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With this post, the kladivium series about kladivium continues delving into monsters. This entry covers a terrifying creature; the kladivium dragon.

Rare metal dragon, Kladivium

This dark red dragon moves abruptly and menacingly. Its powerful neck ends in a large head armed with an oversized set of metallic teeth.

Base statistics

NE Dragon (earth)

CR 5; Size Small; Hit Dice 6d12

Speed 30 ft., burrow 30 ft.

Natural Armor +6; Breath Weapon line, 2d4 bashing

Str 13, Dex 13, Con 15, Int 8, Wis 9, Cha 12

Ecology

Environment volcanic areas or underground

Organization solitary

Treasure triple

Special abilities

Burrowing Adaptation (Ex): A very young or older kladivium dragon can survive indefinitely under earth, dirt or stone. It can breathe normally in these conditions even if it is completely buried.

Fortification (Ex): When a critical hit or sneak attack is scored on a juvenile or older kladivium dragon, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This chance increases to 50% for old or older kladivium dragons. Kladivium great wyrms are immune to critical hits and sneak attacks. A natural 20 scored against a great wyrm kladivium dragon is still always a hit.

Impact Breath (Su): An ancient or older kladivium dragon can forego causing damage with its breath weapon. All creatures in the area of the breath weapon must succeed in a Reflex save (DC equal to that of the dragon’s breath weapon) to avoid being pushed back from the dragon a number of feet equal to half of the dragon’s breath weapon range (rounding down to the next 5 ft. value, with a minimum of 5 ft.).

This movement does not provoke attacks of opportunity. If a creature is pushed against a solid object, both the creature and the object suffer an amount of bashing damage equal to half of the damage of the dragon’s breath weapon. A successful Reflex save reduces the pushed distance and the damage suffered in the case of hitting a solid object in half.

Kladivium Shape (Su): An adult or older kladivium dragon can transform itself into an immobile statue of pure kladivium as a standard action for a number of minutes per day equal to its Hit Dice. This ability functions as the Statue spell, but the kladivium dragon gains hardness 18 instead of 8. A kladivium dragon gains the Freeze monster ability as long as it is using Kladivium shape. This ability allows it to take 20 on Stealth checks to hide in plain sight as a metallic dragon statue.

Meteor Landing (Ex): A flying or jumping Mature adult or older kladivium dragon can land near its foes as a standard action, using its weight and size to create a powerful shock wave. All creatures in a 30 ft. radius from the dragon (including those crushed by it) must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) to avoid falling prone and suffering one point of sonic damage for each damage dice of the dragon’s breath weapon. A successful save prevents the creature from falling prone but it still takes full damage. A kladivium dragon can use Meteor landing at the same time than Crush, with the same standard action. In that case a creature affected by both Crush and Meteor landing needs to make two Reflex saves, one for each ability.

Powerful Bite (Ex): The sharp teeth of a kladivium dragon are made from nearly pure kladivium, and it has extremely strong jaw muscles to power its bite. A kladivium dragon applies twice its Strength modifier to bite damage.

Spell-Like Abilities (Sp): A kladivium dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Young: message; Juvenile: soften earth and stone Adult: heat metal; Old: meld into stone; Ancient: discordant blast1; Great Wyrm: fabricate.

1: see the Spells section in Chapter 5 of the Pathfinder Roleplaying Game: Advanced Player’s Guide.

Age Category Special Abilities Caster Level
Wyrmling Powerful bite, Immunity to sonic
Very young Burrowing adaptation
Young Message
Juvenile Frightful presence, Fortification (25%)
Young adult DR 5/Magic, spell resistance 1st
Adult Kladivium shape, soften earth and stone 3rd
Mature adult Meteor landing, DR 10/Magic 5th
Old Fortification (50%), meld into stone 7th
Very old DR 15/Magic 9th
Ancient Impact breath, discordant blast 11th
Wyrm DR 20/Magic 13th
Great wyrm Fortification (Immunity), fabricate 15th

