warforged during the wars they were built to serve in, this maneuver was later adopted for use by organic races as well as the constructs who originally created them. One of the many signs that the warforged produce were more than mere machine, the creation of a martial discipline proved more than simple optimization in battle, but the artistic and arcane creation of its originator, a warforged only known as Prometheus-01. Designed on the thought of using the binding magics to create constructs and golems in the midst of battle to enhance the body and destroy other magical items and constructs, the discipline is ideal for warforged to use. For organic creatures lacking the mechanical systems intergrated, a modification was made by using a focus item, much like a holy symbol. This item, called a Golem Heart Focus, is typically hung as an amulet or placed as a decorative bit on a piece of armor or weapon. The Golem Heart takes up no body slot, and is required for non-constructs to use the aspects of this discipline. The Golem Heart takes on many appearances, from orbs to jewels to simulacrums of humen hearts, but its innars are always alive with eternally spinning gears and pistons for purposes unknown. Constructs do not require a Golem Heart as a focus.
The Golem Heart discipline focuses on using the power of constructs to bolster you, battling constructs and unread. In order to utilize Golem's Heart discipline you must swap out one of your existing knowledge class skills for Knowledge: Arcana.
The golem heart is a small device of glass, metal, stone, and crystal which has many appearances, from smooth crystal balls to simulacrums to human hearts. Whatever the outside form, it is generally no bigger than a large marble and its insides are alive with eternally spinning gears, moving pistons, and other mechanics of obscure purpose. It is a requirement for non-construct users of the Golem Heart discipline to employ some of the supernatural maneuvers that require the summoning, transmutation, or augmentation of non-organic materials. The golem heart takes up no body slot but must be shown and exposed, much like a holy symbol. If not held in hand, it is usually hung around an amulet, attached to the hilt of a sword, or embedded in a groove in armor or shields. While equipped with a golem heart you recieve a +1 circumstance bonus on Knowledge Arcana checks made to identify constructs or construct-related materials. Even though the golem heart runs forever without a known source of power, it is an extraordinary device. It is, however, produced magically as part of the fabricate spell, with a DC 20 Craft Clockwork check. No aura; fabricate, DC 20 Craft Clockwork; Price 50 gp.
Golem Heart Bond Unlock the power of the golem heart to work within you and grant you power.Prerequisites: One Golem Heart maneuver, Golem Heart focus, Knowledge Arcana 4 ranksBenefit: This feat operate defferently depending on if you are a construct or a non-construct.
Non-constructs surgically embed their Golem Heart focus into their bodies, ensuring it will never be lost, sundered, or disarmed. It bores into their body, changing their biology slightly and allowing them to benefit from the Repair series of spells as well as be able to used warforged components. Their bodies take on construct-like features such as doll joints, unusual skin texture or colors, and glowing artifical eyes. You count as a construct for the purposes of spells, effects, and class abilities which react differently to constructs, but you do not gain any of their immunities.
Constructs who take this feat can embed a Golem Heart focus (normally useless to them) into their body to aid in repair. They recover 1 hit point per HD after 8 hours of rest like living creatures (if they already possessed this ability, the benefit stacks). In addition they may repair themselves with the Knowledge Arcana skill. Make a Knowledge Arcana check, that is the amount of hit points you can recover in 10 minutes of work. Repairing costs 10 gp in materials for every 1 hp healed.Example: Non-constructs with this feat can pick up a magic sword which only affects constructs, and take reduced damage on a spell which specifically deals reduced damage to constructs. They would also be vulnerable to a ranger's favored enemy (construct) and the Construct Bane enhancement. He still takes full damage from inflict spells and other negative energy attacks as normal as the immunity to negative energy is a property of constructs and not of the spell itself.
A construct who needs to repair 50 points of damage rolls a knowledge arcana check. He gets 32 on the first attempt and 27 on the second attempt, which totals to 59. It takes him 20 minutes and 500 gp to repair himself completely.
As an immediate action, you gain complete magic immunity as a golem until the beginning of your next turn.
