Metal SoldiersSeventy times seventy soldiers that never know hunger and cannot be stopped composed the Golden Army. However, the Golden Army's creator was not the only artificer to use clockwork and metal to make soldiers. Many others have tried to duplicate the original work, although none ever matched the original feat of magical engineering. Made from lesser metals, metal soldiers still fight with a master's skill, their enchanted clockwork innards lending them strength, speed, and durability nonetheless. Although they are not truly indestructible like the soldiers of the Golden Army, metal soldiers can still repair themselves from nearly any damage that does not destroy them.
Although they are frequently compared to golems, metal soldiers are very different. Rather than binding an animating spirit, metal soldiers move through complex clockwork machinery powered by a magical enchantment. The process of creation is far more physically involved. The bodies themselves are intricate clockwork machines, rather than humanoid lumps of material, and must be assembled with precision and care. Then, they must be programmed with the martial skill needed to act in battle, rather than relying on the instinct and rage of an imprisoned spirit.
CombatMetal soldiers are skilled combatants, programmed with the knowledge of an experienced martial adept. The magical energies that power their clockwork also serve to maintain it, ensuring the metal soldier can recover from nearly any battle damage in a short time.
Being mindless, metal soldiers do nothing without orders from their creators. They follow instructions explicitly, although they are capable of simple strategy and tactics. They are emotionless in combat and cannot be provoked.
A metal soldier's creator can command it if the metal soldier is within 60 feet and can see and hear its creator. If uncommanded, a metal soldier usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the metal soldier a simple command to govern its actions in his or her absence. The metal soldier's creator can order the metal soldier to obey the commands of another person (who might in turn place the metal soldier under someone else’s control, and so on), but the metal soldier's creator can always resume control over his creation by commanding the metal soldier to obey him alone.
Fast Healing (Su): A metal soldier heals a certain amount of damage each round (specified in each variety’s description) as long as it has at least 1 hit point.
Metal Strike: A metal soldier's natural weapons count as being made with the material they are made from. They bypass damage reduction accordingly, and have any other properties weapons made of the material possess, such as an adamantine weapon's ability to ignore hardness less than 20.
Proficiencies Except where noted, all metal soldiers are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).
ConstructionThe cost to create given for each metal soldier includes the cost of the physical body and all the materials and spell components that are consumed or become a permanent part of the metal soldier. Creating a metal soldier is essentially similar to creating any sort of magic item. However, a metal soldier's body includes costly material components that may require some extra preparation. The metal soldier's creator can assemble the body or hire someone else to do the job. The builder must be skilled at crafting clockwork, although a sufficiently skilled metalsmith can apply their more general talents at a higher DC.
Completing the metal soldier's creation drains the appropriate XP from the creator and requires casting any spells on the final day.
The creator must cast the spells personally, but they can come from outside sources, such as scrolls. However, like with magic items, multiple characters can collaborate to create a metal soldier, each of whom provides some of the prerequisites.
The characteristics of a metal soldier that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each metal soldier's description.
Note: The market price of an advanced metal soldier (a metal soldier with more Hit Dice than the typical metal soldier described in each entry) is increased by 2500 gp for each additional Hit Die, and increased by an additional 25000 gp if the metal soldier's size increases. The XP cost for creating an advanced metal soldier is equal to 1/25 the advanced metal soldier's market price minus the cost of the special materials required.
Bronze Soldier CR 2Always TN Small construct
Init +2;
Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
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AC 16, touch 13, flat-footed 14
(+1 size, +2 Dex, +1 shield, +2 natural)
hp 26 (3 HD); fast healing 1
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison,
sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +1,
Ref +3,
Will +1
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Speed 20 ft. (4 squares)
Melee Slam +5 (1d6+3)
Space 5 ft.;
Reach 5 ft.
