)
hp 121 (10d10+30+36)
Fort +5, Ref +8, Will +6
DR 5/magic, DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 16
Weaknesses susceptible to mind-affecting effects, vulnerable to positive energy
Offense
Speed 40 ft.
Melee 2 slams +18 (4d6+8 plus curse of lycanthropy)
Special Attacks curse of lycanthropy
Spell-Like Abilities (CL 10th; concentration +9)
At will—detect poison, light, mage hand, open/close, prestidigitation
1/day—dancing lights, faerie fire, lesser confusion (DC 9)
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
Statistics
Str 22 (6), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +19 (+23 grapple); CMD 20
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +10, Perception +13
Languages Common
SQ alignment variation, soul focus
Ecology
Environment any land
Organization solitary, pair, or family (3–12)
Treasure standard
Special Abilities

Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: confusion (DC 15)
Lawful Neutral: fear (DC 15)
Neutral: hold monster (DC 15)
Neutral Evil: enervation
Neutral Good: greater invisibility

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 17 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Haunted (Su) A Haunted Construct gets a +4 deflection bonus to AC, +4 hp per HD+2 bonus on all rolls (including damage rolls) and special ability DCs, and a haunted construct gains eleven wizard combat spells as spell-like abilities, once per day each, of appropriate spell levels to the Haunted Construct's CR.
Haunting a construct grants a wizard's soul the ability to speak to the PCs via their own voice, which issues from the closest thing the construct has for a mouth in a booming, bass tone. When a wizard's soul haunts a construct, they gain complete control over it. Constructs native to the wizard's former home receive no saving throw against this, but those brought in from outside that area can attempt a DC 15 Will save to resist being haunted. A construct that resists being haunted cannot be targeted by any further attempts to haunt it for 24 hours. Once a construct becomes wizard-haunted, it remains haunted until that wizard's soul abandons it for another construct-only one construct may be wizard-haunted by an individual wizards' soul at a time. This condition also ends the moment the construct steps out of the wizard's former home.

Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

Vulnerable to Positive Energy (Ex) A haunted construct takes damage from positive energy as if it were undead. Negative energy does not affect it in any way.


Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

A soulbound mannequin is a human-sized improvement on the soulbound doll (Pathfinder RPG Bestiary 2, 255). The binding process is sophisticated enough to leave much of the soul’s personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin’s face is expressionless and its voice has little inf lection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.

A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. A flesh golem stands 8 feet tall and weighs 500 pounds.
A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

Haunted constructs are constructs possessed by a powerful wizard's soul and imbued with some of that wizard's magics and powers.

Primordial creatures are magical precursors or echoes of creatures from the Material Plane.

Construction
Price: 72,000gp
To Create: 36,000gp
Body: 7,200gp
Time to Create: 72 days
Spells Involved: animate dead, bull’s strength, disguise self, false life, geas/quest, lesser geas, limited wish, magic jar, minor creation
Highest CL Prerequisite: Animate Objects (CL11)
Spellcraft DC: 16 (DC 61 if missing all prerequisites)

unseenmage
2016-05-27, 06:25 PM
OKAY! I think this one is it. This is the new minion for the one-shot adventure. Tried to keep it's CR and HD high enough to remain relevant even when we end the adventure at 15th level. Also wanted the monster side to be a golem just because were-golem sounds cooler than were-random-construct-nobody's-heard-of. Soulbound Mannequin was chosen as the base creature because it is intelligent and figuring out where my character found its soul creates fun for the DM.
Edit: Didn't get to play tonight and realized that we didn't max the CR on the base creature part of this golemthrope. Now have a week to get this thing right. Gotta say i am definitely enjoying the unique challenge of building these things.



Soulbound Mannequin Were Bone Golem (Humanoid Form)
This strange construct is shaped like a masked humanoid made of wood and porcelain.
Soulbound Mannequin (http://paizo.com/pathfinderRPG/prd/bestiary4/soulboundMannequin.html#) Monstrous Lycanthrope (http://www.d20pfsrd.com/bestiary/monster-listings/templates/monstrous-lycanthrope-cr-special) Primordial (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-primordial-creature-cr-0-or-1), Shield Guardian (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#shield-guardians) Bone Golem (http://paizo.com/pathfinderRPG/prd/bestiary3/golem.html#golem,-bone) CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Bestiary 3 pg. 1, Pathfinder Player Companion: Monster Summoner’s Handbook
XP 19,200
N (but see below) Medium construct (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (10d10+30)
Fort +3, Ref +6, Will +4
DR 5/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
Offense
Speed 30 ft.
Melee 2 claws +15 (1d8+4 plus grab)
Special Attacks constrict (1d8+4)
Spell-Like Abilities (CL 10th; concentration +8)
At will—detect poison, light, mage hand, open/close, prestidigitation
3/day—alarm, feather fall, hold portal
1/day—disguise self (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/disguiseSelf.html#disguise-self) (see below), levitate, one additional ability based on alignment (see below)
Statistics
Str 18 (4), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +14 (+18 grapple); CMD 27
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +8, Perception +11
Languages Common
SQ alignment variation, soul focus
Ecology
Environment any land
Organization solitary, pair, or family (3–12)
Treasure standard
Special Abilities

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: confusion (DC 13)
Lawful Neutral: fear (DC 13)
Neutral: hold monster (DC 13)
Neutral Evil: enervation (http://paizo.com/pathfinderRPG/prd/spells/enervation.html#enervation)
Neutral Good: greater invisibility

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Disguise Self(Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

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Soulbound Mannequin Were Bone Golem (Hybrid Form)
This strange construct is shaped like a masked humanoid made of wood and porcelain.
This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew.
Soulbound Mannequin Were Primordial, Shield Guardian Bone Golem CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Bestiary 3 pg. 1, Pathfinder Player Companion: Monster Summoner’s Handbook
XP 19,200
N (but see below) Large construct (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
hp 105 (10d10+50)
Fort +3, Ref +6, Will +4
DR 5/magic, , DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 23
Weaknesses susceptible to mind-affecting effects
Offense
Speed 40 ft.
Melee bite +14 (2d6+5 plus curse of lycanthropy), 2 slams +14 (2d6+5)
Special Attacks bone prison, curse of lycanthropy
Spell-Like Abilities (CL 10th; concentration +8)
At will—detect poison, light, mage hand, open/close, prestidigitation
1/day—dancing lights, faerie fire, lesser confusion (http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion-lesser) (DC 9)
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
Statistics
Str 20 (5), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +16 (+20 grapple); CMD 19
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +8, Perception +11
Languages Common
SQ alignment variation, soul focus
Ecology
Environment any land
Organization solitary, pair, or family (3–12)
Treasure standard
Special Abilities

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: confusion (DC 13)
Lawful Neutral: fear (DC 13)
Neutral: hold monster (DC 13)
Neutral Evil: enervation
Neutral Good: greater invisibility

Bone Prison (Ex) As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack (at a +12 bonus) to hit. These bones magically duplicate and form a cage (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/advancedGear.html#cage) surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or 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 itself. Damage to the prison has no effect on the golem. The 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.

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Immunity to Magic (Ex) A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw against attacks that deal negative energy damage.
A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

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Soulbound Mannequin Were Bone Golem (Monster Form)
This strange construct is shaped like a masked humanoid made of wood and porcelain.
This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew.
Soulbound Mannequin Were Primordial, Shield Guardian Bone Golem CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Bestiary 3 pg. 1, Pathfinder Player Companion: Monster Summoner’s Handbook
XP 19,200
N (but see below) Large construct (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
hp 105 (10d10+50)
Fort +3, Ref +6, Will +4
DR 5/magic, DR 5/adamantine and bludgeoning, DR 10/silver, DR 10/cold iron; Fast Healing 5; Immune construct traits; SR 23
Weaknesses susceptible to mind-affecting effects
Offense
Speed 40 ft.
Melee bite +14 (2d6+5 plus curse of lycanthropy), 2 slams +14 (2d6+5)
Special Attacks bone prison, curse of lycanthropy
Spell-Like Abilities (CL 10th; concentration +8)
At will—detect poison, light, mage hand, open/close, prestidigitation
1/day—dancing lights, faerie fire, lesser confusion (DC 9)
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
Statistics
Str 20 (5), Dex 16 (3), Con — (--), Int 11 (0), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +16 (+20 grapple); CMD 19
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +8, Perception +11
Languages Common
SQ alignment variation, soul focus
Ecology
Environment any land
Organization solitary, pair, or family (3–12)
Treasure standard
Special Abilities

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: confusion (DC 13)
Lawful Neutral: fear (DC 13)
Neutral: hold monster (DC 13)
Neutral Evil: enervation
Neutral Good: greater invisibility

Bone Prison (Ex) As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack (at a +12 bonus) to hit. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or 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 itself. Damage to the prison has no effect on the golem. The 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.

