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Arcane Tradition Golemancy

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F E A T U R E S C O M M O N T o A LL G O LE Ms ................ . . '4 ;

G O N S T R U G Z T I - N . G T H E

B O D Y ............................. ..  

4

T H E

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M A T E 1 u A ; i .

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T H E

G o N s T R U c T ' s

INTELLIGENCE

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S P E C I A L

F E A T U R E s .

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  DUNGEONS &DRAGONS,

D & D , I/Vizards of

th e

C oa s t ,

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Forgo t ten

R e a l m s , t he d r ag o n

ampersand and

all;other

.   I/Vizar'ds

of

th e

C o a s t

product na me s ,

and their r@pective

- -

  +

1

logosfire

trademarks of I/Vizards of

th e

C o a s t

in th e

U S A and

; other countr ies .   ;

CREDITS

 = _ _

This

vyiork conta ins

material

that is copyright VI/izards of

'1' Hi

th e

C o fi a r s t and/or other a uth o r s . S u c h materialj'1's '1:1sed With

permission under th e C o m m

unity

C Q I 1 1 l ‘ ( 3 _ I _ : g €

Agreement for

D u n g e o n Ma»-sters Guild   H

E? _

_ _

  i All

other original material in

this

W o r k

is copyright

20 1

6 by

C over t Artwork: D un g e   aste' r ' s-G ui ld Sggk G e r a r d _ _ - _ $ ‘ i ' o e a nd published ulndfer-the Community C o nte nt

Interior Artwork: D u n g e o n

Master ' s

Guild Stock

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wastel l s

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C O N T E N T S

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Conceptua l l i zed

by : G e ra rd S h o r e

Written

by:1 Gerard

S o re

Pl

__

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G o L E M A N G Y

he art of g o l em a n c y is a

tradition

that is

usually passed

d o w n

from

generat i on

to

generat i on in c oven s . Unlike wizards ofother

s c h o o l s , go lemancers are far

m o r e

inclined to

work

together

and

c reate

far m o r e powerful

c o n s t r uc t s t ha n

th ey c o u l d e ve r h o p e

to

achieve

a lone. H o w e v e r

s uc h

c o v en s a re

far

from immune

to th e

insatiable

des i re

for

p o w e r that wizards o f te n s u c c um b to ,

as

a particularly

diabolic wizard m ay se e k to claim all that is th e re for himself

and

s l a ug ht er h is r iv a ls

for c om p l e te control of their

c reat i ons .

A s

a

result

of

th e

very

real

fear of

m uti ny , m an y

go lemancers have

c h o s e n

to

ac t

a w a y

from

th e covens they

o nce ca l led

h o me .

M a n y

m o r e

have aided wizards of other

s c h o o l s , warlocks

and

s o r c e r e r s in learning

their

secrets , in

order to e arn their a ss i s t a nce inbringing life to their

m o s t

ambitious

p r o jec t s .

S o m e g o le m an c er s

ha ve even

turned to l ess

magically

inclined

ass i s tants ,

as they

a re a bl e

to a id

in

constructionof

th e go l em h us k s that

ac t

as th e foundation

for

th e

g o l em an c er' s t rade , without th e g re a t risk of losing

both

their

creat ions

and their l ives.

W h a tev e r

th e origins of a g o l em en thus i as t, whether they

be

blindly devoted to th e

craft

or merely a hobbyis t ,

they all

share

t he g re a t ambition

ofbringing

life

to

th e

world's

f inest

co ns t r uc t .

H o w e v e r

just as is th e c a s e

with

many

things,

th e

grass

is

a l w a y s

g reen er an d

no

matter how g ra nd th e go l em

c re at ed , a ny true g o l em an c er

will

a l w a y s

be

o n th e hunt for

further

improvements ,

rendering true

sa t i s fa c t i o n

an

i m po ss i b le goal

\_9

A N I M A T I N G

A

G o L E M

At first glance, breathing life into

a

go lem seems

to be

a

rather

simple

t a sk ,

as there

are really

o n l y two

pieces of _ t - h e

- . - : '

 

puzzle

required

-

I

  A go lem husk

and {_

_ _ | - . - -

  th e magica l

k n o w l e d g e

required to

an imate it  

H o w e v e r , this straight-forward

p ro c e s s is m u c h

more

  '

*

 -

involved

than th e

ca su a l o b s e r ve r c o u l d e ve r k no w .

Fi r s t l y ,

t he m a g ic s required to

an imate

th e g o le m husk are

far

m o r e

prec i se than an y other doc um en ted

spell

T he ritual

requires an

exact

a m o unt

of

energy

and

a n

exact

a m o unt

of

time - if either of thos e a s p ec t s a re off by m o r e

than

a

m o m e nt, th e s p el l

will

d is a p pe a r b a c k into th e w e ave a nd a ny

hopes of animating that particular

husk

v a nis h a l o n g with

it.

B e c a u s e

of

th e prec i se

relationship

b e tw e e n t he

husk

and

spel l , th e husk

itself

must be

c raf ted with

that

sa me

attention

to

detail

If th e c a s te r misca lcu la tes just how m uch magic he

will

need to a nim a te th e go lem,

then

he will

have

no ho pe of

s uc c es s f u l l y performing th e ritual It is for that r eas on that

th e

remains

of

fallen

go lems c an

no t

simply

be reanimated

-

they

m ust be

reforged into

a

ne w

husk

with

carefu l attention

to detail as to be certain just how m uch energy animating th e

go lem would require.

Although there ha s be en a t l eas t o ne doc um en ted

c a s e

w h e r e

a particularly fortunate g o l em an c er c h o s e to simply

tes t

hi s

luck and performed a s uc c es s f u l ritual without an y

real

k n o w l e d g e of

the en er gy

required

i_

'11

C R E AT IN G T HE H U S K

A s o ne would expect, creating th e go l em husk is th e m

time

co nsum i ng

a nd e x pe ns i v e part of th e g o le m creation

p ro ce ss . T he

p r oc es s

te nd s to

be

further d el ay e d b y th e

go lemancer ' s unwillingness

to

trust this

m o s t

sensi t ive a sp e c t

to

anyone

else, as th e s m a l le s t m is t a k e

c o u l d

be th e

di f ference b e tw e e n p o s s e s s in g

a

ne w

animated

minion,

and

p os s es s i n g an extremely

expensive

p aper -w e ig h t. Ho w ever

crafting s o m e of th e m o r e ambitious g o le m h us k s is simply

an

i m po ss i b le task

without ass i s tance.

To

c o m b a t that i ssue,

s o m e particularly i nn ova t ive g o l em an c er s

have

devised ne w

spel ls

to

h as te n th e p ro c e s s

with fl a w l e s s

a c c ur a c y ,

and

o ther s

have s oug ht

a ss i s t a nce from

th e

non-magica l

g o l em

enthus ias ts

who

are

surprisingly

capab le

cra f ters - a l m o s t

capab le

e no u gh t o trust.

H o w e ve r th e g o le m a nc e r c h o o s e s

to go

about

creating

th e

hus k ,

there are four

main

aspects to th e husk which

must be

included

in

t he d e s ig n

for

it

to

e ve r b e

functional

when

fully

enchanted:

v

T he

material

used

to c re ate th e

body .

0 T he

body

i tsel f .

 

T he

Intelligence unit.

 

T he

Power

so u r ce .

E a c h

of

th e above

c om p on en ts c an

be

c us t om i zed fit within

th e

conf ines of a

cas ter ' s imagination, ca pa b il it ie s , w e a l th ,

a nd s p ar e

t ime.

Inaddition to th e above

minimum

requirements, g o l em

hus ks c an

be

further c us t om i zed with a ny a nd all of a number

ofoptional spec ia l

features,

e ac h o n e

complete ly

unnecessary

bu t

still

deeply

important to the

never-satis f ied

go lemancer .

