Racial Advantages: Odd-sized(Large2), Thick-Skinned
Racial Disadvantages: Elemental Weakness(choose one), Uncharismatic
Expel Material X: When a character gains their first level in Golem, they must choose a material that they are composed of. The exact material isn't terribly important, but depending on its category it has various uses. You may choose to place all of your bonus into a single material, or split it up among multiple materials, devoting parts of your bonus to one type and parts to another. When you split up bonuses, that ability's X is considered to be the number of points you have diverted into it. Some of the categories available and their effects are listed below.
Valuable: Once per day, you may exude a substance which can be sold as a commodity. The material you expel each day weighs X pounds and sells for X dollars.
Sticky: Once per day, you may expel a substance which acts as a powerful glue and covers a 5'x5' area. Anyone who wanders into it or is pushed into it is stuck and must make a strength roll equal to X+6 to break free. The glue-like substance breaks down after 1d8 hours.
Stinky: Once per day, you may expel a substance that produces a terrible smell. The smell covers a 20' cube and anyone who can smell within the area must make an intelligence roll of X+5 or lose all of their actions their first turn and have a -3 penalty to all actions for as long as they are in the cloud. The cloud dissipated after 2d10 minutes.
Tough: Once per day, you may expel a substance that has a high strength, acting as armor for a short amount of time. For X rounds, a single target has an additional 1 armor that stacks with their armor's defense or acts as 1-die armor for someone who is unarmored.
Sharp: X times per day, you may fire a substance that is made to puncture through items and deal damage. This is a Gym or Martial Arts attack with the Accurate stance, deals 2dAcc damage, takes a single hand action, and has a range of 30.
Healthy: Each day, you produce X ounces of material that can be either eaten or applied to wounds to restore 10 HP per use. Each use take one hand action. It loses its potency after 1 day.
Empower X: A golem is made of a particular set of magical substances, and by absorbing some of those substances can replenish their strength. Once per day, they may absorb at least a pound of the material they are composed of to regain X HP or half that in MP. The material you are composed of should be determined by the GM, but a pound of the material should have a cost of $2 and is not the same as the material you can expel.