Golem

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Formed of clay and stone, formed of sticks and bones, the lifeblood of a golem flows as magic from the Five Sources. An arcane spark, a divine gleam, a primal mark, an occult scream, or a psionic soul resides within.

By sculpting a humanoid form and then binding it to a magical source, a golem is born. While animated objects are not very uncommon, true golems – which can act and reason independently of their creators – are relatively rare.

The exact process by which individual casters assemble golems depends upon the source of their magic and their personal expertise. A golem’s physical and magical composition typically affects the golem’s specific capabilities and personality.

A Golem's Creator

With rare exception, a caster is only ever able to create one golem in their lifetime due to the intense amount of magical energy that goes into creating life from inanimate matter. This often means that a golem and its creator share an intense bond, either as great friends or terrible adversaries (as in the case of poor Viktor Shelley, who created the first golem).

When making a golem, consider who created you. Typically, a caster will want to keep a golem around for protection or companionship. If this is the case, how do you feel about your creator? Are you friends, or is your relationship more like that of a parent and child or an employer and hired hand? Do you want to remain with your creator or set out to live your own life?

Alternatively, sometimes the creation of a golem is a process that a caster is not yet prepared for, and the process kills the caster, propels them into another plane of existence, or some other dramatic fate.

Perhaps your creator is another member of your party. Remember that the process of creating a golem usually requires a tremendous capacity for magic, but also exacts a high toll, so it is easy to justify your creator being only the same level as you from a mechanical standpoint. Perhaps your creator has lost much of their magical ability and hopes to reclaim it over the coming years, even if they will never again be able to create another golem.

Golem Traits

Height: 5’2” - 8’0”

Weight: 100 - 600 lbs (depending largely upon the physical materials that comprise them)

Size: Medium

Base Speed: 20 ft

Appearance: Typically made of plant matter, clay, or bones, with some stone to offer additional support/protection as needed. Golems usually look humanoid otherwise, though some might have additional arms or legs.

Lifespan: Golems are born with the sentience of a human child and learn rapidly. After they have been sentient for a year, they are capable of reasoning akin to a human adult of the same INT score. Thus far, no golems are known to have died naturally.

Golem Features

Golem Starting Features

At level 1, you get the following features as a golem. You also gain additional features based on your primary material and life source.

Feature Description
Magically Constructed Nature You do not need to eat, but must drink, breathe, and sleep like any other creature. You might speak with your MC about what specifically you need to drink: perhaps you survive on olive oil, petroleum, low-viscosity lava, or some other unusual fluid.
Unique Composition Make two choices that reflect the materials that you are made of and how you were created. Choose your primary material and life source and gain bonus 1st level features based on your selections.
Primary Material

Choose whether you are primarily constructed out of plant matter, clay, or bone. This choice grants you the following benefit:

Material Feature Description Source
Bone Vestigial Life Your body recalls that it once lived as some kind of mortal. When you receive magical healing from another creature, you regain +2 HP. CRB
Clay Oozing Movement Gain the Oozing Movement ability.
  • Oozing Movement (1/Rest). Spend 2 AP to cause your body to melt into an oozing substance the consistency of putty for a number of rounds equal to your END+1. You may squeeze through areas as small as 1 inch. While using this ability, you cannot make attacks or interact with objects. You may end this form early, costing no AP. If this ability ends while you are in a space smaller than you could normally fit, you immediately reform in the nearest unoccupied space and take 1d10 blunt damage.
CRB
Iron Heater While you Take a Rest, you may cause your body to emit heat. For the duration of the rest, your body offers the warmth of a campfire and can be used to cook food, but only emits dim light in a 10 ft radius. You and creatures within 20 ft of you are immune to the effects of extreme cold while you are Taking a Rest. MythCraft Enhanced
Marble Soulshine Your body, composed of marble, enhances your magical life source. You gain one additional spell from the magic source that you chose as your life source. This spell must have an SPC of 8 or lower. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest. MythCraft Enhanced
Plant Matter Minor Photosynthesis When you Recoup in nonmagical sunlight, you gain Shield HP equal to your END. CRB
Silver Magic Dampener Gain the Magic Dampener ability.
  • Magic Dampener (2/Rest). By spending 1 AP, you activate an aura that suppresses the effects of magic. You and creatures within 10 ft of you gain Resist Magic +2 for 1 minute.
MythCraft Enhanced
Stone Bastion Your very body is a bastion of protection for your allies. Your allies have Partial Cover (+2) against ranged weapon attacks that travel through a space that you occupy, or Partial Cover (+1) against ranged weapon attacks that travel through a space adjacent to you. MythCraft Enhanced
Life Source

Choose whether your creator used the Arcane, Divine, Occult, Primal, or Psionic Source to awaken Essence within you.

Source Description
Arcane Fundamental magic courses through you. Learn two cantrips from the Arcane Source. Use your magic attribute. If you do not have one, use END.
Divine Your connection to divinity manifests in the ability to heal. Gain the Holy Vestige ability.
  • Holy Vestige (1/Rest). Spend 2 AP to restore HP equal to 1d6+END to a creature that you touch.
Occult You were made through strange and esoteric means. Learn one ritual from the Occult Source. Use your magic attribute. If you do not have one, use END.
Primal The generative power of the Everwilds swells from within. Learn two chants from the Primal Source. Use your magic attribute. If you do not have one, use END.
Psionic Your Essence is particularly adept. Learn one spell with the manifestation tag from the Psionic Source. This does not cost SP for you to cast. Use your magic attribute. If you do not have one, use END.

