Difference between revisions of "User:Leziad/Golem Domineer"

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: ''Mimic Control:''  Mimic Control work similarly as a Direct Control. However instead of passively waving her rod, she perform the action and her proto-golem imitate it. The action imitated by the proto-golem must be the exactly the same as the Golem Domineer's. By example if the Golem Domineer move in a direction she may have her golem move in the same direction as well, but not in another direction. Similarly if she attack a creature in the square front of her she may direct the proto-golem to attack a creature in square in front of it (since position are relative in dnd this will rarely come up). In order to imitate an action, the golem must be capable of performing the action in the first place, if it cannot it simply stand still. The Golem Domineer decide which actions are imitated and which are not.
 
: ''Mimic Control:''  Mimic Control work similarly as a Direct Control. However instead of passively waving her rod, she perform the action and her proto-golem imitate it. The action imitated by the proto-golem must be the exactly the same as the Golem Domineer's. By example if the Golem Domineer move in a direction she may have her golem move in the same direction as well, but not in another direction. Similarly if she attack a creature in the square front of her she may direct the proto-golem to attack a creature in square in front of it (since position are relative in dnd this will rarely come up). In order to imitate an action, the golem must be capable of performing the action in the first place, if it cannot it simply stand still. The Golem Domineer decide which actions are imitated and which are not.
  
The starting Proto-golem is a medium mindless construct, it possess hit points for a construct of it size (20 hit points at medium) + 10 HP per class level + 5 HP per non-Golem Domineer level. If an effect is based on HD it count as having as many HD as the Domineer. It share the base attack bonus of the Golem Domineer and possess a Natural Armor Bonus equal to 3 + Domineer's class level, however the natural armor is halved if it wear any armor. The Proto-golem cannot be animated or awakened. If it need to make a saving throw it uses it master's saves. The golem start out being made natural rocks or mud, it may be upgraded further as the Domineer's class level increase.
+
The starting Proto-golem is a medium mindless construct, it possess hit points for a construct of it size (20 hit points at medium) + 10 HP per class level + 5 HP per non-Golem Domineer level. It has a [[Reinforced Plating (3.5e Creature Ability)|Reinforced Plating]] equal to half of the Golem Domineer's highest mental ability score modifier. If an effect is based on HD it count as having as many HD as the Domineer. It share the base attack bonus of the Golem Domineer and possess a Natural Armor Bonus equal to 3 + Domineer's class level, however the natural armor is halved if it wear any armor. The Proto-golem cannot be animated or awakened. If it need to make a saving throw it uses it master's saves. The golem start out being made natural rocks or mud, it may be upgraded further as the Domineer's class level increase.
  
 
The proto-golem is capable of performing attacks of opportunity, however it uses the Domineer's attacks of opportunity. If the proto-golem is in Mimic Control mode the Golem Domineer must attack the same square relative to her position.  
 
The proto-golem is capable of performing attacks of opportunity, however it uses the Domineer's attacks of opportunity. If the proto-golem is in Mimic Control mode the Golem Domineer must attack the same square relative to her position.  
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Whenever you take a level in Golem Domineer, you may change the body type, material or upgrades (see below for these abilities) of your proto-golem. However doing so take 24 hours of work and cost 100 gp per class level. The proto-golem start with one of the following body type:
 
Whenever you take a level in Golem Domineer, you may change the body type, material or upgrades (see below for these abilities) of your proto-golem. However doing so take 24 hours of work and cost 100 gp per class level. The proto-golem start with one of the following body type:
  
: ''Humanoid Body:'' Ability Scores: Str 20, Dex 9, Con —, Int —, Wis 12, Cha 10, Speed: 30 feet, the humanoid proto-golem start with two Slam [[Feral Strike (3.5e Variant Rule)|Feral Strike]] and the ability to wield any weapons, it share proficiency with the Golem Domineer.  
+
: ''Humanoid Body:'' Ability Scores: Str 20, Dex 9, Con —, Int —, Wis 12, Cha 10, Speed: 30 feet, the humanoid proto-golem start with two Slam [[Feral Strike (3.5e Variant Rule)|Feral Strike]] and the ability to wield any weapons, it share proficiency with the Golem Domineer.
  