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Immunity to Magic (Ex) A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw against attacks that deal negative energy damage.
A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.




Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

A soulbound mannequin is a human-sized improvement on the soulbound doll (Pathfinder RPG Bestiary 2, 255). The binding process is sophisticated enough to leave much of the soul’s personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin’s face is expressionless and its voice has little inf lection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.

A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

Bone golems are most often crafted as guardians of tombs—and sometimes formed from the very corpses they guard.
Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

Primordial creatures are magical precursors or echoes of creatures from the Material Plane.

Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

Construction
Price: 72,000gp
To Create: 36,000gp
Body: 7,200gp
Time to Create: 72 days
Spells Involved: disguise self, false life, geas/quest, lesser geas, limited wish, magic jar, minor creation, telekinesis, and either animate dead or animate objects
Highest CL Prerequisite: Animate Objects (CL11)
Spellcraft DC: 16 (DC 50 if missing all prerequisites)

Soulbound Mannequin (http://i1134.photobucket.com/albums/m615/Lankin85/Klubbsaga/Soulbound%20Mannequin.png)
Bone Golem (http://suptg.thisisnotatrueending.com/archive/20841021/images/1348454745065.jpg)

unseenmage
2016-05-30, 06:50 PM
So the base creature matters more than the base monster where HD and mental ability scores are involved. The base monster matters more where superpowers, size (changes what enemies can be infected by Monstrous Lycanthropy), and physical ability scores are involved. Additionally, the closer both base creatures are to the target CR the better the resultant golemthrope will fare against level appropriate encounters.
Meaning sure I could have a Homunculus Were Wood Golem but there would hardly be a point as its HD would be incredibly low.

So, here I am again modifying the weregolem I intend to take into this adventure, the last one doesn't stack up to the challenge and we didn't get to actually play yesterday; Now I have a week to tweak the beast.

The Fiend-Infused Golem (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Fiend-Infused%20Golem) template is fantastic for this evil character. However, the mental ability scores aren't anything to write home about AND for this project I want the Golem to be on the base monster side of the equation.

The Granule Construct Swarm (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Granule%20Construct%2 0Swarm) and Hanshepsu (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Hanshepsu) are both ridiculously great base creatures. Not sure if I'll be using them or not. Still leaning towards a templated Soulbound Mannequin, especially as the DM has figured out where I got the soul to power it.

Putting the Primordial (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-primordial-creature-cr-0-or-1) template on both the base creature and base monster would give the resultant golemthrope access to the template granted DR, SR, SLAs, increased speed, and increased natural weapon damage in both forms but it does feel a bit scummy to do so. Though now that I think on it the same effect is gained by just having the golemthrope stay in hybrid form all the time so I guess this one's the reverse of an exploit.

Simple Class Templates (http://paizo.com/pathfinderRPG/prd/monsterCodex/appendix.html#barbarian-creature) would seem to work best on a Soulbound Mannequin. If I make it a spellcaster there's the chance of it later becoming a Worm That Walks (http://paizo.com/pathfinderRPG/prd/bestiary2/wormThatWalks.html#worm-that-walks) so there's that. :smalltongue:

The Marrowstone Golem (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Marrowstone%20Golem) got completely missed in my first sweep of all the golems. That thing is a monsterous monster. Definitely a strong contender for base monster. On top of that my current target for base monster CR is exactly the Marrowstone's CR 8. (Monstrous Lycanthrope will add +1 at the end, Shield guardian adds +2 and Primordial adds +1 for a total of 12, the highest I can currently afford.)

So a Simple Rogue Soulbound Mannequin or Simple Wizard Soulbound Mannequin Monstrous Lycanthroped onto a Primordial Shield Guardian marrowstone Golem looks to be the next best thing.
I did keep my eyes open for non-golem options for base monsters but my self-imposed restriction for this project was to stick to the were-golem idea just because. Oh and yeah, the Amalgam template previously explored in this thread is absolutely a fantastic base for both base creature and base monster but those ideas are being played out in another game and I am trying to give this character her own thing. :smallsmile: Am also avoiding clockwork Lusca, clockwork Oma, Tattoo Guardians, and Behemoth Golems for much the same reason. Oh and no robots in this part of the world.

unseenmage
2016-05-31, 10:59 AM
Okay, I know my monster is TOO MUCH when the character count is too high to post it SEVERAL TIMES.

Soulbound Mannequin Were Marrowstone Golem (Humanoid Form)
This strange construct is shaped like a masked humanoid made of wood and porcelain.
Aerial (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-aerial-creature-cr-0-or-1), Alchemically Quickened (http://www.d20pfsrd.com/bestiary/monster-listings/templates/alchemically-quickened-cr-1), Simple Wizard (http://paizo.com/pathfinderRPG/prd/monsterCodex/appendix.html#wizard-creature) Soulbound Mannequin (http://paizo.com/pathfinderRPG/prd/bestiary4/soulboundMannequin.html#) Monstrous Lycanthrope (http://www.d20pfsrd.com/bestiary/monster-listings/templates/monstrous-lycanthrope-cr-special) Primordial (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-primordial-creature-cr-0-or-1), Shield Guardian (http://paizo.com/pathfinderRPG/prd/bestiary/golem.html#shield-guardians) Marrowstone Golem (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Marrowstone%20Golem) CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Inner Sea Bestiary pg. 17, Pathfinder Player Companion: Monster Summoner’s Handbook, Pathfinder Roleplaying Game Monster Codex
XP 19,200
N (but see below) Medium construct (air, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 85 (10d10+30)
Fort +3, Ref +6, Will +4
DR 3/—, DR 5/magic; Energy Absorption 24; Resist electricity 15, energy 5 (varies see Arcane School Abilities below); Immune construct traits
Weaknesses susceptible to mind-affecting effects
Offense
Speed 40 ft., fly 40 ft. (perfect)
Melee mwk cestus +15/+10 (1d4+4 plus 1d6 electricity) or 2 claws +15 (1d8+4 plus 1d6 electricity plus grab)
Special Attacks change shape, constrict (1d8+4 plus 1d6 electricity)
Spell-Like Abilities (CL 10th; concentration +8)
At will—detect poison, light, mage hand, open/close, prestidigitation
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
Spells Prepared (CL 10th)
4th—true form (http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/spells/trueForm.html) (DC 16)
3rd—dispel magic, lightning bolt (DC 15)
2nd—command undead (DC 14), scorching ray (RT +13)
1st—‡ magic missile (5 missiles), shield
0th—‡ acid splash (RT +13), detect magic
Statistics
Str 18 (4), Dex 16 (3), Con — (--), Int 15 (2), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +14 (+18 grapple); CMD 27
Feats Improved Initiative, Simple Weapon Proficiency, Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +8, Perception +11, Knowledge Arcana +12, Spellcraft +12
Languages Common, lycanthropic empathy
SQ aerial, alchemically quickened, alignment variation, arcane bond, arcane school abilities, monstrous blood, soul focus
Ecology
Environment any land (Darklands)
Organization solitary, pair, or family (3–12), or gang (2–5)
Treasure standard
Special Abilities

Aerial (Su) An Aerial creature has a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD) and has 1d6 electricity damage on attacks with natural weapons and metal weapons.

Alchemically Quickened (Ex) The creature's base speed increases by 10 feet, and each round in which it moves more than 10 feet, it also gains the effect of a blur (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/blur.html) spell until the start of its next turn.

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

Chaotic Neutral: confusion (DC 12)
Lawful Neutral: fear (DC 12)
Neutral: hold monster (DC 12)
Neutral Evil: enervation
Neutral Good: greater invisibility


Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
This Simple Wizard creature has a cestus as its Bonded Object. (Melds with body in monster form.)

Arcane School Abilities (Ex, Su, or Sp) A Simple Wizard creature uses its HD –2 as its wizard level to determine the effect and DC [minimum 1].
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Each arcane school gives the wizard a number of school powers.

Resistance (Ex) The Simple Wizard creature gains resistance 5 to an energy type, chosen when it prepares spells. This resistance can be changed each day.

