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The Golem Master

The document describes a wizard subclass called the Golem Crafter. Golem Crafters specialize in creating and studying golems. They must have high intelligence and constitution. As they level up, Golem Crafters gain the ability to create more powerful golems with less resources and time required compared to normal wizards. Their expertise makes their golems stronger as well. Creating golems is a difficult and dangerous process that Golem Crafters dedicate their lives to mastering.

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0% found this document useful (0 votes)
168 views4 pages

The Golem Master

The document describes a wizard subclass called the Golem Crafter. Golem Crafters specialize in creating and studying golems. They must have high intelligence and constitution. As they level up, Golem Crafters gain the ability to create more powerful golems with less resources and time required compared to normal wizards. Their expertise makes their golems stronger as well. Creating golems is a difficult and dangerous process that Golem Crafters dedicate their lives to mastering.

Uploaded by

joske_bangelijk
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Golem Master

"Why would I need to acquire friends when I can simply make them?" - Ztrini Bronzehammer, The
Golem Master

Requirements: This wizard must learn many subjects and memorize complicated physical and
metaphysical themes in order to master this kit. They also must be more physically fit and in better health
than most wizards because they will often construct the golems themselves, then place their bodies in the
middle of difficult and strenuous casting procedures. Therefore, only a wizard with a 16 or better
Intelligence and a 14 or better Constitution can become a golem crafter. The wizard must also start play
with the engineering non-weapon proficiency.

Description: The Golem Crafter is a special wizard sub-class made up of rare individuals who have
taken an almost obsessive interest in golems. These wizards study everything there is to know about
golems, from basic engineering and craftsmanship to the advanced processes of protecting oneself from
the spirit that inhabits the automaton. Any golem, even those usually restricted to a certain class or
alignment can be made and animated by a wizard of this kit (a racial golem can't be made by a crafter
unless the race in questions gives up their secrets of creation to him). ROLE: The golem crafter is often
placed in the same area as alchemists, artificers, and geometers; that is, wizards who weave magic by
working in laboratories and creating new and useful items. They are not often prone to adventuring once
they have established themselves in a home filled with much needed resources. However, during the
early part of their careers golem crafters are found traveling everywhere looking for magic spells and
books and searching the world for exotic materials used in golem creation. Since so many spells are
needed for golems and because manuals of golems are so rare, the wizard will travel to far lengths (and
depths if necessary) to find people willing to trade or sell the magic secrets. Ancients ruins, long dead
wizard laboratories, crumbling libraries, and other places of mysterious and antique magic hold special
places for crafters, and sometimes they will be the most eager of the party to explore a new area
regardless of the danger. Crafters also prey upon the greed and naiveteé of young wizards or
apprentices, speaking to them seductively until the victim gives up his spells and equipment or until the
crafter is in a position to steal them. Money is also a question in golem creation so the crafter will
adventure in hopes of gaining a huge fortune. While in the wild, a crafter cares much about his/her own
self-preservation, which tends to make them powerful companions (the wizards will fight for their lives
fiercely, which in turn protects their companions). Don't expect a friendship to bloom with a crafter
however since they will leave the party at the first good opportunity, unless the party has shown any
interest in their work. If so then the party gains a strong (and often wealthy) life-long ally as well as the
protection and aid of the crafter's magnificent creations. Crafters who live to ripe old ages usually work for
a benefactor or a ruler who pays them for their services.

Races Allowed: Any race that has the moral fortitude to build a golem and has accepted the possible
consequences of its animation can become a golem crafter.

Weapons: The golem crafter uses the standard weapons usable by wizards.

Bonus: Ancient history and ancient languages (written languages only).

Required: Engineering, reading/writing.

Recommended: Alchemy*, anatomy*, artistic ability, blacksmithing, carpentry, concentration*, gem


cutting, herbalism, mining, research*, and stonemasonry. Crafters may also take the following for one
more proficiency slot than normally needed: administration (priest)*, appraising (thief), armorer (warrior),
forgery(thief), investigation (priest)*, observation (priest)*, persuasion (priest)*, survival (any, warrior), and
weaponsmithing (warrior).