Base Atk +2;
Grp +0
Atk Options bronze strike, maneuvers
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Maneuvers and Stances known (IL 2nd):
Stances -- punishing stance (1st)
Strikes -- blood in the eye† (1st), foot locker† (1st), impenetrable bulwark† (1st), steel wind† (1st), steely strike† (1st)
Counters -- continued response† (1st)
Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
Each of a bronze soldier's maneuvers can be initiated once per encounter. A bronze soldier's maneuvers are granted and recovered as a 2nd level clockwork warrior.
A bronze soldier's clockwork warrior maneuvers are readied in the following order: blood in the eye, steel wind, impenetrable bulwark, steely strike, foot locker, and continued response.
† Readied maneuver
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Abilities Str 15, Dex 15, Con --, Int --, Wis 10, Cha 10
Advancement 4-9 HD (Small); 10-14 HD (Medium)
Possessions light steel shield
ConstructionA bronze soldier's body must be constructed primarily from bronze, although various parts require other metals, with a total market value of 800 gp. Creating the body requires a DC 22 Craft (clockwork) check or a DC 27 Craft (metalsmithing) check.
Market price: 8000 gp
Prerequisites: Craft Construct,
heroics, CL 8th, IL 8th, creator must know at least 2 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 4400 gp, 288 xp, 8 days (800 gp mundane, 3600 gp magic)
Iron Soldier CR 4Always TN Medium construct
Init +1;
Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
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AC 19, touch 11, flat-footed 18
(+1 Dex, +5 armor, +3 natural)
hp 53 (6 HD); fast healing 2
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison,
sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +2,
Ref +3,
Will +2
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Speed 20 ft. (4 squares); base 30 ft.
Melee mwk greataxe +8 (1d12+4/x3) or
Melee Slam +7 (1d8+4)
Ranged mwk greataxe +6 (1d12+4/x3) with iron rain
Space 5 ft.;
Reach 5 ft.
Base Atk +4;
Grp +7
Atk Options iron strike, maneuvers
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Maneuvers and Stances known (IL 4th):
Stances -- mage slayer (1st), reckless assault (1st)
Strikes -- blood in the eye† (1st), impenetrable bulwark† (1st), iron flurry† (2nd), lockdown† (DC 15) (2nd)
Boosts -- iron rain† (1st)
Counters -- wall of blades† (2nd)
Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
Each of an iron soldier's maneuvers can be initiated once per encounter. An iron soldier's maneuvers are granted and recovered as a 4th level clockwork warrior.
An iron soldier's clockwork warrior maneuvers are readied in the following order: iron rain, iron flurry, wall of blades, lockdown, blood in the eye, and impenetrable bulwark.
† Readied maneuver
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Abilities Str 17, Dex 13, Con --, Int --, Wis 10, Cha 10
Advancement 7-14 HD (Medium); 15-22 HD (Large)
Possessions mwk breastplate, mwk greataxe
ConstructionAn iron soldier's body must be constructed primarily from iron, although various parts require other metals, with a total market value of 2000 gp. Creating the body requires a DC 24 Craft (clockwork) check or a DC 29 Craft (metalsmithing) check.
Market price: 20000 gp
Prerequisites: Craft Construct,
heroics, CL 9th, IL 9th, creator must know at least 3 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 11000 gp, 720 xp, 18 days (2000 gp mundane, 9000 gp magic)
Silver Soldier CR 6Always TN Medium construct
Init +1;
Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Aura bolstering aura
Languages none
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AC 22, touch 11, flat-footed 21
(+1 Dex, +5 armor, +3 shield, +3 natural)
hp 75 (10 HD); fast healing 3
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison,
sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +3,
Ref +4,
Will +3
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Speed 20 ft. (4 squares); base 30 ft.
Melee +1 silver longsword +11 (1d8+3/19-20) or
Melee Slam +10 (1d8+2)
Space 5 ft.;
Reach 5 ft.
