RAISE SAND GOLEM
Fatiguing
You can raise servants from the sand to protect you or guard a location.
Mindless: Creation of sand golems requires 100 pounds of sand, grit, gravel or other similar material per golem. Once destroyed, the material can not be re-used. The size and shape of the golems is entirely up to the caster, but can not be larger than human sized. The caster has no awareness of what the golems experience. Inert golems made of fine sand can be sculpted to appear in whatever Medium sized form the caster desires. Regardless of the type you create, you can not make more golems than twice your adept level with a single use of Raise Sand Golem. The golems you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless golems. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control. Golems must be within your line of sight to control. New commands can be issued while the golems are within 60’ of the creator. Damaged golems do not heal over time, but another use of the Raise Sand Golem power will repair all damage.
Intelligent: You craft a single intelligent guardian. Unlike the mindless golem, this creature is not under your control; although, you can use other means, including other powers, to command it. Creating an intelligent golem has a Difficulty of 18. Default intelligence of the creation is INT -2. Each one point of increased intelligence add +2 to the Difficulty. Intelligence can not exceed that of the caster. Only one such creation can be active at any time. The creator must destroy the current golem to create another.
Creation of an intelligent Sand Golem requires 300 lbs of fine sand plus other expensive materials totalling Wealth DC of 28 + 1 per extra point of Intelligence. If you fail this power check to animate a golem, the materials are rendered useless. Once completed, the final result is an intelligent construct of the same level as the creator’s adept level. The golem is functionally a spirit of the earth given free-will by the caster. The foundation of its knowledge is the same as the creator’s. The creator can only give the golem skills the caster possesses. An intelligent Sand Golem can learn 2 Skills + Int bonus (minimum 1). A first level golem gains the Weapon Training feat and one other Feat—gaining one additional Feat every 3 levels. A sand golem may use any equipment normally available to humanoids including arms and armor. It will share the same languages as the caster and speaking to it is required (there is no mental contact). It begins “life” as Friendly to the caster.
Time: One minute for Mindless Sand Golems. One day for Intelligent Sand Golems.
SAND GOLEM (Mindless)
Type: 1st-level construct
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +1, Con —, Int —, Wis +0, Cha –5
Feats: Improved Initiative
Traits: Damage Reduction 2/Bludgeoning, Night Vision, Darkvision (60 ft.),
Immunities
Combat: Attack +1 (Dex), Damage +1 (unarmed) or by weapon,
Defense +1 (Dex), Initiative +5
Saving Throws: Toughness +1, Fortitude —, Reflex +1, Will —
Damage Reduction +2/Bludgeoning: Sand Golems lack flesh or internal organs, making them resistant to cutting and piercing weapons.
Immunities: Sand Golems are immune to poison, sleep, paralysis, disease, and mind-influencing effects (including mind influencing powers). They are not subject to critical hits, non-lethal damage, ability damage, ability drain, or any effect requiring a Fortitude save, unless it works on inanimate objects.
A Sand Golem maintains what ever shape it was given at creation whenever it is “at rest”. This can be virtually any form from an indistinct pile of sand to an ornate sandstone statue. Once activated the Sand Golem forms in to a swirling humanoid shape attacking with hardened punches formed from its own swirling mass. Once the action it was given is completed, it will return to its original state. Sand Golems can not swim, but can walk along the bottoms of still lakes or pools. Rushing water (and high tides) will disperse a sand golem destroying it in 3 rounds. Mindless golems can only accept simple direct commands.
SAND GOLEM (Intelligent)
Type: Variable level construct (as Expert)
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con —, Int —, Wis +0, Cha +0
Feats: Improved Initiative
Traits: Damage Reduction 4/Bludgeoning, Night Vision, Darkvision (60 ft.),
Immunities
Combat: Attack +1 (Dex), Damage +1 (unarmed) or by weapon,
Defense +2 (Dex), Initiative +6
Saving Throws: Toughness +1, Fortitude —, Reflex +4, Will —
Damage Reduction +4/Bludgeoning: Sand Golems lack flesh or internal organs, making them resistant to cutting and piercing weapons.