If you are in the stance Removed from the Weave, you instead can share you magic immunity to all allies within 30 ft., protecting them for 1 round.
As an immediate action you can gain spell resistance against a single spell. The SR gained is 15 + your initiator level.
You make a melee attack as a standard action against any creature with spells or spell-like abilities. If you hit you deal damage and they must make a Will save DC 16 + Str or lose 1d4 of their highest level spells. You recover 2d6 hp per the highest level spell consumed out of the 1d4 destroyed spells. For example, absorbing an 8th level spell grants you 16d6 hp. Cantrips count as 1/2 a spell level (or 1d6 hp). This does not effect spell-like abilities able to be used at will.
As a swift action you summon a pair of golem arms which float just off your back. The arms are capable of making two additional primary attacks in addition to your own actions, dealing 4d6+its Str in damage. Its effective strength is 10 + twice your initiator level and it uses your BAB.
The fists bypass all material damage reduction and count as magic (and as magic and epic if you are an epic level character). It may also use any feats you possess or use special combat options such as grappling, though it cannot perform martial maneuvers on its own. The golem arms have the reach of a creature two times your size (typically Huge for a Medium creature, for 15 ft of reach) and may take infinite attacks of opportunity, though no more than one attack of opportunity per provoking.
The arms have their own actions for the round, allowing you to do something else besides attacking as they make a standard or a full attack. In addition due to their bulk they partly cover your form, giving you a +4 cover bonus to AC.
The arms are large and bulky, you count as a creature two times larger when the arms are manifested for the purpose of squeezing through or fighting in cramped or narrow spaces.
You bind an angry elemental into your body and proceed to go berserk, gaining bonuses but losing track of friend and foe. You gain a +6 bonus to Strength, a +5 temporary hit points per HD, gain damage reduction 8/-, SR 10 + your initiator level, and become immune to mind-affecting effects for the duration. However you effectively become mindless, only able to understand simple concepts such as attack, the use of feats, and how to certain maneuvers. You can use maneuvers from the Stone Dragon or Golem Heart disciplines, but no other maneuvers, nor anything which would require concentration in a manner similar to a barbarian rage.
You will attack all enemies within sight, and when all enemies have been defeated you will turn on allies within 60 ft. If no allies remain in 60 ft, you will proceed to rage for 5 rounds before you are free of the effect. You are left exhausted for 10 minutes, even if you are otherwise immune as this is a spiritual exhaustion. You cannot willingly cease your own berserk state.
As a standard action you make a melee attack, and the target must make a Fortitude save DC 13 + your Strength Mod. If they fail, they are petrified as if affected by flesh to stone for 1 round/level. They may attempt to break free as a full-round action and succeeding on another Fortitude save, with a -2 penalty to their saving throw. Otherwise it lasts until the duration is up. Succeeding on the initial saving throw negates the petrification, but not the damage.
Against constructs they are instead dazed for 1 round.
As a swift action, you gain damage reduction 30/adamantine. This benefit lasts until the beginning of your next turn.
As a swift action, you gain damage reduction 10/adamantine. This benefit lasts until the beginning of your next turn.
As a swift action, you gain damage reduction 5/adamantine. This benefit lasts until the beginning of your next turn.
While in this stance you gain some of the benefits and drawbacks of being a full construct. You gain damage reduction 10/adamantine. You become immune to blindness, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take half damage from electricty and gain acid and fire resistance 10. However you become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a –8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until you fall out of the stance.
While in this stance you look similar to a golem and get +10 on Disguise checks to appear as such.
This maneuver functions like Crafter's Touch but you heal 5 points per initiator level. Constructs healed by this maneuver gain an additional +5 hardness for 1 round. Treat a construct without hardness as having hardness 0. Energy damage is halved before hardness, except you take 1/4 damage from cold, full damage from acid, and full damage from sonic which ignores hardness.
