Golemancer (WIP)

Written by Wolfarian.

Ability Scores:

Golemancer's gain a +2 class bonus to Intelligence or Charisma, as long as it isn’t the same ability you increase with your +2 racial bonus.

 

Backgrounds:

Possible backgrounds include: Living golem, hermit, engineer, and scholar

 

Gear

At 1st level, a Golemancer starts with a mace, a robe, and other bits and bobs potentially a few cogs and gears.

Gold Pieces: Start with either 45gp or 2d6*10 gp

 

Armor

 Armor Type  Base AC      Atk Penalty

None

10

          -

Light

11

          -

Heavy

14

         -2

Shield

+1

         -2

 

Melee Weapons

 

One-Handed

Two-Handed

Small

1d4 Dagger

1d6 Club

Light or Simple

1d6 Mace, shortsword

1d8 Spear

Heavy or Martial

1d8(-2atk) Longsword, Warhammer

1d10 (–2 atk) greatsword

 

Ranged Weapons

 

Thrown

Crossbow

Bow

Small

1d4 dagger

1d4 hand crossbow

 

Light or Simple

1d6 Javelin, axe

1d6 light crossbow

1d6 shortbow

Heavy or Martial

 

1d8 (-2 atk) Heavy

1d8 Longbow




Level Progression

Golemancer level

Total Hit Points

Total Feats

Level-Up ability bonuses

Class Talents

Spells

Damage bonus from ability score

Level 1

(7+ CON mod) x 3

As 1st level PC

Not affected

3

2

Ability modifier

Level 2

(7+ CON mod) x 4

2 Adventurer

Not affected

3

3

Ability modifier

Level 3

(7+ CON mod) x 5

3 Adventurer

Not affected

3

3, 1(3rd Level)

Ability modifier

Level 4

(7+ CON mod) x 6

4 Adventurer

+1 to 3 abilities

3

3, 2(3rd Level)

Ability modifier

Level 5

(7+ CON mod) x 8

4 Adventurer

1 Champion

Not affected

4

3,3 (3rd Level)

2 x Ability modifier

Level 6

(7+ CON mod) x 10

2 Adventurer

2 Champion

Not affected

4

3(3rd Level),4(5th Level)

2 x Ability modifier

Level 7

(7+ CON mod) x 12

2 Adventurer

3 Champion

+1 to 3 abilities

4

4(5rd Level). 3(7th Level)

2 x Ability modifier

Level 8

(7+ CON mod) x 16

2 Adventurer

3 Champion

1 Epic

Not affected

4

3(5th Level), 4(7th Level)

3 x Ability modifier

Level 9

(7+ CON mod) x 20

2 Adventurer

3 Champion

2 Epic

Not affected

4

3(7th Level), 4(9th Level)

3 x Ability modifier

Level 10

(7+ CON mod) x 24

4 Adventurer

3 Champion

3 Epic

+1 to 3 abilities

4

3(7th Level), 4(9th Level)

3 x Ability modifier



Class Feature(s)

 

Golem Companion: The character has through years of practice or just dumb luck has managed to create a golem which protects and cares for the character, and to determine the powers and abilities of the golem, the player picks talents that affect it.

*Note that many golems have a cost now this doesn’t mean straight up money you can do things to get replacement parts beforehand or just do things for other golems, and in all the Abyss just kill a golem and take the useful parts.

 

Class Talents

Mini Spider Golems: Instead of one golem you create and use miniature golems that crawl along the ground to enact attacks or distractions, the golems are controlled through your actions, with the mini golems they need to use a standard action to set up to, and move actions to well move the golem however you can only control up to 4 of the golems and one at a time, and these golems must be made costing 3 gold pieces each (Not needing to be in town reason why well...Magic?)

Spike Spider when placed and set up deal (Level)d4 damage to those who run over or stay on the spider after the players turn

Poison Spider when placed and set up deal (player level doubled) damage to engauged targets and those targets get a disengage penalty equal to -4.

Explosive Spider when thrown out can move to explode when targets can be intercepted, or moved to foes and use a standard action to damage to targets engaged The damage of Explosive Spiders are 10*(Level)

Type

HP

AC/PD/MD

Spike

Character Level

18/16/12

Poison

20+Character Level

16/18/12

Explosive

Character Level

12/14/12

Adventure Feat: The golems get a free movement action (Instead of using your own)

Champion Feat: The golems gain +2 AC bonus and +2 MD

Epic Feat: You can use more golems equal to the escalation (4 + 1 if escalation dice is 1)

 

Attached Golem Arms: You create two golem arms which gives you the ability to use the Ranger’s Double Melee Attack

Adventurer Feat: Your second attack gains a +2 attack bonus if it is against a different target.

Champion Feat: Once per battle, use Double Melee Attack after an odd attack roll.

Epic Feat: Each turn, you can pop free of one enemy before one attack roll that is part of a Double Melee Attack. You can also use your move action in between your two attacks if you wish.

 

Golem Companion: The golem acts as defender or even friend of the character, and uses its own actions and initiative (The golem is able to converse with the character.)

