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Kellus
2008-01-18, 01:50 AM
Golems

I don’t know about anyone else, but I never liked golems as they were presented in core DnD. So here’s my take on them: completely modular constructs that you can build, ride around in, and blow stuff up with. Enjoy!

Golem Basics

A golem is a construct built from many different components. There are several different types of components, each of which serves a different function for the golem. The different types of components are:

Weapon Components: Weapon components are added to a golem to give it new options to attack.

Structural Components: Structural components are the core of the golem. These add to the overall armor and health of the golem, and in general make it tougher to take down.

Motion Components: Motion components give golems new or improved methods of locomotion.

Operator Components: Operator components are used to control a golem or otherwise house a living being inside of the golem.

By default, a component takes up one 5ft. x 5ft. x 5ft. space. A golem must have at least one structural, motion, and a pilot (a kind of operator) component. Golems must have at least 8 component spaces to function. They can lose spaces in battle to bring them below this limit and still work, but long-term work is impossible if a golem doesn’t have at least 8 component spaces.

A golem’s size is entirely dependant on the number of components it is made of, as shown on the following chart:

Table: Golem Size
{table=head]# of Component Spaces|Golem Size
1|Medium
2-8|Large
9-27|Huge
28-64|Gargantuan
65-125|Colossal
126-216|Colossal+[/table]

Note: golems are at least of Large size to start with. However, if it is reduced below 8 component spaces, it is treated as of Medium size until the components can be replaced or repaired.

Some components require additional space, and may be shaped differently; for example, one weapon component might require a 5ft. x 10ft x 10ft. space, and thus count for 4 components when determining size and maximum components in a golem.

All components with fewer than 8 pieces are Medium as described here. All components described with more than 8 pieces are Large size to begin with.

Any component can be increased by one size category by adding 5ft. to its length, width, and height. The number of equivalent component pieces required to make the larger component can be found by dividing all of its dimensions by 5ft. and multiplying the results together.

There are three grades of component: light, medium, and heavy. Lighter components are not as sturdy or powerful as their heavier equivalents. Heavier grades of components can be made by taking the Advanced Components feat.

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Ability Scores: Golems have no mental ability scores and no Constitution score. Their Strength and Dexterity scores are based on their size, as shown on the following chart:

Table: Golem Strength and Dexterity
{table=head]Size|Strength|Dexterity
Medium|20|16
Large|28|14
Huge|36|14
Gargantuan|44|12
Colossal|52|12[/table]

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Golem Offence: Weapon components deal a base amount of damage. They deal additional damage if they are increased in size. Weapon component damage does not arbitrarily increase if the golem size increases, but a golem does apply its Strength modifier to melee damage rolls. Weapon component damage is shown on the following chart:

Table: Weapon Component Damage
{table=head]Medium|Large|Huge|Gargantuan|Colossal
1d6|1d8|2d6|2d6|2d8[/table]

Reach: A melee weapon component’s reach is equal to it length in ft.

Golems attack using weapon components. By default, a golem’s attack roll is modified as follows:

Base Attack Bonus: The golem has a base attack bonus equal to the number of ranks its pilot has in Operate Golem. Golems do not receive iterative attacks due to a high proxy Base Attack Bonus.

Ability Modifier: Just like in normal combat, a golem adds its Strength modifier to melee attack rolls and its Dexterity modifier to ranged attack rolls.

Size Modifier: Golems receive a penalty to their attack rolls based on their size, as normal; -1 for Large golems, -2 for Huge golems, -4 for Gargantuan golems, and -8 for Colossal golems.

Multiple Attacks: Most golems have a huge arsenal of weapons. When making a normal attack, a golem may normally only use one of its weapon components. When making a full attack, a golem may normally use up to 3 of its weapon components, at a -2 penalty to each.

Enhancement: Weapon components can receive weapon enhancements exactly like normal weapons. If a component later changes size after receiving an enhancement, it retains the enhancement. Weapon components cannot be made masterwork. Weapon components can only receive a maximum enhancement bonus based on their grade. Light weapon components can only have up to a +3 equivalent enhancement bonus; medium can have up to a +5, and heavy up to a +10.

Critical Hits: Weapon components can score critical hits on a natural 20. Such hits always deal double damage, regardless of what kind of weapon component.

Tactical Attacks: Golems can make trip, disarm, bull rush, grapple, and similar checks exactly as normal, except using the pilot’s Operate Golem ranks in place of Base Attack Bonus.

Attacks of Opportuniy: Golems can make attacks of opportunity if the pilot can make a DC 15 Reflex save. They can still only normally attempt to take one attack of opportunity per round.

Initiative: Golems act on the initiative count of the pilot.

Saving Throws: Golems have no Fortitude or Will saving throw, but the pilot may make Reflex saves on behalf of a golem using the pilot’s base Reflex save added to the golem’s Dexterity modifier.

Entering or exiting an empty operator component of an adjacent golem is a move action.

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Golem Defence: Golems can be targetted by attacks in one of two ways: general attacks or targetted attacks.

General attacks are made against the golem’s AC, which may be modified by the golem’s total size modifier, an armour bonus, natural armour bonus, or other enhancements to AC. If the hit is successful, a random component is targetted. When a component is struck, it’s equivalent component spaces are affected one by one. Each component space can modify the damage with damage reduction, as appropriate to the material it is made out of. If a component space is destroyed, a second component space of the same component is then targetted, which continues to reduce the damage of the attack until the damage has all been spent. If a full component is destroyed but damage remains to be dealt, a new random component is targetted for attack and begins to lose component spaces.

