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Golem Master Ability Requirements: Dexterity 16+, Intelligence 11+, Wisdom 11+ Prime Requisite(s): Dexterity, Intelligence Hit Dice Type: d4 Allowed Races: Human, Half-Elf, Darkman, Dwarf Allowed Alignments: Any Build Point Bonus: 6 BP Spell Jacking? No
The Golem Master is a magic-using specialist class that has dedicated their lives to the pursuit of giving life to inanimate objects and corpses. They are magic-users and dress appropriately, although many forget their appearance and wear mismatched socks and stained smocks. Golem Masters are extremely intense individuals and dislike any interruptions to their work. Only 1 in 100 magic-users has the talent to become a Golem Master. Typically, these individuals become obsessed with the creation of artificial life. The ultimate goal of most Golem Masters is to find the secret or essence of life itself. Sometimes known as mad geniuses, Golem Masters are almost always wellfunded or independently wealthy. Golem Masters will occasionally create customized golems for a patron, but they charge triple the construction costs. Most Golem Masters employ at least a dozen hirelings to run their households, guard their labs and help with the construction of golems (typically masters and experts in certain skills, such as clay sculpting, stonemasonry, and metalworking when the Golem Master himself lacks such skills.) Golem Masters prefer hunchbacked assistants due to their dedication to the hard work of running a laboratory. Golem Masters dislike Necromancers, as they see them as cheats. Golem Masters have access to all the magic-user spells available to transmuters (i.e. they do NOT have access to the schools of Abjuration and Necromancy) and typically cast their spells exactly like their magic-using cousins (using the standard magic-user spell progression table in the Players Handbook). However, because of their unique approach to golem creation, Golem Masters have access to an array of spells available ONLY to the Golem Master. These spells are collectively known as the Golem Class spells, listed below. Some of these spells allow a Golem Master to create any type of golem without the requirement of certain spells to complete them. Golem Masters still pay the cost, time, and materials required to create such golems. The golem spell is usually cast on the final day of construction. Golem Masters can construct any type of golem in half the normal time, provided the Golem Master is high enough level to build the golem. Golem Master can construct the basics of a golem at their normal construction time in order to save them until they are able to cast the proper spell to animate it. Additionally, their expertise allows them to naturally calm golems that are berserk by putting them into a non-hostile state (saving throw vs. spell for the golem) and once per round they can attempt to stop a golem under the control of others (current controller must save vs. magic to maintain). Attacking a stopped or non-hostile golem will cancel the previous affects and prevent the Golem Master from trying again for ten rounds on that golem. However, they cannot command golems ordered by their creators, unless given permission or if they helped in the construction of that golem. Golem Master creations never go berserk in the presence of their master and they never disobey him. Over time, Golem Masters tend to focus on one type of golem and become very good at such creations. At anytime he is able to normally make a particular golem, a Golem Master may decide to specialize in that one type of golem. This specialization is a one time deal, meaning they cannot specialize a second time. In order to specialize, a Golem Master must spend one month, plus the three times the normal construction time of the golem they chose, of uninterrupted research for eight hours a day. What they are allowed to do during this time is as if they were researching a spell. In addition to the time required, the Golem Master must pay three times to normal cost of their specialized golem. If the specific golem has a varied cost, it is the max amount possible. This cost represents materials needed for the Golem Master to experiment with different ways to build their golem. As with the costs, the Golem Master needs a lab and books relating to his golem. If a Golem Master has a specific Tome of Golem Making for his golem specialization that he did not create, he may cut all costs and time in half. There are not other ways to reduce time and cost, even if the Golem Master has made this type of golem hundreds of times over. The benefits of specializing in a golem are the following adjustments to it: +1 movement rate, -1 armor class bonus, attack as one hit dice higher, +10% to hit points (rounded up) or +5 hit points (whichever is higher), +1 damage per damage die, +1d4 intelligence (if it has a score of 1 or higher), and one extra ability (if it has such, like a Puppet Golem). When creating a specialized golem, the Golem Master must spend the normal amount of time, instead of half, to create it due to the amount of detail and craftsmanship required. Golem Masters tend to charge up to three times the normal cost of these golems to potential buyers, who are usually eager for such these fine crafted guardians. The Golem Master is still able to create the standard version of his specialized golem, though it causes them heartbreak to not use their skills to the fullest. Golem Masters spend much of their time learning about golems. When encountering a golem the Golem Master has not created or does not have intimate knowledge of, a GM may allow an intelligence check (with whatever modifiers the GM feels are appropriate) to