There are 3 variants

Light Golem. This golem gets 2 movement actions however has low Physical and decent Mental defense but overwhelmingly high AC, and the special power of this golem is double attack. Size is medium

Level

Attack

Damage

AC

PD

MD

HP

1

+7

D8

18

12

16

10(5)

2

+7

D10

19

12

16

20(10)

3

+9

2D10

19

14

16

30(15)

4

+9

3D10

19

14

17

40(20)

5

+11

4D10

20

16

17

50(25)

6

+12

5D10

20

16

18

60(30)

7

+13

4D12

20

18

18

60(30)

8

+13

6D12

21

18

19

80(40)

9

+13

6D12

21

19

19

80(40)

10

+15

6D12

22

19

20

100(50)

Medium Golem. This golem has well rounded defenses but high HP, and the special power of this golem is that it has access to a cleric spell size is Medium

Level

Attack

Damage

AC

PD

MD

HP

1

+6

D6

16

14

15

8(4)

2

+6

2D6

16

14

15

16(8)

3

+7

3D6

16

15

16

20(10)

4

+7

4D6

18

16

17

26(13)

5

+9

5D6

18

17

17

30(15)

6

+10

6D6

18

17

18

40(20)

7

+11

7D6

19

18

18

40(20)

8

+11

8D6

20

18

19

60(30)

9

+11

4D8

21

19

19

60(30)

10

+13

6D8

21

20

20

80(40)

Heavy Golem. This golem has high damage but low defenses but also high HP, and has the special power of a barbarian cleave Size is Large

Level

Attack

Damage

AC

PD

MD

HP

1

+7

2D6

12

12

13

20(10)

2

+7

4D6

12

12

13

60(30)

3

+9

2D8

14

13

14

100(50)

4

+9

4D8

16

13

14

120(60)

5

+9

4D10

18

14

15

140(70)

6

+9

6D10

18

14

15

160(80)

7

+12

8D10

18

15

16

160(80)

8

+12

6D12

19

15

18

160(80)

9

+13

8D12

20

16

18

180(90)

10

+14

10D12

21

16

20

200(100)

Adventure Feat: The golem gets background checks as the golem gets a sense of life

Champion Feat: The golem has learned to speak with everyone learning a language

Epic Feat: The golemancer can cast a golem daily spell without expending it.

 

Iconic Golem: Your golem has been granted powers by a Icon themselves indirectly or not.

(This cannot be taken without having Golem Companion) Pick one of the below.

The Archmage: The golemancer gets to as a recharge 16+ can cast two spells at the same time.

The Crusader: The golemancer gains the Turn Undead spell

The Diabolist: The golem gains a demonic ability roll (D6)

The Dwarf King: The golem gets the Ground Travel ability listed below

Once per battle as a move action you travel through the ground to a location visible

The Elf Queen: The golem gains the ability of gather power daily power.

The Emperor: The golemancer is allowed to reroll initiative once per battle (Stacks with human racial power)

The Great Gold Wyrm: The golem becomes aware of any demons in nearby range.

The High Druid: The golemancer is able to speak to animals through the golem

The Lich King: The golemancer gets the Death Knell talent

The Orc Lord: Gains the barbarian cleave talent

The Priestess: The golem, and golemancer gets the ability of the cleric heal feature

The Prince of Shadows: The golem itself gets the Rouge’s murderous ability

The Three: the golem gains the Breath Weapon racial power

Adventure Feat: The golemancer gets a icon die related to the chosen

Epic Feat: Gain a second icon power

 

Combat Golemancer: The golemancer gets to wear heavy armor with no penalty to attack.

Adventurer Feat: The golemancer armor is increased by 1

Champion Feat: Get an extra recovery

 

Spells

 

1st Level Spell

Protective Shielding

Close-quarters spell

Recharge 11+ after battle

Standard action to cast on oneself, quick action on golem

Effect: Protective energy causes no damage to the target for the rest of the round

Champion Feat: Creates a energy that draws the attention of nearby creatures DC of 11+ to resist

Epic Feat: DC is increased to 16+

 

Reflective Shielding

Close-quarters spell

Daily; Standard

Effect: Force energy causes one attack to be reflected onto the attacker

3rd Level: Another attack can be reflected

 

Dust Bomb

At-Will; Standard

Target: Nearby

Attack: Intelligence+Level vs PD

Effect: 2d4 Damage, and on a natural odd attack roll the target is dazed

 

Laughing Stones

At-Will; Standard

Target: Nearby

Attack: Charisma+Level vs MD

Effect: d4+Cha Ongoing thunder damage

3rd Level: d6+Cha Ongoing thunder damage

5th Level: d8+Cha*2 Ongoing thunder damage

7th Level: d10+Cha*3 Ongoing thunder damage

9th Level: d12+Cha*4 Ongoing thunder damage

 

3rd Level Spells

 

Clay Bomb

Daily; Standard

Target: Nearby

Attack: Intelligence+Dexterity+Level

Effect: Target is stuck

5th Level: D3 nearby enemies are stuck

 

Bolstering Warding

Daily; Standard

Target: Golem

Effect: The golem gets a bonus of 1 AC as long as the golemancer focuses on casting the spell

Special: Channeled (Spell continues till discontinued or staggered)

5th Level: Bonus is increased to 2

7th Level: Bonus is increased to 3 and a PD bonus of 1

9th Level: The spell is now a recharge 16+

 

Living Blade

Daily; Quick

Effect: A sword of clay, stone, and dirt is created making a basic melee attack against one far away target

5th Level: Recharge 16+

7th level: Recharge 11+

9th Level: Make two basic melee attacks

 

5th Level Spells:

 

Sudden Stop

Interruption Action

Effect: When a enemy begins its turn with a movement this spell causes them to stop

7th Level: When stopped the target must make a hard save or fall on the ground becoming weakened, and also ends its turn (Affects Small/Medium Mooks)

 

Living Armor

Daily; Quick

Effect: A set of armor wraps around the caster giving 35 temporary HP

7th Level: 50 Temporary HP

9th Level: Deals damage equal to level to attackers





7th Level Spell:

 

Empower Golem

Daily; Quick Action

Effect: The golem gets an extra standard action

9th Level: The golem gets and extra die of damage

 

9th Level Spell

 

Overload

Daily

Effect: Overloads the golem and will cause its destruction only after the battle. The golem’s damage and HP are doubled when this spell is cast

Special: The repair will cost 100 platinum pieces (1000 Gold pieces)

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