Targetted attacks require a Knowledge (architecture and engineering) check against a DC of 25. This identifies one random component on the golem, including material, type, size, and grade. The attacker may then choose to specifically target this component if he so chooses. On a targetted attack, the identified component is targetted specifically, and does not gain the golem’s armour bonus to AC, although it retains any natural armour bonus. In addition, its size modifier to AC may be different from the golem proper. If the attack roll succeeds, the component begins to lose spaces just like with a general attack. However, if the entire component is destroyed and damage remains, it is not dealt to other components of the golem. If a targetted attack fails to hit the component in question, it simply misses entirely. A failed targetted attack cannot become a general attack, even if it rolls high enough to hit the golem itself.

A character who has identified a component on a golem does not need to identify it again; he can always target it specifically. If a golem changes configuration between battling the same opponent, new checks are required for targetting. A character must identify his own target; even if an ally identifies a component, you do not automatically gain the ability to target that component.

Component Destruction: If a component space reaches 0 hp, it is destroyed. If the component in question occupies multiple spaces, it may continue to function, but receives a -2 penalty on all attack rolls per space destroyed (for weapon components), or any bonus or benefit provided to the golem is reduced by 1 per space destroyed (for structural components). Motion components take a 5ft. penalty to their speed per space destroyed. An operator component that loses any spaces ceases to function entirely and drops anyone inside to the ground. Component space destruction can also lead to a reduction of size in the golem.

[hr]

Random Component Spaces

When a golem is struck, a random component is usually hit. You may determine this component in any number of ways, but the easiest way to do it is to make a list of all components on the golem prior to combat. Each component has an equal chance of being struck, no matter what size it is. At this point, once you have a list of components, find the die with the next highest number of sides from the number of components you have. For example, if your golem has 13 components, write them down and number them from 1 to 13. When a random component is targetted, roll a d20 and ignore any result higher than 13; a roll between 1 and 13 would indicate the component targetted. This is the same way components are targetted for identification in battle.

Magic & Golems

Golems in their entirety are not affected by magic; their components are. Spells cast against a golem randomly target components, just like attacks against a golem as a whole. Thus a golem as a whole cannot benefit from a bull’s strength spell, but a particular weapon component certainly can. By the same token, a fireball exploding on a golem randomly targets components until all of its damage is dealt.

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Components and their sizes and equivalent component spaces are described in detail below, as follows:

Component Name (<length in ft.> x <width in ft.> x <height in ft.>; <# of equivalent component spaces>): Effect, details.

[hr]

Weapon Components

Arrow Component (10x5x5;2): An arrow component allows a golem to make ranged attacks that deal piercing damage. The range increment of an arrow component is equal to 100ft. Arrows for an arrow component cost 1 gp for 10; an arrow component may store up to 100 appropriately sized arrows at any one time. Loading an arrow component with 20 arrows is a move action.

Blade Component (5x5x5;1): A blade component allows a golem to make melee attacks that deal slashing damage.

Catapult Component (10x10x5;4): A catapult component requires a projectile to be loaded into it prior to combat. It can launch thrown items exactly as if the golem itself had thrown it. A catapult component can hold up to 5 thrown items two size categories smaller than itself or 10 items even smaller within itself at any one time. Unlike other weapon components, a catapult component does not have base damage; its effect depends on what it launches. Loading a catapult component with one item is a move action. For each advancement in grade, a catapult component can hold 1 additional item two sizes smaller than itself, or 2 additional items even smaller. A catapult component can only launch one item at a time.

Dragonbreath Component (5x5x5;1): A dragonbreath component shoots a jet of flame. This weapon has the form of a 15ft. cone or a 30ft. line as a light weapon component; the operator firing it may select the form of the flame when it is used. Each advance in grade doubles the range of either form. This weapon deals 2d6 fire damage per size category increase from Medium. That is, a Medium dragonbreath component deals 2d6 fire damage, a Large component 4d6, etc. A dragonbreath component offers a Reflex save for half damage; the DC for this save is equal to 10 + 3 per grade advance + 2 per size increase from Medium (Medium +2). A dragonbreath component may be used once every 1d4 rounds.

Hammer Component (5x5x5;1): A hammer component allows a golem to make melee attacks that deal bludgeoning damage.

Spear Component (5x5x5;1): A spear component allows a golem to make melee attacks that deal piercing damage.

Spell Storage Component (5x5x5;1): A spell storage component can hold spells. This component can only be activated by a spellcaster in a spell operations component. A spell storage component can hold a number of spell levels equal to the number of component spaces it is made from. Spells must be cast into a spell storage component prior to use; this takes as much time as casting the spell would normally require, and the expenditure of any material or XP components normally required for casting the spell. Once stored in a spell storage component, spells don’t expire; they can be activated at any time by an operator in a spell operations component. The save DC is equal to the DC at the time of casting the spell into the spell storage component. Multiple spells can be held in the same component, so long as all of the spell levels will fit in the component spaces. 0-level spells require 1 component space to store. If a spell storage component is partially destroyed, the highest level spell stored in it is lost first, reducing the spell levels stored by its level. If the number of spell levels still stored is still greater than the number of component spaces, the next highest level spell stored in the component is lost. Light grade spell storage components can store spells up to 3rd level; medium components can store up to 6th level spells, and heavy components can store up to 9th level spells.

