Golem Rider (3.5e Class)

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Author: ErikOfWiki (talk)
Date Created: June 26, 2024
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Adventure in your mobile suit golem! 20

Good Good Poor Poor Martial Maneuvers



Golem Rider[edit]

A golem rider has either created or found a suit of construct armor that when worn can amplify the wearer's movements and attributes.

Making a Golem Rider[edit]

A golem rider often serves as a tanky front line combatant when adventuring, relying on their augmented defenses and might to protect them and their allies.

Abilities:

Races: While any race may find or wear an mobile suit golem, most such armors tend to be small or medium as their original creators were often gnomes and dwarves. Larger sizes are not unknown, but quite rare. Most golem riders tend to be gnomes and dwarves, but any race that fits can wear them.

Alignment: Any

Starting Gold: 3d6×10 gp (average starting gold. 105 gp).

Starting Age: as rogue

Table: The Golem Rider

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special ManeuversToB
Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known
1st +1 +2 +0 +0 Mobile Suit Golem, Quick Don (Full Round Action), Mechanic 5 3 1
2nd +2 +3 +0 +0 Weapon Arm 6 3 2
3rd +3 +3 +1 +1 Heads-Up Display 6 3 2
4th +4 +4 +1 +1 Expansion Module 7 4 2
5th +5 +4 +1 +1 Quick Don (Move Action) 7 4 2
6th +6/1 +5 +2 +2 Oversized Weapon Arm 8 4 2
7th +7/2 +5 +2 +2 Quick Don (Swift Action), Mechanic (Make Whole) 8 5 3
8th +8/3 +6 +2 +2 Adaptive Boots 9 5 3
9th +9/4 +6 +3 +3 Secure Recharge 9 5 3
10th +10/5 +7 +3 +3 Quick Don (Immediate Action) 10 6 3
11th +11/6/1 +7 +3 +3 Weapon Arm (Beam Cannon) 10 6 3
12th +12/7/2 +8 +4 +4 Rocket Boots 11 6 4
13th +13/8/3 +8 +4 +4 Heads-Up Display (Blindsense) 11 7 4
14th +14/9/4 +9 +4 +4 Quick Don (Instant Summons) 12 7 4
15th +15/10/5 +9 +5 +5 Environmental Armor 12 7 4
16th +16/11/6/1 +10 +5 +5 Spatial Displacement 13 8 4
17th +17/12/7/2 +10 +5 +5 Weapon Arm (Overcharge Beam Cannon) 13 8 5
18th +18/13/8/3 +11 +6 +6 Life Support 14 8 5
19th +19/14/9/4 +11 +6 +6 Armor Plating 14 9 5
20th +20/15/10/5 +12 +6 +6 Unity 15 9 5

Class Skills (4 + Int modifier per level)
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Martial Lore (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: A golem rider is proficient with all simple weapons plus two additional martial weapons. Golem riders are proficient with light armor and all shields. Additionally a golem rider is always considered proficient in their mobile suit golem.

Maneuvers: At level 1, a golem rider begins with five maneuvers known chosen from their available disciplines. The starting disciplines available to them are Broken Blade, Cursed Razor, Iron Heart, Iron Tortoise, and Mithral Current (many of these are from Pathfinder's Art of the Bladehttps://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/.). They must meet a maneuver’s prerequisites to learn it. Once the golem rider knows a maneuver, they must ready it before they can use it (see Maneuvers Readied, below). A maneuver usable by a golem rider is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A golem rider’s maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when initiating one.

The golem rider learns additional maneuvers at higher levels, as indicated on Table: Golem Rider. A golem rider must meet a maneuver’s prerequisite to learn it.

Upon reaching 2nd golem rider level, and at every even numbered golem rider level thereafter (4th, 6th, 8th, 10th, and so on), the golem rider can choose to learn a new maneuver in place of one they already know. In effect, they lose the old maneuver in exchange for the new one. They can choose a new maneuver of any level they like, as long as they observes the restriction on the highest-level maneuvers known; the golem rider need not replace the old maneuver with a maneuver of the same level. They can swap only a single maneuver at any given level. A golem rider’s initiation modifier is Intelligence.

Maneuvers Readied: A golem rider can ready three of their five maneuvers known at 1st level, and as they advance in level and learn more maneuvers, they ae able to ready more, but must still choose which maneuvers to ready. A golem rider must always ready their maximum number of maneuvers readied. They ready their maneuvers by programming them into their mobile suit golem in a process which takes 5 minutes. The maneuvers they choose remain readied until they reprogram and change them. The golem rider does not need to sleep or rest for any long period of time in order to ready their maneuvers.