Kladivium dragons are narcissistic and obsessed with their appearance, believing that an intimidating and powerful presence is a very useful tool for maintaining lesser creatures firmly under their control without having to resort to violence that could harm potential their servants. Their desire of constantly reminding their slaves that they are under the dominion of a frightful master leads them to decorate their lairs with lifelike statues of themselves. This tradition is also motivated by pragmatic reasons, as it allows them to use their kladivium shape ability to ambush any intruder in their domains. Although most kladivium dragons search for servants that can create these statues for them, the most artistically inclined ones learn to sculpt these statues themselves with the help of their spell-like abilities.

Kladivium dragons never put themselves into danger if they can avoid it, as they consider themselves far too important to face any unnecessary risks. Intruders will be dealt with using servants, deadly ambushes or simple but effective traps. The dragon itself may use hit and run tactics to weaken its enemies if the opportunity arises, and will then escape to safety after pushing them away with their impact breath weapon. These prideful creatures usually treat all taunts and insults as weak lies, but if someone is clever enough to actually offend a kladivium dragon the monster will likely react with nearly mindless fury.

Young kladivium dragon (CR 9)

XP 6,400

NE Large Dragon (earth)

Initiative +0; Senses: dragon senses; Perception +9

Defense

AC 21, touch 9, flat-footed 21 (+0 Dex, +12 natural, -1 size)

hp 105 (10d12 + 40)

Fort +11, Ref +7, Will +9

Immunity sonic, paralysis, sleep

Offense

Speed 40 ft., burrow 30 ft., fly 200ft. (poor)

Melee bite +15 (2d6 + 10), 2 claws +14 (1d8 + 5), 2 wings +12 (1d6 + 2), tail slap +12 (1d8 + 7)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (80-ft. line, DC 19, 6d4 bashing)

Spell-Like Abilities (CL 9th)

At will—message

Statistics

Str 21, Dex 11, Con 19, Int 10, Wis 11, Cha 14

Base Atk +10, CMB +16, CMD 26 (30 vs. trip)

Feats Weapon Focus (Bite), Dazzling Display, Gory Finish1, Multiattack, Iron Will

Skills Craft(Traps) +9, Intimidate +11, Fly +5, Perception +9, Sense motive +9, Stealth +1

Languages Common, Draconic

SQ powerful bite, burrowing adaptation

1: see the Feat descriptions section in Chapter 2 of Pathfinder Roleplaying Game Ultimate Combat.

Adult kladivium dragon (CR 13)

XP 25,600

NE Huge Dragon (earth)

Initiative -2; Senses: dragon senses; Perception +17

Aura frightful presence (180 ft., DC 23)

Defense

AC 27, touch 6, flat-footed 27 (-2 Dex, +21 natural, -2 size)

hp 200 (16d12 + 96)

Fort +16, Ref +8, Will +14

DR 5/magic; Defensive abilities Fortification 25%; Immunity sonic, paralysis, sleep; SR 24

Offense

Speed 40 ft., burrow 30 ft., fly 200ft. (poor)

Melee bite +23 (2d8 + 16), 2 claws +22 (2d6 + 8), 2 wings +20 (1d8 + 4), tail slap +20 (2d6 + 12)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (100-ft. line, DC 23, 12d4 bashing), crush

Spell-Like Abilities (CL 15th)

At will—message, soften earth and stone

Spells known (CL 3rd)

1st (6/day)—charm person (DC 15), mage armor, shield

0 (at will)—arcane mark, detect magic, mend, read magic, resistance

Statistics

Str 27, Dex 7, Con 23, Int 14, Wis 15, Cha 18

Base Atk +16, CMB +26, CMD 34 (38 vs. trip)

Feats Weapon Focus (Bite), Dazzling Display, Gory Finish1, Multiattack, Iron Will, Shatter Defenses, Skill focus (Intimidate), Ability focus (frightful presence)

Skills Craft(Traps) +17, Intimidate +22, Fly +9, Knowledge(Local) +7, Perception +17, Sense motive +17, Stealth +4

Languages Common, Draconic, three additional languages

SQ powerful bite, burrowing adaptation, kladivium shape

1: see the Feat descriptions section in Chapter 2 of Pathfinder Roleplaying Game Ultimate Combat.