: ''Quadrupedal:'' Ability Scores: Str 21, Dex 8, Con —, Int —, Wis 12, Cha 10, Speed: 40 feet, the quadrupedal proto-golem start with two Slam [[Feral Strike (3.5e Variant Rule)|Feral Strike]]. This proto-golem is quadrupedal and thus can carry more and is able to withstand effect which would move it.
+
: ''Quadrupedal:'' Ability Scores: Str 21, Dex 8, Con —, Int —, Wis 12, Cha 10, Speed: 40 feet, the quadrupedal proto-golem start with two Slam [[Feral Strike (3.5e Variant Rule)|Feral Strike]]. This proto-golem is quadrupedal and thus can carry more and is able to withstand effect which would move it.  
  
 
{{3.5e Mundane Weapon
 
{{3.5e Mundane Weapon

Revision as of 22:37, 10 March 2017

Golem Domineer

<-general description->.

Making a Golem Domineer

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Golem Domineer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +2 +0 +2 Bonus Feat, Dominion Rod, Proto-Golem 1
2nd +1 +3 +0 +3 Swift Transfer, Upgrade Golem 2
3rd +2 +3 +1 +3 Craftman, Material Frame 3
4th +3 +4 +1 +4 Upgrade Golem 4
5th +3 +4 +1 +4 Object Dominion, Mesmerize 4
6th +4 +5 +2 +5 Matching Combat Style, Upgrade Golem 5 1
7th +5 +5 +2 +5 Crushing Summon 5 2
8th +6/+1 +6 +2 +6 Bonus Feat, Upgrade Golem 6 3
9th +6/+1 +6 +3 +6 Craft Golem, Magic Immunity 6 4 1
10th +7/+2 +7 +3 +7 Upgrade Golem 6 4 2
11th +8/+3 +7 +3 +7 Greater Material Frame 6 5 3
12th +9/+4 +8 +4 +8 Upgrade Golem 6 5 4 1
13th +9/+4 +8 +4 +8 Unmatched Control 6 6 4 2
14th +10/+5 +9 +4 +9 Upgrade Golem 6 6 5 3
15th +11/+6/+1 +9 +5 +9 Total Dominion 6 6 5 4
16th +12/+7/+2 +10 +5 +10 Bonus Feat, Upgrade Golem 6 6 6 4
17th +12/+7/+2 +10 +5 +10 Dominating Strike 6 6 6 5
18th +13/+8/+3 +11 +6 +11 Upgrade Golem 6 6 6 5
19th +14/+9/+4 +11 +6 +11 Wondrous Material Frame 6 6 6 6
20th +15/+10/+5 +12 +6 +12 Ancient Artifacts, Upgrade Golem 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Golem Domineer.

Weapon and Armor Proficiency: Golem Domineer are proficient with all simple weapons, plus the great mace, hand crossbow, military heavy mace and military light mace. Golem Domineer are proficient with light armor, but not with shields.

Spells: A Golem Domineer cast arcane spell spontaneously, she has a number of spell known (see below). Unlike a normal spellcasting class,the Golem Domineer's spell DC are 10 + 1/2 Class Level + Highest Mental Ability score modifier. Similarly her bonus spell per days are based on highest ability score. The Golem Domineer's spellcasting cannot benefits from the Ascended Progression feat. Whenever it would be advantageous, a Golem Domineer's spell count as twice it spell level. The Golem Domineer need to wield her Dominion Rod in order to cast spells, however when she cast she essentially activate a spell trigger item, she must still provide somatic components when she cast but never need vocal components. The Golem Domineer may cast her spells in light armor but suffer arcane spell failure when casting in heavier armor.