Protective Ward (Su) As a standard action, the Simple Wizard creature can create a 10-foot-radius field of protective magic centered on it that lasts for a number of rounds equal to its Intelligence modifier. All allies in this area (including the Simple Wizard creature) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels the Simple Wizard creature possesses. It can use this ability a number of times per day equal to 3 + its Intelligence modifier.

Energy Absorption (Su) The Simple Wizard creature has an amount of energy absorption equal to 3 times your wizard level (24 points of energy absorbtion) per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

This Simple Wizard creature has the Abjuration School; The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20. (Melds with body in monster form.)

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

Wizard Spells (Su) Can cast a small number of wizard spells (see the Cleric, Druid, and Wizard Spell Slots table on Pathfinder Roleplaying Game Monster Codex page 251) using its HD as its CL.
A Simple Wizard has the ability to cast spells as a wizard. A Simple Wizard only has spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, the DM can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.
(Note: Monsters with spellcasting are oft not required to have spell component pouches, spellbooks, or even arms. Naga cast spells and they do not even have feats to offset their deficiencies. Additionally, the wording of the Simple Class Template: Wizard strongly implies that it can only cast spells during combat.)

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Soulbound Mannequin Were Marrowstone Golem (Hybrid Form)
This strange construct is shaped like a masked humanoid made of wood and porcelain.
Thin veins of black rock crisscross the frame of this hulking construct.
Soulbound Mannequin Were Primordial, Shield Guardian Marrowstone Golem CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Inner Sea Bestiary pg. 17, Pathfinder Player Companion: Monster Summoner’s Handbook, Pathfinder Roleplaying Game Monster Codex
XP 19,200
N (but see below) Large construct (air, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Aura necrotic field (30 ft.)
Defense
AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
hp 95 (10d10+40)
Fort +3, Ref +6, Will +4
DR 3/--, DR 10/adamantine, DR 10/cold iron, DR 5/magic, DR 10/silver; Energy Absorption 24; Fast Healing 5; Immune construct traits, magic; Resist electricity 15, energy 5 (varies see Arcane School Abilities below); SR 23
Weaknesses susceptible to mind-affecting effects
Offense
Speed 50 ft., fly 50 ft. (perfect)
Melee 2 slams +15 (2d8+6 plus 1d6 electricity, plus 2d6 negative energy, plus curse of lycanthropy)
Space 10 ft., Reach 10 ft.
Special Attacks change shape, create spawn, curse of lycanthropy
Spell-Like Abilities (CL 10th; concentration +8)
At will—detect poison, light, mage hand, open/close, prestidigitation
1/day—dancing lights, faerie fire, lesser confusion (http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion-lesser) (DC 9)
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
1/day—spell storing (see below)
Spells Prepared (CL 10th)
4th—true form (DC 16)
3rd—dispel magic, lightning bolt (DC 15)
2nd—command undead (DC 14), scorching ray (RT +13)
1st—‡ magic missile (5 missiles), shield
0th—‡ acid splash (RT +13), detect magic
Statistics
Str 22 (6), Dex 16 (3), Con — (--), Int 15 (2), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +17 (+21 grapple); CMD 30
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +8, Perception +11, Knowledge Arcana +12, Spellcraft +12
Languages Common, lycanthropic empathy
SQ aerial, alchemically quickened, alignment variation, arcane bond, arcane school abilities, controlled, find master, guard, monstrous blood, primordial, shield other, soul focus
Ecology
Environment any land (Darklands)
Organization solitary, pair, or family (3–12), or gang (2–5)
Treasure standard
Special Abilities

Aerial (Su) An Aerial creature has a fly speed equal to its highest speed with perfect maneuverability (maximum fly speed of 10 feet per HD) and has 1d6 electricity damage on attacks with natural weapons and metal weapons.

Alchemically Quickened (Ex) The creature's base speed increases by 10 feet, and each round in which it moves more than 10 feet, it also gains the effect of a blur (http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/blur.html) spell until the start of its next turn.

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

Chaotic Neutral: confusion (DC 12)
Lawful Neutral: fear (DC 12)
Neutral: hold monster (DC 12)
Neutral Evil: enervation
Neutral Good: greater invisibility


Arcane Bond (Ex or Sp) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
This Simple Wizard creature has a cestus as its Bonded Object. (Melds with body in monster form.)

Arcane School Abilities (Ex, Su, or Sp) A Simple Wizard creature uses its HD –2 as its wizard level to determine the effect and DC [minimum 1].
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Each arcane school gives the wizard a number of school powers.

Resistance (Ex) The Simple Wizard creature gains resistance 5 to an energy type, chosen when it prepares spells. This resistance can be changed each day.

Protective Ward (Su) As a standard action, the Simple Wizard creature can create a 10-foot-radius field of protective magic centered on it that lasts for a number of rounds equal to its Intelligence modifier. All allies in this area (including the Simple Wizard creature) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels the Simple Wizard creature possesses. It can use this ability a number of times per day equal to 3 + its Intelligence modifier.

Energy Absorption (Su) The Simple Wizard creature has an amount of energy absorption equal to 3 times your wizard level (24 points of energy absorbtion) per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

This Simple Wizard creature has the Abjuration School; The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Create Spawn (Su) Any humanoid creature that is slain by a marrowstone golem rises from death as a free-willed ghoul in 24 hours. A creature with four or more class levels rises as a ghast instead. In either case, the ghoul or ghast has a 25% chance of retaining whatever class levels it had in life.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Immunity to Magic (Su) A marrowstone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the golem, as noted below.

A transmute rock to mud spell slows a marrowstone golem (as the slow spell) for 2d6 rounds, with no saving throw.
Effects that heal undead heal half that amount of damage to a marrowstone golem, to a limit of its full normal hit points.
A marrowstone golem that fails its save against a magical attack that deals positive energy damage (including the channel energy ability when used to harm undead, but not when used to heal living creatures) does not take any damage from the attack, but it loses its create spawn ability, its necrotic field aura, and the negative energy damage from its slam attack for 1d4 rounds.


Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Necrotic Field (Su) Undead within 30 feet of a marrowstone golem gain a +2 resistance bonus on saving throws, increase the save DCs of their extraordinary and supernatural abilities by 2, and gain a +4 bonus to channel resistance. Positive energy effects cause only half damage to a creature within the marrowstone golem’s aura. Their aura particularly strengthens ghouls and ghasts, giving them a +2 bonus on attack and weapon damage rolls.

Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20. (Melds with body in monster form.)

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

Wizard Spells (Su) Can cast a small number of wizard spells (see the Cleric, Druid, and Wizard Spell Slots table on Pathfinder Roleplaying Game Monster Codex page 251) using its HD as its CL.
A Simple Wizard has the ability to cast spells as a wizard. A Simple Wizard only has spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, the DM can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.
(Note: Monsters with spellcasting are oft not required to have spell component pouches, spellbooks, or even arms. Naga cast spells with and they do not even have feats to offset their deficiencies. Additionally, the wording of the Simple Class Template: Wizard strongly implies that it can only cast spells during combat.)

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Soulbound Mannequin Were Marrowstone Golem (Monster Form)
Thin veins of black rock crisscross the frame of this hulking construct.
Soulbound Mannequin Were Primordial, Shield Guardian Marrowstone Golem CR 12
Source Bestiary 4 pg. 248, Advanced Bestiary, Inner Sea Bestiary pg. 17, Pathfinder Player Companion: Monster Summoner’s Handbook, Pathfinder Roleplaying Game Monster Codex
XP 19,200
N (but see below) Large construct (air, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +11
Aura necrotic field (30 ft.)
Defense
AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
hp 95 (10d10+40)
Fort +3, Ref +6, Will +4
DR 10/adamantine, DR 10/cold iron, DR 10/silver; Energy Absorption 24; Fast Healing 5; Immune construct traits, magic; Resist electricity 15, energy 5 (varies see Arcane School Abilities below); SR 23
Weaknesses susceptible to mind-affecting effects
Offense
Speed 40 ft.
Melee 2 slams +15 (2d8+6 plus 2d6 negative energy plus curse of lycanthropy)
Space 10 ft., Reach 10 ft.
Special Attacks change shape, create spawn, curse of lycanthropy
Spell-Like Abilities (CL 10th; concentration +8)
At will—detect poison, light, mage hand, open/close, prestidigitation
1/day—dancing lights, faerie fire, lesser confusion (DC 9)
3/day—alarm, feather fall, hold portal
1/day—disguise self (see below), levitate, one additional ability based on alignment (see below)
1/day—spell storing (see below)
Spells Prepared (CL 10th)
4th—true form (DC 16)
3rd—dispel magic, lightning bolt (DC 15)
2nd—command undead (DC 14), scorching ray (RT +13)
1st—‡ magic missile (5 missiles), shield
0th—‡ acid splash (RT +13), detect magic
Statistics
Str 22 (6), Dex 16 (3), Con — (--), Int 15 (2), Wis 12 (1), Cha 7 (-2)
Base Atk +10; CMB +17 (+21 grapple); CMD 30
Feats Improved Initiative, Martial Weapon Proficiency (any one), Throw Anything, Toughness, Weapon Focus (claw)
Skills Intimidate +8, Perception +11, Knowledge Arcana +12, Spellcraft +12
Languages Common, lycanthropic empathy
SQ alignment variation, arcane school abilities, controlled, find master, guard, monstrous blood, primordial, shield other, soul focus
Ecology
Environment any land (Darklands)
Organization solitary, pair, or family (3–12), or gang (2–5)
Treasure standard
Special Abilities