determine if the Golem Master can determine one of its abilities, immunities, or weaknesses. The Golem Master must spend a round observing it for each insight. He may gain a bonus to the roll when observing it in combat. The Golem Master can also use this ability to determine if something is a golem or not just by looking at it. This ability is great for determining if that statue is really a statue or a stone golem waiting for you to get close. The Golem Master must be within at least sixty feet with good lighting to use this ability. Many Golem Master are known to invest in Eyes of the Eagle or keep a healthy diet of eating their carrots to maintain their keen eyesight. At 12th level, Golem Masters can create Tomes of Golem Making and they can use such books without destroying them. At 14th level, Golem Masters produce an aura that makes all golems within 15 feet unable to attack them. Though loath to do it, very rarely will a Golem Master attempt to become a lich so that he can continue his study into creation. This requires him to have another assist him in the creation of the potion to become a lich. This marks one of the few times a Golem Master may use a necromancy item. Alternatively, the Golem Master may transfer his soul into a golem temporarily or permanently, via certain Golem Class spells.
Other Specialist Benefits The Golem Master gains on additional spell to memorize per spell-level, however, this additional spell must be taken from the Golem Class of spells. Golem Masters gain a +1 to saves against spells of alteration or golem variety because of their enhanced understanding of such magics. Targets of an alteration or Golem Class spell cast by a Golem Master receive a -1 to their saving throws. When researching new Golem Class spells, the Golem Master gains a +15% bonus. The Golem Master can scribe scrolls and create potions of the alteration or golem variety at 6th level.
Other Specialist Disadvantages The Golem Master may not research new spells outside of the field of alteration or golems. The Golem Master may not create magic items outside of the alteration or golem variety. The Golem Master receives a -15% penalty to learn or research spells outside of the field of alteration. The Golem Master must memorize at least one Golem Class spell per level or he loses one spell per spell level as well as the bonus spell for that level. The Golem Master, as a specialist in alteration magic, may not even learn spells of the schools of magic in opposition of Alteration: Abjuration and Necromancy. Only exception to this rule are spells that involve golems in any way. The Golem Master cannot use magic items that duplicate the effects of the opposition schools of Abjuration and Necromancy. The only exclusion are items that relate to golems in any way.
Starting Spells and Spell Acquisition At first level, the Golem Master starts with five spells in his spell book, just like the generalist magic-user. Unlike the generalist, however, the Golem Masters spells do not come from the general starting spells list. The Golem Master receives Read Magic, Write, two Golem Class spells as well as one randomly determined spell from the first level Alteration spell list. When the Golem Master advances in level, his new spell comes first from the Golem Class spell list, at the highest spell level he can cast. Golem Class spells marked as rare (certain types of golems) can not be learned when leveling and must either be researched from scratch or gain from study of that specific golems Tome of Golem Making (which halves time and cost of research), or by studying a live golem or the remains of a golem. Of course, any golem spell may be research as per normal research rules. If he already knows all the spells on this list, his new spell comes from the Alteration spell list, also at the highest level he can cast. If he also knows all the Alteration spells, the new spell must come from another eligible school (i.e. not Abjuration or Necromancy) at the highest spell level he can cast. The Golem Master must roll to learn the new spell if it is not a Golem class spell or an Alteration spell. If he fails to learn the spell, he does not receive a spell for reaching this level. There may be additional Golem Class spells for golems not listed in the Hacklopedias. The casting statistics will be similar to traditional golems, and the level of the spell is equal to the minimum character level needed to make such a golem (even if it is created by a non-magic user class, such as a cleric). TABLE: GOLEM MASTER EXPERIENCE LEVELS Experience Experience Accumulated Points Level Hit Dice (d4) 0 - 3,000 1 20+1d4* 3,001 - 6,000 2 2 6,001 - 12,000 3 3 12,001 - 24,000 4 4 24,001 - 48,000 5 5 48,001 - 90,000 6 6 90,001 - 130,000 7 7 130,001 - 175,000 8 8 175,001 - 275,000 9 9 275,001 - 400,000 10 10 400,001 - 800,000 11 11** 800,001 - 1,300,000 12 11+1 1,300,001 - 1,600,000 13 11+2 1,600,001 - 1,900,000 14 11+3 1,900,001 - 2,300,000 15 11+4 2,300,001 - 2,700,000 16 11+5 2,700,001 - 3,100,000 17 11+6 3,100,001 - 3,500,000 18 11+7 3,500,001 - 3,900,000 19 11+8 3,900,001 - 4,200,000 20*** 11+9
Level Title Golem Conceptionist Golem Designer Golem Formatter Golem Constructionist Golem Manufacturer Golem Re-Designer Golem Animator Golem Edificer Golem Fabricator Golem Creator Golem Master Golem Master Golem Master Golem Master Re-Animator Mage Re-Animator Mage Creation Master Arch Creation Master Arch Creation Master Arch Creation Master
* At first level Golem Master receive 20 points + 1d4. This twenty point kicker is received at first level only. ** Golem Master gain 1 hp per level after the 11th. *** 300,000 experience points per level for each additional level beyond the 20th.