E a c h

c o m p o n e n t of

th e husk

effects

th e capabilities

of

th e

final product

o nce

it

h as b ee n

s uc c es s f u l l y

animated

and

c o m e s

with an expense ofboth go ld and G o l e m C r e a t i o n

P o i nts . G o l em

C r e a t i o n

Points m e a s ur e t he exact

a m o unt

of

m a g ic e ne rg y a s p e l l c as te r

m u s t

inject into

a

go lem

husk

to

bring

it life - 1

point

to o m any or

to o fe w

and

t he s p e ll

will fail

C as te r s have their

o w n

limits

o n

how m any G o l em C r e a t i o n

Points they are

capab le of

infusing into a

h u sk ,

making th e

m o r e ambitious p ro j e c t s c o m p l e te l y i m po s s i bl e for

even

th e

m o s t

powerful geomancers a lone, but th e

ef fo r ts

ofmultiple

cas ters c an

be

co mb i ne d , rendering th e ambitions of an y

g o l em an c er

poss ib le, a l th o ugh i m pr o b a b le .

 - . .

G O L “

USK

_—

_ —

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F E A T U R E S

C O M M O N

T o

ALL G o L E M s

T he following

features

ar e

c o m m o n to all

go l e ms ,

a l though

n C O

.

,,

. . . . .

, ,

o me

c a be nsidered th e

minimum

spec i f i ca t ions

and

t

her aspects

of

th e

h u sk .

tel l igence: 3 , W i s d o m :

1

1 ,

C har i s m a :

1

Charmed,

Exhaust ion,

Frightened,  

-Petri f ied, P o i s o n e d

Immunities:

P o i s o n ,

B ludgeon ing,

Pierc ing, and

from no nm a gi ca l w e a p o n s that ar en' t adam an t in e

If

a

g o le m is

in

c o m b a t

and

starts

its

turnwith

60

ts or f ewer , roll a d 6. O n a

6 ,

th e g o le m

goes

k . O n eac h of

its

turns while b er s er k , th e g o le m

a tta c k s th e n ea re s t c r e atu re it c an

see.

If no c reature

is

near

e no u gh t o

mo v e

to a nd a tta c k, th e go l em a tta c k s an

ob ject , with preference for

an ob jec t smaller than i tsel f .

_Once

th e go l em goes ber s er k , it cont inues to do

s o

until it

T‘ ‘des t royed or regains all its hit poin ts .

This ability does

no t

a pp ly to g o le m s with no

intel l igence,

and go lems currently in a ges ta l t state.

Immutable

F o rm : T h e

go lem

is immune

to any spel l

or

ef fec t that

would

alter its f o r m .

Magic

W e a p o n s :

All

of

th e go lem's natural

melee

w e a p o n

at tacks ar e c on s i der ed magical

C o ns t r uc t :

G o l e m s

do

no t

need

to

eat,

drink

or

s leep,

bu t

c a nn o t h ea l naturally or through

heal ing

spe l l s .

A th o ugh

th e

Mending

cantrip ha s no

ef fec t

o n th e damaged

go lem's

hit

p o in ts , t he F a br ic a t e s p e ll

d oes . It

c an repair

them

for

3 d8

Hit

Point

damage

or they

c an

be

repaired through manua l labor at a rate of 1 d8 pe r da y

spent crafting for thos e proficient in Go l em an c er ' s T o o l s ,

or 2D 8

pe r

da y for thos e with expert ise. If a g o le m is

r ed uc e d to

0 hit

poin ts ,

it is d e s tr o y e d

and c an n o t

be

repaired, a l though th e

c om p on en ts c an

be

salvaged for

half

of

their v al ue (r ed u c e v a lu e a nd crafting time

of

th e n ex t

go lem co ns t r uc te d

by

half

of

the va lue

of

t he d e s tr o y e d

golem). T he t ab le n a m ed  Monster Manual G o l e m

Va lues

below

s h o w s how

m u c h it

c o s t s to craft t he g o le m s within

th e Monster Manua l ,

as

well as how

m u c h

salvageable

material c an

be

taken from

a d e s tr o y e d g o l em

of

e a ch t y pe .

Both values

a ssu me

a perpetual energy power

so u r ce .

M O N S T E R

MANU AL Go |. |: |v|

V A L U E S

G o l e m

Type

G o ld C o st

to C reate S alvageable Value

Flesh 5 0 , 5 0 0

Clay

6 4 , 0 0 0

Stone

7 9 , 0 0 0

I r on '|

14,000

25,250

32,000

39,500

57,000

-

II

II-‘I

1

. _ -I n

|. J i

I

_r

I .

'-

._ 1 .

_ i

0 o N s T R U o T B O D Y

 

1 '

T he bo d y of

th e husk is th e foundation that

which everything

el se

m o d if ie s . T h e

m o s t obvious variation

of

th e different

bo d ie s is th e size bu t th e

reality

is that th e husk

c an

be

co ns t r uc te d to look like anything its creator

des i res .

M a n y

g o l em an c er s

have

their

o w n

tendencies that

have

bec om e a

signature

look for

their c r e at io n s b ut

th e

only

thing inthis

category that

actually modifies

th e go lem's

capabilities is its

s heer s ize. E a c h

s iz e h as differing

as s oc i a ted

c o s t s

and

bonuses

as f o l l o w s :

  Tiny

--

C r ea t i on point

c o s t :

1

-- G o l d c o s t : 5 0 0

-- B a s e physical abilities:

Str :

1 0 , De x : 1 6, C o n : 1 2

-- Size ofhit

dice:

d4

~ e ;

e

--

Die Size ofMel ee W ea p on D a m a ge : d 0

(Inflicts

1

po '

f

d am ag e +

Strength

modifier)

 

Small

-- C r ea t i on point c o s t : 2

-- G o l d c o s t :

1 , 5 0 0

--

B a s e physical

abilities:

Str :

1 4, De x : 1 4,

C o n : 1 4

--

Size ofhit dice:

d6

--

Die

Size

of

Mel ee

W ea p on

D a m a ge : d 4

~ Medium

-- C r ea t i on point c o s t :

3

-- G o l d c o s t : 5 ,0 0 0

--

B a s e physical abilities: Str :

1 9,

De x :

1 4,

C o n : 1 4

--

Size ofhit dice:

d8

-- Die Size ofMel ee W ea p on D a m a ge : d 6

~

Large

-- C r ea t i on point c o s t :

5

-- G o l d c o s t: 1 5 ,0 0 0

-- B a s e physical abilities: Str : 20 , De x : 9 , C o n :

1 8

--

Size

ofhit

d ic e : d 1 0

-- Number of

dice

rolled for melee

Weapon

damage: 2

-- Die

Size of

Mel ee

W ea p on D a m a ge : d 8

~ Huge

--

C r ea t i on point

c o s t :

7

-- G o l d c o s t : 3 5 , 0 0 0

--

B a s e

physical abilities:

Str :

24, De x :

8 ,

C o n: 20

-- Size

ofhit dice:

d1 2

--

Die Size ofMel ee W ea p on D am ag e:

d1 0

--

Other

b o nu se s : A d d s

Constitution

modifier

to A C .

' G argantuan

--

C r ea t i on

point

c o s t :

9

-- G o l d c o s t :

5 0 , 0 0 0

-- B a s e physical abilities: Str : 26, De x : 6 , C o n: 26 _

-- Size ofhit d ic e : d 2 0 I

-- Die Size ofMel ee W ea p on D a m a ge : d 1 2

--

Other

b o nu se s : A d d s Constitutionmodifi

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G o N s T R U o T M A T E R I A L

T he

material th e husk is m ad e o ut

of

ha s a profound ef fec t

o n

th e quality

of

th e g o le m o nce

animated,

bu t it

a lso

ha s a

profound e ff ec t o n th e c os t .

A dd

th e

following bonuses

to

thos e statistics given b y th e s i ze of th e husk and c om b i n e he

values of th e melee w e a p o n d a m ag e a nd hit d i ce with thos e

above.

