Mechagolem

Mechagolems are constructs whose bodies are constructed from metal or stone mechanisms and given a semblance of life through its mechagolem commander’s own life force. Mechagolems are constructs that remain inanimate and completely inert until they are bonded with a mechagolem commander, allowing them to act, move, and over time, evolve into a true construct. A mechagolem is considered a construct for the purpose of what types of spell affect it. Mechagolems have the base statistics as shown on the Mechagolem Base Statistics table. These base statistics can be modified by the mechagolem’s base form and upgrade pool.

MECHAGOLEM ABILITIES

A mechagolem’s abilities are determined by the mechagolem commander’s level and by the choices made using its upgrade pool. Table: Mechagolem Base Statistics determines many of the base statistics of the construct. Each mechagolem possesses a base form that modifies these base statistics. A mechagolem’s qualities are similar to those described in the Eidolons description block of the Advanced Player’s Guide, except with the following changes.

Hit Dice: This is the total number of 10-sided (d10) Hit Dice the mechagolem possesses.

Bad Saves: These are the mechagolem’s base saving throw bonuses. A mechagolem only possesses bad saves, regardless of the creature’s base form.

Ability Scores: A mechagolem only has an Intelligence of 3 (but gains no penalties or bonuses due to its score), allowing it to receive simple commands, and eventually more complex commands at a higher level. A mechagolem also has no Constitution score. However, due to the bond with its commander, a mechagolem gains bonus hit points per Hit Die equal to its mechagolem commander’s Constitution modifier (if positive).

Skills: A mechagolem gains no skills. However, a mechagolem can attempt any untrained skill using the mechagolem commander’s ranks an ability modifiers. In addition, a mechagolem can always use the aid another action to assist its mechagolem commander with any Strength-based skill checks.

Feats: A mechagolem gains no feats.

Armor Bonus: The mechagolem has only an armor bonus, and cannot split this amount between an armor bonus and a natural armor bonus.

Upgrade Pool: The mechagolem uses upgrades, not evolutions to enhance itself. The clockwork gains a number of upgrade points at each level, as indicated on Table: Mechagolem Base Statistics. The mechagolem’s upgrades otherwise function exactly like evolutions.

Special: This includes a number of new abilities gained by all mechagolems as they increase in power, some that replace those normally gained by an eidolon. Each of these abilities is described below.

Commander’s Link: A mechagolem commander creates a link exactly like the eidolon link ability, except for the following additions. When creating this link, the mechagolem and its mechagolem commander are bound through an object. The mechagolem commander begins play with one at no cost. The object must be something that is worn or held, and falls into one of the following categories: amulet, armor, bracer, ring, or weapon. These objects are always masterwork quality. Armors or weapons acquired at 1st level are not made of any special material. If the object is an amulet, armor, bracers, helmet, or ring, it must be worn to have effect, and occupies the usual magic item slot accordingly. A mechagolem commander cannot lose control of his mechagolem as long as he wears or wields his bonded item.

Since the mechagolem’s power is tied to the mechagolem commander’s life force, they must remain within 100 feet of one another for the mechagolem to remain at full strength. If the mechagolem is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the mechagolem is more than 1,000 feet away but closer than 10,000 feet, it’s current and maximum hit point totals are reduced by 75%. If the mechagolem is more than 10,000 feet away, it immediately becomes inert and helpless. Current hit points lost in this way are not restored when the mechagolem gets closer to its mechagolem commander, but its maximum hit point total does return to normal.

If the mechagolem commander’s bonded item is lost, stolen, or destroyed, he must make a Spellcraft check or the mechagolem become inert and helpless. The DC for this check is equal to 10 + the mechagolem’s Hit Dice. For as long as the mechagolem commander concentrates, he can control the mechagolem as if he were wearing the bonded item. The mechagolem commander must make a Spellcraft check each round to maintain control. If another spellcaster is present and trying to control the mechgolem, whether through a spell or other effect, both her and the mechagolem commander must make opposed Spellcraft checks each round to control the mechagolem. If the mechagolem is more than 1,000 feet away from its mechagolem commander, the mechagolem commander can only control the mechagolem through the use f his bonded item.

Unlike other bonded items, a mechagolem commander cannot add additional magic abilities to his bonded object, however, he can create a new bond with a magical item of the same type. If a bonded object's owner dies, or the item is replaced, the object remains in its normal state.