In addition objects gain +10 hardness, this bonus hardness overlaps, it does not stack with the bonus from Crafter's Pride. As before this extra hardness can only be applied once.
This maneuver functions like Crafter's Touch but you heal 3 points per initiator level.
In addition objects gain +5 hardness. This extra hardness can only be applied once and does not stack.
This maneuver is a supernatural ability.
As a move action, you can repair 2 points of damage per initiator level to any construct or object as if using the repair series of spells. Warforged warriors benefit from this ability especially, restoring damage in the middle of battle without breaking stride from their attacks.
This maneuver functions like Glasscut Breaker but provides a +6 bonus to attack and +12d6 additional damage against undead and constructs. In addition, you completely ignore the hardness of objects. If you sunder a magical object, it can be repaired by spending 8 hours and making a Knowledge Arcana check, DC 10 + the caster level of the item. If successful, the item is restored retaining all charges and magical properties as it had previous to the sunder attempt at no cost. You cannot repair artifacts or items which produce an effect on breaking, such as a Staff of the Magi, or items which are destroyed as part of its use such as a Necklace of Fireballs.
If you know this maneuver, you can repair broken magic items that you have not sundered, but they cost 1/2 of the item cost in gold and 1 day per 2000 gp of the items value, as per Quartzcut Breaker.
This maneuver functions like Prison of the Earth Spirit, but the Fortitude DC is 19 + Str. Those who are petrified immediately animate as a special form of animated object. They retain their BAB, hit points, feats, and skills, but their Con and Int become -, their Wis becomes 10, and their Cha becomes 1. They gain hardness 8 and behave as an animated object under your control for 1 round/level. After the duration, the animation ends and they become a normal petrified creature for 1d4 rounds.
Against constructs, this maneuver provokes a save vs destruction, reducing the construct to 0 hp. A successful save still renders them staggered for for 1 round.
As a swift action you release a weapon you are holding into an adjucent square, letting it animate on its own. You are then free to perform whatever remaining actions you wish as the blade attacks a designated target within 60 ft. The blade flies with a speed of 30 ft. (perfect) and uses your BAB and ability scores as if you yourself were wielding it, including your Strength to damage, charging, and any feats such as Power Attack. You cannot use maneuvers through the dancing weapon. It can make a full attack, but it can only make one attack if it moves more than 5 ft.
The weapon has AC 10 for two-handed weapons, AC 11 for one-handed, and AC 12 for light weapons. It only attacks one target you specify, then flies back to you at the end of your turn floating by your side, where it can be picked up with a free action. It falls prone in your space if not picked up by the start of your next turn.
This maneuver duplicates the effects of an animate objects spell, using your initiator level as your caster level. Unlike the spell, these constructs use your base attack bonus and saving throws, if higher. You can only have one instance of Emet Vita active at a time. If you use it again, the first instance ends.
As an immediate action you ensure you will survive this blow with at least 1 hp remaining, no matter how much damage you took in the attack. It only functions against hit point damage and not ability damage or non-damaging effects which can kill you. It is often used to escape dangerous situations that would normally kill you.
As a standard action, you make an attack roll and deal damage. If your opponent is a construct or corporeal undead, you gain a +2 to your attack roll and deal an additional 2d6 points of damage.
You can also attempts to sunder objects with this attack, and you do not provoke an attack of opportunity as if you had the feat Improved Sunder. You have +2 to the attack roll and you deal an additional 2d6 points of damage. Hardness is halves against your attack.
While in this stance your weight doubles, and you gain a bonus CMD checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) equal to 4 + half your initiator level. In addition you are not encumbered if you carry a medium load or slowed by wearing medium armor. You take a -4 penalty on swim checks while in this stance.
As a swift action, you make an extra slam attack at your highest attack bonus, even if you've made other attacks this round. It deals 1d6 + your Str modifier in damage with a 20/x2 crit (for Medium creatures). If you have a slam attack or improved unarmed strike you may use your slam or unarmed strike damage if higher. You must have at least one hand free to make the slam attack.