T he listing

under

 Multiplies th e body 's go ld c o s t by

multiplies th e

go ld

c o s t of

th e Construct

B o d y s e c tio n

b y th e

listed

value.

  Flesh

- - C r ea t i on point c o s t :

1

- -

Multiplies

th e b o d y' s gold c o s t

by :

1 /2

- - Ability bonuses /penal t ies :

-1

D e x, + 3 Int, -1 W i s , +4 C ha

- - Proficiency

bonus :

+3

- - Number

ofhit dice: 1

1

- - Number

ofdice rolled for melee

w e a po n d a m ag e: 2

- -

AC bonus :

+0  

- -

D a m a g e

immunities: Lightning

- -

Lightning absorption: W h e ne ve r th e g o le m is s u bj ec te d

to lightning damage,

it takes

no d am age a nd i ns tead r ega i ns

a number of hit points

equal

to th e lightning d a ma ge d e a lt .

- -

Aversionoffire:

If th e go l e m takes fire damage, it ha s

d is advantage on attack

rolls and ability c h e c k s until

th e

en d

of its

next

turn.

  C l a y

- - C r ea t i on point c o s t : 2

- -

Multiplies th e b o d y' s gold c o s t

by : 1

- - Ability bonuses /penal t ies : -3

wis

- -

Proficiency

bonus :

+3

 

- -

Number

ofhit dice:

1 4

T

- - Number ofdice rolled for melee

w e a p o n

damage: 2

- - AC

bonus :

+0

- - D a m a g e immunities: Ac i d , P s yc h i c

,

_

- - Acid

absorption:

W hen ever

th e

go lem

is

s u b je c te d t o

ac id

damage, it

takes

no

damage

and

i ns tead r ega i ns a

number

of

hit points e qu al to th e a c id damage

dealt .

  Stone

- - C r ea t i on point c o s t :

3

- - Multiplies th e b o d y' s

gold

c o s t

by :

2

- -

Ability bonuses /penal t ies : +2 S tr, + 2

C o n

- - Proficiency

bonus:

+4

- - Number ofhit dice:

1

7

- - Number ofdice rolled for melee w e a po n d a m ag e: 3

- - AC

bonus :

+3

- -

D a m a g e

immunities:

P s y c h i c

~ Iron

- - C r ea t i on point c o s t :

4

- -

Multiplies

th e b o d y' s

gold

c o s t

by :

4

- - Ability bonuses /penal t ies : +4 S tr, + 2

C o n

- - Proficiency

bonus:

+4

- - Number

ofhit dice:

20

- - Number

ofdice

rolled for melee w e a po n d a m ag e:

3

- - AC

bonus :

+6 I .  

_ _ D a m a g e immunities:

Fire,

P s y c h i c   _ ' _ , . - f _ _ ‘   .--I  

- - Fire

absorption:

When ever

th e go l em is s ubj ec te d to fire 1 ;

damage, it

takes

no damage a nd i ns t ea d r e ga in s a number of

hit points e qu al to th e fire d a ma ge d e a lt .

~ Adamantine

-- C r ea t i on point c o s t :

5

-- Multiplies th e b o d y 's

gold

c o s t

by : 1 2

--

Ability bonuses /penal t ies :

+4

Str,

+4 C o n

-- Proficiency bonus : +5

-- Number ofhit dice: 23

-- Number of

dice

rolled for melee w e a po n d a ma ge :

4

-- AC

bonus :

+9

--

D a m a g e

immunities:

Fire, P s y c h i c

-- Fire

absorption:

W hen ever

th e

go lem

is s u b je c te d

to fire

damage, it

takes

no

damage

a nd in s te a d r eg a in s a number

of

hit points e qu al to th e fire damage

dealt .

--

Citica

ny

critical

hit ag a in s t the adam an t in e

go lem

bec om es

a normal

hit.

k

: P ’ f ' n -

l  

g m

'1  __

.

' 1

T

|

\‘“i

' “

fl—|

-I-I

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G o N s T R U c T INTELLIGENCE

Although all g o l em an c er s

seem

to unanimously ca l l this

a sp e c t   Intel l igence ,

th e truth is that th e o n l y means

of

actually making a go lem smarter is

by

constructing it o ut

of

flesh.

Dubbing this a sp e c t Intelligence is an ego-centr ic

a sp e c t of th e g eo m a n c e r

as

they

co ns i d e r it intelligence

when

merely

it o n l y

r epr es en ts the golem's ability to follow o r der s .

T he

intelligence

they

speak

of

is how

well their

intelligence is

reflected

in

its ac t i ons .

~ N o n e

- -

C r ea t i on

point c o s t :

1

- -

G o l d

c o s t :

1 0 , 0 0 0

- - Efiects: T h e go l em ha s no intelligence

and

c an n o t ac t

without a

humanoid

pilot. R e fe r to th e  Piloting a G o l e m

s idebar for a full

explanat ion

o n piloting a go lem.

~

Animal:

- -

C r ea t i on

point c o s t :

2

- - G o l d c o s t : 1 , 0 0 0

- - Efiects: T h e go l em requires c on s tan t superv is ion to

maintain act iv i ty. In c o m b a t

it

a cts o n

its

master ' s turn

and

o n l y

with instruction. T he go lem's

m a s te r

c an

us e h is a c tio n

to c o m m a n d th e go l em to a tta c k.

If

he ha s th e ExtraAttack

ability,

he c an

ta k e th e

Attack

a c t i o n

and

s a c r if ic e o n l y

o ne

of

hi s a tta c k s to have th e g o le m a tta c k .

~

B a s i c

- - C r ea t i on point c o s t : 3

- - G o l d c o s t : 5 ,0 0 0

- -

Efiects:

T he

go lem requires

c on s tan t

superv is ion to

maintain act iv i ty. In c o m b a t

it

a cts o n its master ' s

turn

and

o n l y

with instruction. T he go lem's

m a s te r

c an

us e hi s

bonus

a c t i o n to c o m m a n d

th e g o le m

to a tta c k .

~ Human

- -

C r ea t i on point

c o s t :

4

- -

G o l d

c o s t: 1 0 ,0 0 0

- - Efiects: T h e go l em c an a ct independently a nd ha s o ne

a c ti o n, b o n us a c tio n , and reac t i on .

 

Superior

- -

C r ea t i on point

c o s t :

5

- - G o l d c o s t : 2 0 ,0 0 0

- - Efiects: T h e go l em c an a ct independently a nd ha s o ne

a c ti o n, b o n us a c tio n , and reac t i on . In

add i t i on, it

c an

attack

t w i c e , i ns t e ad of

on c e ,

w hen ever

it

takes

th e

Attack ac t i on o n

its turn.

_ | - - r ‘ . . .

F

t

I

~

'

P I L O T I N G

A G O L EM

Minimum

Size:A go le m m us t

be a

minimum of

o ne

s ize la rger th an t he prospect ive

p il o t fo r

it

to be

poss ib le

to be pi loted. E ven s o , condi t ions are

cramped, resulting in it being uncomfortable fo r the

pi lo t

and

hampering his c o m b a t capabilities

du e

to

th e

restr icted mobil i ty. \X/hen pilot ing a golem of only

o ne

s ize la rger

than

th e

pilot,

a ll

ofthe golem's

attacks,

Dexterity

saves

and D exterity

checks are made

wi th

disadvantage

and

a ll enemies have advantage when

a ttack ing the

go lem.

The cramped condi t ions

and

penalties can

be

overcome by

pilot ing a

golem tw o o r more size

categories

larger

than

the

pi lo t

and

a golem ofthat size

can also

house

additional passengers. Depending

o n

th e number of

additional

passengers,

th e

penalties due

to cramped

condi t ions ma y

return.

~

A

golem

of

tw o

size

categories

larger

than the

l argest creature

w ith in

can house up

to T

passenger

wi th penalties o r 0

w ithout .

~ A golem ofthree size

categories

larger

than th e

l argest creature

w ith in

can

house

up to

4

passengers

wi th penalties o r 2 o r less

without .