If a bonded object is damaged, it is restored to full hit points the next time the mechagolem commander rests for 8 hours. These hours do not need to be consecutive. If the object of a mechagolem bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per mechagolem commander level plus the cost of the masterwork item. During this 1–week period, the mechagolem commander takes a –1 penalty on attack and weapon damage rolls. This ritual takes 8 hours to complete. Items replaced in this way do not possess any additional enchantments of the previous bonded item. A mechagolem commander can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Construct Traits: While mechagolems are not true constructs, they gain the construct type and are considered to have all the construct qualities. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), mechagolems count as a construct.

Low-Light Vision (Ex): The mechagolem has low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Share Resolve (Ex): The mechagolem is affected by its mechagolem commander’s resolve ability whenever it is used.

Limited Sentience (Ex): The mechagolem has gathered enough life force from the mechagolem commander to generate its own spark of consciousness. While still incapable of independent thought, the mechagolem gains limited control on its own functions. The mechagolem’s Wisdom score increases to 5, it can record and recount simple messages, describe it surroundings, and in time, and can reactivate itself or shut itself down without its mechagolem commander’s command. This ability replaces evasion.

Guard (Ex): If ordered to do so, a mechagolem moves to defend the mechagolem commander. All attacks against the mechagolem commander take a –2 penalty when the mechagolem is adjacent to its mechagolem commander. This ability replaces devotion.

BASE FORMS

Each mechagolem has one of three base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the mechagolem’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Mechagolem slam attacks add 1-1/2 times the mechagolem’s Strength modifier to the damage roll. If the mechagolem gains additional attacks due to extra limbs, a tail, etc., it adds only its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. A mechagolem commander may select from either the aquatic, biped, quadruped, or serpentine base forms, and are similar to those listed in the eidolon description of the Advanced Player’s Guide, but use the statistics listed below.

Alternatively, any one of these base forms can be used to make a Small mechagolem. If the mechagolem is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The mechagolem’s bonus hit points are reduced to 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks (if they have one), and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the mechagolem can be made Medium whenever the mechagolem commander can change the mechagolem’s upgrade pool (which causes it to lose these modifiers for being Small)

Aquatic

Alternate Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; AC +4 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con —, Int —, Wis 1, Cha 1; Free Upgrades improved natural armor, slam, swim.

Biped

Alternate Starting Statistics: Size Medium; Speed 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con —, Int —, Wis 1, Cha 1; Free Upgrades limbs (arms), limbs (legs), slam.

Quadruped

Alternate Starting Statistics: Size Medium; Speed 30 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14, Con —, Int —, Wis 1, Cha 1; Free Upgrades limbs (legs) (2), slam.

Serpentine

Alternate Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 armor bonus; Saves bad; Attack 1 slam (1d8), tail slap (1d6); Ability Scores Str 12, Dex 16 Con —, Int —, Wis 1, Cha 1; Free Upgrades climb, reach (slam), slam, tail, tail slap.

UPGRADES

Like a summoner’s eidolon, a mechagolem receives a number of points that can be spent to give the mechagolem new abilities, powers, and other upgrades. These abilities are called upgrades, not evolutions, and can be changed whenever the mechagolem commander gains a new level, but they are otherwise set. Some upgrades require that the mechagolem have a specific base form or the mechagolem commander be of a specific level before they can be chosen. A number of upgrades grant the mechagolem additional natural attacks.

A mechagolem may select any evolution listed in the Advanced Player’s Guide or Ultimate Magic as an upgrade. Unless otherwise noted here, an upgrade functions exactly like the evolution of the same name. Due to the mechagolem’s nature, the following evolutions have no effect and cannot be added to the mechagolem as an upgrade: channel resistance, gills, incorporeal form, keen scent, scent, swim, undead appearance, and unnatural aura.

The following list includes new upgrades specific to the mechagolem commander multiclass archetype or rule changes to existing ones.

1-Point Upgrades

The following upgrades cost 1 point from the mechagolem’s upgrade pool.

Improved Speed (Ex): One of the mechagolem’s movement modes increases by +10 ft. This upgrade can be selected more than once. Its effects do stack. It can only be applied once to the mechagolem’s speed mode, plus 1 additional time for every 6 levels the mechagolem commander possesses.

Master’s Voice (Ex): The mechagolem commander can use the mechagolem to project his vocalizations. The mechagolem appears to speak, but uses the voice and words of the mechagolem commander. The mechagolem commander can control the volume of his vocalizations as normal.

Piercing Attack (Ex): The mechagolem’s slam attack deals piercing damage instead of bludgeoning damage.

Resourceful (Ex): The mechagolem has a hidden compartment built directly into its chassis. Each compartment can create a single tool worth no more than 25 gp per mechagolem commander level each day. This tool is a temporary item, created inside the mechagolem to make mundane situations easier for his master. This evolution can be selected multiple times. Each time it is chosen it adds one additional compartment to the mechagolem. The mechagolem commander must be at least 6th level before selecting this upgrade.