Equipment: This kit begins with the normal list of traveling equipment. The golem crafter will often have a
variety of things on them because they must collect so many unusual components. This is more often
seen later in the crafter's career, but a resourceful wizard might collect anything along the way they may
think they need. This fact makes the crafter a competitive and sometimes gruesome scavenger as well as
an eccentric collector.

Special Benefits: The golem crafter gains the following abilities as the raise in experience:

1st level: Golem crafters can recognize any golem and has a 5% chance per level (to a maximum of
95%) to know the golem's special strengths and weaknesses. A crafter also has a beginning knowledge
of creation and can aid another wizard in creating a golem (this cuts the construction time of that
particular golem by 10%).

3rd level: The crafter can point out particular components needed to craft one of the four major golems
(clay, flesh, metal, and stone). They also have a 10% chance (+10% per level over 3rd) to identify the
spells needed to create the types of golems.

4th level: Members of this kit get a +1 to their saving throws against attacks or special powers of golems.

5th level: Crafters instantly recognize any non-traditional automaton and may roll an Intelligence check
after five rounds of studying it. Success means they have discovered what makes the automaton run and
if the creature has any distinctive strengths and/or weaknesses. The crafter also increases his aid to a
more experienced wizard, so when both create a golem the construction time is cut by 25%.

7th level: At this level the crafter may create their first golem. The golem must be a scarecrow and the
crafter must follow the procedures described in the Monstrous Manual. This is considered a daunting and
impressive task since scarecrows usually can only be made and controlled by priests. The crafter can
now point out particular components needed to craft any golem and they gain a 10% chance (+10% per
level over 8th) to identify the spells needed to create any golem.

8th level: The crafter begins to improve in his crafting. An animated scarecrow can be made at ½ the
listed cost and takes only 15 days (due to corners the crafter has learned to cut). Upon completion of its
mission the scarecrow also has a far less chance of becoming conscious (only 5%). The crafter's bonus
to saves against golem attacks and powers now increases to +2.

9th level: Golem crafters can now create a necrophidius golem. Again it must conform to all statistics and
procedures found in the Monstrous Manual. Only 7 days is needed to create one instead of the normal
10, and the cost is only 6,000 gp. This time drops down to 5 days if a necromancer is aiding the golem
crafter. The crafter's skill again increases as an aid so he may cut down the time it takes himself and
another wizard to make a golem by 50%.

10th level: A crafter may now create the golem known as a stone guardian. This takes only 20 days and
costs 15,000 gold pieces instead of 20,000. It also requires a stonemason (the crafter may substitute
himself if he has the stonemason proficiency) to shape the mud body and carve the stone heart.

11th level: A crafter discovers the secrets for crafting a glass golem. This takes only 4 months (instead of
6) and costs less than the normal price, or 90,000 gold pieces. The crafter must hire a glassblower and
an artist in stain glass creation to create the shell, or he can make the golem himself if he has 2
proficiency slots dedicated to both glass blowing and artistic ability.

12th level: The crafted can create his first true golem, the flesh golem. It takes only 1 month and requires
35,000 gold pieces instead of 50,000. Again, the time can be cut to only 15 days if a necromancer is
helping the crafter. The crafter can also spend 1,000 gold pieces and create a special ring that will
prevent a berserk golem from attacking him. This ring increases in price by 1,000 for every golem from
this point on (a doll golem costs 2,000 gp, a juggernaut costs 3,000, etc.) {Note: One can see that the
golem crafter has been able to make any of these golems at levels less than a normal wizard. At this
point the crafter becomes exceptionally good at making his creations. Because of this the crafter can now
make one golem in ascending order of power at every level. Also, any time he makes any of the before-
mentioned golems (scarecrow, necrophidius, stone guardian, glass, or flesh golem) it has +2d6 hit points
to its normal total and a +1 to its Thaco thanks to the crafter's improvements.}

13th level: Crafters can create doll golems, which takes 1 month and costs 15,000 gold. The crafter now
no longer has to make a Intelligence check when seeing a non-traditional automaton to know what it is
but can recognize them instantly. Crafters only have to study automatons for two rounds now to know
their strengths and weaknesses.
14th level: A juggernaut may be created at a cost of 50,000 gold and taking only 1.5 months to create.
The crafter can control and ride this type of golem and gains the benefits of it's AC when riding it. The
juggernaut also moves and increases in speed at double the normal movement.