Ancient kladivium dragon (CR 18)

XP 153,600

NE Gargantuan Dragon (earth)

Initiative -3; Senses: dragon senses; Perception +28

Aura frightful presence (300 ft., DC 30)

Defense

AC 27, touch 4, flat-footed 27 (-2 Dex, +33 natural, -4 size)

hp 348 (24d12 + 192)

Fort +22, Ref +11, Will +20

DR 15/magic; Defensive abilities Fortification 50%; Immunity sonic, paralysis, sleep; SR 29

Offense

Speed 40 ft., burrow 30 ft., fly 250ft. (clumsy)

Melee bite +37 (4d6 + 24), 2 claws +37 (2d8 + 12), 2 wings +34 (2d6 + 6), tail slap +34 (2d8 + 18)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (120-ft. line, DC 29, 20d4 bashing), crush, tail sweep, meteor landing, impact breath

Spell-Like Abilities (CL 23th)

At will—message, soften earth and stone, meld into stone, discordant blast2 (DC 20)

Spells known (CL 11th)

5th (5/day)—hold monster (DC 23), transmute mud to rock (DC 21)

4th (7/day)—charm monster (DC 22), confusion (DC 22), fear (DC 20)

3rd (7/day)—dispel magic, slow (DC 19), spiked pit (DC 19), suggestion (DC 21)

2nd (8/day)—arcane lock, make whole, mirror image, resist energy, see invisibility

1st (8/day)—alarm, charm person (DC 19), identify, mage armor, shield

0 (at will)—arcane mark, detect magic, detect poison, ghost sound, mage hand, mend, open/close, read magic, resistance

Statistics

Str 35, Dex 5, Con 27, Int 18, Wis 19, Cha 22

Base Atk +24, CMB +36, CMD 44 (48 vs. trip)

Feats Weapon Focus (Bite), Dazzling Display, Gory Finish1, Multiattack, Iron Will, Shatter Defenses, Skill Focus (Intimidate), Ability Focus (frightful presence), Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Weapon Focus (Claws), Skill Focus (Stealth)

Skills Craft(Stone masonry) +9, Craft(Traps) +28, Intimidate +33, Fly +15, Knowledge(Arcana) +12, Knowledge(Local) +14, Perception +28, Sense motive +28, Stealth +12

Languages Common, Draconic, three additional languages

SQ powerful bite, burrowing adaptation, kladivium shape

1: see the Feat descriptions section in Chapter 2 of Pathfinder Roleplaying Game Ultimate Combat.

2: see the Spells section in Chapter 5 of the Pathfinder Roleplaying Game: Advanced Player’s Guide.

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It’s finally time to start with the kladivium monsters! If it is possible to make useful equipment and other objects with kladivium, it is not surprising that spellcasters would decide to animate constructs created with this metal too. This post describes some of the possibilities of kladivium in this regard.

Animated object

For animated objects, it is possible to choose the following additional abilities using construction points.

Kladivium (Ex, 5 CP): The object is mainly made of kladivium. Its hardness increases to 18, it gains a +3 increase to its natural armor bonus and a bonus to its CMD for resisting bull rush, overrun and trip maneuvers depending on its size, as shown in the following table.

Creature size CMD bonus
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +6
Colossal +8

Kladivium golem

The arms of this huge metallic statue end in big metallic spheres. The creature moves slowly but surely towards anything it perceives as an enemy.

Kladivium golem (CR 15)

XP 19,200
N Huge Construct
Initiative -1; Senses: Dark vision 60ft, low-light vision; Perception +0

Defense

AC 30, touch 7, flat-footed (-1 Dex, +23 natural, -2 size)
hp 177 (25d10 + 40)
Fort +8, Ref +5, Will +8
DR 15/Adamantine Immune construct traits, magic
Weaknesses Sheer weight

Offense

Speed 15 ft.
Melee 2 slams +33 (4d10+10 plus awesome launch)
Space 15 ft.; Reach 15 ft.