~

A

golem

of

f our

size

categories

larger th an th e

largest

creature

w ith in

can house

up to

8 passengers

wi th penalties o r 4

w ithout .

Enter ing and

Exit ing th e go /em:

As

long a s th e

d o o r

is

op en, the golem

wi l l

no t

funct ion

regardless

of ho w

desperate

the

p il o t 's p li gh t ma y

b e .

The c l o sed d o o r is

magical ly sealed

and

can only be opened by someone

that w as

involved

in casting

the

Animate

G o l e m spell,

o r

has

been

designated

a s a pi lo t

by

someone that

wa s .

The

process ofentering

th e g o le m

requires

a

full

minute fo r

the

f i rs t

(o r

only) and

last person

to

enter.

A ny additional passengers require half that time.

Each

ofthose

t imes

are

doubled u nder c r amped condi t ions

(see above). Only

o ne

person

c an

enter at

a

time.

The process ofexiting

th e

golem is

m uc h th e

same

a s entering. The

main notable difference

is the tim e to

exit can opt ional ly be

halved if yo u

are w i l ling to

subject

yourse l f to th e Prone cond i t i on upon exiting.

G o / e m

combat : Us ing th e f in ic k y c o n t ro l s ofthe golem

is

fa r f r om a n easy

task

at

th e

best oftimes - even

th e

m o s t experienced pilots

have

been

k n o w n

to

struggle.

During

th e

heat of batt le, the a dd ed s t res s es

compound

the issue

to

the point wher e the

pi lo t

must

make a su ccess fu l

D C

T 0 W i s do m c hec k at

th e

start of

each of his turns in order to successfu l l y make the

golem

take

a n act ion at

a l l .

\X/hen

using the

Attack

act ion,

the

pi lo t

can

make

th e

golem

attack a s many t imes a s th e

pi l o t

w o u l d

be

able to w i t h o u t

th e assistance

ofthe

go lem.

Other

than

th e number ofa tta c k s pe r

Attack

act ion, al l o ther

aspects are ro l led wi th t he g o l em ' s bonuses, including:

weap on

attacks,

ability checks

and

saving t h r o w s .

\X/hile

inside the

golem,

the

pi l o t and

al l passengers

have to t al c o v er against at tacks f r om o u ts i de , b ut any

h o s t il es o u ts i d e also have

to ta l

cover f r om those

w i thin. The magica l energies

involved in

animating

th e

golem also prevent

magic

f r om

penetrating

t he g o le m

chass is , making it impossib le

fo r spells

cas t

w ith in the

golem

to

ef fect

those

outs ide

and

vice

versa.

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G o N s TR U c T P ow E R S o U R c E

This a sp e c t of go lem

creation

is

o ne that m o s t

go lemancers

find

uninteresting, y et it is of

vital

impor tance.

Without

th e

right

power

so u r ce ,

a go l em m ay pro ve to

be

m o r e of

a

burden than a

b o o n .

This a sp e c t is just as mandatory as th e

first three,

bu t

unlike th e o t h er s

it is

p o s s i bl e t o c h o o s e m o r e

than

o ne item of this category

and

c o m b i ne t he effects.

  Magic Energy

- - C r ea t i on point c o s t : 2

- - G o l d c o s t : 5 0 0

- - Efiects: P o w e r e d by

th e

magic of any willing spe l l cas ter .

E a c h s pe ll s lo t

given

to th e go l em will keep it

act ive for

4

hours

pe r

level of spel l

s l o t

used, after that time th e e ne rg y is

expended and th e go l em s h uts d o w n. A go lem with this

p o w e r s our c e that

h as b ee n s hut d o w n c an

be

react ivated by

giving

it m o r e

magic

energy.

C an

s t o r e

a

maximum

of 24

hours energy

within

its body .

  Soul G em

- - C r ea t i on point c o s t : 4

- - G o l d c o s t :

1 , 0 0 0

- - Efiects: P o w e r e d by

th e

s ou l s of th e f al le n. S o u l s ar e

automatically abs o r bed when

a c reature dies within 1 0 ' of

th e

go lem.

T he creature

c an

o n l y

be

resurrected

prior

to th e

go lem co nsum i ng t he a b s o r be d

sou l ,

if t he c r e a tu re is

resur rec ted prior to th e go l em

co nsum i ng

t he a b s o r be d

sou l ,

th e go l e m

gains

no

p o w e r

from

it.

O n c e

th e

s o u l

is

c o n s u m e d

o n l y a Wish spel l

c an

resurrect th e

dead

-- A soul will

power

the golem for

4 hours multiplied

by

the

Challenge Rating

or

level of the de ad, after

that time

the soul

is c o n s um e d

a nd

th e go l em s h uts d o w n.

A

go lem with this

p o w e r s our c e that h as b ee n s hut

d o w n

c an

be

react ivated by

killing m o r e c r e a tu re s within 1 0 ' of it . C an s t o r e

a

maximum

of

48

hours

energy

within its body.

~ Lunar/Solar

Powered

- -

C r ea t i on

point

c o s t :

6

- - G o l d c o s t : 2 ,0 0 0

- - Efiects: C h o o s e either Solar or Lunar energy as th e

p o w e r

so u r ce . Fo r every hour with direct

exposure

to

that

p o w e r

so u r ce ,

th e g o le m will

run for

two

h o ur s. F o r example,

a

solar

powered golem can

either remain

active indirect

sunlight

for an

hour

while

storing

an

additional hour

of

energy,

or

enter

s tas i s and s t o r e two

hours

worth

of energy

while

co nsum i ng

none. A go lem that h as u s ed

m o r e

energy

than

it has available

will shut

down.

A

golem with this

power

s our c e that

h as b ee n s hut

d o w n

c an

be

react ivated by

direct

e xp o s u re to its power

s o urc e . C a n s t o r e a

maximum

of 24

hours

worth of

energy

within

its

body .

~ Perpetual Energy

- - C r ea t i on point c o s t : 8

- - G o l d c o s t : 2 0 ,0 0 0

- -

Efl'ects:A go lem

with

th e perpetual energy p o w e r s our c e

will

run indefinitely until it is dest royed .

S 1 > E c I A L

F E A T U R E s

Although this

s ec t i on

is entirely optional, it is

a lso c on s i der ed

to be th e

m o s t important a s p ec t b y

many

veteran

golemancers. The special features section is the difference

betw een hav in g a

s tandard

b ip e da l g o le m minion, t o h a vi ng a

flying, fire br ea th i ng , thr ee- headed dr ag on go lem.

M o s t

go lemancers would

co ns i d e r

th e latter

to be

far m o r e

pres t ig ious .

E a c h

of

th e below opt ions in c re a s e t he

crafting

c o s t by

1 , 0 0 0 go ld pe r G o l e m C r e a t i o n Point c os t . E a c h

S p ec i a l

Feature

c an

o n l y

be

appl ied

o n c e u nl es s t he f e at ur e

states

o th e r w i se .

  Aquatic

-- C r ea t i on point c o s t :

2

-- Efiects: T h e g o le m ga in s a swimming speed e qu a l t o its

m ovem en t speed

a nd in c re a s e s

its depth

to lerance to

2

miles

Without

this spec ia l

feature

a go lem

ta ke s 1 d 6 d am age

pe r

round when at a depth of 800' or greater.

~ Berserk Reduction

-- C r ea t i on point c o s t : 1 , 2 , or 3

-- Efiects: E a c h

creation

point s p en t r ed u c es t he maximum

a m o unt

of

hit points a go lem m u s t be r ed uc e d to b ef o re

running

th e risk

of

g o i ng ber s er k ,

by 20 hit

p o in ts , to a

minimum of

0 .

When

r ed uc e d to

0 ,

th e

berserk ability

is

erased

enti rely.