Alignment Variation (Ex) Soulbound mannequins are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

Chaotic Neutral: confusion (DC 12)
Lawful Neutral: fear (DC 12)
Neutral: hold monster (DC 12)
Neutral Evil: enervation
Neutral Good: greater invisibility


Arcane School Abilities (Ex, Su, or Sp) A Simple Wizard creature uses its HD –2 as its wizard level to determine the effect and DC [minimum 1].
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
This Simple Wizard creature has the Abjuration School; The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance (Ex) The Simple Wizard creature gains resistance 5 to an energy type, chosen when it prepares spells. This resistance can be changed each day.

Protective Ward (Su) As a standard action, the Simple Wizard creature can create a 10-foot-radius field of protective magic centered on it that lasts for a number of rounds equal to its Intelligence modifier. All allies in this area (including the Simple Wizard creature) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels the Simple Wizard creature possesses. It can use this ability a number of times per day equal to 3 + its Intelligence modifier.

Energy Absorption (Su) The Simple Wizard creature has an amount of energy absorption equal to 3 times your wizard level (24 points of energy absorbtion) per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.


Change Shape (Su) All monstrous lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural monstrous lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted monstrous lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted monstrous lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted monstrous lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain monstrous lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Create Spawn (Su) Any humanoid creature that is slain by a marrowstone golem rises from death as a free-willed ghoul in 24 hours. A creature with four or more class levels rises as a ghast instead. In either case, the ghoul or ghast has a 25% chance of retaining whatever class levels it had in life.

Curse of Monstrous Lycanthropy (Su) One of a natural monstrous lycanthrope's natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. Creatures without a Constitution score are not immune to this effect.

Disguise Self (Sp) The soulbound mannequin can only disguise itself as the living person it used to be at approximately the age it was when its soul was used to make the mannequin (this allows it to take the appearance of another creature type).

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Immunity to Magic (Su) A marrowstone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the golem, as noted below.

A transmute rock to mud spell slows a marrowstone golem (as the slow spell) for 2d6 rounds, with no saving throw.
Effects that heal undead heal half that amount of damage to a marrowstone golem, to a limit of its full normal hit points.
A marrowstone golem that fails its save against a magical attack that deals positive energy damage (including the channel energy ability when used to harm undead, but not when used to heal living creatures) does not take any damage from the attack, but it loses its create spawn ability, its necrotic field aura, and the negative energy damage from its slam attack for 1d4 rounds.


Lycanthropic Empathy (Ex) In any form, natural monstrous lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted monstrous lycanthropes only gain this ability in monster or hybrid form.

Monstrous Blood (Ex) In all forms, a monstrous lycanthrope is considered both the base creature's and base monster's type (if different) for purposes and spell and effects that affect a specific monster type.

Necrotic Field (Su) Undead within 30 feet of a marrowstone golem gain a +2 resistance bonus on saving throws, increase the save DCs of their extraordinary and supernatural abilities by 2, and gain a +4 bonus to channel resistance. Positive energy effects cause only half damage to a creature within the marrowstone golem’s aura. Their aura particularly strengthens ghouls and ghasts, giving them a +2 bonus on attack and weapon damage rolls.

Primordial (Ex) A Primordial Creature gains a +10-ft. bonus to all speeds; The damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting).

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Soul Focus (Su) The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20. (Melds with body in monster form.)

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Susceptible to Mind-Affecting Effects (Ex) Unlike most constructs, a soulbound mannequin is not immune to mind-affecting effects.

Wizard Spells (Su) Can cast a small number of wizard spells (see the Cleric, Druid, and Wizard Spell Slots table on Pathfinder Roleplaying Game Monster Codex page 251) using its HD as its CL.
A Simple Wizard has the ability to cast spells as a wizard. A Simple Wizard only has spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, the DM can keep the combat challenging by adding lower-level spells—denoted by a double dagger (‡)—but no more than two for any given spell level.
(Note: Monsters with spellcasting are oft not required to have spell component pouches, spellbooks, or even arms. Naga cast spells with and they do not even have feats to offset their deficiencies. Additionally, the wording of the Simple Class Template: Wizard strongly implies that it can only cast spells during combat.)

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Were-golems, or golemthropes, change during the new moon instead of the full moon. The 'creator' of a were-golem is it's progenitor, if that progenitor is mindless, command of the hybrid and monster form of the were-golem defaults to the next sentient, free-willed progenitor in its pedigree.
If all progenitors in its pedigree are mindless then the default controller of them all is the original mage who was mad enough to craft a were-construct in the first place; this is rarely the case and even when it is giving commands to a potential host of weregolems on nights of the new moon can prove problematic.
Just as a werewolf with an advanced templated wolf as a component creature only makes normal werewolves so too do templated base monster golemthropes make untemplated base monster afflicted golemthropes.
Creatures without a Constitution score are not immune to a golemthropes curse of lycanthropy.
Any creature with "a generally humanoid form" is susceptible to a weregolem's curse of lycanthropy. This quality ignores type restrictions and immunity to disease.

A soulbound mannequin is a human-sized improvement on the soulbound doll (Pathfinder RPG Bestiary 2, 255). The binding process is sophisticated enough to leave much of the soul’s personality intact. Most are crafted to allow a faithful servant to remain with a prestigious family or to allow a dying loved one to remain among the living in a limited way. Because the mannequin’s face is expressionless and its voice has little inf lection, it carries several masks that it uses to convey emotions. It often serves its creator as a bodyguard, companion, servant, sentry, or even paramour.

A monstrous lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural monstrous lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted monstrous lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.
A monstrous lycanthrope can take any of three forms: the base creature's form (called normal form), a hybrid form, or the werecreature's form (called monster form). The hybrid form has the normal form's body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form's wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

Carved from rock hewn from the marrowstone mines of Sekamina, these golems amplify the magical radiation emitted by veins of lazurite. They can only be crafted within the necropolis of Nemret Noktoria, land of ghouls, for lazurite brought beyond its boundaries loses its potency. Binding the lazurite into the body of the golem stabilizes it and lets the construct leave the boundaries of the ghoulish city with its fell powers intact. Though the ghouls guard the secrets of making a marrowstone golem, they are sometimes known to trade their handiwork with outsiders.
Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.
Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

Aerial creatures are native denizens of the Elemental Planes of Air, and they possess unique adaptations to help them survive there.

Alchemically quickened creatures also suffers from bouts of mania as a result of their condition. The transformative mutagens of experimental alchemy have caused many strange and unexplained conditions throughout history. Although they often provide potent abilities, alchemical alterations invariably come with unwanted side effects. The method by which a creature becomes afflicted with an alchemical alteration should be unique for each creature.

Wizard creatures are skilled in the ways of arcane magic, and their spellcasting ability is unmatched. Beyond casting damaging spells, a wizard creature can call upon mighty forces to serve the will of the creature and its allies.

Primordial creatures are magical precursors or echoes of creatures from the Material Plane.

Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.
A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

Construction
Price: 72,000gp
To Create: 36,000gp
Body: 7,200gp
Time to Create: 72 days
Spells Involved: disguise self, false life, geas/quest, lesser geas, limited wish, magic jar, minor creation, telekinesis, and either animate dead or animate objects
Highest CL Prerequisite: Animate Objects (CL11)
Spellcraft DC: 16 (DC 50 if missing all prerequisites)

unseenmage
2016-07-31, 10:45 AM
I am back!
Albeit with less fantasticamazing creations.