Otherwise the Golem Domineer cast like other arcane spellcasters. The Golem Domineer choose their spells from the following list:

1st—absorb weaponSpC, align fangSpC, align weapon, animate fireSpC, animate waterSpC, animate woodSpC, animate rope, alarm, appraising touchSpC, arcane lock, aura against flameSpC, backbiterSpC, beget bogunSpC, blades of fireSpC, bless weapon, bot interface, bramblesSpC, chill metal, climb wallsSpC, cloud of knivesPHB2, comprehend languages, cutting handSpC, dispel wardSpC, easy trailSpC, ectoplasmic armorSpC, ectoplasmic feedbackSpC, entangle, endure elements, entropic shield, erase, expeditious retreat, feather fall, find traps, fist of stoneSpC, flame blade, floating disk, foundation of stoneSpC, gembombSpC, gentle repose, golem strikeSpC, grease, hail of stoneSpC, heat metal, helpful handPHB2, hurlSpC, ice daggerSpC, ice gauntletSpC, identify, instant locksmithSpC, irongutsSpC, jump, lesser energized shieldSpC, low-light visionSpC, mage armor, magic aura, magic fang, magic mouth, magic stone, magic weapon, marked objectSpC, master's touchSpC, naked invisibility, obscure object, persistent bladeSpC, portal beaconSpC, protection from arrows, object insight, protection from chaos/evil/good/law, quick crafting, repair light damageSpC, scale weakeningSpC, share talentsPHB2, shatter, shield, shieldbearerSpC, shillelagh, slapping handSpC, spectral hand, summon bot I, swift bless weaponSpC, swift expeditious retreatSpC, true strike, undetectable alignment, unseen servant, ventriloquism, weapon shiftSpC, wood woseSpC

2nd— arcane eye, arcane sight, avoid planar effectsSpC, bands of steelSpC, battering ramSpC, blade of pain and fearSpC, body bladesSpC, bristleSpC, burning swordSpC, cloak poolSpC, combustSpC, continual flame, dark waySpC, darkness, darkvision, daylight, detect secret doors, detect snares and pits, diamondsteelSpC, discolor poolSpC, dispel magic, divine insightSpC, dolorous blowSpC, earth lockSpC, earthbindSpC, earthen graceSpC, earthen graspSpC, earthfastSpC, easy climbSpC, energized shieldSpC, eradicate earthSpC, ethereal chamberSpC, explosive runes, fire trap, fire shurikenSpC, flame arrow, flaming sphere, force ladderSpC, ghost touch armorSpC, ghost touch weaponSpC, giant's wrathSpC, glitterdust, glyph of warding, greater alarmSpC, greater disrupt undeadSpC, greater mage armorSpC, greater magic fang, greater magic weapon, haste, helping hand, heroicsSpC,ice axeSpC, ice knifeSpC, invisibility, iron silenceSpC, keen edge, knock, lesser spell immunitySpC, levitate, locate object, magic circle against chaos/evil/good/law, magic vestment, make whole, manyjawsSpC, mechanus mindSpC, meld into stone, minor creation, misdirection, nondetection, phantom trap, portal alarmSpC, protection from energy, pyrotechnics, quick potionSpC, remove paralysis, repair moderate damageSpC, resist energy, reverse arrowsSpC, ring of bladesSpC, rust raySpC, rope trick, scattering trapPHB2, scramble programs, secret page, see invisibility, sepia snake sigil, servant hordeSpC, shield other, sign of sealingSpC, skull watchSpC, slow, snare, soften earth and stone, spider climb, spike growth, sonic weaponSpC, spectral weaponSpC, spiritual weapon, steeldanceSpC, stretch weaponPHB2, suppress glyphSpC, swift flySpC, tiny hut, tremorSpC, warp wood, weapon of energySpC, weapon of impactSpC, web, whirling bladeSpC, whispering wind, wind wall, wood shape

3rd— animate breathSpC, body of warSpC, brilliant auraSpC, changestaff, contingency, disintegrate, elemental bodySpC, fabrication machine, fantastic machineSpC, flesh to stone, forceful hand, gemjumpSpC, glass strikeSpC,globe of invulnerability, grasping hand, greater dispel magic, greater dispelling screenSpC, greater glyph of warding, greater imbue sentience, greater resistanceSpC, greater sign of sealingSpC, greater stone shapeSpC, hidden lodgeSpC, howling chainSpC, ice clawSpC, instant summons, mage's magnificent mansion, mage's sword, mass spell resistanceSpC, phase door, protection from spells, revive construct, seal portalSpC, shadow walk, simulacrum, spellstaff, statue, stone spidersSpC, stone to flesh, submerge shipSpC, superior resistanceSpC, teleport, wall of dispel magicSpC, wall of force, wall of gearsSpC, wall of iron, wall of stone, wall of thorns.

