Malgrim

Korbinian's page

128 posts. Alias of Tenro.


Race

Goreaux

Classes/Levels

Mechamage 2 (HP 14/14; AC 14*; F:2 - R:2 - W:4; Init +2; Perc +6)

Gender

Male

Size

Small

Age

46

Special Abilities

Golem HP 49/49

Alignment

LN

Languages

Western Common (native), Eastern Common, Fundamental, Planar, Lowland, Nocturine

Occupation

(add Arcane Builder: Golem to feats next edit)

Strength 11
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 12
Charisma 10

About Korbinian

HP: 14
AC: 14* =10 + 2 DEX + 1 ARMOR + 1 SIZE +4 Dodge vs constructs
Resist:
Init: +2
Speed: 20

F: 2 = 0 base + 2 CON
R: 2 = 0 base + 2 DEX
W: 4 = 3 base + 1 WIS
MISC: See mechamagic resistance
+2 FORT vs Contact Disease
+2 vs natural hazards to the eyes

COMBAT +1 BAB
Melee
Quartz Crab, 2 slams, +4/+4 melee, 1d6+2, crit x2, B; (HP 49; AC 14)

Ranged
Rifle, +4 ranged, 1d10+1 (standard ammo), crit x3, 60ft

calculated:

not calculated (conditional):
Ranged Attack/Damage according to ammo type, see Equipment

BAB: +1 +1 +1 Size
CMB: +0 +1 -1 Size
CMD: 12 +3 -1 Size

"CRAB, GRAB!": Quartz Crab Grapple: +6

Racial Traits:

  • +4 Intelligence, -2 Strength, -2 Charisma: Goreaux are hardy and possess keen analytical minds, but are physically weak and innately brusque and distant toward others.
  • Size: Goreaux are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Darkvision: Goreaux can see perfectly in the dark up to 60 feet.
  • Goblin Kin: Goreaux are distantly related to goblins. They have the goblin subtype
  • Goreaux Combat Training: Goreaux gain a +4 dodge bonus to AC against monsters of the construct type.
  • Hardy: Their close association with mechamagic has rendered Goreaux naturally resistant to the Wasting. A goreaux’s Manite Threshold is increased by 2.
  • Keen Mind: Goreaux treat all Knowledge skills as class skills.
  • Mechamagic Mastery: Goreaux are uniquely talented in the art of mechamagic. Any construct under the goreaux’s control gains three hit points, or +1 hit point per hit die, whichever is greater, while it is under the goreaux’s control.
  • Mechamagic Resistance: Goreaux gain a +2 racial bonus on saving throws against any spells or abilities utilized by monsters of the construct type. Any items or constructs under their control gain a +2 on any saving throws against mechamagic or spells that specifically target constructs (such as golemwrack). Neither of these bonuses applies if the construct in question is controlled by another goreaux or the spell in question is cast by another goreaux.

  • Favored Class: 2/4 loyalty on minions
    Choose one of the following:
    1) Add +1 hit point to your golem minion.
    2) Add one spell from the mechamage/sorcerer/wizard spell list to your spellbook. The spell must be at least one level below the highest spell level you can cast.
    3) Your golem minion’s loyalty increases by 1/4.

Class Abilities:

  • Weapon and Armor Proficiency: A mechamage is proficient with all simple weapons, firearms, siege weapons, and vehicle weapons. They are not proficient with any type of armor or a shield. Armor interferes with a mechamage’s movements, which can cause his spells with somatic components to fail.

  • Spells: A mechamage casts arcane spells drawn from the sorcerer/wizard spell list. A mechamage must choose and prepare his spells ahead of time. A mechamage may not learn or prepare any spells from the enchantment, evocation, or illusion schools of magic.
    To prepare or cast a spell, a mechamage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against one of the mechamage’s spells is equal to 10 + the spell level + the mechamage’s Intelligence modifier.
    A mechamage can only cast a certain number of spells of each level per day. His daily base allotment is given on Table: the Mechamage. In addition, he receives bonus spells per day if he has a high intelligence score. (See Ability Modifiers and Bonus Spells, Pathfinder Core Rulebook.)
    A mechamage may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the mechamage decides what spells to prepare.