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Structural Components

Armour Component (5x5x5;1): An armour component adds a +6 armour bonus to the golem. Increasing the size category of the golem increases this bonus by a cumulative +2. Increasing the grade of an armour component allows a higher enhancement to be put on it; light armour components can have only a +2 equivalent enhancement; medium armour components can have a +5 equivalent enhancement; and heavy armour components can have up to a +10 equivalent enhancement. An armour component can receive an enhancement bonus exactly like normal armour. Like normal armour, a golem may only have one armour bonus to AC; thus, if it has multiple armour components only the highest armour bonus to AC applies. Of course, if one armour component is destroyed, the next highest armour bonus would then apply to the golem as a whole.

Bulk Component (5x5x5;1): A bulk component posesses twice as much hp as normal in each of its spaces. Medium bulk components posess three times as much hp as normal, and heavy bulk components posess four times as much hp as normal.

Cargo Component (5x5x5;1): A cargo component is a hollow section in the golem. It has only half as much hp as a normal component of its size, but it can hold anything that would normally fit in a 5x5x5 (or larger, if you increase the size) area. You cannot make higher grade cargo components. Loading a cargo component from the outside is a move action.

Component Transport Component (10x10x10;8): A component transport component contains an extradimensional space to carry around up to 10 Medium components. Loading or unloading a component to or from a component transport component is a move action. Larger component transport components hold the same number of components, but can hold components of one size larger. For example, Huge transports can hold up to 10 Large components. For each grade increase, the transport component can hold 5 additional components of an appropriate size.

Mass Component (5x5x5;1): A mass component has no effect, but costs half as much as a normal component of its size. You cannot make higher grade mass components.

Mind Trap Component (10x10x10;8): A mind trap component grants power resistance 15 to the golem as a whole, and the component itself enjoys complete power immunity to any spell which is affected by spell resistance.

Plate Component (10x10x5;4): A plate component provides a +1 natural armour bonus to the golem’s AC. A golem may benefit from more than one plate component at a time. Increasing the size of a plate component doesn’t do anything, but increasing the grade improves the bonus by a cumulative +1.

Resistance Component (5x5x5;1): A resistance component grants energy resistance 10 to a specified energy type to the golem as a whole, and the component itself has immunity to the specified energy type. For every size increase, a resistance component’s energy resistance improves by 10. For every increase in grade, one other selected component on the golem receives immunity to the specified energy type. The type of energy negated by a resistance component is specified when it is first created.

Spell Trap Component (10x10x10;8): A spell trap component grants spell resistance 15 to the golem as a whole, and the component itself enjoys complete spell immunity to any spell which is affected by spell resistance.

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Motion Components

Boring Component (15x10x10;12): A boring component grants a 5ft. burrow speed to a golem. A boring component only functions if it is the same size category as the golem. The tunnels created by a boring component do not close naturally after it. Improving the grade of a boring component increases the burrow speed by a cumulative 5ft.

Climbing Component (10x5x10;4): A climbing component provides a 20ft. climb speed to a golem. If an operator needs to make a quasi Climb check on behalf of the golem to perform a special action, he gains a +8 bonus to the check. Increasing the size of a climbing component has no benefit, but increasing the grade improves the climb speed by 10ft. each time. A golem cannot benefit from more than one climbing component at any one time.

Leg Component (5x5x5;1): A single leg component provides a 10ft. land speed and a -8 penalty to Balance checks and being bull rushed or tripped. A second leg component increases the speed to 30ft. and negates the stability penalty. Further leg components increase the speed by 5ft. each and provide a cumulative +4 bonus to Balance checks. Increasing the size of all leg components increases land speed by 10ft. Increasing only some of all leg components drops land speed to 5ft. and provides a -12 penalty t o Balance. Increasing the grade of a leg component provides a cumulative +4 bonus to the golem against being bull rushed or tripped. A golem may only benefit from one such bonus at a time, so gains it from the highest grade leg component it posesses.

Flight Component (10x10x10;8): A flight component allows a golem to take to the air. It grants a fly speed of 20ft. (clumsy). Additional flight components improve the fly speed by 10ft. each. Improving the grade of any flight component advances the maneuverability by 1 cumulative step, to a maximum of average maneuverability with medium components and perfect maneuverability with heavy components.

Submarine Component (10x10x10;8): A submarine component provides a 20ft. swim speed to a golem. If an operator needs to make a quasi Swim check on behalf of the golem to perform a special action, he gains a +8 bonus to the check. Increasing the size of a climbing component has no benefit, but increasing the grade improves the swim speed by 10ft. each time. A golem cannot benefit from more than one climbing component at any one time.

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Operator Components

Operator components do not have different grades.

Pilot Component (5x5x5;1): The pilot component is the most important component of a golem. It is where the true operator of the golem controls the golem. The size of the pilot component can be increased for a larger pilot, but otherwise has no tangible benefit.

Repair Component (5x5x5;1: A repair component can hold a secondary operator that can make repairs on the fly to the golem. A repair operator can use his Knowledge (architecture and engineering) skill to repair component spaces on the golem that have been damaged, as described in the Skills section. Like a pilot component, larger repair components can be made to accomodate larger operators.