  Climber

-- C r ea t i on point c o s t :

1

-- Efiects: T h e go l em

gains

a climbing speed

equal

to

its

m o v e m e nt s p e ed

  D a m a g e Enhancement

-- C r ea t i on point c o s t : 1

pe r

enhancement

-- Efiects: I nc r e a s es t he damage

die

of th e g o le m 's m e le e

w e a p o n a tta c k s

by

o ne

step pe r

e nh a nc e m e nt , u p t o a

maximum of

d12.

  Darkvision

-- C r ea t i on point c o s t : 1 +

-- Efiects: T h e go l em

gains

Darkvision

to

a

value

of

6 0' pe r

creationpoint spent

o n

this feature.

v

Death

Burst

--

C r ea t i on

point c o s t :

3 , or 4

-- Efiects:

Fo r

3 G o l e m

C r e a t i o n

P o i n t s ,

th e g o le m

c an

spend

an

ac t i on

to r ed uc e

itself

to 0

hit

points

and

sel f -

destruct with

the

following effects. The

effects

automatically

o c c u r

without th e need ofan ac t i on

when

th e g o le m is

r ed uc e d to 0

hit points

through damage.

--

E a c h creature

within

range

must

s uc c ee d o n

a

Constitution

saving

throw

with

a D C of 8 + th e

go lem's

proficiency bonus + th e go lem's Constitution modi f ier , or

take

6 d6 p o is o n damage. T he

range

of this ability var ies ba s ed o n

s ize as

f o l l o w s .

Tiny:

20',

Sm a l l :

30 ' , M e d i um :

40', Large: 60 ' ,

Huge:

1 0 0 ' ,

G a r ga n tu a n: 2 5 0 '

--

Whencrafting this spec ia l

feature into a h u sk ,

th e crafter

c a n c ho o s e

t o in c re a s e its

c o s t by

an additional C r e a t i o n

Po i n t , inorder to c h o o s e a different d a ma ge t y pe .

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  Form Fitting

- - Prerequisite:

G o l e m h as Intelligence:

none

- - C r ea t i on point c o s t : 2

- - Efiects: T he

go lem

h as b ee n c u s t o m

des i gn ed to fit to th e

co n to u r s

of

o ne

spec i f i c

person . C h o o s e 1 p er s o n, th e g o le m

o n l y needs to

be 1

s i ze category larger thanthat p er s o n to

be

piloted

without

disadvantage. That p er s on c a n a ls o pilot th e

go lem if

they

are of th e s a m e s iz e category

b ut d o i ng s o

appl ies

th e

us ua l p ena l ti es .

 

G es ta l ted

G o l e m

- - Prerequisite: G o l e m is small or larger

- - C r ea t i on point c o s t : 4

- - Efiects:

Fo r

4 poin ts , a number of go lems

as

s h o w n

below

in

th e

  G es ta l ted

G o l e m

ta b le , c a n

each

spend

their a c t i o n

joining together into a s i ng l e g es ta l t

go lem.

E a c h g o le m must

be

of

th e s a m e s i ze c a te go r y ,

be

ma d e

of th e sa me mater ial ,

and

have

this s p e c ia l f ea tu re . T h e g es t a lt g o l em c an maintain

the g es ta l ted state for u p to o ne minute a nd e ac h of th e

co m po ne nt

go lems

m u s t

c om p l e te a

l o ng

r e s t b ef o r e

using

this ability again. While in

the g es ta l ted

state,

th e g o le m

p o sse sse s th e

following

abilities

and

modifications:

- -

Fo r every

2

g o l em s i nvo l ved in a

gesta l t ,

the g es ta l ted

form is o ne s ize category larger than each of th e c o m p o n en t

go l e ms ,

u p to

a

maximum

size

of

gargantuan.

- -

When

in a

gestal ted

state, th e

co m b i ne d

go lem c an

us e

a ny a nd all of

th e

s p ec i a l f ea tur es po s s e s s ed b y

each

of

th e

c o m p o n e n t go l e ms .

- -

T h e g es t al te d g o l em ha s temporary hit points e qu a l t o

th e co m b i ne d s um

of

all

of

th e individual

c o m p o n e n t

go l e ms ,

when thos e temporary hit points ar e r ed u c e d t o

0 ,

the g es ta l t

b re a ks b a c k into th e c o m p o n en t go l e ms .

When

the g es ta l ted

form

ends ,

a ny d a m ag e

to th e

temporary

hit points is h a lv ed

and

then

divided

b y th e number

of

go lems that co m pr i se th e

ge s ta l t, a nd

th e result is

appl ied

as

damage

to each of them.

-- The gestalt golem gains  

die

to

all

weapon attacks per

co m po ne nt go lem in th e

gesta l t .

- - G o l e m s with

no intel l igence

are automatically c on s i der ed

to have

th e  Multiple Pilot s p ec i a l f ea tur e while gestalted,

regard less ofwhether

or

no t an y of th e c o m p o n en t

go lems

p o sse ss that ability.

- -

T he m o s t intelligent go lem ha s control of th e

gesta l t ,

if

an y

of

t he g o le m s are currently being p ilo ted, that go l em is

c o n s i d e re d t o be th e m o s t intelligent.

- - Inall

other

respects , t he g es t a lt g o le m

is e qu al

to a ny o n e

of th e

Ges ta l t ' s

c o m p o n e n t go l e ms .

G E S T A L T E D Go|.E|v|

Individual

M a x im u m n um b er

of

G o l e m s

that c an be

Golem

S i z e

combined

in

the Gestal t

Tiny

C an

no t

gestalt

Small 2

Medium

Large

Huge

G argantuan

\ O \ l u i u o

~

H a s t e

-- C r ea t i on point c o s t : 3

-- Efiects: T he

g o le m ga in s th e

ability to spend

a n a c t i o n to

bes tow a

temporary speed b o o s t

up on

itsel f .

Until

th e

en d of

its next turn, th e go l em magically gains a +2 b o nu s to its AC,

h as a dv anta ge o n Dexterity saving t h r o w s , a nd c an m ake an

additional

attack as

a b o n us a c ti o n.

-- This ability c an

be

used a minimum of

o ne

time pe r

encounter . If

it

h as be en

used, at th e start

of

each

of

th e

go lem's

turns th e g o l em

c an roll

a d6,

if

the va lue rolled is

a

5

or 6 , then th e

ability

c an

be

used

again.

  Loyalty

-- C r ea t i on point c o s t : 1

-- Efiects: T h e go l em

gains

th e ability to

be

c a l m ed

d o w n

whenberserk

by

a D C 1 5 C h a r i sm a ( P e rs u a s io n ) c h e c k from

th e caster .

 

Lazarus

O r g an

-- C r ea t i on point c o s t :

5

-- Efiects: T h e g o le m r eg ain s 2

hit points

gt

th e start

of

each

of

its turns as l o ng as it ha s

at

leas t 1 hit point.

Additionally, th e go l em is no t immediately d e s tr o y e d u po n

reach ing

0 hit p o i nt s , i ns tead it must m a ke d e ath saving

throws

a nd is

d e s tr o y e d u po n failing three.

' Legendary Res is tance

-- Creationpoint

cost:

4, 8, or 1 2

--

Efiects:

Fo r

4 G o l e m C r e a t i o n

P o i n t s ,

o n c e pe r da y th e

go lem c a n c ho o s e t o i ns t ea d su cce e d o n' a saving throw

w hen ever

it

rolls

a fa i led s a v _ e . _ Fo r

every'4 additional G o l e m

C r e a t i o n points

spent, _the_gql§m

gains an

additional us e of

this

ability

pe r day,

to

a maximum

of

3 uses .

v Magic R es i s tan c e

-- C r ea t i on point c o s t : 2

-- Efiects: T h e go l em

gains

a d va nta ge o n all saving throws

ag a in s t s p e l ls

and

other m a gi ca l effects.

