The art of building functional constructs is known as golemancy, named after the most common form of construct: golems. Your proficiency with golems leads you to constantly tinkering with your construct companion, investing many resources into improving and perfecting it, then using that experience to build even more companions.
Enhanced Construction (Ex)
When building your construct companion, you may select any animal available to a druid (badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf).
In addition, when determining the companion’s abilities, your effective druid level is equal to your artificer level rather than only half.
Iterative Design (Ex)
At 4th level, you begin to create new and improved designs for your construct companion, testing out tweaks and modifications that further improve its functionality. You gain 1 Design Point which may be used to select from of Iterative Design Modifications listed below and permanently grant it to your companion.
You gain additional Design Points as you gain artificer levels, as shown on Table: Design Points. If you possess multiple construct companions, these points are shared among all of your companions. For example, a 12th-level artificer with three companions could invest 1 Design Point into each companion, or 2 points in one, 1 in the second, and none in the third, or all 3 into one and no points on the others. You may use any such distribution that does not exceed your total available Design Points.
Artificer Level | Design Points |
---|---|
1st–3rd | – |
4th–6th | 1 |
7th–9th | 2 |
10th–12th | 3 |
13th–15th | 5 |
16th–18th | 7 |
19th–20th | 9 |
If your companion is destroyed and rebuilt, you may change which modifications it possesses when you rebuild it. Alternatively, you may pay 100 gp per design point to redesign your construct and select new modifications. This redesign process takes 8 hours of work, and you can redesign any or all of your companions in this time.
Iterative Design Modifications
You have access to the following iterative design modifications. These are considered extraordinary abilities, unless noted otherwise.
1-Point Modifications
Bite
You install razor-sharp teeth in companion’s jaws, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d4 if Small, 1d8 if Large). If the companion already has a bite attack, this modification allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Claws
You affix a pair of vicious claws at the ends of your companion’s limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d3 if Small, 1d6 if Large). This modification can be selected more than once, once for each pair of limbs the companion possesses. If the companion already possesses claws, use the better damage value.
Climb
Your companion becomes a skilled climber, gaining a climb speed equal to its base speed. This modification can be selected more than once. Each additional time it is selected, increase the companion’s climb speed by 20 feet.
Improved Damage
Tinkering with one of your companion’s attacks makes it particularly deadly. Select one natural attack form and increase the damage die by two steps on Table: Damage Progression. This modification can be selected more than once. Its effects do not stack. Each time you apply this modification to a companion, it applies to a different natural attack.
Improved Natural Armor
You take the time to reinforce your companion’s frame and armor plating, giving it a +2 bonus to its natural armor.
Mount
You program your companion to serve as a combat-trained mount. The companion must be at least one size category larger than its rider.
Resistance
You construct your companion using materials naturally resistant to energy damage. Select one energy type (acid, cold, electricity, f ire, or sonic). Your companion gains resistance 5 against that energy type. This resistance increases by 5 for every 5 artificer levels you possess, to a maximum of 20 at 15th level. This modification can be selected more than once. Its effects do not stack. Each time you apply this modification to a companion, it applies to a different energy type.
Swim
You apply a resilient fabric to your companion, granting it flipper-like webbing to its limbs. Your companion gains a swim speed equal to its base speed. This modification can be selected more than once. Each additional time it is selected, increase the companion’s swim speed by 20 feet.
2-Point Modifications
Ability Increase
With stronger hydraulics, faster servos, and more accurate quasi-elemental pathways, you increase one of your companions ability scores by 2. This modification can be selected more than once. Each time you apply this modification to a companion, it applies to a different ability score.
Burrow
By attaching an excavation apparatus, you allow your companion to move through the earth. It gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.
Damage Reduction
Your reinforce your companion’s body with adamantine and runes of durability. It gains damage reduction 5/— or increases its existing damage reduction by 5.
Energy Attacks
You enchant your companion’s attacks with elemental energy. Select one energy type: acid, cold, electricity, or fire. All of your companion’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit.
Flight
You build a pair of large wings, like those of a bat, bird, insect, or dragon, granting your companion the ability to fly. It gains a fly speed equal to its base speed. Your companion’s maneuverability depends on its size. Medium or smaller companions have good maneuverability. Large companions have average maneuverability. This modification can be selected more than once. Each additional time it is selected, increase the companion’s fly speed by 20 feet.
Gore
Attaching one or more reinforced horns to your companion’s head grants it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d4 if Small, 1d8 if Large).
Rend
You create an arcano-subroutine in your companion, programming it rip and tear the flesh of those it attacks with its claws, granting it the rend ability. Whenever your companion makes two successful claw attacks against the same target in 1 round, its claws latch on to the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the companion’s Strength modifier. You companion must possess claws to gain this modification.
Trip
You companion is designed to excel at dragging foes to the ground with its bite, granting it a trip attack. Whenever your companion makes a successful bite attack, it can attempt a free combat maneuver check. If the check succeeds, the target is knocked down. If it fails, your companion is not tripped in return. This ability works only on creatures of a size category equal to or smaller than your companion.
Additional Constructions (Ex)
At 6th level, you can build and command a second construct companion. You must pay to build this new companion, just as you would for replacing a destroyed companion. Your second companion gains all the benefits of for your construct companions, including the benefits of Iterative Design. You can build and command an additional construct companion at levels 12 and 18.
Because you must focus on maintaining and upgrading more than one companion, each is slightly weaker as a result. Your effective druid level for determining the ability of all your companions reduced by 2 for each additional companion beyond the first. So, if you have four construct companions, your effective druid level for each of them is reduced by 6.
Automated Repair Systems (Ex)
Beginning at 10th level, your construct companions gain the ability to automatically repair damage they have taken. By shutting down their other systems for a time, your construct companions gain the ability to heal from resting as if they were a living creature. They do not benefit from long term care.
Efficient Reconstruction (Ex)
When you reach 16th level, the cost to build a new companion, rebuild a destroyed companion, or redesign an existing companion is reduced by half.
Instant Iteration (Ex)
When you reach 20th level, you are able to modify your companions with only a few minutes of work. You can modify your companions to change which modifications they possess by spending 10 minutes per design point reassigned rather than 8 hours.