Sabotage Component (5x5x5;1): A sabotage component can hold a secondary operator. An operator in a sabotage component can activate the component as an immediate action to latch onto an adjacent golem. At this point the sabotage component ties into the target golem, and the operator in it may attempt to sabotage the golem, as described below.

Spell Operations Component (5x5x5;1): A spell operations component can hold a secondary operator in charge of spell storage components. This type of component can only be used by a spellcaster. Casting a stored spell in this way requires the same amount of time as the spell would normally require to cast. Once cast, the spell levels are removed from the spell storage component; other spell levels can subsequently activated. Like a pilot component, larger spell operations components can be made to accomodate larger operators.

Turret Component (5x5x5;1): A turret component can hold a secondary operator in charge of some weapons. An operator in a turret component can fire 4 additional weapons on his turn in the initiatice, using their own ranks in Operate Golem for the proxy Base Attack Bonus. Like a pilot component, larger turret components can be made to accomodate larger operators.

Viewing Component (5x5x5;1): A viewing component can hold a secondary operator who can easily identify components on golems. As a full round action, anyone in this kind of component can make a DC 20 Spot or Knowledge (architecture and engineering) check to identify three random components on a golem you can see. In addition, once you have identified these components, the other operators in your golem may target them specifically, instead of having to identify them themselves. Like a pilot component, larger viewing components can be made to accomodate larger operators.

[hr]

Skills & Golems

Craft (golem component) (Int)

Craft (golem component) checks are required to forge raw materials into viable golem components, or to increase the size or grade of a golem component or to assemble a golem. Any use of this skill with golems requires the Craft Golem Component feat.

Forging raw materials requires sufficient material to create a component space, and a successful check based on the material used. You need to work for a number of hours equal to the target number of component spaces. Failing this check merely sets you back; it doesn’t ruin any materials.

Increasing the size of a golem component works exactly like creating the component to begin with. You need additional materials to cover the difference between the two components and to work for a number of hours equal to difference between the component space values. You may also decrease the size of a component. This requires one hour of work, no matter how many spaces you remove. The material you remove is treated as raw material once it is removed.

Increasing the grade of a golem component requires the appropriate Advanced Components feat and 1 hour of work, no matter how large the component is. This kind of check has a DC of 30 to improve a light component to a medium component or a DC of 40 to advance from medium to heavy. You need half again as much raw material as it currently holds to advance a component to the next grade.

Assembling a golem from completed components requires a check against a DC of 10 + the number of components that will end up in the golem after your are finished, as well as an hour of work. Similarly, attaching or removing a component to or from a functioning golem requires ten minutes of work and a check against the same DC. Failure merely sets you back; no materials are ruined.

Most characters can build golems, but can only put together golems of up to 8 component spaces. Golem mechanics (see below) can build beyond this conventional limit.

Knowledge (architecture and engineering) (Int)

Knowledge (architecture and engineering) can be used in conjunction with golems. A DC 25 check as a free action allows a character to identify a specific component on a golem. This use of the skill is described under Golem Defence, above.

A character may make a Knowledge (architecture and engineering) check against a DC of 30 as a free action in order to deal precision damage against a golem; this includes sneak attack, critical hit damage, and the like.

A character in a repair component on a golem may make a Knowledge (architecture and engineering) check as a full-round action. to repair damaged components on a golem. This action repairs a number of hp on the golem equal to the result of the check, divided between components as the operator sees fit. This does not repair destroyed component spaces, it only restores hp to damaged component spaces.

Operate Golem (Int)

Operate Golem is a skill that allows operators to successfully run and use a golem.

Every round you operate a golem as the primary pilot, you need to make an Operate Golem check to have it act normally. If this check fails, the golem may only take a single move or standard action in the round. This check has a DC that varies with the size of the golem; DC 15 for a Large golem, and the DC increases by 5 for every size category increase thereafter.

Operate Golem can also be used to sabotage a golem. An operator in a sabotage component that has latched onto a golem may make an Operate Golem check of his own on his action every round. This check is opposed by any another operator in the golem, selected by the saboteur. If the saboteur’s check beats the opponent operator, he may perform that operator’s role in the attached golem that turn; for example, if he takes control of a turret component, he may control some of the enemy’s weapons for that round. A pilot gains a +5 bonus on this opposed check.

If a character has at least 5 ranks in Knowledge (architecture and engineering), he receives a +2 synergy bonus on Operate Golem checks.

[hr]

Golem Feats

Advanced Components [Construction]

You learn how to improve your current golem components to achieve better results.

Requirements: Operate Golem 5 ranks
Benefit: Select one kind of component: weapon, structural, or transport. You may advance these kinds of components by one grade (from light to medium, or from medium to heavy) as described under the uses of Craft (golem component). You may select this feat multiple times. Each time, you select another type of component. You may only select the same type of component twice, allowing you to advance the grade of such components twice.


Artillery Expert

You become brilliantly adept at working with weapons and turrets on golems.

Requirements: Operate Golem 6 ranks
Benefit: Select one kind of weapon component. You gain a +2 bonus on attack rolls made with this kind of weapon component. In addition, whenever you fire weapon components, you may fire one additional weapon component than you would normally be able to. A weapon component may still only be activated once every round.


Craft Golem Component [Construction]

You learn how to create modular golem components.