Our group was bouncing from game to game with three rotating GMs and three different levels of play. When we started a second "one-shot" with two to yhree planned campaigns waiting in the wings we decided to play through something and stick with it for a while.

The game involving the golemthrope above won out. Having finally gained a level in said game and cashed in on some loot my character went ahead as planned and, instead of making a ton of soon-to-be-outclassed minions she bought additional HD for the golemthrope.

We game today in a few hours and I, procrastinator that I am, havn't started tackling said daunting task.

Am planning to give the thing its own character sheet and to write its superpowers on seperate lined paper.


If this game gets us to a high enough level my character wants to build a were-clockwork dragon and let it transform her (unless she can find a way to have herself remade into a "natural golemthrope" were-clockwork dragon instead.)

I really like the clockwork dragon do to its cool motif and its variant superpowers. Kust havn't had the opportunity to play with them as I'm always distracted by my other IC projects. :)

Edit: Almost forgot! My character DID wind up leveling up via the aquisition of templates. Right now she is a Worm That Walks. It's gross and she's not happy about it but I, the player, am delighted. Is fun times.
She will be swapping out higher CR templates as she levels in preference of stacking a bunch of lower CR templates.
A couple more levels and I'll need ro consider if I want her Amalgam-ed with anything... There are few enough templates for Constructs that some overlap with the ideas in the original campaign might well be inevitable.

unseenmage
2016-08-30, 09:29 AM
I have a habit of building woefully underpowered characters.

Anathema the Soulbound Shell, Worm that Walks was no exception.

We just finished the Warriors of the Reborn Forge adventure. Was fun but kind of a slog. We all also kinda wound up building NPCs when all was said and done.

Anathema wound up becoming the criminal kingpin of the city. She'll eventually go Lich, then later Amalgam Clockwork Dragon.


Next week we return to our Iron Gods re-playthrough. This time around it's going to be more Numerian Mad Max. :smallsmile:
Will be nice to play the half-robot again. Am curious where she'll wind up as she's my first non-minion mancer in a long time.

unseenmage
2016-10-21, 03:28 AM
Iron Gods Take 2 has been postponed a lot due to illness and scheduling issues. On top of that the current character isn't a minionmancer at all. :smallfrown: Instead she's a mundane-item-mancer; a half-robot gun magus actually.

I've been toying with combining tech, alchemy, firearms, and clockworks in this thread (http://www.giantitp.com/forums/showthread.php?503619-PF-Combining-Mundane-Items). All of which could be vastly improved with the use of Animate Objects. :smallbiggrin:

Thst said, the Sentry Mannequin and Key Wound Rattler are both objects that it would be fun to animate then leave sitting as though they were mundane. They're like statues with actual stats as to what they actually do.

Contracting Rope is another fun item for animation. Combined with Ion Tape the possibilities become endless.

Sky Mines, tech Grenades, and the various auto-firing traps are also fantastic animation options.
Especially with animated Tanglefoot Bags that sacrifice themselves to keep your enemy right where you want them.

unseenmage
2017-01-20, 01:02 AM
It has been a while but I am back with more Construct hijinks. Well, more that I have more ideas for Construct hijinks. Either way, should be fun. :smallwink:

Where the Taxidermic Creature (http://paizo.com/pathfinderRPG/prd/bestiary5/taxidermicCreature.html#creating-taxidermic-creature) template is completely useless to me the Trompe L'oeil Creature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/trompe-l-oeil-cr-1) template might be too good. The Trompe L'oeil template turns any creature with an Intelligence score into a Construct with an oil painting phylactery. It loses none of its superpowers; Oh, and it also gets magical enhancements on any manufactured weapons or armor it is depicted using that is stronger the higher its HD are.
Imma gonna Amalgam these things with Tattoo Guardians and just wear them around for fun.

More seriously, they're from the Horror Adventures book and do not have language granting their creator command of them. Much like the Alter Ego (http://www.d20pfsrd.com/bestiary/monster-listings/templates/alter-ego-cr-0) template from Occult Bestiary it is easy to imagine using this template and our table's 'make any Construct by paying for its CR' rule to make a copy of the BBEG and set it loose to do our bidding. Heck, I could make a Trompe L'oeil BBEG Amalgam Alter Ego BBEG and just set it loose and it'd be fun times. Though making a simple Simulacrum of such a creature is likely the smarter bet.
Edit: Pfffftt! You can make a Trompe L'oeil of another Trompe L'oeil. I mean, it doesn't really gain anything but it is certainly amusing.

In any case we are already considering how fast our Lyres of Building can erect art galleries for the display of our brand new appreciation for fine art. Though I guess an Animated Object arthouse Amalgam Tattoo Guardian would be more quickly deployed. :smalltongue:


Two other ideas to add to the thread before I go and sadly, these are both pure homebrew. The first is an idea I'd been percolating on ever since I first laid eyes on the Amalgam template. I thought, 'Why not Amalgam several different Constructs together but let them remain separate until their combined might was needed?' And thus the Modulus Colossus was born.
Basically it is up to seven Constructs each combined into one Colossus with an Alternate Form ability that transforms it between being individual monsters or one monster. Enjoy.


Colossus, Modulus Colossus
This enormous monstrosity looks like a sculpture of several golems molded into a misshapen humanoid shape.
Mythic Modulus Colossus CR 20/MR 8
Source Bestiary 4 pg. 36, homebrew
XP 307,200
N Colossal construct (colossus, mythic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
Aura selective antimagic aura (30 ft.)
Defense
AC 38, touch 1, flat-footed 38 (–1 Dex, +37 natural, –8 size)
hp 309 (22d10+201)
Fort +9, Ref +6, Will +7
DR 10/epic; Immune construct traits
Offense
Speed 40 ft.
Melee 2 slams +34 (6d6+20/19–20) or stomp +34 (6d6+20)
Space 30 ft., Reach 30 ft.
Special Attacks mythic power (8/day, surge +1d10), mythic quickening, pinning stomp, wrack
Spell-Like Abilities (CL 17th; concentration +19)
3/day—wall of force
1/day—forcecage (DC 19)
Statistics
Str 51, Dex 9, Con —, Int 5, Wis 10, Cha 14
Base Atk +22; CMB +50 (+58 sunder); CMD 61 (67 vs. sunder)
Feats CleaveM, Great Cleave, Great Fortitude, Greater Sunder, Greater Vital Strike, Improved Critical (slam), Improved Initiative, Improved SunderM, Improved Vital Strike, Power Attack, Vital StrikeM
Skills Intimidate +13, Perception +11
Languages Common
SQ alternate form, mythic creation, mythic resilience, hive mind
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities
Alternate Form (Ex) As a full-round action, a modulus colossus can break apart into five composite creatures. These composite creatures are identical to the modulus colossus's component constructs but lack their original DR and any golem’s berserk and immunity to magic abilities. They gain DR 5/epic and selective antimagic aura (10 feet). Divide the colossus’s current total hit points by 5 to determine how many hit points each composite creature has. Reverting into a single form requires all of the remaining composite creatures to be adjacent to each other and a full-round action. When this occurs, add up the remaining hit points to determine the colossus’s total hit points.

Hive Mind (Ex) A modulus colossus's component constructs share a telepathic bond with other components of the same colossus that enhances their perception. If at least one component construct disbelieves an illusion, all linked component constructs are also considered to disbelieve that illusion. If one is aware of combatants, all other linked component constructs are also aware of those combatants.

Mythic Quickening (Sp) As a swift action, a colossus can expend one use of mythic power to cast or activate one of its spell-like abilities as a free action.

Mythic Resilience (Ex) A colossus can expend one use of mythic power as swift action to double its damage resistance for 1 round.

Pinning Stomp (Ex) When a colossus is in its normal form, as a swift action it can make a single melee attack at its highest base attack against a target three or more size categories smaller than the colossus. This attack deals an amount of damage equal to twice that of its slam attack plus 1-1/2 times the colossus's Strength bonus. If the colossus hits with this attack, it can attempt a grapple check as a free action. This grapple doesn't provoke attacks of opportunity. If the grapple is successful, the target is pinned and takes an amount of damage equal to that of the colossus's slam attack each round at the start of the colossus's turn until either the pinned creature frees itself or the colossus moves out of the pinned creature's space. The colossus doesn't need to attempt grapple checks to continue the pin, nor can it attempt a check to move, further damage, or tie up the grappled creature. A colossus can at most two creatures pinned with this attack at one time.

