D20
D20
RACES
RACES
GOLEMS
GOLEMS
Racial Traits
Racial Traits: STR +4, CON +2, CHA -2. Created from the
natural elements of the Earth, Golems are powerful
and resilient, regardless of the medium. They are
created with life energies, and unlike other
constructs, they are intelligent and have a
Constitution score. However, they are not truly living,
and as such they have a difficult time relating to
others
Base Speed: A Golem's base land speed is 30 ft.
Medium Size: As medium creatures Golems have no
bonuses or penalties associated with size.
Living Construct: Golems created by the Ancients are
unique. Like other constructs, they are immune to
poison, sleep, paralysis, disease, nausea, fatigue,
exhaustion, sickening, and energy drain. They cannot
heal lethal damage normally.
Unlike other constructs, Golems are subject to critical hits, nonlethal damage,
stunning, ability damage, ability drain, death effects, and necromancy. They can
be affected by spells that target living creatures as well as those affecting
constructs. They do not eat, sleep, or breathe, though they benefit from potions
and spells like heroes' feast. Golem spellcasters must still rest 8 hours.
Golems can be healed by cure spells or repair spells, and they are vulnerable to
spells like Disable Construct and Harm. However, spells of the healing
subschool and similar supernatural abilities only heal half damage. A Golem
also takes damage from spells like heat Metal and Chill metal, and they are
affected by repel metal or stone. Spells such as Stone to flesh, stone shape,
warp wood, and wood shape do not affect them.
Golems become disabled at 0 hp and can only take a single move action or standard
action each round while disabled. However, they do not risk further injury.
Between 0 and -10 hp they become inert. They auto-stabilize, however, and they
do not risk losing any hp while in negative hp. Golems may be raised or
ressurected.
Magical Resilience: A Golem has DR 5/magic
Earthen Body: A golem is made of an amalgam of earthen materials, including
mud, stone, metals, and other materials found about in nature. A Golem is
treated as having a +2 armor bonus. This is NOT natural armor, and it does not
stack with effects granting an armor bonus, such as mage armor. The golem
suffers 5% arcane spell failure, as parts of its body are not entirely mobile. A
Golem may not wear magical robes or armor. The golem may enchant its body
as though it were wearing armor, however.
A Golem may choose to change its body composition if it so desires. The
golem must make this decision at first level, and the decision may not be
reversed by any means. Additional materials are discussed below.
Fortification: A Golem is treated as having Light Fortification, due to being less
vulnerable than beings of flesh. Any critical hit or sneak attack made against a
Golem has a 25% chance to be negated.
Slam: A golem has two fists which are treated as slam attacks. Each fist deals 1d10
damage, though each fist must make a separate attack roll.
Automatic Languages: Common
Bonus Languages: Languages spoken by the golem's creator.
Favored Class: Fighter. A Golem's fighter class does not count when determining
whether he takes an experience point penalty.
Level Adjustment: +1


Body Composition Options
A player may choose the following options for body composition instead of being made of an amalgam of materials. Each composition has unique properties.

Mud Golem
A mud golem is treated as unarmored for the purposes of wearing magical
items, and as such it is able to wear magic robes an armor. A mud golem suffers
no arcane spell failure and no armor check penalty.

Ironwood Golem
Often created by druids as keepers of the forest and to maintain their
groves, Ironwood golems are fairly uncommon. An Ironwood Golem has a +3
armor bonus and gains DR 2/Slashing (this DR overlaps and doesn't not stack
with a golem's Earthen Resiliency. It uses the better of the two given the
situation). An Ironwood Golem has a +4 max DEX bonus to AC, and suffers a -3
Armor Check Penalty on skills to which it applies. Finally, Ironwood golems
suffer 20% arcane spell failure, and are treated as wearing light armor
In addition, Ironwood golems are able to cast druid spells, as they are not
made of metal.

Metal Golem
Even more rare than Ironwood golems, though in part due to cost, metal
golems appear to be large, bulky, walking armor. A metal golem has an armor
bonus of +5, and a max DEX bonus of +4. A metal golem suffers 30% arcane
spell failure and a -4 armor check penalties on all skills to which it applies.
Furthermore, the golem is treated as wearing medium armor.

Stone Golem
More common than the two prior golems, Stone Golems were the ancients'
main guardians. Stone golems have an armor bonus of +8, a max DEX bonus of
+1, and a -5 armor check penalty on all skills to which it applies. Furthermore, a
stone golem is treated as wearing heavy armor, suffering a speed reduction to
20', and an arcane spell failure of 35%. The golem is also treated as having
DR 2/Adamantine. This DR overlaps (does not stack with) the golem's earthen
resiliency. Instead, it uses the better of the two as the situation applies.

GOLEM FEATS

Cold Iron Tracery
Description: Bits of Cold Iron have found their way into your body composition.
Prerequisite: Golem
Benefits: Your slam attacks and grapple checks are treated as Cold Iron for the
purposes of overcoming damage reduction. You also gain a +1 Will Save
bonus against spells and spell-like abilities.

Construct Insider
Description: Your knowledge constructs allows you to combat them with deadly
efficiency.
Prerequisite: Golem, Base Attack Bonus +2
Benefits: You gain a +2 bonus on damage rolls against creatures with the
construct type, including other living consructs. If you roll a critical threat
against a construct, you can forego the confirmation roll to make another
attack roll using the same modifier. If you hit and deal at least 1 point of
damage, the construct must succeed on a Fortitude Save (DC 10 + 1/2 your
character level + your CON mod) or be rendered immobile and helpless for 1
round as if paralyzed.

Improved Resiliency
Description: You become more like a construct
Prerequisite: Golem
Benefits: You are immune to nonlethal damage, but you lose the ability to
benefit from regeneration or fast healing regardless of where it comes from.

Second Slam
Description: You can deliver slam attacks with brutal efficiency
Prerequisite: Golem
Benefits: You can deliver a second slam in any round you make a full attack
that includes a slam attack. The second slam uses your highest base attack
bonus with a -5 penalty, and it deals your normal slam attack damage.
Special: A fighter can select Second Slam as one of his figther bonus feats

Silver Tracery
Description: Alchemical Silver has worked its way into your composition
Prerequisite: Golem
Benefits: Your slam attacks and grapple checks are treated as silvered
weapons for the purposes of overcoming damage reduction. In addition, you
gain a +1 bonus to fortitude saves against spells and spell-like abilities.

Spiked Body
Description: Your body has many spiky protrusions, be they chunks of rock,
thorns, or metallic armor spikes.
Prerequisite: Golem
Benefits: You deal extra damage on grapple checks as though you were
wearing armor spikes (1d6 piercing damage). Though your slam attack
deals no extra damage, it is treated as both Bludgeoning and Piercing.
Special: This feat does not stack with abilities and equipment.