Requirements: Knowledge (architecture and engineering) 4 ranks
Benefit: You may turn raw materials into golem components, as described under the uses of Craft (golem component). You may also increase or decrease the size of components.


Expanded Materials [Construction]

You learn how to work with a greater variety of materials for golems.

Requirements: Knowledge (architecture and engineering) 8 ranks
Benefit: Select three exotic component materials. You may use these materials to make components for golems.


Repair Expert

You are much more adept at making repairs to a golem on the fly.

Requirements: Knowledge (architecture and engineering) 6 ranks
Benefit: When in a repair component, you can repair component spaces that have been destroyed so long as the component itself is not entirely destroyed. In addition, you gain a +4 bonus on repair checks.
Normal: You cannot repair component spaces that have been destroyed.

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The Golem Mechanic

Golem mechanics are masters of magical machinery, and are peerless when it comes to creating, assembling, and operating golems.

Alignment: Any.
Starting Gold: 6d4x10 gp (150 gold).
Starting Age: As wizard.

Hit Die: d6

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Golem Mechanic
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|MaximumComponent Spaces

1st|
+0|
+2|
+0|
+0|Craft Golem Component|8

2nd|
+1|
+3|
+0|
+0||14

3rd|
+1|
+3|
+1|
+1|Bonus feat|20

4th|
+2|
+4|
+1|
+1||26

5th|
+2|
+4|
+1|
+1|Quick construction|32

6th|
+3|
+5|
+2|
+2|Bonus feat|38

7th|
+3|
+5|
+2|
+2||44

8th|
+4|
+6|
+2|
+2||50

9th|
+4|
+6|
+3|
+3|Bonus feat|56

10th|
+5|
+7|
+3|
+3|Advanced operation|62

11th|
+5|
+7|
+3|
+3||68

12th|
+6/+1|
+8|
+4|
+4|Bonus feat|74

13th|
+6/+1|
+8|
+4|
+4||80

14th|
+7/+2|
+9|
+4|
+4|quick construction|86

15th|
+7/+2|
+9|
+5|
+5|Bonus feat|92

16th|
+8/+3|
+10|
+5|
+5||98

17th|
+8/+3|
+10|
+5|
+5||104

18th|
+9/+4|
+11|
+6|
+6|Bonus feat|110

19th|
+9/+4|
+11|
+6|
+6||116

20th|
+10/+5|
+12|
+6|
+6|Advanced operation|122[/table]

Class Skills: The golem mechanic’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (architecture and engineering) (Int), Operate Golem (Int), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).

All of the following are class features of the golem mechanic.

Weapon and Armour Proficiencies: A golem mechanic is proficient with all simple weapons, as well as light armour. A golem mechanic is not proficient with shields of any kind.

Craft Golem Component: At 1st level, a golem mechanic gains the Craft Golem Mechanic feat. In addition, a golem mechanic can build bigger and more impressive golems than most people. The maximum size of a golem he can put together is shown on Table: The Golem Mechanic in numbers of component spaces. In addition, he receives bonus maximum component spaces based on a high Intelligence score, as shown on the following chart:

Table: Additional Component Spaces
{table=head]Intelligence Score|Bonus Spaces
>12|0
13-14|1
15-16|2
17-18|4
19-20|8
21-22|12
23-24|16
25-26|20
27-28|24
Every additional +2|+4[/table]

Bonus Feat: At 3rd level and every 3 levels thereafter, a golem mechanic receives a bonus feat that he qualifies for with the [Construction] descriptor.

Quick Construction (Ex): At 5th level, a golem mechanic may perform any use of this Craft (golem component) skill in half the time normally required.

At 14th level, the time he requires for these constructions is reduced by half again, to one quarter of the original time needed.

Advanced Operation (Ex): At 10th level, a golem mechanic may take 10 on any Operate Golem check, even if stress or distraction would normally prevent him from doing so.

At 20th level he may take 20 on any Operate Golem check without increasing the time neccessary for the check.

[hr]

[b]Special Materials

Components can be made from a huge variety of materials. You may mix and match materials inside of a golem, but each component must be entirely made of the same material.

Any weapon component made from a material overcomes appropriate damage reduction.

Many materials have special abilities, described below the table.

Price: The price of enough raw materials for one component space.
Damage Reduction: The damage reduction a component space applies against attacks.
HP: Typical hp/component space.
Weight: The weight of one component space. [currently unfilled]
Craft DC: The DC of a Craft (golem component) to work with this material.
Exotic: Some materials are exotic and need a feat to be used in crafting.