around all the time or make them their familiars. Rumor has it that these permanent Golem Pals leave for a hidden island of other misfit golems when their master dies, in search of companionship or another Golem Master to adopt them. The doll is the material component (this isnt destroyed at the end of the spell) along with a drop of water that is dripped onto the head of the doll at the end of the casting. Speak with Golem (Alteration, Enchantment/Charm) Range: 0 Components: V, S Duration: 2 rds./level Casting Time: 5 segments Area of Effect: 1 golem within 30 ft. Saving Throw: None This spell empowers the golem maser to comprehend and communicate with any golem that is not mindless. The golem master is able to ask questions of and receive answers from the golem, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely, especially in more intelligent golems. (the more stupid ones will instead make inane comments). If the golem is friendly, it may do some favor or service for the golem master that does not interfere with its prime orders (as determined by the GM). This spell is often used by golem masters to communicate with golems that do not speak the golem masters language, ones that require special spells to communicate with them (such as Zoolems) or to speak with their golem pals.
Minor Disrupt Golem (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 1 segment Area of Effect: One Golem Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. A wave of energy flows from the casters hands and flows into the golem. This energy strikes one golem. The wave of energy looks kind of like heat waves encompassing the golem, causing 1d4+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems).
kind of like heat waves encompassing the golem, causes 1d6+1 damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems). Improved Invisibility to Golems (Illusion) Range: Touch Components: V, S Duration: 2 rds./lvl Casting Time: 3 segment Area of Effect: One person Saving Throw: None This spell is exactly like the 2nd level version except the caster can attack and remain invisible. Golems may try to attack back, but at a -4 to hit the attacker. Lesser Golem Mending (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 5 segments Area of Effect: One Golem touched Saving Throw: None When casting this spell and laying his hand upon a golem, the golem master causes the golem to repair of one point of damage per level of the caster. This healing only works on golems and can restore burnt golem pals. The caster is immune to any attacks/special abilities caused by touching the target golem when casting this spell. Temporary Golem (Alteration) Range: 10 yards Components: V, S, M Duration: 2 rnds./lvl Casting Time: 1 round Area of Effect: Parts in a 10 radius Saving Throw: None When this spell is cast, a hastily strewn together golem is constructed and animated for 2 rounds per level of the caster. It as an AC of 10 minus 1 per two levels of caster, Hit Dice equal to the caster, hit points equal to caster, two attacks per round for 1d6 points of damage each. At the end of the duration, the golem disintegrates and can never be animated again. The golem is generally similar to a flesh golem (though none of the special abilities/immunities) and the parts must have been ready ahead of time, though the spell holds the creature together. The material components are enough body parts to form the golem and enough stitching to put it together. Despite the parts used, the golem statistics do not change from above.
