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Walker in Rust

Prerequisite(s): Technologist feat and the ability to cast summon monster or summon nature’s ally

Benefit(s): Choose one palm-sized, metal object of masterwork quality; this may be the focus of your arcane bond, if you desire.

Alternatively, you may choose a holy symbol of your faith. While this object is worn, you may spontaneously lose a prepared spell of the same level or higher to use any of the summon spells listed below, but only to summon one or more junk golems of the appropriate type.

Your chosen object becomes permanently coated in rust and spatters of motor oil, but is not otherwise weakened or harmed; this object additionally serves as your amulet for purposes of all shield guardians you summon with this feat (see below). You add the following creatures to your summon monster or summon nature’s ally spell-lists at the appropriate level:

Any shield guardian summoned in this way arrives with rusting grasp (using your caster level) automatically stored via its spell-storing ability. You may summon a larger number of junk golems by increasing the level of your summoning spell; thus, you could summon 1d3 giant shield guardian junk golems with summon monster VIII or 1d4+1 of them with summon nature’s ally IX.

Special: An urban druid, metal elementalist, cleric with the artifice domain, or technokineticist may select this feat without meeting the above prerequisites.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.