Golem Heart (3.5e Martial Discipline)/All Maneuvers

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Absolute Resistance
Golem Heart, Occult Sovereignty (Counter)
Level: 7
Prerequisite: Three Golem Heart or Occult Sovereignty maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: 1 round
Even as the world crumbled around you and the archmage's powerful spells tore reality asunder, you stand firm unaffected by the show of force.

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.


Aim for the Core
Golem Heart (Boost)
Level: 2
Initiation Action: Swift
Range: 60 ft.
Target: One Type of Creature
Duration: 1 Encounter
Saving Throw: None
Your steely gaze identifies the enemy as a Stone Golem. Fortunately you know of the little known weak point they have just under the shoulderblade...

As a swift action and as long as you are within 60 ft, you make a Knowledge Arcana check against any construct or corporeal undead, DC 10 + thet creature's HD. If successful, for the rest of the encounter you can make sneak attacks and critical hits against those creatures as if they had no immunity. You must identify each different type of creature on its own. For example, if you are fighting 3 Stone Golems and 2 Clay Golems, you may identify the three Stone Golems, and must use another Aim for the Core maneuver to affect the Clay Golems.

Identifying constructs with Knowledge Arcana gives you the information usually associated with making the skill check. Even though you make corporeal undead vulnerable to critical hits and sneak attacks, Knowledge Arcana cannot define their properties. That is the function of Knowledge Religion.


Arcane Bastion
Golem Heart (Counter)
Level: 3
Prerequisite: Need one Golem Heart maneuver
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
You channel the magic resistance of a golem, shielding yourself in arcane wards designed to keep elemental spirits in and magical tampering out. As the magic flows harmlessly over you it outlines the faint shape of a mighty golem.

As an immediate action you can gain spell resistance against a single spell. The SR gained is 15 + your initiator level.

This maneuver is a supernatural ability.


Arcane Consumption Strike
Golem Heart (Strike)
Level: 7
Prerequisite: Need three Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Will partial
Golems run on magic, it is their lifeblood. You've taken a clue from vampires on how to draw life from those flowing with magic.

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). On a successful save you absorb half as many spells (minimum 1) and heal half as much. This does not effect spell-like abilities able to be used at will.

This maneuver is a supernatural ability.


Arms of the Guardian
Golem Heart (Boost)
Level: 5
Prerequisite: Need two Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 1 round
You focus energy on your Golem Heart and great shafts of steel rise from your back, rapidly forming into a pair of oversized robotic arms.

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.

This maneuver is a supernatural ability.


Berserk Soul
Golem Heart (Boost)
Level: 5
Prerequisite: Need one Golem Heart maneuver, Golem Heart Focus
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 1 Minute
Not all golems are made stable, some are bound crudely, with the mindless raging fury of a bound elemental within. As your eyes light up with elemental light, you feel the bloodlust overtaking you.

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.

This maneuver is a supernatural ability.


Binding of the Earth Spirit
Golem Heart (Strike) [Earth]
Level: 3
Prerequisite: Need one Golem Heart maneuver, Golem Heart Focus
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: 1 round/level
Saving Throw: Fortitude partial
You bind an earth elemental essence to your weapon, and then force it into the body of your victim, who has unmoving earth bound to their bodies, leaving them encased in rock.

As a standard action you make a melee attack, and the target must make a Fortitude save DC 13 + your Strength modifier. 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 (but not living constructs) they are instead dazed for 1 round.

This maneuver is a supernatural ability, though once petrification occurs the effect is extraordinary.


Body of Adamantine
Golem Heart (Boost)
Level: 7
Prerequisite: Need three Golem Heart maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
Duration: 1 round
No blade shall pierce you, you are as study as a colossus.

As a swift action, you gain damage reduction 30/adamantine. This benefit lasts until the beginning of your next turn.


Body of Iron
Golem Heart (Boost)
Level: 4
Prerequisite: Need two Golem Heart maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round
Your body has trained to extraordinary durability, allowing you to become iron-hard and letting you parry swords with your fingers.

As a swift action, you gain damage reduction 10/adamantine. This benefit lasts until the beginning of your next turn.


