I have created a new expert class for mages. I love the concept of golem masters and golem creators. This idea I have pulled from the Arcanist expert class, already published on this forum, including a very nice ability named "Familiar". This ability works just as Animal Partner or Personal Liuntenant, but for Spellcasting feats.
So, first of all I need to create a feat that doesn't exist: Golem Partner feat. This works just like animal partner feat, but for spellcasting feats instead of terrain feats. I could have introduced it as an ability on the expert class, but I thought it was better to follow the same pattern than the beastmaster.
I would like to have you judge this class so, if you think it is nice and equilibrated, I will present it to my game master and play it. I currently play a level 2 wizard on a campaign that will go as long as up to level 14.
So here it goes. Be nice
Golem Mater (Expert)
The Golem Master is a mage that owns Golems. He may be a scholar whose house is protected by his Golem, he may run a magic workshop where the Golem watches over the warehouse or he may be an adventurer whose companion, the Golem, takes on all the physical side of fighting.
Party Role: Wildcard. As a wizard, the variety of spells can give a wide range of functionalities within the party. Also, the help of a Large and strong Golem will give the party a good fighter partner.
Class Features
Requirements: Sorcery campaign quality, Inteligence 14+, Spellcasting 6+, Crafting (Stone) 6+, 2 Studies (one must be “Constructs”), Golem Partner feat
Favored Attributes: Intelligence, Wisdom, Charisma.
Caster: each level in this class increases your casting level by one.
Class Skills: bluff, Crafting, Impress, Intimidate, Investigate, Medicine, Notice, Prestidigitation, Resolve, Search, Sense Motive, Tactics.
Skill Points: 8 + Int Mod per level.
Vitality: 6 + Com modifier per level.
Core Ability
Golem Kin: when you spend one action dice to boost an action of your Golem you will add two dice as bonus.
Class Abilities:
Superior Golem I: At level 1, your Golem Partner max. XP incresases by 30 points. Superior Golem II: At level 5, your Golem Partner max. XP increases by another 10 points.
Superior Golem III: At level 9, your Golem Partner max. XP increases by another 10 points.
Circle of Power I: At level 2, you may cast level 1 and lower spells you know.
Circle of Power II: At level 4, you may cast level 1 and lower spells you know.
Circle of Power III: At level 6, you may cast level 1 and lower spells you know.
Circle of Power IV: At level 8, you may cast level 1 and lower spells you know.
Circle of Power V: At level 10, you may cast level 1 and lower spells you know.
Golem Sinapsis: At level 4, at the start of each round, you may give an adjacent Golem Partner one of your half actions or vice-versa.
Life Bond: At level 7, as a one full round action, you may transfer up to ˝ your remaining vitality points to the Golem Partner or vice-versa.
Red In Stone Fist: At level 8, so long as your Golem Partner can see or hear you, it costs you 1 fewer action dice to activate its critical hits (min. 0).
BAB: +0 to +5
Fort: +0 to +3
Ref: +2 to +3
Will: +2 to +7
Def: +0 to +4
Init: +1 to +6
Lifestyle: +1 to +5
Legend: +1 to +8
SP: 2 per level