Slashing Attack (Ex): The mechagolem’s slam attack deals slashing damage instead of bludgeoning damage.

2-Point Upgrades

The following upgrades cost 2 points from the mechagolem’s upgrade pool.

Ability Increase (Ex): Due to its nature, a mechagolem can only increase its Strength or Dexterity scores through this upgrade. This otherwise functions like the eidolon evolution of the same name.

Armored Conveyance (Ex): The mechagolem commander can enter a small chamber within the mechagolem through a hatch somewhere upon its form. The chamber is only large enough for the mechagolem commander or another creature of the same size to sit comfortably. While inside the mechagolem, the mechagolem commander is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the mechagolem commander are suspended until the mechagolem commander emerges from the mechagolem (although durations continue to expire). The chamber provides the mechagolem commander safe place, keeping him out of harm’s way as the mechagolem fulfills its master's commands. It requires a full round action to enter or emerge from the mechagolem. The mechagolem commander may only cast touch spells and those that target either him or the mechagolem while within the chamber. The mechagolem commander must use his mechagolem to deliver his touch spells. The mechagolem’s battle commands ability works normally. If the mechagolem is sent to its home plane while carrying a creature or a load, its contents are immediately ejected, taking 4d6 points of damage. The creature is also stunned for 1 round. The mechagolem must have the mount upgrade and be at least one size larger than its mechagolem commander to select this upgrade.

Cleaving Attack (Ex): The mechagolem can make a single attack against a foe within reach. If it hits, it deals damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. The mechagolem can only make one additional attack per round. The mechagolem also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The mechagolem commander must be at least 7th level before selecting this upgrade.

Elemental Aura (Ex):The mechagolem’s body generates an intense aura of elemental energy, dealing 1d4 points of damage with its touch. Creatures attacking a mechagolem with unarmed strikes or natural weapons take this same energy damage each time one of their attacks hits. This damage increases to 1d6 once the mechagolem commander reaches 8th level. The mechagolem commander must be at least 4th level before selecting this upgrade.

Extra Form (Su): A mechagolem chooses one additional base form. Whenever the mechagolem commander gains a level, he must decide which of his two base forms his mechagolem will take, and how its upgrade points are spent. The mechagolem’s base form and upgrades are then set until he gains another level of mechagolem commander. This upgrade can be chosen twice. Each time it is chosen it applies to a different base form. Th e mechagolem commander must be at least 8th level to select this upgrade.

Gear Grind (Ex): The mechagolem can open a section of his chassis at will. As a standard action, the mechagolem can attempt a grapple combat maneuver once per round. If the grapple is successful, the opponent takes 1d6 points of bludgeoning damage +1 point of damage per Hit Dice of the mechagolem from the exposed rotating gears. The mechagolem commander must be at least 11th level before selecting this upgrade.

Haste (Su): After it has engaged in at least 1 round of combat, a mechagolem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. This upgrade is exactly like the clay golem’s haste ability. The mechagolem commander must be must be at least 5th level before selecting this upgrade.

Lesser Breath Weapon (Su): The mechagolem learns to exhale a cone or line of magical energy, which is usually reflected in its elemental spirit, gaining a breath weapon. Select either acid, cold, electricity, fire, or sonic. The mechagolem can breathe a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the mechagolem’s HD + the mechagolem’s Strength modifier. The mechagolem can use this ability once per day. The mechagolem can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The mechagolem commander must be at least 9th level before selecting this upgrade.

Shifting Plates (Ex): As a swift action, the mechagolem can alter his shell’s makeup, allowing it to change the damage type of natural attacks to bludgeoning, slashing, or piercing. This evolution can be selected multiple times. Each time it is chosen it changes the damage type to a different natural attack. The mechagolem commander must be at least 6th level before selecting this upgrade.

Silent Gears (Ex): The mechagolem’s internal mechanisms no longer reverberate with grinds and whirls when it moves. Its gears and joints are under the constant effects of a silence spell and gains a +4 bonus to all Stealth checks.

Slow (Su): The mechagolem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the mechagolem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based. This upgrade is exactly like the clay golem’s slow ability. The mechagolem commander must be must be at least 7th level before selecting this upgrade.

3-Point Upgrades

The following upgrades cost 3 points from the mechagolem’s upgrade pool.

