Mechagolem Commander (Samurai/Summoner)

At times, the noblest of samurai choose not to bond with a mere mount, nor do they enter battle against usual enemies. Born in lands or times where the sciences and magic blend, or where divine powers are needed to defeat supernatural menaces, the mechagolem commander specializes in the arduous art of controlling the mysterious constructs that some call the majin or mechagolems. These mechagolem commanders fight alongside these majestic creatures or pilot them from the inside when their bond becomes strong enough. Evil outsiders, invader aberrations from the outer worlds, and mischevious demigods have learned to recognize and fear the mechagolem’s power and that of their masters. (Original Concept by Bardess)

Primary Class: Samurai.

Secondary Class: Summoner.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The mechagolem commander may select three summoner skills to add to his class skills in addition to the normal samurai class skills, one of which must be Spellcraft. The mechagolem commander gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The mechagolem commander is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. The mechagolem commander is proficient with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Mechagolem: A mechagolem commander begins play with a powerful but limited construct called a mechagolem. The mechagolem commander then forms a link with the mechagolem through a bonded item using his own life force. This link allows him to maintain complete control over the mechagolem (see Commander’s Link in the Mechagolem description). This link imbues the mechagolem with mobility and a semblance of life that is similar in effect to the animate objects spell. While a mechagolem is considered an animated object, it is treated as having the same alignment as the mechagolem commander that controls it and understands all of his languages.

A mechagolem commander maintains control of his mechagolem as long as the link is in effect. Doing so requires a free action each round to maintain. However, maintaining control during combat is taxing on the mechagolem commander. When a mechagolem enters combat, the mechagolem commander requires a standard action (instead of a free action) to control or command the mechagolem. When combat ends, the mechagolem commander is shaken for a number of rounds equal to the number of rounds the mechagolem has spent in combat. A mechagolem can engage combat multiple times during a single encounter while the mechagolem commander is shaken, but the rounds for being shaken from subsequent combat rounds stack.

If a mechagolem commander is conscious but rendered unable to give commands (dazed, frightened, etc.), a mechagolem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The mechagolem commander can give the golem a simple command to govern its actions in his absence, or can order the mechagoelm to obey the commands of another, but the mechagolem's commander can always resume control by commanding the mechagolem to obey him alone.

A mechagolem immediately becomes inert and helpless if the mechagolem commander becomes unconscious, fall asleep, or is killed, and remains so until the commander regains consciousness. It takes 1 minute to reactivate a dormant mechagolem, but a mechagolem commander can deactivate an active mechagolem as a standard action if the need should arise.

When activated, the mechagolem’s hit points are unchanged from the last time it was activated. The only exceptions to this are if the mechagolem was rendered inoperative. The mechagolem does not heal naturally. A mechagolem that is reduced to 0 hit points or lower but is not destroyed becomes inoperative, immediately shuts down, and cannot be activated again until the next day. During this time, the mechagolem regenerates and can be reactivated the next day with half its normal hit points. However, if the mechagolem commander repairs an inoperative mechagolem above 0 hit points before the next day, it can be reactivated as normal, but gains the broken condition until it is healed for half its normal hit point or greater. While in this broken condition, the mechagolem is considered a weapon and armor for the purpose of determining penalties related to attacks and AC.

If the mechagolem is lost, stolen, or destroyed, the mechagolem commander does not gain a replacement. However, the mechagolem commander can repair damage or rebuild a destroyed construct with the Craft Construct feat. When repairing a mechagolem, he must spend 100 gp per Hit Die of the mechagolem, and then make a skill check as if he were crafting a mechagolem with a DC of 5 less than the DC for crafting that mechagolem. With a success, the mechagolem regains 1d6 hit points per Hit Die of the mechagolem. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the mechagolem is inanimate or nonfunctioning. At any time, a mechagolem commander can deactivate a mechagolem under his control with a touch and a standard action.

A mechagolem that has been completely destroyed cannot be repaired, but its materials may be used in the construction of a new mechagolem, if any remain. To rebuild a destroyed mechagolem, the mechagolem commander must spend 200 gp per Hit Dice of the mechagolem, and then make a skill check as if he were crafting a mechagolem. Rebuilding a mechagolem takes 1 day per 1,000 gp spent on the reconstruction, with a minimum of 8 hours per day of work. During this reconstruction period, the mechagolem commander takes a –1 penalty on attack and weapon damage rolls. A mechagolem is destroyed if it reaches a number of negative hit points equal to twice the mechagolem commander’s Constitution score, is melted down, or is subject to effects like the disintegrate spell or other similar effect.

The mechagolem’s Hit Dice, saving throws, and abilities are tied to the mechagolem commander’s level and increase as the mechagolem commander gains levels. In addition, each mechagolem receives a pool of upgrade points, based on the mechagolem comander’s level, that can be used to give the mechagolem different abilities and powers. Whenever the mechagolem commander gains a level, he must decide how these points are spent, and they are set until he gains another level of mechagolem commander.