  Multiple

Pilots

-- Prerequisite:

G o l e m

ha s Intelligence: none

-- C r ea t i on point c o s t: 3 +

-- Efiects:

Fo r

3

points

pe r additional

pilot, a

go lem with no

intelligence c an

be

c re ate d to h o s t 2 or

m o r e

pi lo ts . Although

only one of the pilots can perform movement, take reactions

or b o nu s a c tio n s (E a c h of these 3 t a s ks c an

be

given to o ne

pilot or divided

up

a m o ng th e pilots

as d ic ta ted

by th e crafter

at th e time of c re a ti o n ), e ve ry pilot within th e g o le m c an

take

a standard action as

normal

If

multiple pilots

take the

attack

ac t i on,

then

th e g o le m will take an a t ta c k a c t io n

for

each

of

them.

Page 9: Arcane Tradition Golemancy

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  PoisonBreath

- - C r ea t i on point c o s t : 3

or

4

- - Efiects:

Fo r

3 G o l e m

C r e a t i o n

P o i n t s ,

th e g o le m ga ins

th e

ability

to

spend

an

ac t i on

to

exhale

p o i s on ous ga s in a 1 5-

f o o t c on e . E a c h c r ea tu re in that area m u s t m ake a

Constitution

saving

throw with a D C of 8 + th e go lem's

proficiency bonus

+

th e golem's Constitution modi f ier , taking

a

number of

d 8 d ic e e qua l

to half of th e go lem's total hit

dice

(r o un de d d o w n ) p o is o n d am a ge o n a

fa i led save, or

half

as

m u c h

d am a ge o n a

s uc c es s f u l one. Whencrafting this spec ia l

feature

into a h us k , t he crafter c a n c ho o s e t o in c re a s e its

c o s t

by

an

additional

CreationPoint, in

order

to

choose a

different

d a ma ge t y pe .

- - This ability c an

be

used a minimum of o ne time pe r

encounter.

If it

h as b ee n used, at th e

start

of each of th e

golem's turns the golem

can roll a

d6, if the value rolled is a 6,

then th e

ability

c an be u se d a gai n. This

ability c an

be

taken

multiple

t imes , each time c h o o s i n g a different d a ma ge t y pe .

~ Proficiency

Enhancement

- - C r ea t i on point c o s t : 2 p e r e n ha n c e m en t

- - Efiects: I nc r e a s es t he go lem's

proficiency

bonus by

1

pe r

e nh a nc e m e nt , u p to a maximum of +2.

  R e a c t iv e H e a d s

- - Prerequisite:

G o l e m

h as th e

T w o

H e a d s

Special

Feature

- - C r ea t i on point c o s t :

1 +

- - Efiects:

Fo r 1

G o l e m

C r e a ti o n P o in t, th e g o le m ga ins

1

extra reactionpe r round that c an

be

used for

opportunity

at tacks .

Fo r every e xtr a G o l em C r e a t i o n Point spent o n this

S p ec i a l Feature, th e g o le m g ain s both

1

m o r e h ea d a nd

1

m o r e reactionpe r

round

that

c an

be

used for opportunity

at tacks .

'

Reduced

Complexity

- - Prerequisite: G o l e m

ha s

Intelligence: none

- - C r ea t i on point c o s t : 1 , 2 , 3 ,

4 ,

or 5

- -

Efiects:

M a k es th e go l em

far

e a s ie r to

pilot.

Fo r

1

G o l e m

Creat ion Point, th e go l em is

marginally

e a s ie r to us e

and

th e

Wisdom

c h ec k s u s ed to

determine if y o u

c an

m ake an a c t i o n

have their D C re duc ed by 2 . B y inv es tin g m o r e G o l em

Creat ion poin ts ,

piloting

th e g o le m

b e co me s

progress ive ly

eas ier as pe r th e below ta bl e n am e d R e d uc e d C o m p le xity .

With

5

G o l e m

C r e a t i o n Points

invested, y o u no

l onger

need

to

m ake

Wisdom C h e c k s

to determine

if

y o u

c a n ta k e

an

ac t i on .

R E D U C E D COMPLEXITY

Creat ion

Points

Invested

W i s d o m

C h e c k D C

u - | . | > u ~ > I \ . > — I

O M - I > O \ O O — I

O

_ I

J ; .

-: - ._

1

_ _ . p |I'

1. . I

_

|

_ I

.

.

'

_:T-- ..-_-\.

' 1-

 .

- - - ' 1

_ . . _

_.

....—|

“-- Fl -.   '-

. -

-' 5 '.¢

.

. . 1 . _

  Slammer

-- C r ea t i on point c o s t : 2

-- Efiects: The golem gains the

following ability:

whenever

th e g o le m

s uc c es s f u l l y

hit

a

target

with

a

melee

w e a p o n

atack , th e t ar ge t m u s t s uc c ee d o n a Constitution

saving

throw with a D C of 8

+

th e go lem's proficiency bonus

+

th e

go lem's Constitution modi f ier , or

have

its hit point maximum

r educ ed by an

a m o unt

equal

to

th e d a ma ge t a k en . T he

target

dies

if this attack reduces its hit

point maximum

to 0 .

T he

reduction l as ts until r em oved

by

th e

greater

restoration

spel l

or other magic .

  Slow

-- C r ea t i on point c o s t :

3

-- Efiects: T h e go l em

gains

th e ability to spend

a n a c t i o n to

target o ne or m o r e

c reatures

it c an s ee

within

1 0

feet of

it.

E a c h target must m ake a Wisdom

saving

throw with a D C

of

8 + th e go lem's proficiency bonus + th e go lem's Constitution

modifier agains t this

magic.

O n a

fa i led save,

a

target

can ' t

us e

reac t i ons , its speed

is halved,

and

it can ' t

m ake

m o r e than

o ne attack

o n

its turn.

In

add i t i on, th e target

c an

take either

an a c t i o n or

a

bonus a c t i o n

o n

its turn, no t b o th . T h es e

e ff ec t s l a s t

for

1 minute.

A

target

c an

r epea t the

saving

throw

at th e en d

of

each

of

its tur ns , e nd ing t he e ff ec t

o n itself o n

a

s uc c es s .

-- This ability c an

be

used a minimum of o ne time pe r

encounter . If

it

h as be en used, at th e

start

of each of th e

go lem's turns

th e

go lem c an roll

a

d6 , if

the va lue

rolled

is

a

5

or 6 , then th e

ability c an

be

used

again.

  S p eed Enhancement

--

Creationpoint

cost:

1 per enhancement

-- Efiects: E a c h

creation

point spent o n this feature

i nc r e as e s t he

g o le m' s s pe ed b y

+5’, up to a maximum value

of

+30 ’ .

~ T w o H ea ds

--

C r ea t i on

point

c o s t :

1

-- Efiects: T he

g o l em g ain s

a d va nta ge o n

Wisdom

(Percept ion)

ch e ck s

and

o n s a vin g throws

agains t

being

bl inded,

deafened, stunned,

and

k n o c k e d u nc o n s c io u s .

  Winged

--

C r ea t i on

point c o s t :

4

--

Efiects: T h e g o le m ga in s a flying speed e qu a l t o its

m o v e m e nt s p e ed

v W o u n d e d Fury

-- Prerequisite:

G o l e m does

not po s s es s the Berserk

ability

--

C r ea t i on

point

c o s t :

2

--

Efiects: When th e g o le m ha s its hit points r ed uc e d to one-

quarter oftheir maximum

value

or

less, the golem

has

melee w e a p o n at tacks .  

_

 

._

I

a d va nta ge o n all at tacks and

inflicts:

an additional 2 d _ 6

. -I

5

|| I

F

-I

?

-. -

F? .

--E

._ _ ' - § . ] ' : fl : = i _ I : , ' € * ;

., : _

,

- - l l H .

I

N _

“P

_

| l | : _

I

_

ll

GOLEMANCY SPECI

L ' F E A T U R g _ S

T

'

.I - ‘ nu

1-

| . '  rl II . '

1- '.