Create Zoolem I (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Tin Golem Saving Throw: None With this spell, the caster can finish the final process of making a Zoolem of either Hawk/Eagle or Dawg/Money/etc type. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Major Disrupt Golem (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 segment Area of Effect: One Golem Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. A wave of energy flows from the casters hands and flows into the golem. This energy strikes one golem. The wave of energy looks kind of like heat waves encompassing the golem, causing 1d8+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems). Golem Mending (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 5 segments Area of Effect: One Golem touched Saving Throw: None When casting this spell and laying his hand upon a golem, the golem master causes the golem to repair of two point of damage per level of the caster. This healing only works on golems. The caster is immune to any attacks/special abilities caused by touching the target golem when casting this spell.
Create Straw Scarecrow Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Straw Golem Saving Throw: None With this spell, the caster can finish the final process of making a Straw Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Skull Necrophiduius Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Skull Golem Saving Throw: None With this spell, the caster can finish the final process of making a Skull Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Guardian Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Guardian Golem Saving Throw: None With this spell, the caster can finish the final process of making a Guardian Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Zoolem II (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Tin Golem Saving Throw: None With this spell, the caster can finish the final process of making a Zoolem of Lion/Tiger type. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Greater Golem Mending (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 5 segments Area of Effect: One Golem touched Saving Throw: None When casting this spell and laying his hand upon a golem, the golem master causes the golem to repair of three point of damage per level of the caster. This healing only works on golems. The caster is immune to any attacks/special abilities caused by touching the target golem when casting this spell.
Minor Disruptive Blast (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 segment Area of Effect: 30 radius Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. An explosion of energy of energy flows from the casters hands to a location of his choice. This energy strikes all golems in the energy effect. The explosion of energy looks kind of like heat waves encompassing the targets, causing 1d4+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems).
the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems). Possess Golem (Enchantment/Phantasm) Range: 10 feet per level Components: V, S, M Duration: 2 rnds./level Casting Time: 5 segment Area of Effect: One Golem Saving Throw: Neg. This spell allows a Golem Master to transfer himself temporarily into a golem. Golems the master controls do no receive saving throw. The golem no controlled by the caster receives a saving throw. If failed, the casters soul resides in the golem. The caster can control the golem as if it were his own body, though he may not cast any spells while inside. His living body goes into a deep sleep and falls to the ground. The caster retains his mental abilities and is still subject to mind affecting magics. Other than death, the only way to expel a possessed golem is to cast a successful dispel magic on the golem. If the golem is slain while the Golem Masters soul is in the golem, it returns immediately to his body and he is stunned for one round from the shock of the experience. If the casters original body is slain, he remains in the golem permanently until slain (dispel magic will no longer expel them from the golem). Unfortunately he can never cast spells while in the golem body except spells that would normally harm the type of golem, unlike the ninth level spell Become Golem that allows spell use. The only way to restore him to his original body is by destroying the golem he possesses (i.e. killing him) and casting a raise dead or similar spell. Those casters who bodies are lost or destroyed, they usually have to seek out those willing to transfer their souls into another sort of body via special magics or live out their lives as a golem.
Golem Shapechanger (Alteration) Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 9 segments Area of Effect: The caster Saving Throw: None With this spell, a Golem Master is able to assume the form of any type of golem. The caster becomes the golem he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of he creature is that of the spellcaster. He does gain all the immunities and abilities of the golem that do not require intelligence, such as an iron golems poison breath or a clay golems ability to haste. The caster can change into whatever type of golem any time during the duration of the spell. The golem has whatever hit points the Golem Master had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred. A golem master adopting a golem form also adopts its vulnerabilities. Unlike similar spells, a Golem Master who is killed in another form does not revert to his original shape, which may disallow certain types of revivification. The material component is a circlet made of from the remains of a golem, which shatters at the end of the spells duration. In the meantime, the circlet is left in the wake of the Golem Shapechanger, and premature shattering ends the spell immediately. Major Disruptive Blast (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 7 segment Area of Effect: 30 radius Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. An explosion of energy of energy flows from the casters hands to a location of his choice. This energy strikes all golems in the energy effect. The explosion of energy looks kind of like heat waves encompassing the targets, causing 1d8+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems).
Create Clay Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Clay Golem Saving Throw: None With this spell, the caster can finish the final process of making a Clay Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Stone Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Stone Golem Saving Throw: None With this spell, the caster can finish the final process of making a Stone Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master.