  • Spellbook: A mechamage must study his spellbook each day to prepare his spells. He cannot prepare any spells not recorded in his spellbook, except read magic, which all mechamages can prepare from memory.
    A mechamage begins play with a spellbook containing all 0-level wizard spells (except for those from the enchantment, evocation, and illusion schools) plus three 1st level spells of his choice. The mechamage also selects a number of additional 1st level spells equal to his Intelligence modifier to add to the spellbook. At each new mechamage level, he gains two new spells of any level or levels that he can cast (based upon his new mechamage level) for his spellbook. At any time, a mechamage can also add spells found in other spellbooks (such as those used by wizards). Mechamage spellbooks are functionally identical to wizard spellbooks for the purposes of other classes being able to learn spells from them.
    Each time a character gains a new mechamage level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. He may never learn spells of the enchantment, evocation, or illusion schools in this manner.
    A mechamage may add spells from other classes not normally on his spell list (including divine spells) to his spellbook. He needs a sample of the spell (in the form of a scroll, spellbook, or caster willing to aid him in transcribing the scroll). These spells are learned at the same spell level they appear on the original class’s spell list. While the mechamage can prepare these spells, he cannot cast them normally. He can only cast these spells to satisfy requirements in magic item creation. He can also use any magic items that require knowledge of a spell he has transcribed in his spell book.

  • Cantrips: Mechamages can prepare a number of cantrips, or 0-level spells, each day, as noted under “Spells per Day.” These spells are cast like any other spell, but are not expended when cast and may be used again. A mechamage may not learn or prepare cantrips from the enchantment, evocation, or illusion schools. In addition to the stated cantrips per day, a mechamage can always cast everheat rune at will.

  • Golem Minion (Ex): The mechamage is a prodigy in the art of golemancy. He receives a golem minion at level 1, despite the fact that he does not yet have the Craft Construct feat. This minion could represent a gift from the mechamage’s teacher, a family protector, or a remarkably successful early creation by the mechamage himself. This special construct is much different than a normal golem, and is created using the Golem Minion rules found later in this section.
    If the mechamage wishes to replace his golem minion (either because the old one was destroyed or merely because he desires a different one), he must perform a ritual requiring 24 hours of uninterrupted labor, in which he prepares the new golem’s body and enchants it with powerful magic. He requires access to appropriate tools and materials worth 200 gp per class level, as well as complete seclusion during this time. At the end of the ritual, the mechamage creates a new golem minion of the appropriate level and any former golem minions become inert.
    If the former minion’s body is still intact, the mechamage may perform this ritual again to reactivate it as his minion. This requires the same amount of time, but no gold cost.
    If a golem minion is destroyed, but most of its body remains intact, the GM may waive up to half of the cost of creating a new golem minion of the same type so long as the old golem minion’s remains are recovered.

  • Tinkering (Ex): As early as 1st level, mechamages are skilled at repairing broken constructs and magical items. After spending one uninterrupted hour working on a construct, vehicle, or magic item, the mechamage removes the broken condition (if any) and repairs 1d10 + his Int modifier hit points of damage. He cannot repair broken items with charges or single use magic items.
    A mechamage can use tinkering to craft manite implants without use of the Craft Magic Arms and Armor feat. However, the process takes twice the usual amount of time and gold cost in materials. This drawback is negated when he receives Craft Magic Arms and Armor for free at 3rd level.
    To tinker, a mechamage must possess a wand infused with manite dust worth at least 25 gp. This wand is not expended by the tinkering process, and can be used as a focus for many of the mechamage’s unique spells.

  • Writs: In addition to his spells, all mechamages are versed in a variety of arcane transcriptions known as writs. A writ is a simple piece of parchment, metal token, or small stone tablet inscribed with powerful magical commands. When a mechamage inserts a writ into his golem minion (usually into the mouth or chest), it alters the golem’s abilities and behavior.
    To use a writ, the mechamage must first learn its magic. This is identical to the process required to learn a spell. The mechamage must study the writ for one hour and then make a Spellcraft check (DC 15 + the minimum level required to learn the writ). If the check succeeds, he may copy the writ into his spellbook. This requires special inks worth 10 gp x the minimum level required to learn the writ. Each writ takes up one page in the mechamage’s spellbook.
    After learning the writ, the mechamage must create a copy to be inserted into the golem. This requires the same expenditure of gold and time as learning it, but requires no Spellcraft check.
    Inserting writs requires a ten minute long ritual in which the mechamage inserts new writs into his golem and/or removes old ones. Once this ritual begins, the golem minion is inert, helpless, and immobile until the ritual is complete. The mechamage may remove and replace any number of writs at this time. The number of total writs the golem can carry is limited by its Loyalty. Writs remain active until removed or the golem is destroyed, and writs that have been removed from the golem may be reused at a later time. An inserted writ becomes infused with magical power, and can neither be destroyed nor removed by anyone save the mechamage that inserted it so long as the golem remains active.
    Writs are not magical items, though they behave in some ways like they are one, meaning that they are not negated when a golem enters an antimagic field (though many of the supernatural or spell-like abilities they grant may be).
    A mechamage begins play knowing the Steadfast writ and a number of writs equal to his Intelligence modifier. He learns one new writ automatically each time he gains a mechamage level.