Table: Component Materials
{table=head]Material|Price|Damage Reduction|HP|Weight|Craft DC|Exotic?
Adamantine|10,000|20/-|100||30|No
Alchemical Silver|200|3/bludgeoning|30||13|No
Astral Driftmetal|900|5/-|30||16|Yes
Aururum|7,000|15/-|60||23|Yes
Baatorian Steel|1,500|5/good or chaotic|45||21|Yes
Blue Ice|2,500|10/bludgeoning|60||23|Yes
Bone|15|3/bludgeoning|20||11|No
Bronzewood|400|5/slashing|20||13|No
Chitin|100|3/piercing or slashing|15||11|No
Cold Iron|500|3/-|60||14|No
Darkwood|850|10/slashing|30||13|No
Dragonhide|1,650|5/magic|50||18|Yes
Elukian Clay|150|3/bludgeoning|20||12|No
Flesh|5|2/slashing or piercing|5||9|No
Frystalline|1,200|5/evil|35||20|Yes
Green Starmetal|900|3/-|50||15|Yes
Iron|100|3/-|45||12|No
Magically Enhanced Obdurium|24,000|60/-|300||45|Yes
Mithral|2,000|10/-|30||16|No
Morghtuh Iron|5,000|15/-|50||26|Yes
Obdurium|15,000|30/-|150||40|Yes
Pandemonic Silver|2,000|5/-|40||21|Yes
Pearl Steel|1,000|10/-|30||19|No
Rimfire Ice|400|5/bludgeoning|35||17|Yes
Riverine|9,000|20/piercing|80||30|Yes
Serren|2,500|10/slashing|40||19|Yes
Stone|50|5/bludgeoning|50||13|No
Stygian Ice|6,500|15/bludgeoning|55||25|Yes
Truesteel|1,000|5/-|50||15|Yes
Wood|10|3/slashing|10||10|No[/table]

Alchemical Silver: Weapon components take a -1 penalty on damage rolls.
Astral Driftmetal: Weapon components have a 25% chance of working against incorporeal creatures.
Aururum: Structural components made from aururum have fast healing 1.
Baatorian Steel: Weapon components dealing slashing or piercing damage gain +1 on damage rolls.
Blue Ice: Slashing weapon components gain +1 on damage rolls.
Bone: Bone components are exceptionally brittle, and cannot be repaired.
Chitin: Components have energy resistance 5 to all energy types.
Dragonhide: Components are immune to fire damage.
Elukian Clay: Components grant a cumulative +2 bonus on Swim checks.
Flesh: Components decay and fall apart after 1d8 days.
Green Starmetal: Weapon components deal an additional 1d6 damage against outsiders.
Morghtuh Iron: Weapon components take a -1 penalty on attack rolls, but deal 1 point of Strength damage on a failed Fortitude save with a melee or ranged attack (Fort DC 14)
Pandemonic Silver: Weapon components deal an additional 1d6 sonic damage; Listen checks made within 100ft. distance of components take a -10 enhancement penalty.
Pearl Steel: Components grant a cumulative +4 bonus on Swim checks; weapon components work perfectly underwater.
Rimfire Ice: Components shed light to 30ft.; weapon components deal an additional 1 cold damage on a successful melee or ranged attack.
Riverine: Armour components grant half of their armour bonus as a deflection bonus instead.
Serren: Components have the ghost touch property.
Stygian Ice: Weapon components take a -1 penalty on attack rolls, but deal 1 point of Wisdom damage on a failed Will save with a melee or ranged attack (Will DC 14)
Truesteel: Weapon comonents gain a +1 bonus on critical confirmation rolls.
Wood: Components are vulnerable (1 1/2 x damage) to fire damage.

Fiery Diamond
2008-01-18, 02:07 AM
How can something made of medium-sized objects be medium?

Like the concept, though.

-Fiery Diamond

Kellus
2008-01-18, 02:10 AM
Medium is a range of sizes. 7-8 component spaces is the break-off point between being Medium and Large; thus, a golem made of 7 5x5x5 components is Medium, while a golem made of 8 is Large.

Rigon
2008-01-18, 03:44 AM
while it's quiet some work you've done... it has a bit of mechwarrior as an aftertaste.

Deepblue706
2008-01-18, 03:55 AM
Excellent work! I don't know what else to say. Excellent work, again!

I think if I make a hexapod golem for a mount, it'll go really well with a certain character concept I'm developing...

Zenos
2008-01-18, 04:31 AM
Excellent work! I don't know what else to say. Excellent work, again!

I think if I make a hexapod golem for a mount, it'll go really well with a certain character concept I'm developing...

I start thinking about tripod Striders...

GoC
2008-01-18, 09:00 PM
You forgot Obdurium and magicaly enhanced obdurium in your list of materials. Here's the info:

Obdurium 20,000 30/- 150 40 Yes
Magicaly Enhanced Obdurium 24,000 60/- 300 40 Yes

Then there's Prismatic shielding, flaming armor, airtightness, whirling blades sticking out of all the walls...
In fact get the Stronghold Builder's guide. It's REALLY useful for this kind of thing. I build an attack plane armed with disintegration beams, energy orbs, widened blistering radiences, a continuous vortex of teeth and meteor swarm to name a few. It could go ethereal, planeshift, was permanently invisible, was surrounded in a tornado and immune to spells of 4th level or below.

Why don't you include the cost (and weight if relevant) of each component?

Parvum
2008-01-19, 07:43 PM
Wheels?


Medium is a range of sizes. 7-8 component spaces is the break-off point between being Medium and Large; thus, a golem made of 7 5x5x5 components is Medium, while a golem made of 8 is Large.


So... a medium component is actually small/tiny in terms of creature size?

And it might be worthwile to note that the Mechanic lacks the Operate Golem skill. I'd also suggest giving it infusions to spice it up a bit (but that's just me).

Kellus
2008-01-19, 08:03 PM
Wheels?

So... a medium component is actually small/tiny in terms of creature size?

And it might be worthwile to note that the Mechanic lacks the Operate Golem skill. I'd also suggest giving it infusions to spice it up a bit (but that's just me). Also, how are normal characters limited in the number of components that can be put in golems? If they aren't, then the Mechanic is actually more limited in having... well, a limit.