Your golem heart surrounds you in a skin of metal and extending spikes. You may use this maneuver in response to a successful grapple or swallow whole attempt, immediately dealing 15d6 points of piercing damage which bypasses damage reduction, and becoming lodged into their body. If swallowed whole, they are unable to swallow any more creatures while you remain lodged. If grappled, they are unable to cease grappling. Each round they spend with you stuck to them, they take 5d6 damage which bypasses damage reduction. You recieve energy resistance and damage reduction 10/- against damage caused by grappling and being swallowed whole. You and the attacker do remain grappled, but you and the attacker may take any options available to you for a grappled or swallowed creature, such as attacking with light weapons.
They must take a full-round action to try and dislodge your from their grip with a successful Fortitude save, DC 18 + Str. This maneuver lasts until the opponent successfully dislodges you, the opponent dies, you die, or you end it willingly as a free action.
If a opponent attempts to charge you, or attempts to move your position (such as by bull rushing, overruning, or tripping you), you may make an immediate attack against them. If you hit, you deal an additional +9d6 damage and throw the opponent backwards 1d6x10 feet. For each 10 feet traveled they take 1d6 points of falling damage. They must make a Reflex save DC 15 + Str or fall prone when they land.
For every size larger than you, they are thrown back 10 less feet, minimum 10 ft.
As an immediate action you can increase your effective size against the effect of combat maneuvers which would move your position, which may make grapple or trip attempts impossible. You gain +4 on CMD checks made to resist being bull rushed or tripped, overrun, or grappled. These bonuses only apply if you are standing on the ground and not if climbing, flying, riding, or otherwise not standing firmly on the ground. However the effective size increase works regardless of your position. The bonuses only apply against defending, and not making, attempts.
When your initiator level reaches 10, your size increases by two effective catagories, and the bonuses increase to +8. At initiator level 20, your size increases three effective catagories, and the bonus increases to +12.
As a standard action you make a melee attack, and the target must make a Fortitude save DC 16 + Str, or be petrified as if by flesh to stone. A successful save negates the petrification, but not the damage.
You can reverse the process and grant life back to those who have been petrified. You make a touch attack, and make a check as if you were using greater dispel magic, using your initiator level as your caster level. If you are successful the target is affected as if by stone to flesh.
Against constructs, this maneuver dazes them for 2d4 rounds instead.
As a swift action, you channel your energy into your golem heart and partly transform into a construct-like state. In this form you can use warforged components as if you were a warforged, and can attach weapons into your arms. You can fuse any one-handed or light weapon into each arm, or for 50 ammunition, and you may draw or sheathe it as a free action on your turn. When sheathed, the weapon folds up into extradimensional space in your arm, giving you a +20 to sleight of hand checks to conceal a weapon.
When the weapon is unsheathed it replaces your hand, preventing any checks or abilities which require hands, and preventing somatic components if you do not have at least one hand free. These weapons are bonded to you, and cannot be disarmed in this state. You can treat them as natural weapons for the purpose of spells and abilities. You still make a number of attacks based on your BAB, but any attacks after your first are made only at a -5 penalty (or -2 if you have the Multiattack feat).
If you drop out of this stance while using warforged components and thus become incompatable with them, or while carrying weapons inside of your arms, these items are immediately ejected and fall at your feet.
Warforged who use this stance get a +1 bonus to attack and damage rolls made with weapons they bond with their arms, and with warforged components which are weapons, such as the Battlefist.
This maneuver functions like Glasscut Breaker but provides a +4 bonus to attack and +6d6 additional damage against undead and constructs. In addition, you completely ignore the hardness of objects. If you sunder a magical object, it can be repaired for 1/2 of the item cost in gold and 1 day per 2000 gp of the items value. The item is restored retaining all charges and magical properties as it had previous to the sunder attempt. You cannot repair artifacts or items which produce an effect on breaking, such as a Staff of the Magi, or items which are destroyed as part of its use such as a Necklace of Fireballs.