When a golem rider initiates a maneuver, it is expended until it is recovered, so each of their readied maneuvers can be used once (unless recovered, as described below).

In order for the golem rider to recover maneuvers, they may do a quick recharge of their suit by taking a Total Defense standard action. This recovers a number of expended maneuvers equal to their initiation modifier (minimum 1). Alternately, the golem rider may do a full recharge by spending a full round action granting bonuses as though they took Total Defense action, and recovering all expended maneuvers.

Stances Known: Golem riders begin play with a single stance known. At 2nd level and every 5 additional levels, they learn a new martial stance from the golem rider discipline list. They must meet a stance’s prerequisite to learn it. Unlike maneuvers, stances are not expended and the golem rider does not have to ready them. All the stances they know are available to them at all times, and they can change the stance they are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, one cannot learn a new stance at higher levels in place of one they already know.

Mobile Suit Golem (Ex): The golem rider begins play with a special armor suit that can be worn as light armor normally, or collapses into a backpack shape which may be carried. The medium versions of this armor weighs 40 lbs (20 lbs for small versions). When worn as armor the mobile suit golem supports its own weight and does not count against the golem rider's encumbrance. The mobile suit golem only permits a maximum dexterity bonus to AC of +4 when worn, and it has no Armor Check Penalty, and no Arcane Spell Failure chance. The mobile suit golem may be enhanced magically as if it were a masterwork suit of armor. The mobile suit golem has a hardness of 20 and 30 HP. If the mobile suit golem is destroyed then the golem rider may repair or rebuild it by working for 24 total hours and using materials costing 100 gp per golem rider level. The armor does not seal and allow itself to be worn by anyone but its attuned golem rider. Despite the name, the suit is not actually a construct creature.

The golem rider uses their mobile suit golem as a focus to learn and prepare maneuvers and stances, and it also functions as a suit of armor that protects and augments its bonded wearer. This armor does not stack with any other armor worn. A golem rider who uses their golem rider maneuvers or stances when not wearing their mobile suit golem treats their initiator level as if it had a -2 penalty. If this reduces a level based effect below 1st level then it has no effect.

Additionally when wearing the mobile suit golem a golem rider gains an attribute bonus pool which can be applied to one or more attributes as a Competence bonus. The attributes and amount of bonus are chosen when the golem rider spends 5 minutes to program in their maneuvers readied. The table below shows the progression of bonuses by level, and the maximum that may be applied to a single attribute from the attribute bonus pool.

The suit itself has a strength score which increases in power with its user. The golem rider may use their strength attribute or the mobile suit golem's strength as their base attribute, whichever is higher.

The suit can also increase the golem rider's movement speed when worn with an Enhancement bonus to the golem's movement speed.

Table: Mobile Suit Golem Armor Bonuses

Class Level Armor Bonus Attribute Bonus Pool
(Maximum Single Bonus)
Armor Strength Armored Speed Bonus
1st +4 +0 (+0) 12 +0 ft.
3rd +5 +1 (+1) 12 +10 ft.
5th +6 +2 (+1) 14 +10 ft.
7th +7 +3 (+2) 14 +10 ft.
9th +8 +4 (+2) 16 +20 ft.
11th +9 +5 (+3) 16 +20 ft.
13th +10 +6 (+3) 18 +20 ft.
15th +11 +7 (+4) 18 +30 ft.
17th +12 +8 (+4) 20 +30 ft.
19th +13 +9 (+5) 20 +30 ft.


Weapon Arm (Su): The mobile golem suit can as a full round action attach to one of its arms a one-handed or light melee weapon, hand crossbow or light crossbow of its size. The golem rider is proficient in the use of this weapon once it is attached. This provides a +10 bonus on any roll made to keep from being disarmed in combat. Releasing a weapon from the weapon arm is a move action that does not provoke attacks of opportunity. While the weapon arm has a weapon attached it may not be used for anything else including somatic components if casting spells. For skills that benefit from the use of two hands the golem rider takes a -2 penalty to those checks while its arm is attached to a weapon. If both arms have weapons attached then tasks that require hands cannot be performed.
At 6th level the mobile golem suit now may attach a two-handed melee weapon or heavy crossbow of its size and wield it with only one hand without penalty.
At 11th level the mobile golem suit now may convert an arm into a beam cannon. This weapon fires an energy beam as a ranged attack action with a range increment of 50' dealing 1d6 light damage +1d6 damage per two golem rider levels.
At 17th level the mobile golem suit now may overcharge its beam cannon. This weapon fires an energy beam as a ranged touch attack with a range of 500' dealing 1d6 light damage per golem rider level, making an attack roll against every creature in a 5' line to the end of its range. After firing this beam the beam cannon may not be fired again until the golem rider recharges to recover maneuvers. If using a quick recharge then the beam cannon counts as one maneuver.