- '. . .|

__ I‘- \-. ;.I-'. _

 -

I

.- . - .| _

Page 10: Arcane Tradition Golemancy

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N E W

G H A R A Q T E R O 1 > T I o N s

\9he G o l em a nc y s y s te m would be entirely

use less

if

no t

used

in conjunctionwith th e

ne w

toolkit a nd s p e ll s that m a ke th e constructionof

g o le m s p o s s ib le . In this s e c tio n y o u c an find

both

th e

required

and

optional t o o l s

usefu l for

crafting

go l e ms ,

as

well

as

a ne w

feat

and

two

ne w su b c l a sse s

that

enable

p la y e rs t o really

m ak e th e m o s t

us e

o ut

of

th e

sy s t e m.

N E W

TooL P R o E I c I E N c Y

This new

tool

option is

far

from riveting, but

it

is entirely

n ec es s a r y

for

crafting go lem

h u sk s .

Alternatively, it isn' t

n ec es s a r y at all

and

your DM c an

have

y o u craft g o le m h us k s

with

w h a te ve r t o o l s he or s h e s ee s fit.

Too | . s

Item

C o s t

W eight

G o lemanc y T o o ls 5 0 gp I0 lb.

N EW

F E A T

G Q M E A T PI L o T

Y o u ha ve

mastered

th e us e

of

animated go lems

with no

intelligence

and

as a

r e s u lt , w h e ne v er

y o u

pilot

a go l em y o u

g a in t he following benefi ts :

  Y o u

no

l onger

need to

m ake Wisdom

ch e ck s to

determine

if

y o u

c a n ta k e

an a c t i o n when

piloting

a go lem in c om bat .

  Y o u c an

pilot

go lems 1 size smaller than than y o u

otherwise could

Equa l l y ,

go lems c an be

1

size smaller before

y o u start suffering penalt ies for piloting them.

Y o u

c a n n ev er

o t go l em s that

are

a

s i ze c a te

or

smaller

than o u.

Y Y

CHARACTER OPTIONS NEWSPELLS

N E W S P E L L S

Included is th e ever-important Animate G o l em s pe ll - a spel l

required if y o u e ve r h o p e for th e fortunes devoted to your

go lum husk

to e ve r p a y dividends. Inaddition there ar e

two

spel ls

which

both aid

in

th e crafting

of

th e h us k , o ne

ofwhich

c an

be

appl ied

to

any

crafting trade.

F in a ll y , there

is a

fourth

spel l

that

w as

only recently

d ev is e d b y o ne

of

th e

m o s t

prominent g o l em a nc e r s , y e t

hi s

r es ear c h ha s al ready been

leaked throughout th e majority of th e c oven s .

All

of th e following spel ls ar e

found

o n th e Wizard

S or c er er , and Warlock s p e ll l is t s .

A N I M A T E G Q L E M

3rd- level transmutation

C a s t i ng Time: Var ies

Range:

1 0

feet

C o m p o n e n t s :

S ,

V, M (the go lem

husk

to

be

animated)

Duration:

Ins tantaneous

Y o u

perform

a

r i tual , at th e

c o n c l u s i o n

ofwhich

y o u will have

animated

th e

c h o s e n

go lem

husk into

a

fully functional

go lem. T he

ritual requires prec ise ly

3 0

minutes

of

effort for

every G o l e m C r e a t i o n Point invested in th e

h u sk .

If yo u

perform th e ritual for a minute longer or l ess

than

what is

required th e s p el l fails and that husk c a n n ev er

be

animated

Y o u

c an s ing le-handedly an imate a go lem that ha s 6 or l ess

G o l e m

C r e a t i o n Points invested

or

y o u

c an perform

th e

spel l

with

other cas ters that know this spel l or have it

prepared,

and animate

a go lem that ha s a number

of

G o l e m C r e a t i o n

Points i nves ted equa l to , or l ess than th e c o m b i ne d a m o u n t

of G o l e m C r e a t i o n Points each individual c a s te r c o u l d

animate,

halved

T h e go l em

will view

every c as te r

involved

in

th e

cas t ing of

th e

spel l and

all

of

th o s e th ey

designate,

as its

master . T he

go lem will

follow

any

and

all

c o m m a n d s

i ssued

by

its

masters , but at th e m o s t it c an only

p os s i b l y

perform o ne

ac t ion , r eac t ion ,

and

bonus a c t i o n o n its

turn

in c o m b a t

and

will

obey

whichever m a s te r

i s sued a

c o m m a n d

first.

At

Higher

Levels . When y o u

c a s t this spel l

us ing

a spel l

s l o t

of

4th

level

or

higher,

yo u

c an animate

a go lem husk

with 2

m o r e

G o l e m

C r e a t i o n Points invested

for every s l o t level

above

3rd

TIRELEss

S E R V A N T

3rd- level conjura t i on

C a s t i ng

Time:

1 0 minutes

R a nge : 3 0 fe et

C o m p o n e n t s :

V,

M , S

(a

piece

ofstring

and

a

bit of

w o o d )

Duration: 24 hours

This s p e l l c r ea tes an i nv is i b le , m i nd l es s , shape less f o r c e that

is proficient in th e sa me t o o l s as th e c a s te r a nd c an work

tirelessly for 24

h o ur s p er day.

Every da y that

it

spends

crafting at maximum c a p a c it y c o u n ts for

3 days

ofcrafting

t ime.

At

Higher

Levels . When y o u

c a s t

this

spel l

us ing a

spel l

s l o t

of

4th

level

or

higher,

th e duration i s ex ten ded an additional

24

hours

for

every s l o t level above 3rd

Page 11: Arcane Tradition Golemancy

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. . ; : _ | 1

-

»

INEUsE G o L E M H

4th- level transmutation . _

C a s t i ng

Time: 1 minute _

R a nge : 3 0 fe et

'

C om p on en ts : V, M ,

S (the

r e s o u rc e s b e in g

invested

into th e

g o le m h us k ) . in

Duration: Ins tantaneous .

E a c h time this spel l is cas t , 5

days

worth of

crafting o n a

go lem husk is instantly completed

At

Higher Levels . When yo u c a s t this spel l us ing a spel l s l o t

of

4th

level or higher,

an

additional

5 days

ofcrafting

is

c om p l e ted for every s l o t level

above

3rd

F U s E

IN A N I M A TE W I TH

FLEsH

8th-leveltransmutation

-

'

C a s t i ng Time: var ies

R a nge : 1 0 '

C om p on en ts :

S ,

V, M

(the husk

limb'to

be

at tached and

animated) .

Duration:

Ins tantaneous

Y o u

c an at tach a

spec ia l l y des i gn ed g o l em

limb to

a

p er s on

as

a rep lacement

for

their o w n ,

and

then

animate

it

with

this

{spell

Although

th e

ta sk

is

far

m o r e

difficult

than

simply

animating a pure g o le m , a nd requires a ritual to

be

performed with

prec ise ly

1 hour ofeffort for every G o l e m

I I .L‘~?1‘:eation Point invested in th e h us k . If yo u perform th e ritual

- '1 or '3 0

se co nd s

l onger or

l ess

than

what

is

required

th e

spel l

failsand that husk

limb c an

never be animated Y o u

c an

s ing le-handedly an imate a

limb

that ha s 4 or less G o l e m

_Creation Points invested or y o u c an perform t he s p e ll with

other cas ters that knowthis spel l or

have

it prepared and

-animate a go lem limb

that

ha s a number of G o l e m

Creat ion

Points i nves ted eq ua l to ,

or l ess

than th e c o m b i ne d a m o u n t

'

= I 5 ) _ f G o l e m C r e a t i o n Points each individual c a s te r c o u l d

animate, halved

Hf   _ _ Q T he b o d y of th e limb m u s t

be

of th e s a me s iz e as

H

  w h o m e ve r

is '

receiving

it .

That

o ne

limb

ha s

abilities

as

pe r

th e s i z e , a i ’ 1 d _ material of th e limb.

A ny

relevant defensive

propertiesare a lso

carried

over

bu t only ef fec t

that o ne

limb.