Wheels may come. They would be fairly easy to make as a motion component, I suppose.

As for the Mechanic's skills, that is a terrible oversight that will be corrected shortly. :smallsmile:

Normal characters can only put together golems with a maximum of 8 components.

As for component size, one component space (5x5x5) is Medium-sized. Eight of them together make a Large-sized golem. But if that seems unrealistic, I may have to rethink my sizes... Going from the low end up rather than the high end down, as it were.

So... 1 components space would be Medium, 2-8 would be Large, 9-27 would be Huge, 28-64 would be Gargantuan, 65-125 would be Colossal, and higher than that gets into Colossal+, Colossal++, etc.

You know, I think I like that better. First post shall be amended.

Parvum
2008-01-19, 08:20 PM
That explains why the things I noted vanished when I looked over the post. Hooray! One less reason that I don't belong in the asylum!

The advanced components feat allows you to increase a single type of component by one grade, but it seems like it might take a while to get the really shiny parts that way (likely intended, though). What is the probability of either selecting two parts or having maximum grade access in one?

Fiery Diamond
2008-01-20, 02:10 AM
Yeah, as far as sizes go, if you look at stuff in the MM, you'll see that it makes more sense to consider Large the one that has the range of sizes. For example, a mimic is Large, and it can be as small as 6x6x6(or maybe even smaller, i can't remember) 5x5x5 is close to the maximum for Medium.


Just my take.

-Fiery Diamond

Maldraugedhen
2008-01-20, 02:34 AM
Stygian Ice: Weapon components take a -1 penalty on attack rolls, but deal 1 point of Wisdom damage on a failed Will save with a melee or ranged attack (Fort DC 14)


Need either both will save or both fort save there.

Also, this would be the only case of a Knowledge-based skill gaining a bonus from a synergy instead of granting it. I would recommend going the other way around, and having Knowledge (Architecture and Engineering) giving synergies to Craft (Golem Component) and Operate Golem.

Jibar
2008-01-20, 05:45 AM
So now we have Gundam Golems.
:smalltongue:
I like it actually. Sounds really good for a magically ruled kingdom, where the mage lords use golems to solve arguments.

Patashu
2008-01-20, 07:27 AM
So...

Are they steam-powered? :P

Parvum
2008-01-20, 12:11 PM
(The stuff what once was here was uninformed gibberish. Pretend I said something philosophical.)

On a vaguely related note, perhaps the dragonbreath component should run on oil/alchemist's fire. Flame nearly whenever you want is a bit much.

Stycotl
2008-01-20, 12:59 PM
at the damage listed, i think the dragonbreath is fairly reasonable, though i was thinking that it should take up more component spaces as it covers a fairly large area. maybe drop the area of effect to 25' line, 15' cone (off the top of my head), and increase range for every upgrade. something similar.

littlechicory
2008-01-20, 01:45 PM
So now we have Gundam Golems.

I agree with this comment.

Stycotl
2008-01-20, 02:37 PM
I agree with this comment.

are we to take it that you think this a bad thing?

Uncle Festy
2008-01-20, 07:58 PM
I was just looking at the first Movement Component, and I thought: Yup, that's a really boring golem! :smalltongue:

GoC
2008-01-20, 09:01 PM
You forgot Obdurium and magicaly enhanced obdurium in your list of materials. Here's the info:

Obdurium 20,000 30/- 150 40 Yes
Magicaly Enhanced Obdurium 24,000 60/- 300 40 Yes

Then there's Prismatic shielding, flaming armor, airtightness, whirling blades sticking out of all the walls...
In fact get the Stronghold Builder's guide. It's REALLY useful for this kind of thing. I build an attack plane armed with disintegration beams, energy orbs, widened blistering radiences, a continuous vortex of teeth and meteor swarm to name a few. It could go ethereal, planeshift, was permanently invisible, was surrounded in a tornado and immune to spells of 4th level or below.

Why don't you include the cost (and weight if relevant) of each component?
So... No comment?

Stycotl
2008-01-20, 09:15 PM
I was just looking at the first Movement Component, and I thought: Yup, that's a really boring golem! :smalltongue:

one man's trash is another man's treasure.

these are not going to replace golems in my campaign, and i do not yet have a concrete idea on how to fit them in, but this was a very creative attempt to create more exotic constructs. i think he did a good job.

that being said, i think there is a lot of work to be done. this feels half-finished to me. needs more options. but that is the point that i like: it has options. cool stuff.

one complaint i have is that the base class is horribly underpowered at higher levels. even if you grant it infusion--which i think you shoul--there needs to be more. give it a couple pre-capstone abilities near the op end, and then a finale capstone that makes this class worth taking. and some of the abilities should be centered around the prc itself, the character, not the character's ability to fix/create robots.

also, 8 seems pretty low compared to the uber number that a higher mechanic can create. i don't see that an artificer should be limited to such a low number. i would make it depend on hd or craft ranks, say that all other classes can create a number of components dependent on their hd or their craft or know engineering ranks, then give the artificer a bonus or something.

Stycotl
2008-01-20, 09:16 PM
well, i'll be a little embarrassed now. funny joke, too bad i'm a little slow on the uptake.

in my defense, i was already feeling like i needed to defend his creation because of one of the other posts (justification at its finest)...

Parvum
2008-01-20, 09:22 PM
So... No comment?

If you ask a DM to use these (or use these while you DM), there's noone but George to bust in and arrest you for including other materials.