15th level: A clay golem can be made at this level. The crafter does not have to have the normal lawful
good alignment usually necessary for its creation. The golem takes 18 days to make and costs 50,000 to
make. Unlike normal golems, this clay golem only has 1% cumulative chance per turn of combat (instead
of per round) to break free.

16th level: Normally a mage may create a caryatid column at this level, but a golem crafter may create
this golem (taking only 2 months and costing 60,000gp) and the gargoyle golem usually reserved for
priests (which takes 2 months and costs 70,000 gold pieces. The crafter gains a +3 to saves against
golem attacks and special powers.

{Note: All subsequent golems made to this point can be crafted with a +3d6 to their hit points and a +2 to
their THAC0. The crafter may double the time it takes him to make these golems and make two of them
with only a 1.5 times increase in cost. This goes for any golem that can be crafted at 16th level or lower.}

17th level: The crafter may now craft an iron golem. This golem takes only 2 months and costs 80,000
gold to make.

18th level: The crafter's skill is nearly complete. At this point he may create any known golem, including
the bone golem (this takes 1 month and costs 25,000 gp). Having the reputation that he has also means
a caster is sought out by prospective benefactors, if the wizard does not have one already. It is safe to
assume that by this level the crafter also has gathered all spells harmful to all types of golems.

19th level: The crafter is unsurpassed in the knowledge of golems. He now takes only half damage from
all golem attacks and special powers (none if he saves). Golems built by those of levels 1-8 cannot harm
the crafter (the caster knows its attacks and avoids them accordingly). Golems created by wizards of 8th-
15th level get a -2 on all attacks when attacking a crafter. The crafter also knows weakness and can
notice flaws in a golem, directing his strikes (or his companion's attacks) with a +4 bonus to hit.

{Note: Whenever the crafter is making a golem usually reserved for a priest, the crafter will either
substitute wizard spells for priest ones or has some other method of creating these types of golems. The
exact process is a closely guarded secret among crafters. It is believed that low level crafters often hired
the aid of a priest but this has never been confirmed.}

Special Hindrances: Golem crafters are right up there with necromancers; most people just don't
understand them. They are seen as evil, manipulative creatures that enslave others to do they're bidding.
Every crafter receives a-3 to reaction rolls when dealing with anyone but another wizard. Druids openly
hate crafters and those who worship the plane of Earth (or angry residents of that plane) will put huge
bounties on the heads of crafters and actively hunt them. This hatred does not make crafters bond with
one another however since they are jealous of other crafters and safeguard all their personal secrets
from one another. Theft is a abundant problem among groups of golem crafters.Golem crafters also need
money, and lots of it. They always need to seek out treasure and often horde their funds unless
absolutely necessary. Crafters act more like mercenaries sometimes since they ask for a reward for
whatever service they perform, especially in situations where they know they have the upper hand.
Companions who cost them money (such as pooling funds to raise a fallen member) are seen as
nuisances, and if the crafter doesn't need to pay to aid his party he won't. However, crafters are not
stupid and pay what they need to pay in order to keep their companions from becoming enemies. This
doesn't mean the crafter won't go for a better offer if one arises, and the words "illicit goods" or "blood
money" isn't in the crafter's vocabulary. The last hindrance is the obvious one; a crafter needs a
laboratory in order to build his constructs. This laboratory must be well stocked and its resources
constantly kept in perfect condition, upgraded, and replaced once they are exhausted. Although a crafter
can find information and magical secrets wherever he goes, he must have a home and laboratory to
create golems, unless some else lets the crafter use their space. However, this may cost the crafter more
than making his own lab. Lastly, finding components for his laboratory is a quest in itself. The crafter must
be always adventuring (or paying someone else to do it for him) and his adventures must be profitable if
the crafter wants to reach the highest levels of their profession. Those who work for benefactors often
move in to one room in the benefactor's home and uses in for their lab. Others make the benefactor pay
for construction of a laboratory and the stocking of components, though the golem crafter must have
really impressed (or blackmailed) the benefactor for the wealthier person to shell out the cash.

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