4th— antimagic raySpC, awaken construct, bestow sentience, call marutSpC, clenched fist, dimensional lock, disintegrating burst, earthquake, forcecage, greater fantastic machineSpC, greater teleport, heart of stoneSpC, holy sword, iron body, ironguardSpC, lawful swordSpC, mage's disjunction, maze, mind blank, moment of prescience, pavilion of grandeurSpC, recreation, repel metal or stone, Reticulating Splines, soul bind, spell turning, summon golemPHB2, sympathetic vibration, telekinetic sphere, teleport object, transmute metal to wood, transmute rock to lavaSpC, true creation, unbindingSpC, vision, whirlwind

Table: Golem Domineer Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st 2
2nd 3
3rd 3
4th 4
5th 4
6th 5 2
7th 5 3
8th 6 3
9th 6 4 2
10th 7 4 3
11th 7 5 3
12th 7 5 4 2
13th 8 6 4 3
14th 8 6 5 3
15th 8 7 5 4
16th 8 7 6 4
17th 9 7 6 5
18th 9 8 7 5
19th 9 8 7 6
20th 9 8 7 6

Bonus Feat: At 1st, 8th and 16th level a Golem Domineer receive a [Fighter] bonus feat or an [Item Creation] feat as a bonus feat. She must meet the prerequisite for the feats as normal.

Dominion Rod: A Golem Domineer heavily rely on this strange piece of artifice. The Dominion Rod is a Masterwork Military Heavy Mace made of a strange material which has the same physical properties as Adamantine and is treated as a magical ghost touch weapon. The Dominion Rod is a priceless artifact which cannot be crafted, although lost or destroyed rod can be summoned back by the Golem Domineer with a 24 hours ritual. The Dominion Rod is vital to many of the Golem Domineer's class features, such as controlling her proto-golem or spellcasting.

The Golem Domineer may enhance her Dominion Rod as if she has the appropriate item creation feats.

Proto-Golem: The Golem Domineer's main class feature is a strange incomplete golem. Rather than being animated by a elemental spirits, this Proto-golem is directly linked to the Domineer's Dominion Rod. The rod may be used to summon or dismiss the golem at will, doing so is a move action. When summoned the golem appear adjacent to the domineer. The proto-golem require the Dominion Rod to control, if it is not wielded it cannot take any actions.

The Proto-golem is unable to take action by itself, rather the Golem Domineer must use her rod to control it. At the start of her turn she must decide between two mod of control; Direct Control or Mimic Control.

Direct Control: In Direct Control, the Golem Domineer must use her own actions to control her Proto-Golem. She spend the same type of action that she want to Proto-Golem to perform, such as spending a move action to make her prop-golem take a move action as well. When directly controlling her proto-golem she simply wave her rod around, not taking any action when she direct her golem. This does not prevent her from taking action as herself. In direct control the Proto-Golem may use the Golem Domineer's attack bonus if better than it own.
Mimic Control: Mimic Control work similarly as a Direct Control. However instead of passively waving her rod, she perform the action and her proto-golem imitate it. The action imitated by the proto-golem must be the exactly the same as the Golem Domineer's. By example if the Golem Domineer move in a direction she may have her golem move in the same direction as well, but not in another direction. Similarly if she attack a creature in the square front of her she may direct the proto-golem to attack a creature in square in front of it (since position are relative in dnd this will rarely come up). In order to imitate an action, the golem must be capable of performing the action in the first place, if it cannot it simply stand still. The Golem Domineer decide which actions are imitated and which are not.