Crafted by mystic metallurgists and powerful wizards and presented to the mechagolem commander at the behest of a ruling lord, the mechagolem’s physical appearance is always that of a metal or stone construct-like creature of its base form, although color, minor decorations, and texture are determined by the mechagolem commander. The mechagolem also bears a glowing rune that is identical to a rune that appears on the mechagolem commander’s bonded item as long as the mechagolem is bonded to him. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). As the mechagolem is considered a construct, the following spells have the normal effects upon the mechagolem: call construct, control construct, make whole, rapid repair, soothe construct, and unbreakable construct.

This ability replaces mount and demanding challenge.

Order (Ex): This is exactly like the samurai ability of the same name, except that the mechagolem commander must choose the new Order of the Majin.

Resolve: This exactly like the samurai ability of the same name, except that the mechagolem commander can also spend uses of his resolve to do the following.

Regenerate Golem (Su): As a standard action, the mechagolem commander can spend one use of his resolve to sacrifice a number of his own hit points up to his level. These hit points are then transferred to his mechagolem. The mechagolem commander cannot use this ability if he has 1 hit point remaining or less, nor can he exceed the mechagolem’s maximum number of hit points through the use of this ability.

Puissant Construct (Ex): At 3rd level, the mechagolem commander selects one of his mechagolem’s weapons or natural attacks. Whenever the mechagolem threatens a critical hit with the selected weapon or natural attack, it gains a +2 bonus on the confirmation roll. In addition, 1/2 the mechagolem commander’s levels in any class that grants an animal companion or mount stack with his mechagolem commander levels for the purposes of determining his mechagolem’s abilities. This ability replaces weapon expertise.

Shield Ally (Ex): At 4th level, a mechagolem commander gains the summoner’s shield ally ability. This ability replaces mounted archer.

Craft Construct: At 5th level, a mechagolem commander may select Craft Construct as a normal feat selection. He does not need to meet any of the feats prerequisites.

Encouraging Critical (Ex): At 5th level, the mechagolem commander’s way of fighting is an example for his allies. Whenever the mechagolem commander his mechagolem delivers a critical hit against a foe, all allies within 60 feet that can see and hear them gain a +2 morale bonus to one saving throw of their choice until the end of combat. At 10th level, and every five levels thereafter, this bonus increases by +1. This ability replaces banner.

Mechagolem Ascension (Ex): At 6th level, a mechagolem has siphoned enough of the mechagolem commander’s to begin its transformation into a true construct. The mechagolem gains a +2 enhancement bonus to Wisdom, and the mechagolem commander now requires a move action to control or command the mechagolem in combat. The mechagolem can place itself on standby as a standard action. While on standby, a mechagolem cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. It can also heal a number of hit points of damage per day equal to twice the mechagolem commander’s level, at the rate of 1 hit point per minute. A mechagolem can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial bonus on its Initiative check. The mechagolem commander can also order the mechagolem to enter its standby mode as a free action.

At 12th level, a mechagolem gains an additional +2 enhancement bonus to Wisdom, and the mechagolem commander now requires a swift action to control or command the mechagolem in combat. It can also receive specific commands from its mechagolem commander as a standard action. During combat, a mechagolem commander can name specific attacks or powers to use (a weapon attack, a spell–like ability, a natural attack, etc.). This grants the mechagolem a +2 competence bonus on all dice rolls for 1 round (attack and damage rolls, save DC, saving throws, skill checks, and so on).

At 18th level, a mechagolem gains its final +2 enhancement bonus to Wisdom, and gains bonus hit points as a construct, according to its size (see Table: Construct Size and Bonus hit Points). It also gains DR 5/magic. This ability replaces bonus feats.

Greater Shield Ally (Ex): At 11th level, a mechagolem commander gains the summoner’s greater shield ally ability. This ability replaces honorable stand.

Greater Encouraging Critical (Ex): At 14th level, all allies within 60 feet of the mechagolem commander or his mechagolem when they deliver a critical hit against a foe gain a +2 morale bonus on all saving throws against charm and compulsion spells and effects until the end of combat. In addition, in the round following to the critical hit, the mechagolem commander can spend a standard action to issue an encouraging shout of encouragement, granting all allies within 60 feet that can see and hear him an additional saving throw against any one spell or effect that is targeting them. This save is made using the spell’s or effect’s original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day. This ability replaces greater banner.

Lasting Spark (Ex): At 20th level, a mechagolem is no longer tied to the mechagolem commander’s life force. Instead, it now has its own life force equivalent to the elemental spirit of a true construct. The mechagolem gains DR 10/magic and DR 5/adamantine. In addition, if the mechagolem is destroyed, it can reassemble itself after a 24 hour period, at which time it begins to heal 1 hit point per minute. Once it has 1 hit point or more, the mechagolem loses the broken condition and can function normally. This ability replaces last stand.

Table: Mechagolem Commander