User:Sergejsvk/sandbox17

= Golem of War =

Siege Crab

http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist <--- idea

http://eberronunlimited.wikidot.com/warforged-titan

Golem Piloting Feat:

Construct modification
Controlable Construct, Soul Linked: The Construct gains a compartment to house a creature one size category smaller than it is. The passenger has total cover and total concealment. The passenger is secured with belts inside the compartment. Getting into a compartment and buckling up is a full-round action, as it is fully automated. Exiting a compartment takes a full-round action if the construct is functional. It takes 1d4+1 minutes to exit a construct with the broken condition. The space in the compartment is cramped, the passenger cannot wear bulky equipment, or store items inside the compartment unles he is at least one size category smaller than the compartment.

The constuct is controlled with a control cyrclet. The cyrclet is connected to the construct inside its compartment, the cyrclet occupies the head slot. You and the construct cannot take separate actions. You must focus on either controling the construct, or moving your body.

The construct is considered an inanimate magical object when not being controlled, it does not posess any hit dice or mental ability score.

Controling a construct counts as wearing heavy armor (for effects like a monks fast movement).


 * While controling the construct, you count as both your original type and as a construct for any effect related to type, whichever is worse for you. You can be affected by spells that target living creatures as well as by those that target constructs.
 * Neither you nor the construct can be targeted separately.
 * Magical effects from your equipment also affect the construct when you control it.
 * You lose your natural weapons, natural armor, and movement modes, as well as any extraordinary special attacks not derived from class levels (such as the barbarian’s rage class feature)
 * You gain the natural weapons, natural armor, movement modes, and extraordinary special attacks of the construct.
 * You retain your special qualities.
 * You retain your spell-like abilities and supernatural attacks (except for breath weapons and gaze attacks).
 * While controling the construct, you can use all of your own class abilities. The construct must have limbs for you to cast spells with somatic components. When controling the construct, the constructs body counts as your body for the point of origin for spells and effects.
 * You perceive the world through the construct’s senses and speak through its voice, as you and the construct are now one creature.
 * You use the construct’s size and physical ability scores (Str, Dex, Con, or lack thereof), but retain your own mental ability scores (Int, Wis, Cha). You retain your hit points despite any change to Constitution
 * While controling a construct you add your own dexterity bonus to Initiative and Ranged Attack rolls.
 * You use your own saving throws, with bonuses derived from your own ability scores.
 * Your class and level, HD, alignment, hit points, skill ranks, feats and base attack bonus all remain the same.
 * While piloting the construct you are not subject to nonlethal damage, critical hits and stunning. You cannot tire and thus can run indefinitely without tiring, you stil need to eat and sleep.
 * You cannot be affected by contact or injury type poisons and diseases that target the construct body.
 * Effects of ability damage, ability drain, poison and disease on physical ability scores, paralysis, fatigue, exhaustion, nauseated and sickened conditions are suppressed when you control a construct. You are not immune to these conditions and they are not removed from your original body. They continue to affect you when you stop controling the cosntruct.
 * You gain the construct’s hit points not derived from hit dice as temporary hit points (i.e. usualy Tiny 1 to Colossal 80). When these hit points reach 0, the construct gains the broken condition and stops functioning. If a construct continues to receive damage equal to their hardness after gaining the broken condition they are destroyed and beyond repair. Whenever the construct would take damage, you can, as a free action, sacrifice any number of your own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the construct (thus preventing the loss of your temporary hit points). The construct’s temporary hit points cannot heal on their own, but can be restored with any repair spell, or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.