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.
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,