Selective Antimagic Aura (Su) Spells with the force descriptor and force effects are unaffected by this field.

Wrack (Su) Modulus colossus component constructs can emit a force blast at a single opponent within 5 feet. This attack deals 3d6 points of nonlethal force damage (Reflex DC 21 half). This save DC is Constitution-based. If two or more modulus colossus component constructs are within 20 feet of each other, they can work together to create a force shockwave once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing component construct. All creatures within that radius take 4d8 points of lethal force damage for each component construct contributing to the shockwave, to a maximum of 20d8. A Reflex save (DC 10 + the number of component constructs contributing) halves the damage.

Standing 80 feet high and weighing 500 tons, modulus colossus are masterful marvels of teamwork and unity.

For as long as mortals have known magic, magicians have created constructs to serve them. From the mightiest golem forged of nearly indestructible material and elemental energies, to a clockwork minion cunningly built from countless metal gears, to a humble animated broom that cleans of its own accord, construct creation has become a mainstay of a spellcaster’s craft. To some spellcasters, golems and other constructs are simply not strong enough, powerful enough, impressive enough, big enough, or unique enough. These spellcasters design and build creations far larger and more powerful-creations that makes the world take notice of their might and prowess. They build colossi.

Colossi are constructs of great stature, the smallest of them towering ten times the height of a human, bigger than even the tallest giants. Though superficially similar to golems, they are distinguished not only by their greater size but also by their greater magical powers. A golem is given a semblance of life by an elemental spirit, sealed within the body by a magical barrier that also serves to keep out other magical inf luences. A colossus is likewise given life by an elemental spirit, but this spirit is much closer to being a true soul, and requires no such magical barrier to prevent it from fleeing the body and leaving behind only inert, dead matter. Like a proper soul, it provides will and impulse rather than power alone. It controls its artificial body via a magical physiology of potent and eldritch spellcraft, just as a living being commands its muscles, nerves, and blood.

A single colossus can help its master to raze a kingdom and crush armies, and is immune to almost all forms of retaliation. Many colossi are intended to do exactly that- to forge an empire for their creator, to subjugate a hated foe, or to annihilate some equally dangerous enemy. Some are created to be defensive weapons, as deterrents against invasion. Others are tasked to serve as guardians for singular locations or objects that are not to be disturbed under the direst of consequences.

Because a colossus is an artificial creature, its exact form, function, and composition are left to the discretion of its creator. Nonetheless, all colossi share certain traits that distinguish them from lesser constructs. These traits are described in the colossus subtype (see page 305).

Only the greatest and most legendary spellcasters can create colossi, because the process requires experience and knowledge beyond ordinary mortal ken. Shaping a colossus’s controlling spirit is about as close as a mortal being has come to truly creating a life and a soul. An inadequately prepared crafter is likely to produce an inert pile of rubble, or at best, a mere golem of tremendous proportions, but relatively fragile for its immense size. At worst, such a creation can fail catastrophically, with results that are unpredictable, but invariably expensive and dangerous.

Unlike many artificial creations, colossi are able to think for themselves. The creator has some degree of control over the personality of a colossus, and usually tries to instill an urge to please its “parent” to make it easier to control. Molding an elemental spirit is similar to raising children, however; the results are inconsistent and hard to predict. On occasion, it results in stubborn, cruel, or merely childish colossi. Rarely, a colossus realizes it’s strong enough to refuse to follow orders, and instead follows its own will independent of those who would command it. Such rogue colossi have little interest in the society of minuscule beings like humanity. Some manage to make a sort of existence among the larger giants, but as most are too conspicuous in their primary forms to mingle with mortal beings well, they seek out forgotten corners of the globe where they can quietly dwell.

The magical energy required to fuel such hulks is great and often difficult to control. Most colossi drain nearly all magic energies from their immediate area, with the exception of energies in tune with a colossus’s own powers. Draining such energy creates an area around the colossus in which most magic simply doesn’t function. The magic that does still work in these areas is just as likely to further empower the colossus as it is to harm it, since it’s by necessity in tune with the colossus’s magical metabolism. Still, a clever spellcaster can find and exploit this metaphorical chink in a colossus’s armor.

All colossi have two forms. The primary form resembles an immense humanoid, much like a larger golem. The second varies from type to type, but often serves to disguise the colossus as something more innocuous, as it can be difficult to conceal a 60-foot behemoth. Some colossi, however, can transform into terrible, inhuman forms that are even more powerful and destructive, forgoing any attempt at being subtle.

Colossi can take many forms depending upon the materials used in their construction and the will of their individual creators. Creating a colossus is an ambitious undertaking, leading most creators to base their designs on lessons learned crafting lesser constructs. As a result, the best-known kinds of colossi are the flesh, stone, and iron varieties, corresponding to the most common and best-understood varieties of golem. Other varieties are possible, such as the clay colossus given life by divine secrets, the glacial colossus wrought of unmelting ice and frost, and the timber colossus built from still-living wood, which bears eerie powers over plants and creatures of the natural world.

Variant Modulus Colossus
The following are a number of variant modulus colossus. Some modulus colossus exhibit more than one of these variations.

Form the Head (CR +1): Some modulus colossus are headless, designed to incorporate a 'head' component construct at a later date. The head component construct must be willing and have Intelligence of at least 3 and be at least large size. Incorporating the head component construct requires a full-round action from both the colossus and the new head component during which they must be adjacent to one another. Becoming a head component forever bonds the chosen construct to the modulus colossus making them one creature. When incorporation of the head component construct is complete the modulus colossus as the option to replace any trained skill or feat the head component construct had with a skill or feat of its own. Additionally the modulus colossus gains any head-based special attacks, special qualities, or natural attacks of the head component construct (eg Gaze, Bite, or Gore attacks).

Mechanical (CR +0): Modulus colossus created using clockwork or robot constructs gain those respective subtypes. Additionally robotic modulus colossus also know androffan as a bonus language and have Technologist as a bonus feat. Clockwork modulus colossus remain wound for 10 days per hit die.

Piloted (CR +2) Rare modulus colossus are slightly hollow, constructed to be piloted by smaller creatures. Pilots must be at least two size categories smaller than the body part they operate. Piloted modulus colossus lose access to their own skills, feats, and spell-like abilities when piloted. Instead the pilot(s) skills and feats can be utilized using the construct bodies they operate in place of their own. Otherwise each cockpit is functionally identical to an apparatus of the crab's (http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Apparatus%20of %20the%20Crab) excepting that operating any number of levers is a move action. Only modulus colossus created using clockworks or robots can be piloted. When a piloted modulus colossus is in colossus form only the skills and feats of one of the pilots can be utilized at a time however each of the other pilots can Aid Another automatically if they choose.

Seven Heroes (CR +2): Some modulus colossus are created by combining seven smaller constructs instead of five. The additional two constructs must be no larger than huge size. These additional components alter form to become either additional limbs or any two pieces of mundane, non-expendable masterwork equipment appropriately sized for the colossus which it is automatically proficient with. If any of the additional component constructs become arms the modulus colossus gains an additional slam attack, if legs an additional stomp attack.

Compact (CR varies): Smaller versions of the modulus colossus can be created using smaller component constructs. The limb components must be one size smaller than the torso component. The colossus's CR -3 is equivalent to the torso component's CR while the colossus's CR -5 is equivalent to the limb component's CR. Due to the magic used in their creation modulus colossus are never smaller than huge size when in colossus form regardless of the original size of their component constructs. Head component constructs for Compact variant modulus colossus must be two sizes smaller than the torso.

Construction
The body of an modulus colossus is constructed from five smaller constructs, one gargantuan construct of up to CR 18 and four huge constructs of up to CR 16, costing no less than 20,000 gp all together.
Modulus Colossus
CL 17th; Price no less than 200,000 gp
Construction
Requirements Craft Construct, Mythic Crafter, mythic tier or rank 8, antimagic field, disintegrate, forcecage, mage armor, wall of force, wish; Skill Spellcraft DC 30; Cost 100,000 gp

Notes: Force seems to be the most neutral 'everyman' descriptor for its magics.
No clue what the pricing thresholds should be. The price of the body needs to be low enough to make 4 of most huge constructs and 1 of almost any gargantuan construct... But I do not as yet know what those thresholds are. Price currently based on the Building and Modifying section of the PRD where pricing Constructs based on their CR is detailed.



