or,
Crunchifying the fluff from a certain porn-adjacent game blog that shall not be named.
Shitmuffin certainly shows a lot of eagreness and willingness, but evinces an obvious apathy for actual crunch. MTP works for some, but my group is not that.
Basically, he's sucking that barrel of cocks all wrong.
Time Golem
Medium Construct
Hit Die: 12d10+20 (86 hp)
Init: +3
AC: 23 (+3 dex, +10 natural)
Spd: 2d6x10'
Bab/Grapple: +8/+15
Attack: Slam +15m (1d6+7 and Ebbing Fist or Time Theft)
Full Attack: 2 Slams +15m (1d6+7 and Ebbing Fist or Time Theft)
Space/Reach: 5'/5'
Special Attacks: Ebbing Fist, Time Theft, Temporal Slaves
Special Qualities: Construct Traits, DR 10/Adamantine, Darkvision 60', Immune to Magic, Low-light Vision, Time Sands
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 24, Dex 16, Con --, Int 20, Wis 11, Cha 24
Skills: Bluff +17, Concentration +15, Disable Device +20, Hide +18, Move Silently +18, Search +20, Sense Motive +10, Spellcraft +15
CR:7ish?
A Time Golem is an oversized construct of magically hardened wood and glass. It's cranium holds a spherical hourglass, typically slowly rotating, but which will stop in a set position, and even change to another, while it fights. In either forearm, another hourglass is contained, just visible under thick glass. Thick, transparent tubes run from elbows to cranium, and sand can often be seen moving through these tubes.
The term "Golem" is actually inaccurate for these constructs. Most assume them to be golems, but they are not mindless. Their manipulations of time evince, and possibly grant, them a keen intellect. It is possible their initial creators intended them to be mindless golems, but the powerful chronomancy required for their creation spontaneously created the intellects they use--or worse, tapped into some alien mind which pilots the constructs from across the multiverse.
Combat
Time Golems are master manipulators of time, able to steal time from one subject and use it themselves.
Ebbing Fist (ex.) The fists of a Time Golem channel the temporal energy of the sand which fills it, and can slow or even freeze an opponent in time. When the golem hits a target, the target must make a Will save (DC 23) or be Sickened due to a mild temporal displacement for 1d6 rounds. If the target is already Sickened, they become Slowed instead, if already Slowed, they become Stunned, if already Stunned, they become Paralyzed. The duration is reset each time the target is struck.
If a target is already Paralyzed, they become Petrified as they are frozen in time. A target petrified through this power does not become stone or otherwise change, they simple enter a state of suspended animation that is mechanically identical to being petrified. The target is petrified indefinitely until they receive a Break Enchantment effect.
Time Theft (ex.) A Time Golem's touch is tinged with the sands of time. While slowing a target is one possible use for this energy, the golem can also steal moments from targets. As a standard action, or instead of their Ebbing Fist ability when making a slam attack, the time golem may drain uses of a target's abilities.
The golem makes a melee touch attack, or a standard slam attack, and if successful, their target makes a Will save (DC 23, Cha based). If the target fails, they lose 1d3 uses of a random ability that has limited uses, such as a barbarians Rage or a paladin's Smite Evil abilities. In the case of a spell caster, they lose a single spell slot, chosen randomly.
If the target is currently using such an ability, such as a barbarian in rage or a wizard who has cast a non-instantaneous spell, there is a 50% chance that the in-use ability is drained and their use of that ability ends.
The temporal energy stolen this way allows the golem to augment it's own abilities, represented as spell-like abilities below (all abilities are at will as Time Golems are also able to syphon energy in other ways and accounting for Time Points and ability equivalents is too much work for a DM in mid-combat).
Temporal Slaves (su.) The Time Golem's temporal manipulation powers allow it to pull creatures from other points in time, but only in the presence of those creatures in the present. As a full round action, the Time Golem may attempt to call into battle a temporal copy of an opponent. The Time Golem must make a special Search check to scan the stream of time for the creature (DC 10+target's HD).