Base Atk +7;
Grp +10
Atk Options maneuvers, silver strike
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Maneuvers and Stances known (IL 6th):
Stances -- martial spirit (1st), tactics of the wolf (3rd)
Strikes -- battle leader's charge† (2nd), revitalizing strike† (3rd), tactical strike† (2nd), vanguard strike† (1st)
Boosts -- defensive rebuke† (3rd)
Counters -- shield block† (2nd)
Disciplines: Devoted Spirit, White Raven
Each of a silver soldier's maneuvers can be initiated once per encounter. A silver soldier's maneuvers are granted and recovered as a 6th level clockwork warrior.
A silver soldier's clockwork warrior maneuvers are readied in the following order: battle leader's charge, shield block, tactical strike, revitalizing strike, defensive rebuke, and vanguard strike.
† Readied maneuver
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Abilities Str 16, Dex 13, Con --, Int --, Wis 10, Cha 17
Advancement 11-17 HD (Medium); 18-26 HD (Large)
Possessions mwk breastplate,
+1 silver longsword,
+1 heavy steel shield_________________________________________
Bolstering Aura (Su) Adjacent allies gain a +2 enhancement bonus on all saving throws and to their AC. This aura does not affect the silver soldier itself, although it can benefit from the bolstering auras of others.
Silver Strike: A silver soldier's natural weapons count as being alchemically silvered. They bypass damage reduction accordingly, but impose a -1 penalty on the damage roll.
ConstructionA silver soldier's body must be constructed primarily from alchemically treated silver, although various parts require other metals, with a total market value of 3000 gp. Creating the body requires a DC 26 Craft (clockwork) check or a DC 31 Craft (metalsmithing) check.
Market price: 30000 gp
Prerequisites: Craft Construct,
heroics, CL 10th, IL 10th, creator must know at least 3 maneuvers or stances from among the Devoted Spirit and White Raven disciplines
Cost to create: 16500 gp, 1080 xp, 27 days (3000 gp mundane, 13500 gp magic)
Steel Soldier CR 7Always TN Medium construct
Init +2;
Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
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AC 23, touch 12, flat-footed 21
(+2 Dex, +6 armor, +1 shield, +4 natural)
hp 91 (13 HD); fast healing 4
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison,
sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +3,
Ref +5,
Will +3
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Speed 20 ft. (4 squares); base 30 ft.
Melee +1 longsword +14/+9 (1d8+5/19-20) or
Melee +1 longsword +12/+7 (1d8+5/19-20) and
+1 short sword +12 (1d6+3/19-20) or
Melee Slam +13 (1d8+4)
Space 5 ft.;
Reach 5 ft.
Base Atk +9;
Grp +13
Atk Options maneuvers, steel strike
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Maneuvers and Stances known (IL 7th):
Stances -- absolute steel stance (3rd), battle dancer (1st)
Strikes -- disarming strike† (2nd), metal storm† (2nd), sweeping steel† (4th)
Boosts -- blades of thunder† (DC 16) (2nd)
Counters -- iron hide† (3rd), sparking clash† (DC 17) (3rd)
Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
Each of a steel soldier's maneuvers can be initiated once per encounter. A steel soldier's maneuvers are granted and recovered as a 7th level clockwork warrior.
A steel soldier's clockwork warrior maneuvers are readied in the following order: metal storm, sparking clash, blades of thunder, sweeping steel, iron hide, and disarming strike.
† Readied maneuver
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Abilities Str 19, Dex 15, Con --, Int --, Wis 10, Cha 10
Feats Two-Weapon Defense
B, Two-Weapon Fighting
BAdvancement 13-19 HD (Medium); 20-28 HD (Large)
Possessions +1 breastplate,
+1 longsword,
+1 short swordConstructionA steel soldier's body must be constructed primarily from steel, although various parts require other metals, with a total market value of 3500 gp. Creating the body requires a DC 27 Craft (clockwork) check or a DC 32 Craft (metalsmithing) check.
