Mass Golem Production: Theoretical Fun!


Advice


Well I decided to have some fun with theoretical's.

What would it take to create a theoretical Golem Army Utilizing all possible Rules if the GM is not to interfere. Just fun idea.

I decided to go with a crafting crew, using the Downtime rules for cash generation. This isn't that difficult and with minor maintenance can start your merchant empire and provide you with the resources to turn it into a non-merchant one.

Overall the only hitch in the plan was the fact that your hirelings at best only wen't up to level 3. If only they could be had for 2 higher levels, then they could have the create construct feat.

Well then while that is a sad limitation it is not the end! The fools still provide me with the resources to go into the next step!

Whilst I cannot grant my subjects the Craft Constructs feat, I CAN However CREATE constructs that will have the create construct feat.

Overall the ones that suit my purpose the best are Homunculi!

With Enough HD it gains more feats, with the spell like ability upgrade, it gains a caster level, it can be modified to have a higher INT Bonus, more skills, and better stuff. Bonus points for its spell like ability to be "Crafters Fortune".

Success! My Homunculi can now craft Golems! Whilst I don't think it can replicate itself (No Blood), its pretty good. Possibly with a Valet Familiar to create more Homunculi (Aint nuting saying that familiars can't have blood).

From then on I mainly just make an army of animated Objects. Not for any exact optimized combat purpose. Just for the cool factor of having a Golem Army.

How does that sound as a strategy? Am I missing anything?


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You can combine features to craft magic items. Homunculus provides the craft feat, follower provides the blood (and possibly a skill check or two) should be possible. Not that you necessarily care, homunculi probably aren't what you want to generate a horde of anyway.

This can go good, with apprentice wizards in your arcane tower being assisted (and taught) by crafting homunculi who teach them the ways of arcanery and crafting while also cranking out units for your army (or salable product).

This can go evil, with homunculi commanding iron golems to subdue and drag away human slaves for heavy lifting, metal mining/crafting of bodies, and other such things. Occasionally when a slave grows too old s/he is drained entirely, and the blood is used to craft a new "brother crafter" for the little flying monsters.

I'm seeing an adventure including constructs, a simulacrum (can be antagonist or imprisoned assistant), an evil homunculus with class levels who has been building this army and has his own master trapped inside a stasis bubble. Perhaps the simulacrum or the homunculus (or both) is trying to determine a method of gaining a soul or freeing themselves from old standing orders (they're still technically controlled by the progenitor wizard, he just can't give them new orders and they like it that way).

Main issue is raw materials. I'm still not as familiar as I should be with turning magic resource into magic item, but I know the gold income is pretty dang low, and it takes 50 of that gold per magic point. Not that you can't still do it with a big enough trade empire, as you said, but it's gonna have to be a big empire, AND you gotta keep the thing, since I recall it's pretty easy to lose control of your empire if you aren't there to keep a hand on the leash.


Well I want a Horde of Homolunculi for the purposes of crafting. In terms of RPing off the exact books this can TOTALY go awesome. Thanks for the idea of binding the Homoluncili to followers. Clever idea. Also clever idea.

OK, so here are some of the results of my theoretical experiment:

It took about a year of my 5th level character working (With a startup sum of 10,000 gold coins), but I ended up making a sweet startup Magic Item-torium.

It generates 16.7 GP a day, or 501 GP a month . This was in addition to a personal area that I pimped out for myself, and a solid starting crew. This took me about 8,000 GP to make.

It still cannot sufficiently run itself, so I spend another 6 months working there.

I increase in size. I need more labour, so I create a larger clockworkorium, and hire many more people to staff it.

Cashflow increases to 24.1 Cash a Day. Or 725 net gain of stuff a month.

Now I leave it alone with a manager; Partner. That takes down my daily earnings to 20.1 cash a day but thats cool with me. I tell them JUST to generate cash, to prevent capital attrition, (I mean even with it its still then a net gain of resources). At this point in time it can continuously grow without requiring adventurer money, and I prevent attrition as long as I immediately spend the resources to build stuff.

Overall I still need more cash, but this was just with the starting seed money of a level 5 adventurer. At level 10 the earnings are scary.

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