Body of Stone
Golem Heart (Boost)
Level: 1
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round
Even supple materials can be durable and resistant to damage when constructed right. You harden your body against impact, making your armor and bare skin seem far tougher than it is.

As a swift action, you gain damage reduction 5/adamantine. This benefit lasts until the beginning of your next turn.


Body of the Golem
Golem Heart (Stance)
Level: 6
Prerequisite: Need three Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Swift Action
Range: Personal
Target: Self
Your body seems less and less organic as your skin turns to steel, your eyes become blank glowing lanterns of energy, and your mass increases expodentially.

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, critical hits, 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.

This maneuver is a supernatural ability. While in this stance you look similar to a golem and get +10 on Disguise checks to appear as such.


Crafter's Opus
Golem Heart (Boost)
Level: 9
Prerequisite: Need four Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Swift Action
Range: Touch
Target: One Construct or Object
Duration: Instantaneous
Saving Throw: Will Negates (harmless)
With a touch not only do you repair the object, it looks better than ever!

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 is a supernatural ability.


Crafter's Pride
Golem Heart (Boost)
Level: 6
Prerequisite: Need two Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Swift Action
Range: Touch
Target: One Construct or Object
Duration: Instantaneous
Saving Throw: Will Half (harmless)
With a gentle tap you re-enforce the magical bonds holding matter together.

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.


Crafter's Touch
Golem Heart (Rush)
Level: 3
Prerequisite: Golem Heart Focus
Initiation Action: Move Action
Range: Touch
Target: One Construct or Object
Duration: Instantaneous
Saving Throw: Will Half (harmless)
Carving your finger along the magical leylines inherent in the matter, you repair the ravages of entropy and war.

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 spellsSpC. Warforged warriors benefit from this ability especially, restoring damage in the middle of battle without breaking stride from their attacks.

This maneuver is a supernatural ability.


Diamondcut Breaker
Golem Heart (Strike)
Level: 8
Prerequisite: Need two Golem Heart maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Construct, Undead, or Object
Duration: Instantaneous
As you sunder the magical sword the party gasps at the terrible loss of loot... only for you to re-attach the pieces back together, good as new.

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 is a supernatural ability.


Domination of the Earth Spirit
Golem Heart (Strike) [Earth]
Level: 9
Prerequisite: Need four Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
The Overlord thought his big tough minion would protect him. But now his granite-covered body is on your side.

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.

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.

This maneuver is a supernatural ability.


Dust Devil Blade
Golem Heart (Boost)
Level: 2
Prerequisite: Need one Golem Heart maneuver, Golem Heart Focus
Initiation Action: Swift Action
Range: 60 ft.
Target: One Weapon
Duration: 1 round
Saving Throw: Will Negates (harmless)
You toss the sword into your air as your opponent watches bemused as you disarm yourself, only for the blade to come down on his head, while you draw another weapon to finish the job.

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 is a supernatural ability.


Emet Vita
Golem Heart (Strike)
Level: 8
Prerequisite: Need three Golem Heart maneuvers
Initiation Action: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One Small object per initiator level; see text
Duration: 1 round/level
You inscribe the word EMET into the air with your blade, and the world around you responds to you in kind, rising to life to help aid you.

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. You can make the animated objects permanent with a permanency spell, allowing you to keep your constructs and summon more with Emet Vita.

This maneuver is a supernatural ability.


Endure Destruction
Golem Heart (Counter)
Level: 1
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
They didn't just make you tough, they made you sturdy enough to endure anything at least once.

As an immediate action, you ensure that you will survive this blow with at least 1 hp remaining. For 1 round against any damage that would bring you past 1 hp, you reduce all incoming damage by 10 points/level (minimum 0). It only functions against hit point damage and not ability damage or non-damaging effects which can kill you. It does not function if you are already at 1 hp or less. It is often used to escape dangerous situations that would normally kill you.


Glasscut Breaker
Golem Heart (Strike)
Level: 2
Initiation Action: Standard Action
Range: Melee Attack
Target: One Construct, Undead, or Object
Duration: Instantaneous
A quick analysis of your opponent gives you all the insight you need to strike at his weakest point, and break him in half!

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.