  • Call Minion (Su): As early as 2nd level, the mechamage develops the ability to call upon his golem minion in time of need. At first, this ability merely allows him to transmit an unspoke distress call when in danger, causing the golem to immediately cease its current activity and make its way toward its master as quickly as it is able.
    At 7th level, the mechamage can call upon the golem minion once per day to intercede against a single attack or spell that specifically targets the mechamage, as an immediate action.
    The mechamage must be aware of the attack, and the golem minion must be no further away from the mechamage than twice its movement. The golem immediately moves adjacent to the mechamage and becomes the new target of the spell or attack.
    At 12th level, the mechamage can call upon the golem to intercede twice a day. Additionally, once per day the golem can teleport to the mechamage’s side across any distance (except planar boundaries) in answer to its master’s distress call. The golem is no longer limited in how far it can intercede, if it teleports to do so.
    At 18th level, the mechamage can call upon the golem to intercede three times a day and it can now teleport to him across interplanar boundaries. Additionally, the mechamage can set a condition under which his distress call is issued automatically – such as when he is rendered helpless or reduced below zero hit points. The golem will then immediately make its way to aid its master, teleporting to him if it still has uses of that ability remaining.

Spells:

Enchantment, Evocation, and Illusion forbidden.
Spells Known:
0th: All
1st: Enrage Constructs, Golemguard, Golemspeak, Mend Construct, Shield, Abundant Ammunition, Mage Armor, Identify, Alchemical Tinkering, Crafter's Fortune

Spells Per Day:
0th: 4
1st: 4

0-Level Mechamage/Sorcerer/Wizard Spells
Detect Mechamagic
Everheat Rune
1st Level Mechamage/Sorcerer/Wizard Spells
Enrage Constructs (mechamage only)
Golemguard (mechamage only)
Golemspeak (mechamage only)
Mend Construct (mechamage only)
Repair Vehicle

Writs:

  • Steadfast - The golem does not die unless it is reduced to less than -20 hit points. A golem with 0 hit points or less will become inert and helpless, but will become functional again once repaired to 1 hit point or more.
  • Capacious - The golem gains a small extradimensional storage space in its chest. The storage space is functionally identical to a bag of holding. It can hold up to 250 lbs. of material. The golem or mechamage can call an item from the space and into the golem’s hands with a move action.
  • Heaving - The golem gains the Throw Anything feat and receives a +1 bonus to any attacks with thrown objects.
  • Steed - The golem’s back expands to provide a small saddle or howdah. Any creature of at least one size category smaller than the mechamage may mount the golem as a move action and ride along with it. Riding on the golem provides partial cover. Ride checks are not necessary to remain in the saddle or control the golem in combat.
  • Swift - The golem adds 10 to its base speed. It gains another +10 to base speed with each upgrade.
  • Destructive - The golem gains a +6 bonus to break down doors and deals double damage against inanimate objects (this includes Sunder attacks). The golem does not provoke an attack of opportunity when using sunder.
  • Tactical - Select one combat maneuver. The golem may now make this maneuver. He provokes no attack of opportunity when doing so, and gains a +2 bonus to his Combat Maneuver Bonus when attempting the maneuver. Special Command: The mechamage can command the golem to use the combat maneuver against a specified opponent.

  • Golems:

    Construct Traits

  • HD: This is the total number of ten-sided (1d10) Hit Dice the construct possesses. Note that as a construct, the minion has no Constitution score and thus receives no bonus hit points due to a high Constitution modifier. And as they are not player characters, golem minions do not get full hit points for their first Hit Die. However, they do get bonus hit points dependent on their type.

  • BAB: This is the golem minion’s base attack bonus. A golem minion’s base attack bonus is equal to its hit dice. Golem minions do not normally gain additional attacks for a high base attack bonus (though certain writs can modify this).

  • Saves: This is the golem minion’s base saving throw bonuses. A golem minion has no good saves.

  • Natural AC Bonus: This is a bonus to the golem minion’s existing natural armor bonus. A golem minion may wear armor but gains no benefit from it. Any AC bonuses granted by a golem’s type add directly to this bonus.

  • Loyalty: Writs are magical inscriptions created by mechamages that can increase a golem’s abilities in various ways. However, the maximum number of such writs a golem minion can utilize at one time is limited by its Loyalty. Writs may only be inserted or removed by a golem minion’s mechamage master

  • Link (Ex): A golem minion bears a natural link with its mechamage master. While within one mile of the mechamage, it can sense the mechamage’s direction and distance from itself. When given no other commands, it will attempt to follow its master and stand by his side. If it is unable to do so, it will simply stand inert and wait for its master to return. Due to these factors, commanding a golem can be a complex affair.