Change Form (Sp): The mechagolem commander can change his mechagolem’s base form and upgrades into a new base form and set of upgrades and back again once per day. This upgrade otherwise functions like the transmogrify spell, except that effect lasts for 1 minute per mechagolem commander, or until he changes it back to its original base form. Changing form (to the new base form or back) is a full-round action and doesn't provoke an attack of opportunity. The alternate base form must be one chosen for the extra form upgrade. The mechagolem commander must have the extra form upgrade and be at least 10th level to select this upgrade.

Cold Iron (Ex): The mechagolem’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The mechagolem continues to have a hardness of 10. The mechagolem commander must be at least 11th level before selecting this upgrade.

Deadly Critical (Ex): The mechagolem increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a mechagolem selects this upgrade, it applies to a different natural attack. The mechagolem commander must be at least 9th level before selecting this upgrade.

Exoskeleton (Ex): The mechagolem’s external structure becomes stronger and more resilient. The mechagolem gains a +4 enhancement bonus to its Armor Class and DR 5/–.

Final Destruction (Ex): When reduced to 0 hit points, the mechagolem shatters in an explosion of jagged shards of metal and gears. All creatures within a 10-foot burst take 6d6 points of slashing damage; a DC 19 Reflex save halves the damage. The save DC is Constitution-based. The mechagolem commander must be at least 13th level before selecting this upgrade.

Focused Critical (Ex): The mechagolem gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a mechagolem selects this upgrade, it applies to a different natural attack. The mechagolem commander must be at least 9th level before selecting this upgrade.

Noxious Breath Weapon (Su): As a free action once every 1d4+1 rounds, the mechagolem can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the mechagolem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the mechagolem uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. This upgrade is exactly like the iron golem’s breath weapon ability. The mechagolem commander must be must be at least 11th level before selecting this upgrade.

Powerful Blows (Ex): The mechagolem inflicts -1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attack. This upgrade does not stack. This upgrade is exactly like the iron golem’s powerful blows ability. The mechagolem commander must be must be at least 9th level before selecting this upgrade.

Tricky Gears (Ex): The mechagolem can use one of its natural attacks to deal damage like a thrown weapon with a 15-foot range, effectively functioning as if it had the throwing and returning weapon special abilities. This is natural attack does not have reach. This evolution can be selected multiple times. Each time it is chosen it applies to a different natural attack. The mechagolem commander must be at least 11th level before selecting this upgrade.

4-Point Upgrades

The following upgrades cost 4 points from the mechagolem’s upgrade pool.

Breath Weapon (Su): The mechagolem adds sonic to the list of energy types it can select. This otherwise functions like the eidolon upgrade of the same name.

Combine Forms (Ex): Once mechagolem can join its form with another mechagolem with the same upgrade to create a more powerful mechagolem. Multiple mechagolems can combine their forms, as long as each mechagolem has the combine form upgrade. While combined, one of the mechagolem’s commanders must be chosen as the “team leader”. The combined mechagolems then use the team leader’s mechagolem’s base form and obey his orders. Some combined forms maintain the same team leader, while others change their team leader often. For each mechagolem added to the team leader’s mechagolem, the combined form’s Hit Dice, base attack bonus, saves, armor bonus, Strength/Dexterity bonus, upgrade pool, and maximum attacks increase by 1. It also increases by one size category above that of the team leader’s mechagolem. Each mechagolem commander participant (except the team leader) must expend one use of his resolve every two rounds the combined form is maintained. If one of the mechagolem commander’s expends all his resolve or loses consciousness, the combined form immediately ends, and all mechagolem commanders are fatigued for 1 round for each round the combined form was maintained. The mechagolem commander must be at least 13th level before selecting this upgrade.

Heavy Chassis (Ex): The mechagolem’s internal structure becomes heavier, stronger, and more resilient. The mechagolem’s hit points increase by 20, it gains a +2 enhancement bonus to Strength, and a +4 bonus to its CMD against any bull rush, drag, grapple, overrun, reposition, or sunder attempts.

Large (Ex): The mechagolem does not gain the listed Constitution bonus, due to its lack of a Constitution score. This otherwise functions like the eidolon upgrade of the same name.

Mithral (Ex): The mechagolem’s form becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. The mechagolem’s natural attacks are treated as silver for the purpose of bypassing damage reduction. The mechagolem commander must be at least 13th level before selecting this upgrade.

If 6 additional upgrade points are spent, the mechagolem’s form becomes composed of adamantine and gains a hardness of 20. The mechagolem’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The mechagolem must have selected the mithral upgrade. The mechagolem commander must be at least 16th level before selecting this upgrade.

Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the mechagolem self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Constitution-based. The mechagolem commander must be at least 16th level before selecting this upgrade.

Table: Mechagolem Base Statistics