Immunities: Sand Golems are immune to poison, sleep, paralysis, disease, and mind-influencing effects (including mind influencing powers). They are not subject to critical hits, non-lethal damage, ability damage, ability drain, or any effect requiring a Fortitude save, unless it works on inanimate objects.
A Sand Golem maintains what ever shape it was given at creation whenever it is “at rest”. This can be virtually any form from an indistinct pile of sand to an ornate sandstone statue. Once activated the Sand Golem forms in to a swirling humanoid shape attacking with hardened punches formed from its own swirling mass. Sand Golems can not swim, but can walk along the bottoms of still lakes or pools. Rushing water (and high tides) will disperse a sand golem destroying it in 3 rounds.
Intelligent sand golems may use arms and armor for which they have training. Sand Golems can not use fire arms or other gear that is sensitive to grit.
Fatiguing
You can raise servants from the sand to protect you or guard a location.
Mindless: Creation of sand golems requires 100 pounds of sand, grit, gravel or other similar material per golem. Once destroyed, the material can not be re-used. The size and shape of the golems is entirely up to the caster, but can not be larger than human sized. The caster has no awareness of what the golems experience. Inert golems made of fine sand can be sculpted to appear in whatever Medium sized form the caster desires. Regardless of the type you create, you can not make more golems than twice your adept level with a single use of Raise Sand Golem. The golems you create remain under your control indefinitely. No matter how many times you use this power, however, you can control only four times your adept level in levels of mindless golems. If you exceed this, all newly created creatures fall under your control, and any excess from previous castings become uncontrolled. You choose which creatures are released from your control. Golems must be within your line of sight to control. New commands can be issued while the golems are within 60’ of the creator. Damaged golems do not heal over time, but another use of the Raise Sand Golem power will repair all damage.
Intelligent: You craft a single intelligent guardian. Unlike the mindless golem, this creature is not under your control; although, you can use other means, including other powers, to command it. Creating an intelligent golem has a Difficulty of 18. Default intelligence of the creation is INT -2. Each one point of increased intelligence add +2 to the Difficulty. Intelligence can not exceed that of the caster. Only one such creation can be active at any time. The creator must destroy the current golem to create another.
Creation of an intelligent Sand Golem requires 300 lbs of fine sand plus other expensive materials totalling Wealth DC of 28 + 1 per extra point of Intelligence. If you fail this power check to animate a golem, the materials are rendered useless. Once completed, the final result is an intelligent construct of the same level as the creator’s adept level. The golem is functionally a spirit of the earth given free-will by the caster. The foundation of its knowledge is the same as the creator’s. The creator can only give the golem skills the caster possesses. An intelligent Sand Golem can learn 2 Skills + Int bonus (minimum 1). A first level golem gains the Weapon Training feat and one other Feat—gaining one additional Feat every 3 levels. A sand golem may use any equipment normally available to humanoids including arms and armor. It will share the same languages as the caster and speaking to it is required (there is no mental contact). It begins “life” as Friendly to the caster.
Time: One minute for Mindless Sand Golems. One day for Intelligent Sand Golems.
SAND GOLEM (Mindless)
Type: 1st-level construct
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +1, Con —, Int —, Wis +0, Cha –5
Feats: Improved Initiative
Traits: Damage Reduction 2/Bludgeoning, Night Vision, Darkvision (60 ft.),
Immunities
Combat: Attack +1 (Dex), Damage +1 (unarmed) or by weapon,
Defense +1 (Dex), Initiative +5
Saving Throws: Toughness +1, Fortitude —, Reflex +1, Will —
Damage Reduction +2/Bludgeoning: Sand Golems lack flesh or internal organs, making them resistant to cutting and piercing weapons.
Immunities: Sand Golems are immune to poison, sleep, paralysis, disease, and mind-influencing effects (including mind influencing powers). They are not subject to critical hits, non-lethal damage, ability damage, ability drain, or any effect requiring a Fortitude save, unless it works on inanimate objects.
A Sand Golem maintains what ever shape it was given at creation whenever it is “at rest”. This can be virtually any form from an indistinct pile of sand to an ornate sandstone statue. Once activated the Sand Golem forms in to a swirling humanoid shape attacking with hardened punches formed from its own swirling mass. Once the action it was given is completed, it will return to its original state. Sand Golems can not swim, but can walk along the bottoms of still lakes or pools. Rushing water (and high tides) will disperse a sand golem destroying it in 3 rounds. Mindless golems can only accept simple direct commands.