Market price: 35000 gp
Prerequisites: Craft Construct,
heroics, CL 11th, IL 11th, creator must know at least 4 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 19250 gp, 1260 xp, 32 days (3500 gp mundane, 15750 gp magic)
Adamantine Soldier CR 11Always TN Large construct
Init +1;
Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Languages none
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AC 27, touch 10, flat-footed 26
(-1 size, +1 Dex, +9 armor, +8 natural)
hp 129 (18 HD); fast healing 5;
DR 5/adamantine
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison,
sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +6,
Ref +7,
Will +6
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Speed 30 ft. (6 squares); base 40 ft.
Melee +1 adamantine greatsword +20/+15/+10 (3d6+11/19-20) or
Melee 2 slams +19 each (2d6+7)
Ranged large +1 adamantine greatsword +13/+6/+3 (3d6+11/19-20) with torrent of steel
Space 10 ft.;
Reach 10 ft.
Base Atk +13;
Grp +24
Atk Options adamantine strike, maneuvers
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Maneuvers and Stances known (IL 11th):
Stances -- dancing blade form (5th), punishing stance (1st), unstoppable (6th)
Strikes -- armor breaking blow† (5th), pithing strike† (DC 21) (4th), unbalancing strike† (3rd)
Boosts -- heavy handed assault† (6th), torrent of steel† (5th)
Counters -- adamantine hide† (5th), manticore parry† (6th)
Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
Each of an adamantine soldier's maneuvers can be initiated once per encounter. An adamantine soldier's maneuvers are granted and recovered as an 11th level clockwork warrior.
An adamantine soldier's clockwork warrior maneuvers are readied in the following order: adamantine hide, torrent of steel, unbalancing strike, heavy handed assault, pithing strike, unbalancing strike, and armor breaking blow.
† Readied maneuver
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Abilities Str 25, Dex 13, Con --, Int --, Wis 10, Cha 10
Advancement 19-26 HD (Large); 27-33 HD (Huge)
Possessions large +1 full plate,
large +1 adamantine greatsword_________________________________________
Adamantine Strike: An adamantine soldier's natural weapons count as being made with adamantine. They bypass damage reduction accordingly, and ignore hardness less than 20 when attacking objects.
ConstructionAn adamantine soldier's body must be constructed primarily from adamantine, although various parts require other metals, with a total market value of 10000 gp. Creating the body requires a DC 31 Craft (clockwork) check or a DC 36 Craft (metalsmithing) check.
Market price: 50000 gp
Prerequisites: Craft Construct,
heroics, CL 12th, IL 12th, creator must know at least 5 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
Cost to create: 30000 gp, 1600 xp, 40 days (10000 gp mundane, 20000 gp magic)
Notes
Lesser replicas of the golden army. They have neither the power nor the indestructibility, but are still sturdy and powerful combatants.
Construct
Mindless. Follows the orders of its master. Y'know, like golems and a lot of constructs, actually.
Fast healing.
Maneuvers as clockwork warrior.
Different standard versions from weakest to strongest:
Bronze: Weakest of the bunch. CR 2.
Iron: Mid range. CR 4.
Steel: Strong. CR 7.
Adamantine: Strongest. CR 11.
Special versions that have different ability sets and discipline access:
Silver: Devoted Spirit and White Raven access. Less pure power, but more leadership potential. CR 6.
Cold Iron: Magic resistant. Has Stone Dragon access. CR 8.
Mithral: Less Str, more Dex. Has Diamond Mind and Setting Sun access. CR 9.
Metalline: Can shift between other metal soldier types, gaining different abilities and maneuvers reminiscent of them. Similar to Naityan Rakshasa's Style Forms. CR 14.
Pearlsteel: Aquatic.
Thinuan: Steals the souls of those it kills, which can be released by destroying it. Has Devoted Spirit, Shadow Hand, and Undying Call access. CR 15.
Features: A construct has the following features.
10-sided Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
No good saving throws.