Quick Don (Ex), (Sp): The golem rider is able to rapidly don their armor by having it convert from backpack form into its armor form. To put the backpack on one's back is a move action. The time needed to don or remove the armor shortens as the golem rider gains experience with their armor. At 1st level it takes a full round action to don or remove their mobile golem suit.
At 5th level the golem rider may don or remove their mobile golem suit as a move action.
At 7th level the golem rider may don their mobile golem suit as a swift action.
At 10th level the golem rider may don their mobile golem suit as an immediate action.
At 14th level the golem rider may summon their mobile golem suit as instant summons as a Spell-Like Ability.

Mechanic (Sp): The golem rider is capable of maintaining and repairing their mobile golem suit. They may repair their mobile golem suit as if they possessed the Craft Construct feat. If already possessing the feat, then they may heal twice as much damage as normal.
At 1st level the golem rider may cast mending at will as a spell-like ability.
At 7th level the golem rider may cast make whole 3 times/day as a spell-like ability. as a Spell-Like Ability.

Heads-Up Display (Su): At 3rd level the golem mobile suit provides improved sensory suite. When worn it provides continuous darkvision to a range of 60', and the golem rider can activate detect magic at will using their class level as their caster level.
At 13th level the Heads-Up Display can detect displacement of air nearby, which provides continuous blindsense to a range of 60'.

Expansion Module (Ex): At 4th level the golem rider gains access to one additional discipline and adds it to their list of disciplines available for maneuvers and stances known.

Adaptive Boots (Su): At 8th level the mobile golem suit may as a standard action either activate spider climb or water walk.

Secure Recharge (Ex): At 9th level the mobile golem suit when recharging in Total Defense also gains a Dodge bonus to AC equal to their BAB. This does not stack with any Dodge bonus to AC from Expertise.

Rocket Boots (Su): At 12th level the mobile golem suit may as a standard action activate fly.

Environmental Armor (Ex): At 15th level the mobile golem suit when worn becomes a fully sealed armor that provides breathable air despite the outside environment, and fully protects the golem rider from any airborne or gaseous hazards.

Spatial Displacement (Su): At 17th level the golem rider may as an immediate action teleport to a visible location within close range (25 ft + 5 ft / 2 golem rider levels). This maneuver may not be used again until the golem rider recharges to recover maneuvers. If using a quick recharge then spatial displacement counts as one maneuver.

Life Support (Su): At 18th level if the golem rider is reduced to 0 HP or less then the golem mobile suit automatically provides a breath of lifehttps://www.d20pfsrd.com/magic/all-spells/b/breath-of-life. This maneuver may not be used again until the golem rider recharges to recover maneuvers. If using a quick recharge then life support counts as two maneuvers.

Armor Plating (Su): At 19th level the mobile golem suit provides heavy fortification to the golem rider as a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, the critical hit or sneak attack is negated and damage is instead rolled normally.

Unity (Ex): At 20th level the golem rider has become one with their mobile golem suit. They may summon and don it as a free action. Their type changes to living construct. The golem rider gains immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. The golem rider does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as hero's feast or potions. A golem rider reduced to less than 0 HP does not risk dying but instead becomes inert. It is unconscious and helpless, and cannot perform any actions. However, an inert golem rider does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. The golem rider does not die from hit point damage as their body can be repaired so long as the body itself remains.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorErikOfWiki +
Base Attack Bonus ProgressionGood +
Class AbilityMartial Maneuvers +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Climb +, Concentration +, Craft +, Decipher Script +, Disable Device +, Intimidate +, Jump +, Knowledge +, Martial Lore +, Open Lock +, Profession +, Search +, Spellcraft +, Tumble +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryAdventure in your mobile suit golem! +
TitleGolem Rider +
Will Save ProgressionPoor +