All Golem Features

You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.

Feature PreReq Description Source
Arcane Explosion Life Source - Arcane Choose one spell from the Arcane Source that costs 4 or fewer SP. You may cast this spell without spending SP once per Rest.

Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.

CRB
Armored Skin Heater Gain +2 AR, +1 REF, and +1 FORT. MythCraft Enhanced
Bludgeon Incompatible: Razor Your dominant hand grows in size and/or strength and can be used as a weapon with the stats of a club. CRB
Dark Power Life Source - Occult Choose one chant from the Occult Source that has the dark power tag. You may cast it once per Rest.

Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.

CRB
Divine Glimmer Life Source - Divine Choose one spell of your choice from the Divine Source that costs 5 or fewer SP. You may cast this spell without spending SP once per Rest.

Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.

CRB
Essence Alteration Life Source - Psionic Choose a second spell from the Psionic Source with the manifestation tag. Each time you Take a Rest, choose which manifestation you have active for the day. CRB
Extend Resistance Targeted Magic Resistance, Magic Dampener When you activate Magic Dampener, creatures within 10 ft of you also gain your Resist bonuses from Targeted Magic Resistance. MythCraft Enhanced
Frenzy of Life Vestigial Life After receiving magical healing from another creature, you also deal +2 damage on your next hit. CRB
Hardened Form While you are not wearing armor, your AR and physical defenses increase by +2. CRB
Heat the Forge Heater Gain the Heat the Forge ability.
  • Heat the Forge (2/Rest). For 1 minute, you suffer -3 AR, but deal +1d6 fire damage with each weapon attack that you make. Additionally, any creature that starts its turn within 5 ft of you must make an END check against a DC of 10 + your END, taking 1d6 fire damage on a fail.
MythCraft Enhanced
Invocation Life Source - Primal Choose one invocation from the Primal Source. You may cast it once per Rest.

Use your magic attribute. If you do not have one, use END. If you do not know this invocation, this is the only way you can cast it until you learn it.

CRB
Magic Absorption Soulshine Your body is particularly well-suited to withstand magical damage. Gain Absorb Damage +1 when it comes from a magical source. This changes to Absorb Damage +3 when the magical source is one of two sources based on your life source, as shown on the following table.
Life Source Absorb +2
Arcane Divine, Primal
Divine Primal, Psionic
Occult Arcane, Divine
Primal Occult, Psionic
Psionic Arcane, Occult
MythCraft Enhanced
Magic Dampener II Magic Dampener Magic Dampener now lasts for 10 minutes. It costs you 0 AP to activate. MythCraft Enhanced
Major Photosynthesis Minor Photosynthesis When using your Minor Photosynthesis feature, add 1⁄2 your character level to the amount of Shield HP you gain. CRB
Mobile Smithy Heater Gain the Illuminate and Mending arcane cantrips and the Inscription of Sharpening occult ritual. Each of these are considered to be from the source from your life source when you cast either using this feature. MythCraft Enhanced
Multimatter Gain one of the following features that you did not choose at 1st level: Minor Photosynthesis, Oozing Movement, or Vestigial Life. CRB
Parapet Bastion Gain the Parapet ability.
  • Parapet (2/Rest). You must be touching the ground to activate this ability. By spending 2 AP, you magically augment your body to become one size larger than it is currently (max Gargantuan). This lasts for 1 minute. For the duration, creatures that are at least two sizes smaller than you may use you to gain Total Cover from ranged weapon attacks that travel through a space that you occupy.
MythCraft Enhanced
Razor Incompatible: Bludgeon Your dominant hand grows spines or a bladed edge and can be used as a weapon with the stats of a scimitar. CRB
Iron Lungs You no longer need to breathe. CRB
Rock-Hard Reinforcement While you are not wearing armor, gain Resist Physical +3 when attacks target your REF or FORT. CRB
Hygroscopy You no longer need to drink. CRB
Silent Sentinel You no longer sleep in the traditional sense, but instead remain completely motionless for 6 hours in order to rejuvenate yourself. During this time, you are Unconscious, but you retain visual and auditory awareness of your surroundings. CRB
Soulshine II Soulshine Repeatable. You gain one additional spell from the magic source that you chose as your life source. This spell must have an SPC of 8 or lower. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest. MythCraft Enhanced
Stone Smite Parapet While Parapet is active, you deal +1d6 damage on all of your melee attacks. MythCraft Enhanced
Targeted Magic Resistance Soulshine or Magic Dampener You gain the following Resist bonus as determined by your life source.
Life Source Absorb +3
Arcane Divine, Primal
Divine Primal, Psionic
Occult Arcane, Divine
Primal Occult, Psionic
Psionic Arcane, Occult
MythCraft Enhanced
Transmutable Clay Oozing Movement Oozing Movement becomes 1/Recoup. CRB
Unbreakable Parapet Parapet While Parapet is active, all of your speeds become 0 ft and you gain DT 15. MythCraft Enhanced

*Updated to v1.2

Core Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolem • HalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou
Additional Lineages Harker's: BatfolkDhampirGretchlingHellspawn