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Golem Armor

The fabulous golem armor is one of the most powerful and coveted of all magical
creations. The armor itself is a construct of pure mithral, and can serve as an
ordinary golem if unoccupied. The inside of the golem is hollow, and a Medium-si
ze humanoid can fit comfortably inside. In this fashion, the golem can be worn a
s protective and animated armor, providing almost unlimited power and mobility t
o its owner.
http://www.enworld.org/forum/d-d-legacy-discussion/111678-golem-armor.html

Golem Armor
Medium-Size Construct
Hit Dice: 12d10 (66 hp)
Initiative: +5 (Dex)
Speed: 30 ft., fly 90 ft. (good), swim 60 ft.
AC: 31 (+5 Dex, +16 natural)
Attacks: 2 claws +15 melee and 2 wing blades +10 melee, or 2 spikes +14 ranged
Damage: Claws 1d8+6, wings 1d12+3, spike 1d8+3
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spike (100 range increment)
Special Qualities: Closed environment, construct, damage reduction 30/magic, hei
ghtened senses, magic immunity, soul gem, synchronize
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23, Dex 20, Con , Int , Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 13 20 HD (Medium-size); 21 30 HD (Large); 31 32 HD (Huge)
Level Adjustment: --
Golem armor looks like a living suit of mithral armor, equipped with bladed claw
s and wings. The golem s wings are deadly weapons that allow it to both swim and f
ly easily. The golem moves with an unusually quick grace, having been enchanted
to be nearly weightless. Worked into each wrist is a powerful
spike launcher. The face of the golem is carved like a mask with glowing eyes li
t by a supernatural light. Each golem has a unique countenance. Originally,
the golem was created as a substitute body for a fallen warrior, its face styled
to resemble its first occupant. The first known examples of golem armor are cre
ations of the deep fey. These golems rarely hadwings, and many were controlled b
y soul gems and not by living creatures. Over the ages, the secrets of the golem
s construction leaked out. Now golem armor is quite famous, although their creato
rs have faded from the memory of the world.A suit of golem armor responds to the
will of its creator, and does not allow anyone inside of it without the owner s p
ermission. When willingly given away or sold, the golem responds to its new mast
er. If its owner is ever killed, it considers its current occupant its new owner
. If unoccupied when its owner dies, it remains lifeless until claimed.
Combat (Unoccupied)
Without an occupant to command it, golem armor can be controlled by its creator
to act upon fairly limited commands (like a typical iron golem). In this case, g
olem armor can move, attack, and cast spells based on the better abilities of ei
ther the trapped creature or the golem armor. At the end of each combat, the cre
ator must make a Will Save (DC 15 plus the HD of the trapped creature) to regain
control over the golem armor. If failed, the golem armor attacks its creator.If
the creator is killed, the soul binding is broken and the creature returns to i
ts native plane. If the creator escapes, the golem armor
becomes an independent spirit until its creator can get within 30 feet of it to
regain control (the Will save increases by 1 for each day that the golem remains
independent). In addition to whatever abilities the base creature possesses, go
lem armor has the following abilities:
Heightened Senses (Ex): Golem armor s magical senses link directly into the mind o
f its occupant. This provides the wearer with a +5 competence bonus to Listen an
d Spot checks, as well as darkvision to a range of 60 feet.
Magic Immunity (Ex): Golem armor is immune to all spells, spell-like abilities,
and supernatural effects, except for the following: Electrical effects heal the
golem of 1 hit point for every 3 points of damage the spell inflicts. A break en
chantment spell cast on golem armor forces the creator to immediately make a sav
ing throw to regain control as detailed above. A transmute metal to wood spell f
orces the golem armor to make a Fortitude save (DC 25) or be stunned for 1-2 rou
nds.
Spikes (Ex): The golem can launch a deadly spike from magazines on its wrists. T
he spikes inflict 1d8+3 points of damage on a successful ranged attack. The spik
es have a range increment of 100. Each launcher holds 10 mithral spikes and relo
ads automatically, firing at a rate of 1 spike per round. Refilling the spike ca
rtridges takes a full-round action for each launcher.
Construct: Immune to mind-influencing effects, poison, disease, and similar effe
cts. Not subject to critical hits, subdual damage, ability damage, energy
drain, or death from massive damage.
Combat (Occupied)
A creature encased within golem armor gains the better of either its or the gole
m s abilities, subject to the limitations below:
Closed Environment (Ex): The occupant of the golem is completely encased, and ha
s no exposure to outside conditions. This provides the wearer with all of the be
nefits of a necklace of adaptation for as long as she remains in the armor. Brea
ching this environment requires reducing the golem to zero hit points. A creatur
e within the golem armor s closed environment cannot be attacked through physical
means for as long as she remains in the closed environment.
Heightened Senses (Ex): Golem armor s magical senses link directly into the mind o
f its occupant. This provides the wearer with a +5 competence bonus to Listen an
d Spot checks, as well as darkvision to a range of 60 feet.
Magic Immunity (Ex): Golem armor is immune to all spells, spell-like abilities,
and supernatural effects, except for the following: Electrical effects heal the
golem of 1 hit point for every 3 points of damage the spell inflicts. A break en
chantment spell cast on occupied golem armor forces the wearer out of the armor
unless a Fortitude save (DC 25) is made. A Transmute metal to wood spell forces
the golem armor to make a Fortitude save (DC 25) or be stunned for 1-2 rounds.
Spikes (Ex): The golem can launch a deadly spike from magazines on its wrists. T
he spikes inflict 1d8+3 points of damage on a successful ranged attack. The spik
es have a range increment of 100. Each launcher holds 10 mithral spikes and relo
ads automatically, firing at a rate of 1 spike per round. Refilling the spike ca
rtridges takes a full-round action for each launcher.
Synchronize (Ex): The golem is an extension of the body. The combined creature i
s considered to have the better of the wearer s or golem s Strength and Dexterity sc
ores, base attack bonus, number of attacks, and movement rates. All feats and sk
ills, as well as spellcasting abilities of the wearer, are usable normally (thou
gh spellcasters not proficient in the use of heavy armors suffer a 20% spell fai
lure).
Construction
The physical form of a suit of golem armor is built from pure mithral, and requi
res a successful Craft (armorsmithing) check (DC 25). If wings are attached, the
DC for the check is 30. Two diamonds (worth 10,000 gp each) are placed in its e
ye sockets. Its face is sculpted to the creator s liking. The total cost of creati
ng a suit of golem armor is 150,000 gp.The creator must summon a spirit to power
the golem from the Elemental Plane of Air. It is possible to work out prior arr
angements with these spirits, although most casters elect to force them, unwilli
ng, into the golem.Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor
, Craft Wondrous Item, fly (if a winged golem), geas/quest, limited wish, magic
mouth, polymorph any object, and water breathing. Completing the ritual to creat
e the golem armor drains the creator of 2,500 XP.

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