The starting Proto-golem is a medium mindless construct, it possess hit points for a construct of it size (20 hit points at medium) + 10 HP per class level + 5 HP per non-Golem Domineer level. It has a Reinforced Plating equal to half of the Golem Domineer's highest mental ability score modifier. If an effect is based on HD it count as having as many HD as the Domineer. It share the base attack bonus of the Golem Domineer and possess a Natural Armor Bonus equal to 3 + Domineer's class level, however the natural armor is halved if it wear any armor. The Proto-golem cannot be animated or awakened. If it need to make a saving throw it uses it master's saves. The golem start out being made natural rocks or mud, it may be upgraded further as the Domineer's class level increase.

The proto-golem is capable of performing attacks of opportunity, however it uses the Domineer's attacks of opportunity. If the proto-golem is in Mimic Control mode the Golem Domineer must attack the same square relative to her position.

The proto-golem cannot perform skill checks, with the exception of Intimidate which it uses your bonus and it own size. If it forced to make a skill check in response to an ability, you make the skill check instead of it.

The proto-golem may operate up to Medium range away from the rod, it does not answer any command from beyond that range. The proto-golem is dependent on your sense, if operated outside of your line of sight it is considered blind with no decrease in movement speed. As a safety feature if the proto-golem is left inactive for 5 rounds it is automatically dismissed. If the Proto-golem is damaged it may be repaired over the course of 8 hours, healing 2 hit points per class levels. It is affect by spell which repair construct as well. If it is completely destroyed it must be repaired or recreated over the course of 3 days, restoring it at 1 hit point.

Whenever you take a level in Golem Domineer, you may change the body type, material or upgrades (see below for these abilities) of your proto-golem. However doing so take 24 hours of work and cost 100 gp per class level. The proto-golem start with one of the following body type:

Humanoid Body: Ability Scores: Str 20, Dex 9, Con —, Int —, Wis 12, Cha 10, Speed: 30 feet, the humanoid proto-golem start with two Slam Feral Strike and the ability to wield any weapons, it share proficiency with the Golem Domineer.
Quadrupedal: Ability Scores: Str 21, Dex 8, Con —, Int —, Wis 12, Cha 10, Speed: 40 feet, the quadrupedal proto-golem start with two Slam Feral Strike. This proto-golem is quadrupedal and thus can carry more and is able to withstand effect which would move it.

Proto-Golem Slam

One-Handed Melee

Cost: — gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: 20/x3
Weight2: — lbs
Type3: Bludgeoning
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Swift Transfer: A 2nd level Golem Domineer may cast any beneficial spells with a casting time of a standard action or lower as a swift action when targeting her proto-golem.

Upgrade Golem: At 2nd level and each even levels thereafter, the Golem Domineer may grant either a Bonus Feat to it proto-golem (despite it being mindless) or a +1 bonus to both it Strength and Dexterity score. The Proto-golem must meet the prerequisite for the feat but it uses the Domineer's Base Attack Bonus and Saving Throws for the purpose of meeting prerequisites.

Craftman: A 3rd level Golem Domineer gain Craft Magic Arms and Armor as a bonus feat and gain her class level as a bonus on all craft checks.

Material Frame: A 3rd level Golem Domineer's proto-golem is now made of a proper material. Choose one of the following:

Bronze Body: The proto-golem's speed is increased by 10 ft and it gain a +4 bonus both Strength and Dexterity.
Iron Body: The proto-golem's speed is reduced by 10 ft, however it gain a +8 bonus to it Strength score and a -4 penalty to it Dexterity. The golem's natural armor increase by 2 points as well. Despite being made of iron, it link to the Dominion Rod make it immune to rusting effects.
Stone Body: The proto-golem gain a +6 bonus to Strength and gain the Rock-Throwing ability of a giant of it size. It may draw a rock of appropriated size from itself as the same action to draw a weapon, dealing 5 hit point of damage to itself in the process.

