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 flesh 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. The golem's creator, if
within 60 feet, can try to regain control by speaking firmly and
persuasively to the golem, which requires a successful Charisma
check (DC 19). It takes 1 minute of rest by the golem to reset
the golem's berserk chance to 0%.
Magic Immunity (Ex): Flesh golems are immune to all spells,
spell-like abilities, and supernatural effects, except as
follows. Fire- and cold-based effects slow them (as the spell)
for 2d6 rounds, with no saving throw. An electricity effect
breaks any slow effect on the golem and cures 1 point of damage
for each 3 points of damage it would otherwise deal. For example,
a flesh golem hit by a lightning bolt cast by a 5th-level wizard
gains back 6 hit points if the damage total is 18. The golem
rolls no saving throw against electricity effects.
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 flesh golem costs 50,000 gp to create, which includes 500 gp
for the construction of the body. Assembling the body requires a
successful Craft (leatherworking) or Heal check (DC 13). The
creator must be 14th level and able to cast arcane spells.
Completing the ritual drains 1,000 XP from the creator and
requires bull's strength, geas/quest, limited wish,
polymorph any object, and protection from arrows.
|