The other idea is also, again sadly, purely homebrew; Constructs which effectively age. Effectively any creature can earn 1sp/day. That said if Constructs could add templates to themselves after creation by paying for the CR increase at a rate of 1sp/day then viola, gaining power with time, eg aging. For this version though the rate of aging was simplified for ease of use.


At creation Conjured Constuct's bodies are built solely from magically conjured materials. The nature of their substance means that these Constructs will eventually, inevitably cease to be. The animation ritual for the Construct also acts as a preservative ritual for the conjured substance of their body.

Conjured Constructs
A spellcaster without enough resources but plenty of inspiration can create a special variant of a construct known as a conjured construct. Any construct can be created as a conjured construct, but the choice to do so must be made during the construct's construction—a completed construct cannot later be “downgraded” to function as a conjured construct.

Conjured constructs are designed to serve temporarily. When created, a conjured construct's body is constructed entirely from conjured items and materials. The tools and location used in a conjured construct's creation are even sometimes entirely conjured though such isn't necessary.

Aging Effects (Ex) Conjured constructs only last for 28 days (i.e. 4 weeks or one lunar month) before becoming inert. Each conjured construct's lifespan is divided into three parts — New, Stable, and Unstable. Newly created conjured constructs have the Young (http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html#young-creature) simple template, and they remain in this state for one week before becoming Stable. Conjured constructs lose the Young template upon becoming Stable, and they remain Stable for two weeks until finally progressing to Unstable for the remainder of their lifespan. Unstable conjured constructs gain the Degenerate (http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html#degenerate-creature) simple template.

Berserk (Ex) When a conjured construct enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the construct goes berserk. This chance resets to 0% after one minute of inactivity. A berserk construct attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

Death Throes (Ex) When a conjured construct is reduced to 0 hit points, it collapses to the ground and thrashes wildly. It gets one final primary natural attack on every creature within 5 feet, after which it dies. This final attack deals an additional die of damage for each age category the conjured construct is beyond young age. It cannot grapple or constrict with this final attack. Conjured constructs that self-destruct or survive to expire of old age do not suffer death throes.

Eldritch Sparks (Su) A conjured construct's substance is highly unstable. It will expire rather than last forever as a normal construct would, but this instability also serves the construct as a defensive ability. Any creature that damages a conjured construct with a bludgeoning or piercing melee weapon is sprayed by eldritch sparks, and takes 1d4 points of fire damage for each age category beyong young the conjured construct has survived with each successful hit with such a weapon. Creatures using reach weapons are not subject to this damage.

Self-Destruct (Su) Unless specifically programmed otherwise by its creator, a conjured construct explodes 1 round after it is destroyed. On what would normally have been the conjured construct’s next action, it explodes, dealing 1d6 points of force damage per age category beyond young age it has survived in a 5-foot radius (Reflex DC 10 for half damage). The save DC is Constitution-based.

Variant Cursed Conjured Constructs
The following are a number of variant conjured constructs. Some conjured constructs exhibit more than one of these variations. The necessarily rushed nature of a conjured construct's animation ritual often leads to mistakes. Often these mistakes ruin the ritual but sometimes a they succeed in creating a cursed conjured construct. As with magic items there is no known method of intentionally creating a cursed construct.

Ghost (CR +2): Sometimes a conjured construct's personality matrix is powerful enough to survive its physical existence. Perhaps it the programmed mind of the construct blends with the animating spirit, perhaps it snags on a bit of negative energy as it fades from existence. Whatever the reason some conjured constructs never quite disappear as they should becoming a Ghost (http://paizo.com/pathfinderRPG/prd/bestiary/ghost.html). Only intelligent conjured constructs can be ghost cursed. Ghost cursed conjured constructs always haunt their creator.

Haunt (CR +1): Haunt cursed conjured constructs contain one or more trap-like Haunts (http://paizo.com/pathfinderRPG/prd/gameMasteryGuide/haunts.html#haunts) within their form. The haunt persists so long as the cursed conjured construct survives and will infest the location of its death. Each haunt cursed conjured construct has a haunt or haunts whose total CR do not exceed it's own.

Vampiric (CR +2/+1): Vampiric conjured constructs are not under their creator's control. Intelligent vampiric conjured constructs become common vampires (http://paizo.com/pathfinderRPG/prd/bestiary/vampire.html#vampire), while mindless ones become mere vampire spawn (http://paizo.com/pathfinderRPG/prd/monsterCodex/vampires.html#vampire-spawn). Vampiric conjured constructs do not become undead instead remaining constructs that are also vampiric. Vampiric conjured constructs only feed on non-living creatures and instead of bestowing constitution damage or negative levels they deactivate their victims for that many days instead, draining their animating energies regardless if they are arcane or divine in origin. Vampiric conjured constructs have been known to even feed on their own kind in this manner. Vampire conjured constructs cease aging as a true vampire would. Vampire spawn conjured constructs continue to age as normal with the exception that for every three consecutive days they feed their own death is postponed by one day. Though mindless they can still sense this phenomena on a primal level and as such will seek to feed unceasingly.

Zombie (CR varies) Sometimes the preservative aspect of a conjured construct's animation ritual works too well and the slain construct rises again as a zombie (http://paizo.com/pathfinderRPG/prd/bestiary/zombie.html#zombie). Zombie conjured constructs are true undead with no connection to or memory of their master. Now animated by negative energy these cruel things seek only to snuff life from the living.

Construction: A conjured construct's base materials cost one-fifth the base construct's cost. A conjured construct's price is one-fifth the base construct's price. The creature's master may assemble the body or hire someone else to do the job. The Craft check required to make the body is 4 lower than normal for the base construct's kind. After the body is sculpted, the conjured construct is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. Due to the transitive nature of the conjured materials used in constructing the creature's body, the building and the ritual must be performed together. In addition, the following spells are added to the base construct's requirements: make whole and either major creation or minor creation.

Notes: Could give it superpowers that drain its lifespan... Hmmm, could make the superpowers it HAS drain its lifespan...

unseenmage
2017-02-26, 06:17 PM
In the interest of infiltrating the Dominion of Black, or whatever else you'd want to infiltrate, I present the Clockwork Mimic Amalgam Doppelganger!

It's Detect Thoughts DC and Perception got tanked but other than that I am more than happy with the result.


Clockwork Mimic Amalgam Doppelganger
What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a number of sharp teeth.
This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.
Clockwork Mimic Amalgam Doppelganger
CR 8
Source Pathfinder RPG Bestiary pg. 1, Tome of Horrors Complete, Advanced Bestiary, Pathfinder RPG Bestiary pg. 89
XP 4,800
N Medium construct (clockwork, shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1
Defense
AC 18, touch 13, flat-footed 15 (+3 dodge, +5 natural)
hp 58 (7d10+20)
Fort +4, Ref +4, Will +3
DR 5/adamantine; Immune construct traits; SR 19
Weaknesses vulnerable to electricity
Offense
Speed 30 ft.
Melee slam +12 (1d8+8 plus adhesive), 2 claws +6 (1d8+3)
Special Attacks constrict (slam, 1d8+8), mimicry, perfect copy
Spell-Like Abilities (CL 18th)
At will—detect thoughts (DC 10)
Statistics
Str 20, Dex 11, Con --, Int 11, Wis 12, Cha 7
Base Atk +7; CMB +12; CMD 22 (can’t be tripped)
Feats Dodge, Great Fortitude, b Improved Initiative, b Lightning Reflexes
Skills Bluff +9 (+13 while using change shape ability), Diplomacy -2, Disguise +9 (+19 while using change shape ability, +29 when mimicking objects), Perception +1, Sense Motive +1, Stealth +0; Racial Modifiers +4 Bluff, +4 Disguise, +20 Disguise when mimicking objects
Languages Common
SQ change shape (polymorph), difficult to create, mimic object, swift reactions, winding
Ecology
Environment any
Organization solitary, pair, or gang (3–6)
Treasure NPC Gear
Special Abilities
Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.

Mimicry (Ex) A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Vulnerable to Electricity (Ex) Clockwork constructs take 150% as much damage as normal from electricity attacks.

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.


Mimics are thought to be the result of an alchemist’s attempt to grant life to an inanimate object through the application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in locations that have infrequent traffic by small numbers of creatures, thus increasing their odds of successfully attacking their victims.
Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a part of their being, and their surprise attacks against others are a culmination of those desires.
A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.

Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal.
Clockworks have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the clockwork continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).