If you know this maneuver, you can repair broken magic items that you have not sundered.
This maneuver functions like Dust Devil Blade but it lasts for 5 rounds. In addition, an elemental is bound as the animating force, which manifests as an energy burst and an elemental subtype bane enhancement on the weapon. You may add either Flaming Burst, Frost Burst, Shocking Burst, or Corrosive Burst weapon enhancement, as well as the matching Ignan, Aquan, Auran, or Terran weapon enhancements to the dancing weapon for its duration. You may switch targets as a swift action.
Whenever you would be killed or destroyed, you can activate this maneuver to animate your body past its limits for 3 rounds. No amount of hit point damage will kill you in this state as you continue to fight into the negatives, though death by non-hit point sources can kill you before this maneuver completes. At the end of the 3rd round, you explode violently, dealing 1d10 points of damage per initiator level to everyone in a 20 ft. radius, with a Reflex save for half DC 19 + Str. The explosion tears your body apart, reducing you to a fine ash and requiring higher level ressurection magic to revive you. Once you activate this maneuver, there is no way to stop your self destruction even if you are healed back up to the point you are alive. You can attempt to activate this ability at will as a Strike, in which case it is a Standard Action.
If you are a construct without a Con score and you die through the use of this maneuver, it is possible to recreate your body. Resurrection magic works on you as if you were a living creature.
While you have this maneuver readied, you have a constant +4 bonus on saves against [Death] effects.
Your body grows progressively brighter each round, shedding light as a torch for the duration. Those who make the Martial Lore check to successfully identify what you are doing may seek to escape, so it is common practice to grapple your opponent to prevent escape, and remove their Dexterity modifier to their saving throw.
While you are in this stance, you are have the magic immunity of golems. This effectively gives you infinite spell resistance, though any spells which do not have spell resistance pass normally. You any spells or magical effects on you are suppressed while you are in this stance, but you still retain benefit from permenant magical items.
While in this stance, using the Absolute Resistance maneuver, the benefit applies to all allies in 30 ft.
As a swift action, call forth body armor attached to your skin as if you were a warforged, taking up the body slot like normal armor. This armor grants a +2 armor bonus, has no maximum Dex, no armor check penalty, and 5% arcane spell failure. You are not considered to be wearing armor for the purpose of class features affected by wearing armor, such as monk. +1 enhancement bonus to the armor for each initiator level
If you wish when you enter this stance, you can trade out some of the enhancement bonus for special armor bonuses, though you cannot select any armor special property greater than +5, pre-epic. You can adjust your armor bonus selection by meditating for 1 hour, and it remains your default armor selection whenever you enter this stance until you next change it. Any special properties which have a limited use (such as armor which resists an effect 1/day) is considered expended until it normally refreshes its uses, no matter how many seperate times you call up that individual special property.
You can also trade +2 points of enhancement bonus to change the armor to the following armor types, replacing the base armor statistics above:
Warforged which take this stance have +2 additional AC to any armor they select. If they have the Mithral, Adamantine, or Ironwood Body feats they begin with those types instead of the default armor granted by this stance.
As an immediate action you can negate critical hits or sneak attacks made against you, gaining 100% Fortification until the end of your next turn.
Make a melee attack, you deal normal damage and force a Fortitude save (DC 14 + Str) or have 2d6 points of hardness or damage reduction removed to a minimum of 0. A successful save halves the damage reduction loss. The loss remains until the creature is fully healed, or an object is fully repaired.
As an immediate action you suppress your biological functions, gaining a +4 bonus on saving throws against poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
This maneuver functions like Dust Devil Blade but it lasts for 3 rounds. In addition, an elemental is bound as the animating force, which manifests as an energy enhancement on the weapon. You may add either Flaming, Frost, Shocking, or Corrosive weapon enhancement to the dancing weapon for its duration. You may switch targets as a swift action.
You clear your mind of normal thought as an immediate action, thinking only in magical programming code incompatable to any enchantment. You gain the benefit of mind blank until the end of your next turn.