Heavy Body
Golem Heart (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self
Your bones feel like lead, as you slow down slightly be become very difficult to move.

While in this stance your weight doubles, and you gain a bonus on ability 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.


Iron Fist
Golem Heart (Strike)
Level: 1
Initiation Action: Swift
Range: Melee attack
Target: One Creature
Duration: Instantaneous
You clench your fist as your weapon strikes the opponents. As they stagger from your blow you finish them off with a sudden massive uppercut.

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.


Lord of Blades
Golem Heart (Counter)
Level: 8
Prerequisite: Need one Golem Heart maneuver, Golem Heart Focus
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: See text
Saving Throw: Fortitude negates (see text)
The tarrasque's mouth enveloped you, all seemed lost... until it began choking and coughing up blood. In the back of its throat you could see a starburst of spikes lodged into its flesh.

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.

This maneuver is a supernatural ability.


Manual Operation
Golem Heart (Counter)
Level: 2
Prerequisite: Need one Golem Heart maneuver, Golem Heart Focus
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: 1 round
Saving Throw: None
Limbs seizing up, you feel the paralysis kicking in. In a burst of effort you begin walking manually.

As an immediate action you can resist a status effect that inhibits actions (such as staggering or nausea) or prevents them (such as petrification and paralysis, but not death). If your actions are inhibited, for 1 round you can act normally. If your actions are completely prevented, you can act as if you were staggered instead gaining one standard or move action. You can use the immediate action for this maneuver even if you would otherwise be unable to because you are petrified, unconscious, or otherwise denied actions.

After your actions resolve, the status effect reasserts itself.


Mass Impact
Golem Heart (Counter)
Level: 5
Prerequisite: Need one Golem Heart maneuver
Initiation Action: Immediate Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex partial
Golems are at the very least direct and to the point. Sometimes, brute strength is the right answer.

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.


Mass of Stone
Golem Heart (Counter)
Level: 2
Prerequisite: Need one Golem Heart maneuver
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
You hold your guard, shifting your weight to maximize your bulk and fight off things which should knock you flying.

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 ability 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.


Overheat Weapon
Golem Heart (Strike)
Level: 1
Prerequisite: Golem Heart Focus
Initiation Action: Standard
Range: Melee attack
Target: One Creature
Duration: 3 rounds or until discharged, see text
Your mace began to glow cherry red as you assaulted the demons. With the last attack, it erupts into flames.

Make a single melee attack with a selected weapon, which gain an additional +1d4 fire damage. For the next three rounds the weapon continues to deal +1d4 fire damage on all attacks with this weapon. Each successful hit causes the weapon to go from dull red, to glowing as a candle, to glowing as a torch on a third successful hit. At any point as part of an attack you can discharge this effect to gain a burst of fire damage: 1d6 on one charge, 2d6 on two charges, and 3d6 on three charges.

Once the effect is discharged or the duration ends, this maneuver's effect ends. This is a supernatural ability.


Prison of the Earth Spirit
Golem Heart (Strike) [Earth]
Level: 6
Prerequisite: Need two Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
As the blade strikes it suddenly sinks midway in and stops dead, hitting nothing but solid stone instead of flesh now.

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.

This maneuver is a supernatural ability.


Product of Science
Golem Heart (Stance)
Level: 3
Prerequisite: Need one Golem Heart maneuver, Golem Heart Focus
Initiation Action: Swift
Range: Melee attack
Target: Personal
The Golem Heart unfolds a complex layer of thin flexible metal which slides over your form, rendering your partly artifical and modular. With a click, you attach your sword to your arm, fusing it to the elbow.

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.

This maneuver is a supernatural ability. 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.


Quartzcut Breaker
Golem Heart (Strike)
Level: 5
Prerequisite: Need one Golem Heart maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Construct, Undead, or Object
Duration: Instantaneous
He's strong, but he won't be so strong if he doesn't have his magic staff... CRACK!

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 is a supernatural ability.


Raging Hurricane Blade
Golem Heart (Boost)
Level: 7
Prerequisite: Need three Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Swift Action
Range: 60 ft.
Target: One Weapon
Duration: 5 rounds


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 enhancementsMIC to the dancing weapon for its duration. You may switch targets as a swift action.