  • Share Spells (Ex): The mechamage may cast a spell with a target of “You” on his golem minion (as a spell with a range of touch) instead of on himself. A mechamage may cast spells on his golem minion even if the spells normally do not affect constructs. Spells cast in this way must come from the mechamage class.
    This ability does not allow the golem minion to share abilities that are not spells, even if they function like spells.

    ====================================================================
    Level Increases to base stats:
    LV: 2nd
    HD: 2
    BAB: +2
    SAVES: +0
    NAT AC: +1
    LOYALTY: 3

    Stone Golem Starting Statistics:
    Size Medium
    Speed 20 ft.
    AC +2
    Attack: 2 slams 1d6
    Ability Scores: Str 14, Dex 12, Con -, Int -, Wis 11, Cha 1
    Bonus hp: 5 (1st level), 5 (2nd level), 5 (3rd level), 5 (4th level)
    +1 Loyalty
    ====================================================================

    QUARTZ CRAB (stone golem): Level 2
    Size Medium
    Speed 30 ft.
    HP 46+3
    AC 14
    Attack: 2 slams, +4/+4 melee, 1d6+2
    Ability Scores: Str 14, Dex 12, Con -, Int -, Wis 11, Cha 1
    Loyalty: 5
    WRITS: Steadfast, Steed, Capacious, Swift, Tactical (Grapple)

  • Manite Implants:

    Manite Threshold: 4 = 2 CON + 2 Racial

    Installed Implants: 1
    Internal Toolkit (Ex)(Machining): A masterwork tool is incorporated into the golemoid’s body. Such devices could be thieves’ tools that pop out of the wrist, an arm that transforms into a smith’s hammer, an anvil that retracts from the knee with a miniature forge in the torso, or any number of similar items. This tool is completely retractable as a swift action, grants everything needed to practice the associated skill in the field, and, if desired, is undetectable when not in use.

    Feats and Traits:

    Feats
  • Inspiring Mechamagic: Your golem minion’s Loyalty is increased by 1.

    Traits

  • Implanted: You performed a great favor for one of Aden’s noble lords. In return, his mechamages rewarded you with a manite implant. Select one minor implant. You receive this implant free of cost, as per the usual rules for gaining manite implants.
  • Class Skill: Perception is a class skill

  • Skills:

    Skill Points at Each Level: 2 + Int modifier (5) +1

    Appraise +9=1+3 +5 INT
    Craft Machine +11=1+3 +5 INT +2Cm
    Craft Metal +5= + +5 INT
    Disable Device +9=2+3 +2 DEX +2 Cm
    Fly +2= + +2 DEX
    Heal +8=2+3 +1 WIS +2 Cm
    Know Arcana +9=1+3 +5 INT
    Know Dungeon +5= + +5 INT
    Know Engineer +9=1+3 +5 INT
    Know Geography +5= + +5 INT
    Know History +5= + +5 INT
    Know Local +5= + +5 INT
    Know Nature +5= + +5 INT
    Know Nobility +5= + +5 INT
    Know Planes +5= + +5 INT
    Know Religion +5= + +5 INT
    Perception +6=2+3 +1 WIS
    Profession +1= + +1 WIS
    Spellcraft +10=2+3 +5 INT
    Use Magic Device +5=2+3 +0 CHA

    Equipment:

    1000 gp

    25 gp Manite Wand (focus for spells/class abilities)
    50 gp Rifle (1d10, crit x3, 60ft, P)
    25 gp Sanguine Robes (+1 AC, 0 ACP, 0% ASF)
    2 gp Ammo, Standard (+1 dmg), x100
    10 gp Ammo, Armor Piercing (1d8, ignore 2 AC), x20
    3 gp Ammo, Sniper (+1 per range increment [max +5], -2 first increment) x10
    20 gp Ammo, Wounding (+1 bleed until DC 15 heal), x1

    25 gp Driving Goggles (+2 vs natural hazards to the eyes)
    -- gp Masterwork Engineer's Toolkit (included in implant, +2 Craft Engineer/Machining)
    200 gp Masterwork Ready Harness (+4 to STR for encumbrance)
    10 gp Utility Belt (swift action draw/stow for each of six items)
    100 gp Masterwork Thieve's Tools (+2 Disable Device)
    50 gp Healer's Kit, Uses: [10]
    26 gp Gunslinger's Kit

    295 gp Wand, Cure Light Wounds (1d8+1), Charges [23]
    150 gp Doctor's Outfit
    -- gp Artisan's Outfit

    308 gp left

    plus 2 more days of food

    Player Notes:

    3ft tall
    30lbs
    46 years old

    Appearancce and Backstory