- -2 to AC
- -4 to attack rolls
- Any successful hit the golem slayer makes gains 1d6 extra damage.
A single golem can only be affected by one sigil at a time. A sigil lasts for one minute before fading away from the golem’s body. A golem slayer may use this ability a number of times per day equal to 3 + his Wisdom modifier.
This ability replaces wild empathy.
At 11th level, the golem slayer can place a major sigil on a golem as a melee touch attack. Major sigils follow all of the same rules as minor sigils and count toward his number of sigils per day. He must choose one of the following effects:
- Suppresses the golem’s immunity to magic special ability. This sigil lasts for one minute or until the golem is affected by a spell it would normally be immune to, whichever comes first.
- Suppresses the golem’s DR.
- Automatically confirms all critical hits on the targeted golem.
This ability replaces quarry.
This ability replaces improved quarry.
At 20th level, the golem slayer can place a grand sigil on a golem as melee touch attack. If the attack hits, the target must make a Fortitude save or be destroyed. The DC of this Fortitude save is equal to 10 + 1/2 the golem slayer’s level + the golem slayer’s Wisdom modifier. This ability ignores the golem’s immunity to effects that require a Fortitude save. He can use this ability if he has any uses of sigils left for the day but not against the same golem more than once in a 24-hour period.
This ability replaces master hunter.
The Construct Companion, © 2015 Rogue Genius Games; Authors: The Four Horsemen: Steven T Helt, Stephen Rowe, Dan Dillon.