Statistics

Str 30, Dex 8, Con -, Int -, Wis 10, Cha 1
Base Atk +25, CMB +37 (+40 awesome launch), CMD 46 (55 vs. bull rush, overrun and trip)
Feats Power attack B, Cleave B, Great Cleave B

Ecology

Environment any
Organization solitary
Treasure none

Special abilities

Awesome Launch (Ex): An awesome launch combat maneuver works like a bull rush combat maneuver except for the following. If the maneuver succeeds, the target is pushed back 10 feet instead of five feet, and it also falls prone. For every 5 by which the kladivium golem’s CMB roll exceeds its opponent CMD, it is pushed back an additional 10 feet. The target will suffer 1d6 points of damage for every 10 feet it moves if it collides against any medium or bigger object. If it only falls to the ground it will suffer half of that damage. The kladivium golem cannot move with the target when performing an awesome launch. When a kladivium golem hits with one of his slam attacks it can attempt an Awesome Launch combat maneuver as a free action against the struck opponent without provoking an attack of opportunity.
As a full round action, the kladivium golem can perform an awesome launch maneuver against every enemy within its reach. Each target requires a separate CMB roll.
Immunity to magic (Ex): A kladivium golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effect function differently against a kladivium golem, as noted below.

  • A magical attack that deals electricity damage slows a kladivium golem (as the slow spell) for 3 rounds, with no saving throw.
  • A magical attack that deals sonic damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A kladivium golem gets no saving throw against attacks that deal sonic damage.

Sheer Weight (Ex): Since this golem is made almost entirely of kladivium, it gets a +7 bonus to its CMD for resisting bull rush, overrun and trip maneuvers. It also gets a +3 bonus to its CMB when performing disarm, trip and awesome launch combat maneuvers. Due to its weight, a prone kladivium golem needs to spend a full-round action to stand up.

Even when compared with other golems, a kladivium golem is hunky, heavy and slow. Regardless of these minor defects, these golems are appreciated for their ability to effortlessly send their enemies flying through the battlefield.

Construction

The body of a kladivium golem is created with 4,000 pounds of kladivium, along with iron, lead and other metals worth a total of 60,000 gp.
CL 17th; Price 200,000 gp
Requirements Craft construct, forceful hand, geas/quest, polymorph any object, wish, creator must be caster level 17th; Skill Craft (sculpture) DC 25; cost 150,000 gp

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This post presents a few magic items that take advantage of the unique properties of kladivium, and a new armor magic property that enhances the natural properties of this metal. In upcoming posts, we will start presenting a handful of monsters related to this metal.

Resilient armor property

This armor deforms slightly to absorb the force of an impact, and then returns to its original shape. This property grants its wearer DR 5/Slashing or Piercing. Although damage resistance usually doesn’t stack, this DR stacks with the DR granted by armor made from kladivium.

Strong abjuration, CL 8, Craft Magic Arms and Armor, Stoneskin, Price +2 bonus.

Wallbreaker

Aura moderate evocation; CL 8

Slot shield; Price 31020 gp; Weight 22lb

Description

The Wallbreaker is a +3 heavy shield forged with kladivium. In addition to the bonus granted to CMB for certain maneuvers by kladivium heavy shields, the Wallbreaker adds its enhancement bonus to CMB checks for bull rush maneuvers (for a total of +6). It is also possible to use the Wallbreaker to bull rush opponents who are two size categories larger than its wielder.

