A golem's creator can command it if the golem is within
60 feet and can see and hear its creator. If uncommanded, the
golem usually follows its last instruction to the best of its
ability, though if attacked it returns the attack. The creator
can give the golem a simple program to govern its actions in his
or her absence.
Golems do not need to breathe and are immune to most forms of
energy.
Construct: Immune to mind-influencing effects, poison,
disease, and similar effects. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage.
Berserk (Ex): When a clay golem enters combat, there is a
cumulative 1% chance each round that its elemental spirit breaks
free and goes berserk. The uncontrolled golem goes on a rampage,
attacking the nearest living creature or smashing some object
smaller than itself if no creature is within reach, then moving
on to spread more destruction. Once the golem goes berserk, no
known method can reestablish control.
Wound (Ex): The damage a clay golem deals doesn't heal
naturally. Only a heal spell or a Healing spell of 6th level or
higher can heal it.
Immune to Slashing and Piercing (Ex): Slashing and piercing
weapons, even enchanted ones, deal no damage to a clay golem.
Magic Immunity (Ex): Clay golems are immune to all spells,
spell-like abilities, and supernatural effects, except as
follows. A move earth spell drives the golem back 120 feet and
deals 3d12 points of damage to it. A disintegrate spell slows the
golem (as the slow spell) for 1d6 rounds and deals 1d12 points of
damage. An earthquake cast directly at a clay golem stops it from
moving that round and deals 5d10 points of damage. The golem gets
no saving throw against any of these effects.
Haste (Su): After it has engaged in at least 1 round of
combat, a clay golem can haste itself once per day as a free
action. The effect lasts 3 rounds and is otherwise the same as
the spell.
Construction
The cost listed for each golem includes that of the physical
body and all the materials and spell components that are consumed
or become a permanent part of it.
Understanding the rituals requires a character of the required
level with the Craft Magic Arms and Armor and Craft Wondrous Item
feats. The creator must labor for at least 8 hours each day in a
specially prepared laboratory or workroom. The chamber is similar
to an alchemist's laboratory and costs 500 gp to establish.
When not working on the rituals, the creator must rest and can
perform no other activities except eating, sleeping, or talking.
If personally constructing the golem's body, the creator can
perform the building and rituals together. If the creator misses
a day of rituals, the process fails and must be started again.
Money spent is lost, but XP spent are not. The golem's body
can be reused, as can the laboratory.
Completing the ritual drains the appropriate XP from the
creator and requires casting any spells on the final day. The
creator must cast the spells personally, but they can come from
outside sources, such as scrolls.
The clay golem costs 60,000 gp to create, including 1,500 gp
for the body and 30,000 gp for vestments, which can be reused.
Creating the body requires a successful Craft (sculpting or
masonry) check (DC 15). The ritual requires a 16th-level creator
who can cast divine spells. Completing the ritual drains 1,200 XP
from the creator and requires animate objects, bless, commune,
prayer, and resurrection.
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