Construct Size Bonus Hit Points
Fine —
Diminutive —
Tiny —
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Cold Iron Soldier CR 8
Always TN Medium construct
Init +n; Senses darkvision 60 ft., low-light vision; Listen +n, Spot +n
Aura magical distortion
Languages none
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AC n, touch n, flat-footed n; disrupting resonance
(+n Dex, +n armor, +n shield, +n natural)
hp n (14 HD); fast healing 4
Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Resist energy n, fortification n%; SR 21
Fort +n, Ref +n, Will +n; saving throw relevant abilities
Weakness any vulnerabilities and stuff
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Speed 20 ft. (4 squares); base 30 ft.
Melee melee weapon name +n/+m/+o/+p (xdy+z/19-20/x3 plus extra effects) or
Melee 1st melee weapon name +n/+m/+o/+p (xdy+z/19-20/x3 plus extra effects) and
2nd melee weapon name +n/+m/+o/+p (xdy+z/19-20/x3 plus extra effects) or
Melee slam +n (1d8+z plus extra effects) or
Melee n plural 1st natural weapon name +n each (xdy+z plus extra effects) and
n plural 2nd natural weapon name +n each (xdy+z plus extra effects) and
n plural 3rd natural weapon name +n each (xdy+z plus extra effects)
Ranged ranged weapon name +n/+m/+o/+p (xdy+z/19-20/x2 plus extra effects)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +n
Atk Options maneuvers, cold iron strike
Special Actions attack abilities that take a separate action to use like breath weapons, turn undead, and cleric's spontaneous casting
Combat Gear non-passive items that might get used in combat
Spell-Like Abilities (CL nth):
At will -- n (+n touch attack; Spell DC; CL if nonstandard)
n/day -- n (+n touch attack; Spell DC; CL if nonstandard)
Classname Spells Prepared/Known (CL nth):
nth (n/day) -- n (+n touch attack; Spell DC; CL if nonstandard)
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Maneuvers and Stances known (IL 8th):
Stances -- n (nth), n (nth)
Strikes -- n (DC n) (nth)
Boosts -- n (nth)
Counters -- n (nth)
Rushes -- n (nth)
Other -- n (nth)
Disciplines: nnn
Each of a cold iron soldier's maneuvers can be initiated once per encounter. A cold iron soldier's maneuvers are granted and recovered as an 8th level clockwork warrior.
A cold iron soldier's clockwork warrior maneuvers are readied in the following order: x, y, and z.
† Readied maneuver
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Abilities Str n, Dex n, Con --, Int --, Wis 10, Cha 10
SQ non-attack abilities that could get used, like Summon Tana'ri, or Water Breathing
Feats feat name, bonus featB
Skills name +n, name +n
Possessions combat gear plus EVERYTHING ELSE
Advancement if applicable; Favored Class if applicable
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Bolded name of ability (Ex/Su/Sp) text of ability
Disrupting Resonance (Su) Any weapon striking the cold iron soldier is subject to a dispel attempt, as per a targeted dispel magic spell with a caster level of 8. In the case of a creature striking with an unarmed strike or natural attack, the creature itself is subject to the dispel attempt. Resolve the attack before determining the results of the dispel attempt.
Magical Distortion (Su) Spellcasters and manifesters within 10 feet of a cold iron soldier have a 50% chance of failure when attempting to cast a spell or manifest a power. Failed spells and powers are lost, as though with disrupted concentration.
Construction
A cold iron soldier's body must be constructed primarily from cold iron, although various parts require other metals, with a total market value of 5000 gp. Creating the body requires a DC 28 Craft (clockwork) check or a DC 33 Craft (metalsmithing) check.
Market price: 40000 gp
Prerequisites: Craft Construct, heroics, CL nth, IL nth, creator must know at least n maneuvers or stances from among the x, y, and z disciplines
Cost to create: 22500 gp, 1400 xp, 35 days (5000 gp mundane, 17500 gp magic)
Change Log
7/7/2017: First posted to Min Max Forum.
26/6/2017: First posted to Min Max Forum storm shelter.