Construction

Requirements Craft Magic Arms and Armor, Hydraulic push (see the Spells section in Chapter 5 of the Pathfinder Roleplaying Game: Advanced Player’s Guide); Cost 18520 gp

Earthshatter

Aura moderate abjuration and evocation; CL 8

Slot weapon; Price 75140 gp; Weight 15 lb

Description

The Earthshatter is a +2 heavy flail made out of kladivium. Besides the bonus usually obtained from two-handed kladivium weapons, the Earthshatter adds its enhancement bonus to CMB checks for disarm and trip maneuvers (for a total of +5). The AC of creatures which have been successfully tripped by the Earthshatter is reduced by 2 until they stand up. This penalty stacks with the rest of penalties or bonifiers to AC that a creature suffers from being prone. Whenever the wielder does a successful disarm attempt with the Earthshatter, the target item falls at a 5 ft. distance in a random direction from its wielder instead of falling in her square.

Construction

Requirements Craft Magic Arms and Armor, Cloak of winds (see the Spells section in Chapter 5 of the Pathfinder Roleplaying Game: Advanced Player’s Guide) and Pilfering hand (see the Spell descriptions section in chapter 6 of Pathfinder Roleplaying Game Ultimate Combat); Cost 39140 gp

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In the third post of the kladivium series, we are going to describe how the availability of this metal and the existence of kladivium dragons (a new dragon which will have its own post entry in the future) affect magic, allowing certain spells to unlock new special effects.

Dragon’s Breath

It is possible to use the Dragon’s Breath spell (see the “Spells” section in Chapter 5 of the Pathfinder Roleplaying Game: Advanced Player’s Guide) to use the breath weapon of a kladivium dragon. The damage dice is a d4 instead of a d6, but the breath weapon of kladivium particles causes bashing damage. The area is a 60 ft. line, and the spell descriptor is Earth.

Form of the Dragon

It is possible to use the Form of the Dragon spells (see the “Spells” section in Chapter 10 of the Pathfinder Roleplaying Game Core Rulebook) to assume the form of a kladivium dragon. The base abilities granted by this transformation are: 60-foot line breath weapon of kladivium particles (bashing damage, but the dice used for damage is a d4 instead of a d8), resist sonic 20, burrow 30 feet. These abilities progress in greater Form of the Dragon spells as normal.

Major Creation

When using the Major Creation spell (see the “Spells” section in Chapter 10 of the Pathfinder Roleplaying Game Core Rulebook), it is possible to create items made from kladivium. These items use the duration listed for rare metals.

Pellet Blast

It is possible to use the Pellet Blast spell (see the Spell descriptions section in chapter 6 of Pathfinder Roleplaying Game Ultimate Combat) with a handful of kladivium pellets (worth 60 gp). In this case, the damage caused by the spell is bludgeoning instead of piercing, and its damage increases by 1 for each d8 thrown.

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This post continues the series about kladivium, a tough and heavy metal coveted for creating certain equipment pieces. Here you will find all the rules describing how adventurer equipment created from kladivium would work in your Pathfinder Roleplaying Game sessions.

Weapons

Melee

A slashing or piercing kladivium weapon is able to overcome damage reduction as if it were a bashing weapon, thanks to the extra inertia of any swing made with it. Melee weapons created with kladivium never benefit from the Weapon finesse feat even if they would normally qualify for it, as the increased density makes them too heavy to be moved swiftly. The weapon also imposes a circumstance penalty of -2 to all Sleight of hands checks that involve it.

A character wielding a melee kladivium weapon obtains a bonus to her CMD to avoid being disarmed of that specific weapon. She also receives a bonus to her CMB for disarm and trip maneuvers using that specific weapon. The bonus amount depends on the weapon’s size category as shown in the below.

Weapon size category CMB/CMD  bonus
Light +1
One-handed +2
Two-handed +3

Ranged

The weight of kladivium makes it undesirable for most ranged weapons. However, kladivium is a great (albeit expensive) material for sling bullets. A sling bullet created with kladivium gets a +2 circumstance bonus to the damage it causes.

