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Revision as of 13:42, 20 November 2023
Formed of clay and stone, formed of sticks and bones, golems are constructed humanoids that have only recently come into existence thanks to the advent of magic. 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 exceptionally rare. Golems are born when powerful magic-users awaken Essence in an inanimate object, or an amalgamation of such objects assembled into roughly humanoid form. The exact process by which individual casters do this depends upon the source of their magic. This, in turn, 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 maker 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 character, 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.
Additionally, you make two choices that reflect the materials that you are made of and how you were created. Choose your primary material and life source. |
Primary Material
Choose whether you are primarily constructed out of plant matter, clay, or bone. Gain the corresponding feature at level 1.
| Material | Feature | Description |
|---|---|---|
| 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 additional HP. |
| Clay | Oozing Movement | (1/Rest). You may cause your body to melt into an oozing substance the consistency of putty. This allows you to squeeze through areas as small as 1 ft wide. When you use this feature, it costs 2 AP to activate and lasts for a number of rounds equal to your END+1 (min 1 round). While using this feature, you cannot make attacks or interact with objects. Your health and defenses are unaffected. You may end this form early if you wish, costing no AP. If this ability ends while you are still transformed, you immediately reform in the nearest unoccupied space and take 1d10 Blunt damage. |
| Plant Matter | Minor Photosynthesis | When you Recoup in nonmagical sunlight, you may gain Shield HP equal to your END. |
Life Source
Choose whether your creator used the Arcane, Divine, Occult, Primal, or Psionic Source to awaken Essence within you. Gain the corresponding feature at level 1.
| Source | Description |
|---|---|
| Arcane | Fundamental magic courses through you. Learn two cantrips from the Arcane Source of magic. END is your magic attribute for these cantrips. |
| Divine | (1/Rest) Your connection to divinity manifests in the ability to heal. By spending 2 AP, you may restore HP equal to 1d6+END to yourself or a creature that you touch. |
| Occult | You were made through strange and esoteric means. Learn one ritual of your choice from the Occult Source that has no prerequisites. END is your magic attribute for this ritual. |
| Primal | The generative power of the Everwilds swells from within. Learn two chants from the Primal Source of magic. END is your magic attribute for these chants. Psionic. Your Essence is particularly adept. Choose one manifestation from the Psionic Source. You can cast that manifestation at will, using END. |
All Golem Features
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below.
| Feature | PreReq | Description |
|---|---|---|
| Arcane Explosion | Life Source - Arcane | You learn one spell of your choice from the Arcane Source that costs 4 or fewer SP and can cast it 1/Rest using this ability. END is your magic attribute for this spell. |
| 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. |
| Dark Power | Life Source - Occult | You learn one chant or spell from the Occult Source that costs 5 or fewer SP and, if a spell is chosen, can cast it 1/Rest using this ability. This selection must have the Dark Power tag. END is your magic attribute for this selection. |
| Divine Glimmer | Life Source - Divine | You learn one divine spell of your choice that costs 5 or fewer SP. END is your magic attribute for this spell and can cast it 1/Rest using this Ability. |
| Essence Alteration | Life Source - Psionic | You may learn a second spell from the Psionic Source with the manifestation tag. Each time you Take a Rest, you may choose which manifestation you have active for the day (you cannot have both active). END is your magic attribute for these spells. |
| Frenzy of Life | Vestigial Life | After receiving magical healing from another creature, you also deal +2 damage on your next hit. |
| Hardened Form | While you are not wearing armor, your AR and Physical Defenses increase by +2. | |
| Invocation | Life Source - Primal | Learn one invocation of your choice from the Primal Source that has no prerequisites and can cast it once per Take a Rest using this ability. END is your magic attribute for this spell. |
| Major Photosynthesis | Minor Photosynthesis | When using your Photosynthesis ability, add 1⁄2 your character level to the amount of HP you regain. Multimatter. Gain one of the following abilities that you did not choose at 1st level: Minor Photosynthesis, Oozing Movement, or Vestigial Life. |
| 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. |
| Iron Lungs | You no longer need to breathe. | |
| Rock-Hard Reinforcement | While you are not wearing armor, gain Resist Physical 3 when attacks target your REF or FORT. | |
| Hygroscopy | You no longer need to drink. | |
| 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. | |
| Transmutable Clay | Oozing Movement | Regain all expended uses of your Oozing Movement when you Recoup. |
Notes
| Lineages | Bhrunai • Dragonfolk • Dwarf • Elemental • Elf • Fiendblood • Golem • Halfling • Hondu • Human • Kettek • Kleppin • Raedeen • Remnant • Satyr • Trollkin • Undead • Urkou |
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