If the golem succeeds at this check, an exact duplicate of the character, including weapons and spells prepared/known/cast, is created and fights at the behest of the golem, which can communicate telepathically with it. Issuing commands to a Temporal Slave is a swift action for the golem.
This check may be applied to each character separately if characters in the same party have different hit die, and the check is considered a success if it meets the DC for any single character. If the check meets the DC for multiple characters, the golem may chose which character to duplicate.
The golem may also acquire past and future versions of a character. A past version of the character is represented by applying negative levels, and every two negative levels lowers the DC by 1. A future version of the character can be represented by taking the penalties for negative levels and making them bonuses instead. A future version of the character has a DC 5 points higher for every level added.
The stream of time can only allow so much power to flow through it in this way. The Time Golem may only call 1 character which is equal to or higher in power than the party, but may call 1 additional character for every 2 levels lower than average party level.
example-- The golem is facing a four-member fifth level party. It may call a duplicate of the party wizard with a DC 15 Search check, a future version of the wizard which is 7th level with a DC 25 Search check, or a past version of the wizard which is 3rd level with a DC 14 check. If it calls the 3rd level past version of the wizard, it may also call a 3rd level past version of the rogue. If it called 1st level past versions, it could call the entire party (though the party would not be of much help).
Temporal Slaves persist for one encounter before returning to the time stream, unless the character which was duplicated is slain. In this case, the time duplicate takes their place in the temporal streams, and is freed from the golem's control. Temporal duplicates may, and often do, have their own personalities and goals distinct from those of the character they duplicated, and it is unlikely they will join the original character's party (treat as Unfriendly attitude).
If a past version of a character is slain, the real character must make a Fort save (DC 30-Character Level) or instantly take damage equal to the max hp of the past character.
Slaying a present or future version of a character has no effect on the real character.
Time Sands (ex.) The sand contained within the body of a Time Golem is charged with pure temporal energy. It is very powerful, very chaotic, and very contained. However, as a party smashes a Time Golem apart, the sand within leaks. Once reduced to less than two thirds of it's full normal hp, any successful hit on the Time Golem will loose a blast of time sand, which has highly variable effects on those touched. The sand sprays out in a fifteen foot cone in the direction from which the attack came (a Time Golem attacked from the south sprays a 15' cone of sand south). When a Time Golem is below two-thirds of it's normal max health and hit, roll on the table below for each character caught in the spray:
- The character regains 1d4 uses of any power limited to a certain number of times in a period of time.
- The character loses 1d4 uses of any power limited to a certain number of times in a period of time.
- The character is slowed for 1d4 rounds.*
- The character is hasted for 1d4 rounds
- The character benefits as if the recipient of Time Stop (1d4+1 free rounds)
- The character is affected as if everyone else in the encounter was the recipient of a time stop (loses 1d4+1 rounds of actions)*
- The character ages rapidly, advancing 1d3 age categories (middle age, old, venerable). They take age-related penalties as their bodies weaken, but do not receive age-related bonuses. They return to their normal age in 1d10 days.*
- The character rapidly de-ages to childhood, taking -3 to str and con and -1 to dex, and reduced 1 size category. They return to their normal age in 1d10 days, returning to their natural age. In this time, if they would gain a feat and otherwise qualify, they may take the feat Child Necromancer despite not being 1st level.*
- The character is slightly shifted in time forward relative to others, benefiting from a 50% miss chance when attacked for 1 minute.
- The character is slightly shifted in time backwards relative to others, suffering a 50% miss chance on attacks for 1 minute.*
- A recent wound never happened-the character is healed 1d8 points.
- A wound is pulled from the future, or happens again-the character takes 1d8 damage.
Effects marked with an asterisk may be removed with a Break Enchantment effect.
Magic Immunity (ex.) The Time Golem has mastery over their own time line, as such, they are immune to the spells Haste, Slow and Time Stop when cast by others (meaning they may act normally when a character casts Time Stop).
Spell-like Abilities: The Time Golem may use the following abilities with a caster level of 12 at will: Repair Light Damage, Haste, Blur, Shatter, Knock
Ok, now it's done.