~

T he G d ld c o s t for

creating

a

s ingle

limb

is 1 /5 th what it

-£ 1 * would c o s t for

an entire

go lem. T he

intelligence and power

s o u r c e

of

th e

limb

are irrelevant and

a dd no

monetary or

G o l e m C r e a t i o n Point

c o s t s

as th e humanoid h o s t p ro v i de s

both

through their natural means. .

S p ec i a l f ea tur es that c an

be made

relevant for that

particular limb c an

be

added

but

the ' p r oc es s

is

very

difficult

a nd c o s ts triple

th e

u s ua l G o le m

C r e a t i o n Points

for

that

s p ec i al f ea tur e.

At Higher Levels . When yo u c a s t this spel l us ing a 9th

level

spel l

s l o t ,

y o u c an animate a go lem limb with a total of 6

G o l e m C r e a t i o n points

invested

.-'

.

_

-

T

L - . ' i I i ’ i 1 ' . ' . fl . 1 . | . I ' l ' ; . . : ' : . * 1 i '

1

-i . - f Lia

* s'pells,

tool p 1 _ ‘ o f i c i e n Q y , '

f inances

and

sparei t imel c an

craft

F |-

go lems without any t roub le, th e

following ‘ two

archetypes

fully embrace their l ove of g o l em a n c y a nd devote their l ives to

that o ne trade.

.

_'_: I?:-.' ,;,-

 

' - In l l - T-

  - I - I - :

. n A ' S . A R s . : . ; f = - *

fi-

tl Iougl ' Tany

S o r c e r e r , ‘ W a r l o c k , dr

right

-

 

A R C A N E T R A D I T I O N S  

S c H o o L

or

G o L E M A N c Y

;

A s

true experts of t he tr a de , g o l em a n c e rs

have

achieved a

m a s te r y o v er th e f o rc e s

of

go lem creation that

no

other

spe l l cas ter

c o u l d hope

t o e m ul at e.

G o L E M A N c Y S A V A N T

Beginning when y o u

se l e c t

this s c h o o l at 2nd level, th e g o ld

and

time y o u must

spend

to craft a g o le m is halved

DE SI G N

I N G E N U I T Y

Beginning

wheny o u

se l e c t this s c h o o l at 2nd level,

y o u

c an

craft

go l em h us k s with

an

additional 4 G o l e m

C r e a t i o n

Points

worth of

spec ia l

features without

increasing th e time

to craft th e

h u sk , nor

th e g o ld required to do so .

In

add i t i on,

y o u g ain proficiency in G o l e m a n c y T o o l s .

I N T U I T I V E

P I L o T

Beginning at 6th level, y o u

c an

attack tw i c e ,

ins tead of

on c e ,

w h e ne ve r y o u ta ke th e Attack a c tio n o n your

turnwhile

piloting a go lem. In add i t i on, y o u g ain a d va nta ge o n your

wisdom c h e c k s determine if y o u a re a bl e to

act .

Go H E s I v E B O N D

When y o u

re ac h 1 0 t h

level,

th e

m a gi ca l energies

of

y o u

and a

go lem

y o u

pilot ar e

s o

in sync that

after

spending a

short res t

attuning

with

it, y o u

and

th e go l em both gain magica l

regeneration

w hen ever

y o u are

within

th e

go lem. While

inside

of

th e

go lem,

both

y o u

and

th e g o le m r eg ain

1

hit

point

at th e start of each of its turns as

l o ng

y o u

both have

at l eas t

1

hit

point.

If

y o u

are piloting

a go lem as part

of a gesta l t ,

the g es ta l t' s

temporary

hit

points will

i ns tead i nc r eas e by

1 pe r round up

to a maximum

of

the ges ta l t' s starting temporary hit poin ts .

P A R T I A L

( ] o N T R U o T

B y 1 4th level y o u have spent

s o

m uch time manipulating th e

m a gic s c o n ne c te d to go lemancy, that s o m e of t he m a g ic ha s

b e c o m e in fused in

yo u

and turned y o u into a living

co ns t r uc t .

Y o u

no

l onger

need to

eat,

s leep or drink and

have

res i s tance

to

non-magica l , non-adama nt ine bludgeon ing,

piercing

and

s lashing

damage. Y o u

are

no t

c on s i der ed a

construct with

r es p ec t to s p el ls

and

abilities that

af fec t

co ns t r uc t s

differently

to living

beings.

Ir I

M A R T I A L A R G H E T Y P E S

 

E LIT E G o N T R o LL ER

 

Until recent ly, only a

fe w

n o n- c as t er s h a d

found

their w ay into

th e welcoming ar m s of go lemancy, h o w e v e r

thos e ear ly

pioneers

proved

their

worth

no t

in spi te

o f, but

because of

\

II

their

lack of

magical ‘-apti tude

and

now

thefiianks of

Fighters

th e world

of

g o l em an c y has swel le jd - t _ c ' > ' i ' p i c _ : _ 1 : e d i b l e .

.

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Page 12: Arcane Tradition Golemancy

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Other cas ters

c an of ten

prove

to

be

quite a threat to a

g o l em an c er

bu t th e

sa me

is no t true

of

their

martial

c om r ades .

T he

Fighter's rel iance

o n

th e

g o l em an c er

to

an imate

their h u s k s p ro v id e s a level

of

security that

g o l em an c er s crave. Not o n l y that, bu t th e Fighters have

p ro v e d th e m s el ve s t o

be

a surprisingly valuable a sse t when it

c o m e s to crafting go l em h us k s -

n o t o n ly

do they seem

c om p eten t in th e t ra d e

i tsel f , bu t

agains t

all

o d d s th e

Fighters

seem to

be

able to find

th e

r es our c es needed to

craft th e

hus ks at

pr i ces

that render t he g o l em a n c er s entirely

dumbfounded

G o L E M A N o E R

G R o U 1 > I E

Beginning when yo u se l e c t this archetype at 3rd level, y o u

have demonstra ted s uc h

a profound d e vo t io n to th e

g o l em a nc y t ra d e that

yo u have

built a network of c on tac t s

that

allow

y o u

to find

bac k- c hann e l m eans

of

purchasing

al ready

animated go lems at o n l y

40 % m o r e

than their craft

pr ice, purchasing th e r e s o u rc e s required to construct a go l

ch a ss i s

at 5 0% of their us ua l market value, or having a

g o l em a n c e r a n im a t e a go lem husk with a

fee

of 20 % of th e

g o ld v al ue of th e Husk

(Prov ided

that particular g o l em an c er

is even

capab le of animating a

husk

of that

design).

In

add i t i on, y o u have Expertise

in G o l e m a n c y

T o o l s .

G o o R 1 > I N A T E 1 > C O M M A N D

Starting

at 7t h level, whentaking th e a tt ac k a c t io n

in

c om bat ,

y o u

c an

give up o ne

of

your

at tacks in

order to c o m m a n d an

intelligent go l e m to attack o nce

m o r e

than it otherwise could

do ing

s o

uses th e go lem's reactiona nd th e go l em must have a

reaction to

use.

AG E P I L o T

Beginning

at 1 0 t h

level, When yo u

ar e piloting a go lem,

y o u

c an

m ake a s ingle

melee w e a p o n

attack as

a bonus

a c t i o n

o n

each

of

your turns.

In

add i t i on, y o u have

a d va nta ge o n

your

Wisdom

ch e ck s

to determine

if

y o u a re a bl e to

take

an ac t i on .

T H E M I G H T O F M A N Y

-

Beginning at 1 5 t h level, your w e a p o n a tta c k s and thos e of all

go lems under your

c o m m a n d

now s c o r e a

critical hit

o n a roll

of

1 9

or 20 .

P E E R L E s s

G o N T R o L

Beginning

at 18th

level, when

piloting

a

go lem,

y o u have

a d va nta ge o n

all

w e a p o n

attack rolls. Addi t i ona l ly , other

c reatures

have disadvantage

o n

attack

rolls

ag a in s t the

go lem.

3 '

-F

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