SAND GOLEM (Intelligent)
Type: Variable level construct (as Expert)
Size: Medium
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con —, Int —, Wis +0, Cha +0
Feats: Improved Initiative
Traits: Damage Reduction 4/Bludgeoning, Night Vision, Darkvision (60 ft.),
Immunities
Combat: Attack +1 (Dex), Damage +1 (unarmed) or by weapon,
Defense +2 (Dex), Initiative +6
Saving Throws: Toughness +1, Fortitude —, Reflex +4, Will —
Damage Reduction +4/Bludgeoning: Sand Golems lack flesh or internal organs, making them resistant to cutting and piercing weapons.
Immunities: Sand Golems are immune to poison, sleep, paralysis, disease, and mind-influencing effects (including mind influencing powers). They are not subject to critical hits, non-lethal damage, ability damage, ability drain, or any effect requiring a Fortitude save, unless it works on inanimate objects.
A Sand Golem maintains what ever shape it was given at creation whenever it is “at rest”. This can be virtually any form from an indistinct pile of sand to an ornate sandstone statue. Once activated the Sand Golem forms in to a swirling humanoid shape attacking with hardened punches formed from its own swirling mass. Sand Golems can not swim, but can walk along the bottoms of still lakes or pools. Rushing water (and high tides) will disperse a sand golem destroying it in 3 rounds.
Intelligent sand golems may use arms and armor for which they have training. Sand Golems can not use fire arms or other gear that is sensitive to grit.
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Example text...
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Evelyn Drake, a level 1 Expert and level 1 Adept, decides she might need some help entering the Cave of Mystery. On the bank of the nearby stream is plenty of sand. Evy spends two minutes shaping four sand golems in to plain humanoid shapes. She doesn't need them to be particularly sneaky as she is alone on this expedition. If she desired should could have used Craft checks to form the golems in to artistic shapes--for example, stylized dogs, gargoyles, or as 3 chairs around a small table. Once complete she mentally commands the squad to follow her and protect her from any creatures in the cave.
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Being an explorer can sometimes be a lonely road. Evelyn desides to craft an intelligent Sand Golem to be her friend an ally to guard her arcane library. Evy decides that the construct needs to at least have a +1 Intelligence. This raises the cost of the golem to Wealth 31 and the difficulty to DC to 24. Evy is going to need to roll a 20 this check, but she has nothing but time and decides to "take 20" by extending the construction time to 20 days and adding +20 to the Fatigue check. This stretches the young adept to the absolute limit of her powers. The new Sand Golem is created with Str +1 Dex +2 Con- Int +1 Wis +0 Cha +0. It will only be a level 1 Construct. It will automatically possess the Weapons Training Feat and Evy selects the Light Armor Feat. With the extra Int, the golem gets 3 skills each at +4 ranks, but only from skills that Miss Drake knows. She picks Knowledge History at +5, Disable Device at + 5 and Notice at +4. Evy would like to have some one to discuss history with plus the golem could perform research while she is away. Evy believes that "Sandy" could also be useful at disarming traps, since golems are immune to many effects and finally Notice since all guards need to be able to spot things.
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Sandy is created as a free-willed construct begining as Friendly to Evelyn. The two begin a long chat about history. Miss Drake is a gifted student and conversationalist. After a few hours, Sandy and Evy are great friends. Sandy is excited to have a whole library of history to explore. Sandy is not a human intelligence. She has no need for food or shelter. She is aware of her own consciousness and will act to maintain it, but it as an imprint of Evy's skills and spirit, Sandy will be satisfied with life in the library as the ultimate chance to study forever. How will the relationship hold up over time? Only time will tell what may befall such odd friends in Adventures of Doom.
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Adventures of Doom is a True20 pulp setting placed in 1935 near-history. See other posts with AoD tag for more info.
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Adventures of Doom is a True20 pulp setting placed in 1935 near-history. See other posts with AoD tag for more info.
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