Golem Armor

Corlon

First Post
There's a book by Bastion Press called arms & armor that I got a while ago that has something called golem armor in it. I finally reached a point in my campaign where I think the PCs can deal with an enemy wearing this stuff, but alas I can't find my book anywhere.


I don't believe it's illegal to type up the stats, so if anyone could do that I'd greatly appreciate it. :D
 

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nah, they're only level 9. The golem armor is sort of like a CR 12 construct that can fly, shoot spikes, etc., but a person can put it on and basically control the construct, gaining all it's abilities.
 

I just finished burning 5 gigs of PDF products to CD-ROM... so I'll have to dig up the right CD in order to post the information - give me a few minutes
 

Golem Armor

The fabulous golem armor is one of the most powerful and coveted of all magical creations. The armor itself is a construct of pure mithral, and can serve as an ordinary golem if unoccupied. The inside of the golem is hollow, and a Medium-size humanoid can fit comfortably inside. In this fashion, the golem can be worn as protective and animated armor, providing almost unlimited power and mobility to its owner.

Golem Armor
Medium-Size Construct
Hit Dice: 12d10 (66 hp)
Initiative: +5 (Dex)
Speed: 30 ft., fly 90 ft. (good), swim 60 ft.
AC: 31 (+5 Dex, +16 natural)
Attacks: 2 claws +15 melee and 2 wing blades +10 melee, or 2 spikes +14 ranged
Damage: Claws 1d8+6, wings 1d12+3, spike 1d8+3
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spike (100 range increment)
Special Qualities: Closed environment, construct, damage reduction 30/magic, heightened senses, magic immunity, soul gem, synchronize
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 23, Dex 20, Con —, Int —, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 13–20 HD (Medium-size); 21–30 HD (Large); 31–32 HD (Huge)
Level Adjustment: --

Golem armor looks like a living suit of mithral armor, equipped with bladed claws and wings. The golem’s wings are deadly weapons that allow it to both swim and fly easily. The golem moves with an unusually quick grace, having been enchanted to be nearly weightless. Worked into each wrist is a powerful
spike launcher. The face of the golem is carved like a mask with glowing eyes lit by a supernatural light. Each golem has a unique countenance. Originally,
the golem was created as a substitute body for a fallen warrior, its face styled to resemble its first occupant. The first known examples of golem armor are creations of the deep fey. These golems rarely hadwings, and many were controlled by soul gems and not by living creatures. Over the ages, the secrets of the golems’ construction leaked out. Now golem armor is quite famous, although their creators have faded from the memory of the world.A suit of golem armor responds to the will of its creator, and does not allow anyone inside of it without the owner’s permission. When willingly given away or sold, the golem responds to its new master. If its owner is ever killed, it considers its current occupant its new owner. If unoccupied when its owner dies, it remains lifeless until claimed.

Combat (Unoccupied)
Without an occupant to command it, golem armor can be controlled by its creator to act upon fairly limited commands (like a typical iron golem). In this case, golem armor can move, attack, and cast spells based on the better abilities of either the trapped creature or the golem armor. At the end of each combat, the creator must make a Will Save (DC 15 plus the HD of the trapped creature) to regain control over the golem armor. If failed, the golem armor attacks its creator.If the creator is killed, the soul binding is broken and the creature returns to its native plane. If the creator escapes, the golem armor
becomes an independent spirit until its creator can get within 30 feet of it to regain control (the Will save increases by 1 for each day that the golem remains independent). In addition to whatever abilities the base creature possesses, golem armor has the following abilities:

Heightened Senses (Ex): Golem armor’s magical senses link directly into the mind of its occupant. This provides the wearer with a +5 competence bonus to Listen and Spot checks, as well as darkvision to a range of 60 feet.

Magic Immunity (Ex): Golem armor is immune to all spells, spell-like abilities, and supernatural effects, except for the following: Electrical effects heal the golem of 1 hit point for every 3 points of damage the spell inflicts. A break enchantment spell cast on golem armor forces the creator to immediately make a saving throw to regain control as detailed above. A transmute metal to wood spell forces the golem armor to make a Fortitude save (DC 25) or be stunned for 1-2 rounds.

Spikes (Ex): The golem can launch a deadly spike from magazines on its wrists. The spikes inflict 1d8+3 points of damage on a successful ranged attack. The spikes have a range increment of 100. Each launcher holds 10 mithral spikes and reloads automatically, firing at a rate of 1 spike per round. Refilling the spike cartridges takes a full-round action for each launcher.

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.

Combat (Occupied)
A creature encased within golem armor gains the better of either its or the golem’s abilities, subject to the limitations below:

Closed Environment (Ex): The occupant of the golem is completely encased, and has no exposure to outside conditions. This provides the wearer with all of the benefits of a necklace of adaptation for as long as she remains in the armor. Breaching this environment requires reducing the golem to zero hit points. A creature within the golem armor’s closed environment cannot be attacked through physical means for as long as she remains in the closed environment.

Heightened Senses (Ex): Golem armor’s magical senses link directly into the mind of its occupant. This provides the wearer with a +5 competence bonus to Listen and Spot checks, as well as darkvision to a range of 60 feet.

Magic Immunity (Ex): Golem armor is immune to all spells, spell-like abilities, and supernatural effects, except for the following: Electrical effects heal the golem of 1 hit point for every 3 points of damage the spell inflicts. A break enchantment spell cast on occupied golem armor forces the wearer out of the armor unless a Fortitude save (DC 25) is made. A Transmute metal to wood spell forces the golem armor to make a Fortitude save (DC 25) or be stunned for 1-2 rounds.

Spikes (Ex): The golem can launch a deadly spike from magazines on its wrists. The spikes inflict 1d8+3 points of damage on a successful ranged attack. The spikes have a range increment of 100. Each launcher holds 10 mithral spikes and reloads automatically, firing at a rate of 1 spike per round. Refilling the spike cartridges takes a full-round action for each launcher.

Synchronize (Ex): The golem is an extension of the body. The combined creature is considered to have the better of the wearer’s or golem’s Strength and Dexterity scores, base attack bonus, number of attacks, and movement rates. All feats and skills, as well as spellcasting abilities of the wearer, are usable normally (though spellcasters not proficient in the use of heavy armors suffer a 20% spell failure).

Construction
The physical form of a suit of golem armor is built from pure mithral, and requires a successful Craft (armorsmithing) check (DC 25). If wings are attached, the DC for the check is 30. Two diamonds (worth 10,000 gp each) are placed in its eye sockets. Its face is sculpted to the creator’s liking. The total cost of creating a suit of golem armor is 150,000 gp.The creator must summon a spirit to power the golem from the Elemental Plane of Air. It is possible to work out prior arrangements with these spirits, although most casters elect to force them, unwilling, into the golem.Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, fly (if a winged golem), geas/quest, limited wish, magic mouth, polymorph any object, and water breathing. Completing the ritual to create the golem armor drains the creator of 2,500 XP.

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no problem!

Well, only minor problems, mostly with regards to formatting in the effort to strip the data from PDF to BBS.
 

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