Object Dominion (Su): A 5th level Golem Domineer's rod can also take control of ordinary objects. As a standard action she can replicate the effect of variant animate objects but only on a single object and with a duration changed to 'Concentration'. The effective caster level of this effect is equal to twice your class level. This ability require her Dominion Rod to be wielded in order to function.

Mesmerize (Su): A 5th level Golem Domineer's Dominion Rod seem to have an effect on even living creatures. As a standard action she can replicate the effect of hypnotism with no HD limits and it duration is also changed to 'Concentration'. The effective caster level of this effect is equal to your class level. This ability require her Dominion Rod to be wielded in order to function.

Matching Combat Style: A 6th level Golem Domineer now share her all of [Fighter] feats and any maneuvers she possess with her proto-golem, but not the other way around. The proto-golem do not need to meet the prerequisite of shared ability in order to use them.

Crushing Summon (Su): A 7th level Golem Domineer may spend a standard action to summon her proto-golem in the air, causing it to drop on unsuspecting enemies. She mat summon the golem 5 feet in the air per class level, the golem must still land adjacent to her however. All creature below the golem take 1d8 damage for each 5 feet the proto-golem fell and are made Prone, the Proto-Golem take fall damage as appropriated. A successful Reflex save or being larger than the proto-golem negate being made Prone.

Craft Golem: A 3rd level Golem Domineer gain Craft Construct as a bonus feat and count her caster level as 4 higher for the purpose of crafting golems.

Immunity to Magic (Ex): At 9th level the Golem Domineer's proto-golem become immune to magic. Which is to say that any spell which grant spell resistance have no effect on it. You may ignore this immunity to magic for your abilities.

Golem Dominion (Su): At 10th level the Golem Domineer's Dominion Rod can also enslave other constructs to her will. As a standard action she may replicate the effect of control body except it may only target Construct. The manifester level of this effect is equal to your class level, and being a supernatural ability it may affect golems. This ability require her Dominion Rod to be wielded in order to function.

Greater Material Frame (Ex): At 11th level the Golem Domineer's proto-golem is now made of a stronger material. She may choose a new material for her proto-golem, chosen from the list below:

Adamantine Body: As the Iron Body except the proto-golem is granted DR/Adamantine equal to 5 + half your class level.
Greater Stone: As the Stone Body, except it Strength is increase by a further +6 bonus.
Mithral Body: As the Bronze Body, except it Strength increase by a further +4 bonus.

Unmatched Control (Su): A 13th level Golem Domineer may now direct her proto-golem much more efficiently. When she control her golem without sharing actions, she may quicken the action she must take by one step. By example she could have her proto-golem take a swift action at the cost of a free action, a move as a swift, a standard as a move and a full-round as a standard. The golem is still limited to it normal action limits per rounds.

Total Dominion (Su): A 15th level Golem Domineer's Golem Dominion ability now applies to creatures of all type.

Dominating Strike: A 17th level can now extend the dominating effect of her Dominion Rod to all creature she strike. Whenever she successfully land a melee attack against a creature with her Dominion Rod that creature must succeed a Will save (DC 10 +1/2 Class Level + Highest Mental Ability Score Modifier) or become dominated for 1 round except that it a Transmutation effect and is not [Mind-Affecting]. A creature who succeed it save against this ability is immune to it for 1 minute.

Wondrous Material Frame (Ex): A 19th level Golem Domineer's Proto-Golem is now made a truly mighty material. She may choose a new material for her proto-golem, chosen from the list below:

Deisteel Body: This body grant the benefits of both the Adamantine and Mithral Body, the the highest ability score bonus apply and overlap.
Thrudstone Body: This body grant the benefits of both the Adamantine and Greater Stone Body, the the highest ability score bonus apply and overlap.

Ancient Artifacts (Ex): At 20th level the Golem Domineer fully unlocked the potential of her proto-golem, making it and her Dominion Rod into Artifacts. The proto-golem can no longer be destroyed, instead when it is brought to 0 hit points it fall inert and may be reactivated as a standard action, reactivating at full hit points. The Dominion Rod can now be summoned as a free action.