Firearms

Kladivium pellets and bullets have increased armor penetration due to their density. They add +1 to the damage they cause, and they also increase the range by which an attack with a firearm can be resolved against touch AC. For early firearms, an attack with kladivium ammunition resolves against the target’s touch AC when the target is within the first one and a half range increment of the weapon. For advanced firearms, the target must be within the first six range increments. However, the extra weight of kladivium ammunition increases the weapon’s misfire range by 1 as long as it is using these special projectiles.

Armor

Although kladivium is not as resistant as adamantine, it is still very tough and its increased weight gives a few advantages for creating armor. Kladivium can be used to forge metallic armor; giving its wearer some resistance to damage, and it also gives a bonifier to its wearer’s CMD for resisting bull rush, overrun and trip maneuvers. It also increases the armor check penalty by -2. Since all kladivium armor is of masterwork quality, the final armor check penalty increase is of only -1. Although damage reduction usually does not stack, the damage reduction obtained from kladivium armor stacks with the damage reduction given by the Resilient property for magic armor (which will be described in a future post).

Armor category Damage reduction CMD bonus
Light 1 / Slashing or Piercing +2
Medium 2 / Slashing or Piercing +4
Heavy 3 / Slashing or Piercing +7

Shields

Kladivium shields used for attacking add +1 to the damage they cause. When using a kladivium shield for a bull rush maneuver (including the free bull rush maneuver from using the Shield slam feat) or a trip maneuver, its wearer gets a bonus to her BMC depending on the shield type. Light shields grant a +2 bonus to these maneuver checks, while heavy shields add a +3 bonus. A kladivium shield’s armor penalty increases by -1. Since all kladivium shields are of masterwork quality, the final armor check penalty is not modified.

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When we started using the Pathfinder Roleplaying Game in our sessions, one of the things we wanted to improve was the choice of special materials available for creating equipment for our characters and NPCs. We brainstormed some ideas and possibilities, and finally came up with a few proposals that were fleshed up and added to our rules. These new materials add a lot of character options and tools for the gamemaster, but one of them stands out as our favorite up to the point of deciding to use its name in our website.

This post contains only the introduction and the basic rules for kladivium. Future posts will expand upon this beyond the usual equipment and material rules, as they will also include new spell uses and even new monsters related to this heavy metal. When the series is complete, we will release a small document that gathers all rules in a single place.

Kladivium is a rare and dense metal coveted by blacksmiths for its hardness and high density. These exceptional properties make it a good choice as the base material for the equipment of warriors who have mastered how to use its extra weight for their advantage. This dark red material can only be found in areas of intense volcanic activity, past or present, and the dangerousness of these places makes its extraction a difficult and hazardous business. The few kladivium deposits that can be extracted without risk are made dangerous by the conflict and greed that they inevitably attract.

In the harsh caverns under the surface, kladivium becomes more frequent the deeper one goes. Some races that inhabit the underground passages such as the duergar or the derro sometimes arm their champions with powerful kladivium weapons, or keep them safe from enemy attacks with durable armor crafted with this metal.

Kladivium has 35 hit points per inch of thickness and a hardness of 18, yet it weights one and a half as much as steel. Kladivium has magnetic properties, although less intense than other metals such as iron. Forging kladivium items is an arduous process that requires a lot of time for an expert artisan, and the metal itself is difficult to find and dangerous to mine in large enough quantities. Because of these reasons, kladivium equipment is quite expensive.

The cost of kladivium items is detailed in the following table. Kladivium is so expensive that equipment made from it is always of masterwork quality. The masterwork cost is included in the prices given below.

Equipment piece Cost
Raw kladivium 200 gold pieces per pound
Light armor +6 000 gold pieces
Medium armor +12 000 gold pieces
Heavy armor +18 000 gold pieces
Shield +6 000 gold pieces
Melee weapon +3 125 gold pieces
Ammunition1 +72 gold pieces per missile

1: In the case of firearm ammunition, the extra cost is not modified by the firearm rarity level chosen by the GM for the campaign.

 

Following posts about kladivium:

Kladivium: Equipment

Kladivium: Heavy Metal Magic

Kladivium: Magic Items

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