This maneuver is a supernatural ability.


Release the Spirit
Golem Heart (Counter)
Level: 9
Prerequisite: Need three Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: See text
Saving Throw: Reflex half
Your body is barely held together, but yet it continues to move forward glowing with an awesome light which grows brighter... and brighter... and brighter...

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 resurrection 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.

This maneuver is a supernatural ability.


Removed from the Weave
Golem Heart, Occult Sovereignty (Stance)
Level: 8
Prerequisite: Three Golem Heart or Occult Sovereignty maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self
As the magical beams and explosions rock around you, you calmly step from the magical maelstrom and choke the wizard to death.

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. Any spells or magical effects on you are suppressed while you are in this stance, but you still retain benefit from permanent magical items.

While in this stance, using the Absolute Resistance maneuver, the benefit applies to all allies in 30 ft.

This maneuver is a supernatural ability.


Skin of the Construct
Golem Heart (Stance)
Level: 1
Prerequisite: Need one Golem Heart maneuver, Golem Heart Focus
Initiation Action: Swift and 1 hour (see text)
Range: Personal
Target: Self
You feel your skin harden as raised metal plates burst from your body, surrounding you in thick and protective armor.

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. If you have 6 ranks in Knowledge Arcana, and every 2 ranks beyond, you gain a +1 enhancement bonus to the armor. For example someone with 22 ranks has an AC of +11.

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. You must always have at least a +1 enhancement bonus before adding any special armor properties. 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:

  • Mithral: +5 AC, Max Dex +5, -2 ACP, ASF 15%, light armor.
  • Adamantine:+8 AC, Max Dex +1, -5 ACP, ASF 35%, DR 2/adamantine, heavy armor, you are slowed as normal for heavy armor.
  • Ironwood: +3 AC, Max Dex +4, -3 ACP, ASF 20%, DR 2/slashing, light armor, druids can use this kind of armor without problems.

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. This stance is a supernatural ability.


Solid Throughout
Golem Heart (Counter)
Level: 4
Prerequisite: Need two Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: 1 round
Your opponent's blade cuts through you, but finds no heart to stab, only solid mass and a bloodless wound.

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.

This maneuver is a supernatural ability.


Steady Strike
Golem Heart (Boost) [Lawful]
Level: 2
Prerequisite: Need one Golem Heart maneuver
Initiation Action: Swift Action
Range: Melee or Ranged Attack
Target: One creature
Duration: 1 round or until discharged
With a swing practiced with mechanical accuracy, you always hit your mark reliably.

On your next attack roll made within the next round you can choose to take 10 on your attack roll.


Sulutio Materia
Golem Heart (Strike)
Level: 4
Prerequisite: Need one Golem Heart maneuver
Initiation Action: Standard action
Range: Melee attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Your blow hits at an unusual angle, generating a resonance within the iron bars. Vibrating imperceptibly, the next blow sunders it as if no harder than plaster.

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.


Suppress Biology
Golem Heart (Counter)
Level: 1
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
You gird your body against danger, be it slowing down your blood to fight off poison or dampening your sense of pain to resist the stunning agony. This was a maneuver added by organics who took up the discipline and wished to follow in its warforged creators.

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.


Whirling Maelstrom Blade
Golem Heart (Boost)
Level: 4
Prerequisite: Need two Golem Heart maneuvers, Golem Heart Focus
Initiation Action: Swift Action
Range: 60 ft.
Target: One Weapon
Duration: 3 rounds
Saving Throw: Will Negates (harmless)
The weapon slips from your grasp, crackling to life with electrical fury as a swirling wind took hold of it, ready to lay down into the enemy.

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.

This maneuver is a supernatural ability.


Without Thought
Golem Heart (Counter)
Level: 6
Prerequisite: Need three Golem Heart maneuvers
Initiation Action: Immediate Action
Range: Personal
Target: Self
Duration: 1 round
They can't affect your mind if there is nothing to effect.

You clear your mind of normal thought as an immediate action, thinking only in magical programming code incompatible to any enchantment. You gain the benefit of mind blank until the end of your next turn.