As for the class, this might be going a bit far, but the ability to create half-golem parts (and make yourself a half-golem), but with no mental ability modifiers or supernatural abilities. Or (again, going a bit far) the capability to make a remote control component (though this would take some hefty scientific explanation without magic, and the lack of magic is one of the intrigueing things about the whole concept).

With a successful Operate Golem Check, can you use feats (such as Power Attack or Weapon Finnesse)?

Stycotl
2008-01-20, 09:27 PM
also, your golem mechanic class might work better as a prc that uses artificer as a requisite. i don't see that you would lose too much of the base class' ability, since there is not much in the way of new abilities after 10th level. just push them into a 10-lvl prc and refigure the component allowance.

speaking of comp allowance, i would make it based on the knowledge or craft skill, and give the mechanic a bonus based on level. that way i see it meshing better with other classes. primary reason i say this is that i think a nonmechanic artificer should still be able to create a better mech than a cleric or a druid, unless said cleric is worshipping some long-lost power form mechanus or something...

Parvum
2008-01-20, 09:38 PM
also, your golem mechanic class might work better as a prc that uses artificer as a requisite. i don't see that you would lose too much of the base class' ability, since there is not much in the way of new abilities after 10th level. just push them into a 10-lvl prc and refigure the component allowance.


I dissaprove, but only because this means you can't start being golem-god from day one. (pew, pew, kaboom... hehe...)

What be shoved into such a prestige class like that? +1 infuser level, I'm guessing, but how would you cram in current class abilities?

Stycotl
2008-01-20, 09:44 PM
What be shoved into such a prestige class like that? +1 infuser level, I'm guessing, but how would you cram in current class abilities?

as i was saying above, i don't see that the mechanic's abilities are so powerful that they would become unbalanced if joined to an artificer's ability. if kellus does not agree, but wishes to turn it into a prc, he could simply give it a penalized artificr caster level increase (i'm not sure what they are called for infusions), or subdue some of the mech abilities, or the component allowance, which i think should be subdued anyway.

Kellus
2008-01-20, 10:07 PM
Wow, lots of comments!

New materials will be looked at, and those two sound good.


With a successful Operate Golem Check, can you use feats (such as Power Attack or Weapon Finnesse)?

Actually, one of my original ideas was to allow a character to take two Golem Proxy feats in place of a normal feat... These proxy feats let the character use the feat only on behalf of the golem they're operating, so that the golem can use stuff like Dodge or Cleave. Advice?



So now we have Gundam Golems.

Pretty much, yes. :smallredface:


I was just looking at the first Movement Component, and I thought: Yup, that's a really boring golem!

Boo. :smallamused:


Are they steam-powered?

You can justify it pretty much anyway you want. The way I see it is that it's quasi-magical machinery, but it runs on normal physical mechanics, hence why you don't need to be a spellcaster to create or operate one.


Also, this would be the only case of a Knowledge-based skill gaining a bonus from a synergy instead of granting it. I would recommend going the other way around, and having Knowledge (Architecture and Engineering) giving synergies to Craft (Golem Component) and Operate Golem.

An excellent point, and something I completely missed. I'll fix that.

As for other possible components, suggestions are welcome. I tried to cover a lot of bases, but obviously there are other possibilities for components to build into the golem.

Now, as for the base class. My biggest concern with this system is that it's really not balanced in comparison to other parts of the game. It's a viable system that would let you drive around golems and even have great fights with other golems, but I don't think it's at all balanced against other monsters or as, say, a random encounter. I haven't a clue how to figure out a CR or ECL on this sort of thing, and the base class' component limits was mostly guesswork.

My best idea at this point is to scrap the base class and change the use of the skill. The original idea of the class was so that at low levels you couldn't build a ginormous golem made of wood or something and go to town. But I think this might work better as just increasing the DCs of Craft (golem component) or Knowledge (architecture and engineering) so that anyone can make big golems but they need to have the high skill checks to do it. Ergo, really big golems wouldn't be available until high levels, and they'd be available to everyone pretty much equally. That's a pseudo-balancing factor in and of itself, since if everyone has equal access to the same stuff then everyone's on even footing even if the system isn't perfectly balanced against normal encounters.

So, I guess the first thing to do is find the base DC for K(a&e) to make an 8-piece golem, and increase from there. :smallconfused:

Suggestions, anyone?

Patashu
2008-01-21, 01:47 AM
Rename the boring component to one of:

digging
tunneling
excavating
burrowing

Parvum
2008-01-21, 12:49 PM
Wow, lots of comments!
Actually, one of my original ideas was to allow a character to take two Golem Proxy feats in place of a normal feat... These proxy feats let the character use the feat only on behalf of the golem they're operating, so that the golem can use stuff like Dodge or Cleave. Advice?

I think It might be better to have a single feat (int 13 prereq) that would allow you to use your own feats with an operate golem check. This way, characters specializing in golems can actually beat a commoner without machinery.

Vadin
2008-01-21, 05:38 PM
If I can throw in one suggestion here before I run out the door to other business:

PLEASE keep a golem-making base class in at least some shape or form. If you want to look at what is likely going to be comparable in power, there's this shapeshifting class (http://forums.gleemax.com/showthread.php?t=975736) over on the Wizards boards thats very nice. Constant shifting and a personal mecha seem pretty similar in terms of power level.