An amalgam is two different monsters brought together into one being by either magic or selective breeding. The amalgam template can be used to create a new race to replace a standard one, or new creatures resulting from a crossbreeding experiment, or a series of monsters influenced by a god or demon, or even a unique creature created by a magical accident.
Doppelgangers are strange beings that can take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes are vacant and white.

Doppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, then move to more complicated societies like dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds.
Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. They are particularly fond of invading human societies in order to indulge in their desires—some enjoy the complex dance of politics while others seek constant change in the race and gender of both themselves and their romantic companions. While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race’s sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers.
Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers’ change shape ability functions like the spell polymorph rather than alter self.

Construction
Price by CR
The creator must begin with crafted clockwork parts worth 3,200 gp.
Clockwork Mimic Amalgam Doppelganger
CL 9th; Price 32,000 gp
Construction
Requirements Craft Construct, alter self, detect thoughts, polymorph; creator must be at least CL 9th; Skill Spellcraft DC 14; Cost 16,000 gp

unseenmage
2018-04-20, 11:44 PM
Oh wow, I completely forgot to put the lid back on this thread last time I put it away. This game was our very first campaign to run until we found a satisfactory ending.

It's done. We did it. We ended a campaign.

We ascended to godhood, the game is done.



By the time all was said and done we had just the GM and two players left. My Android Promethean Alchemist who played more like a 3.5 Artificer and the Ghoul Bard who played more like a Wizard.

We'd completed the Iron Gods AP, repaired the starship, and reclaimed the Androffan homeworld from the Androffan deities turned demigods.

We had also picked quite the fight with the Dominion of the Black, an intergalactic dyson-sphere building superpower composed of multiple disparate factions in our game.

After quite the long hiatus we reconvene to find that while my character has been rebuilding civilization on several planets at once and the ghoul has been exploring (read tasting) alternate prime material planes the Dominion has left presents in various places throughout our territories.

Giant glistening black eggs with super kaiju inside. They adapt to our poking and prodding with each new egg that hatches. We defeat one with magic, the next is immune, etc.
We Plane Shift some to a convenient private demiplane where sections are time-locked. After thorough examination we discover that the creatures are all descended from magically/technologically/genetically modified space dragons!! To the point that they're barely recognizable as such.

Apparently the entirety of our GM's Dominion is run by several branches of the same lineage. Soon we're summoned each to our own emergencies.

My Android is called to Golarion. We'd accidentally jumpstarted the world's technological revolution and the Dominion had used this as cover to take over much of Cheliax.
Being the forward sort my Android decides to pop in and visit the strongest devil to enlist their aid in reclaiming their pet nation. They refuse of course and if not for our pet tech deity they'd have murdered me on the spot for my insolence.
Eventually the Android builds a force bubble in a faraway star much like the ones folk love inside of in the Golarion star then, using some single use magic item McGuffins made by our pet deity, simultaneously teleports every piece of Dominion living-tech and Dominion agent on Golarion into said star while he watches them burn prepared to step in and finish the job if any prove to be immune/resistant.

The Ghoul had previously gained a potentially friendly contact within the Dominion. This contact calls on him.
See, it turns out my three draconic daughters had been stashing AI copies of my Android's mind about the cosmos to preserve him should worse come to worse.

And of course one of these copies is claimed by the Dominion. When the Ghoul Wish teleports the copy home it was unrecognizable. The AI had been forced into a living shell, tortured, and modified psychically as well as physically. The Ghoul, grinning, stashed it in a timelocked demiplane for safekeeping then gives the Draconic daughters a crash course in how not to hide something precious to them.

My character never did learn about the whole ordeal until after he'd ascended.

A nascent Dominion deity was also hidden in Cheliax. Removing all of its living-tech and followers was intended to reduce it to a demigod as we saw happen with the original Androffan gods when they slew all but the Androids on their world.
The plan was for the Ghoul to face off with the depowered God and wreck face.
Instead the being in Cheliax was an aspect of a greater deity worshipped by all the Dominion. It, laughingly, lured the Ghoul and his artifact ship, nearly into a black hole before our pet tech god could stop him.

The ghoul and the Dominion god have a long distance chat. Turns out it doesn't care about the Dominion, their worship is one sided. Aligning itself with the Ghoul becomes a potential future possibility.

The Ghoul's Dominion contact calls again. This time requesting meeting. When we arrive though it turns out they required extraction.
Previously we'd turned a Shipmind into an Android and spread the knowledge that all Shipminds were once mortals twisted now into enslaved ooze living main computers for Dominion ships.
The Dominion, unfazed, "decomissioned" the faulty Shipminds. In the wake of this slaughter, our Shipmind contact, fled taking three high ranking space dragon commanders with it.

The Ghoul used Scribe's Binding to turn all three into books on the spot.

There was a disagreement and the turncoat Shipmind took advantage and stasis pod-ed the three of them.
We knew the Dominion would eventually arrive at these coordinates so we got clever.
We made Animated Object Simulacrums of every inanimate part and actual Simulacrums of the living bits for the entire ship and crew.
Then we had FAKE space dragon commanders act out another arguement that this time resulted in the disintegration of the entire FAKE ship. Which was all recorded on a REAL observation drone which we left derelict at the coordinates.

Later we perused the space-dragon-books and learned that the youngest was an Oracle. She'd prophesied that we could be responsible for the fall of their branch of the Dominion.
She'd a secret though. A prophesy she hadn't yet shared. That my Android would eventually come under attack by the goddess Brigh, jealous of his power. This would spark an interstellar, inter-deity war that could tear the universe a new one.

See, my character has been a devout follower of Brigh for his whole life. In fact everything he'd done had been done largely in her name.
So he was perplexed to say the least.

So he asks the only woman he knows for advice, Cassandalee their pet tech god. Who, as if happens, was a 20 something year old when she got AI-ed and ascended to godhood. She'd never even dated.
So when my Android suggested that, since he'd always been devoted to Brigh when she was on high, why change things now that they were on nearly equal footing?
If he was to love his goddess why not make official by marrying her?
Cassandalee's facepalm could be heard through the cosmos. But then, it wasn't the worst idea and she didn't have any better.

It should be noted that at this point we're all laughing uncontrollably.

So, the Android, social misfit he is, decides to consult with his closest friend and ally on the matter, a taste-obsessed hideous ghoul. Who shrugs and agrees that it seems logical. And while they're discussing the benefits of sharing followers and divine rank Cassandalee brings in the Draconic daughters.

One of these dragons was an adult and had adult relationships and even she, after her own clawsome facepalm, agreed that this might be the best plan. She is especially helpful in strongly emphatically agreeing that we should definitely tell the prospective bride of the prophesy.

Meanwhile calamity strikes again. Turns out removing the tech from Golarion wasn't enough. The last tech users and androids are being persecuted and slain en masse.
So, we remove the refugees to Androffa. Brigh shows up to help personally.

Casually, whilst evacuating our faithful, the Android tells Brigh of the prophesy and his solution. Her fears spin quickly and her face vents steam where a living woman would blush. The last of the refugees evacuated, Brigh pauses, considers, then nods.

Then all hell breaks lose. So in our world deities are planet specific. Not all, but most. And my little mythic demigod was already swinging outside his weight class, the ghoul too.
If a true goddess were to join her power to mine then not only would the Android power up, Brigh would ascend again, to a more powerful tier.

So the whole of the Golarion pantheon shows up and forbids the union. The most powerful among them threatens to stop us. Guess their ranks would be thinned sand one goddess.
Brigh swings wide her arms gesturing to her innumerable believers already seeded across the galaxy and asks them and what followers?

Meanwhile, while the pantheon is distracted, the Ghoul makes an epic run for the Test of the Starstone aboard his artifact sailing ship crewed with skeletons trailing a continent sized cloak of animated object tech. clockworks, firearms, and alchemy.

See we had planned to knock the tech level back a notch or two to offset our accidental earlier jumpstarting of Golarion's tech age.
For this reason we'd planned to remove all of the tech from the planet, but stopped short and only scoured Cheliax clean of Dominion living-tech.

Since he'd been clued in to the Android's imminent ascension to wedded godhood and the pantheon's attention being elsewhere the Ghoul decided to go out with style. So he enacted the global tech animation plan and used them to brute force the Test of the Starstone.

So, as the Android took his vows aboard the starship that started his journeys the Ghoul sailed his artifact sailing ship into divinity and beyond.

GM said that's the first game he's ever brought to such a satisfying conclusion.