In the mystical realm of Alavir, where ancient magic intertwines with the pulse of modern civilization, the Golemsmith Tinkerers stand as a testament to innovation and tradition. These ingenious artificers, masters of their craft, emerged from the shadows of a world where towering golems once roamed, serving as protectors, builders, and guardians of knowledge. However, as time marched on, these magnificent constructs fell into disrepair, abandoned to the relentless grip of nature and the sands of time.
The Golemsmith Tinkerers, with their keen intellect and an intuitive understanding of mechanics and magic, saw not scrap but potential in these forgotten giants. They dedicated themselves to the art of reanimation and reinvigoration, breathing new life into the dormant metal and stone. In their workshops, a symphony of alchemical experiments, intricate rune inscriptions, and the weaving of mystical energies unfolds, as they forge deep bonds with their constructs, awakening them to a new era of service and companionship.
Their role in Alavir is not just that of creators but also as preservers and innovators. They stand at the crossroads of history and the future, their creations reflecting the ingenuity and vision of their makers. Some golems emerge as armored juggernauts, standing as unyielding protectors of the realm, while others, nimble and swift, scout the treacherous terrains, guarding the secrets of this mystical land.
Yet, the path of a Golemsmith Tinkerer is fraught with challenges. Political intrigues, ancient rivalries, and the fear of the unknown test their resolve. But their dedication to reviving the wonders of the past and shaping the future remains unshaken. As long as the heart of Alavir beats, the legacy of the Golemsmith Tinkerers will endure, an indelible mark on the annals of time.
At 1st level, your Golem has the Construct Bruiser stat block for your level with only 1 attack and maneuver, and can small, medium or large. Your Golem can choose one of the fighting styles. The golem goes before or after you on your turn and while riding it, your movement is taken by the golems. Your Golem's health is 33% of the health of the monsters.
Your training has allowed your Golem to become a little more durable in battle. In addition, your Golem gets death saving throws.
At 5th level, they get their second attack and maneuver.
When you cast a spell, you can make a Nature skill check that affects you and your golem (once per round).
At 3rd level, you learn the art of inscribing powerful runes on your golem companion. Your golem companion gains one of the following rune benefits.
Rune of Strength - +5 to melee attack and damage rolls.
Rune of Resilience - +2 to saving throws.
Rune of Arcana - +3 to ranged attack and damage rolls.
Rune of Speed - 5 additional movement speed.
Rune of Talents - +3 to skill checks.
You can choose one additional rune including the same rune at 6th level, 10th level, 14th level, and 18th level.
At 7th level, your golems attacks also hit creatures within 5 feet of their target if the attack would hit their armor class. You can choose to only have your golem attack once per round knocking creatures hit by the attack back 10 feet and knocking them prone.
At 11th level, you and your golem gain additional damage equal to your Intelligence modifier while within 100 feet of each other. In addition, when your golem makes a successful Arcana skill check their attack gains one additional damage die.
At 15th level, you have reached the pinnacle of your craft. You can now create a Prime Golem, an immensely powerful construct, to serve as your ultimate companion. The Prime Golem can utilize three runes upgrades.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
1 Uncommon Item.
Choose 1 armor and 1 accessory that your class is proficient in.
Choose 2 weapons your class is proficient in.