Mechagolem Commander (Samurai/Summoner)

At times, the noblest of samurai choose not to bond with a mere mount, nor do they enter battle against usual enemies. Born in lands or times where the sciences and magic blend, or where divine powers are needed to defeat supernatural menaces, the mechagolem commander specializes in the arduous art of controlling the mysterious constructs that some call the majin or mechagolems. These mechagolem commanders fight alongside these majestic creatures or pilot them from the inside when their bond becomes strong enough. Evil outsiders, invader aberrations from the outer worlds, and mischevious demigods have learned to recognize and fear the mechagolem’s power and that of their masters. (Original Concept by Bardess)

Primary Class: Samurai.

Secondary Class: Summoner.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The mechagolem commander may select three summoner skills to add to his class skills in addition to the normal samurai class skills, one of which must be Spellcraft. The mechagolem commander gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The mechagolem commander is proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. The mechagolem commander is proficient with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Mechagolem: A mechagolem commander begins play with a powerful but limited construct called a