Can golems run?


Rules Questions

RPG Superstar 2009 Top 8

You can run for a number of rounds equal to your Constitution modifier, then you have to make Con checks to keep going.

Golems (and other constructs) have no Constitution so either:

A) They can't run at all.
or conceivably
B) They can run forever since they never tire.

Thoughts?

Liberty's Edge

I had always assumed constructs and undead could run indefinitely, actually looking at the fact that they don't have the con to run makes me wonder. On the other hand it's immune to the non lethal of a forced march and obviously cannot become tired which puts me in the boat where I believe they can run forever. Either way I am interested in the answer to this question as well.

Scarab Sages

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They run as if their Con Modifier was +0

Getting Started wrote:

Constitution (Con)

Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.


They can hustle forever ... and ever ... and ever ... ;)


You can run for a number of rounds equal to your Constitution score to start with. Undead and Constructs count as having +0 Con modifier for Con-based checks and we can extrapolate that for rules elements based on the score itself, they have a score of 10. Thus, they can run for 10 rounds without issue. After this, they must make a DC 10 Con check which increases by +1 each round. Thus, on round 11, it's a DC 10 check, round 12 it's DC 11, round 13 it's DC 12, etc. With no bonuses from other sources, a construct with a virtual Con score of 10 can run for 10-21 rounds depending on how many consecutive Con checks it passes with the 11th round being a 45% chance to stop and the 21st round being a 95% chance to stop.


While I believe Imbicatus and Kazaan are correct, I would personally rule that (most) undead or constructs are tireless.


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Of course they run, until they crash. [Damn viruses.]


As odd as it sounds, undead and constructs can't run continuously despite having no CON score. As written, the runs force a 'rest' period of 1 minute between each run but does not specify a condition or effect other than being able to walk your normal speed during that time.

So, the undead/construct can Run as long at as it passes the CON checks, must move normally for 1 minute and then can Run again till it fails its CON check. This effectively works out to be a Hustle, under the movement rules, and the undead/construct are immune to the nonlethal damage and fatigue of said action.


DualJay wrote:
While I believe Imbicatus and Kazaan are correct, I would personally rule that (most) undead or constructs are tireless.

Well, if you want to go by that approach, it would be more reasonable to say that, with an actual Con score of "none", a Construct or Undead can run for "none" rounds (similar to a caster with -- 2nd level spells cannot cast those spells regardless of how high their casting score is). And this makes sense; the construct has a fixed speed based on its construction and can't "hurry" by using extra energy because it isn't biological and Undead are, well, dead. Their biological processes aren't working any more so explosive muscle power isn't really something that they can do; though, they do use Cha in place of Con for most Con-related rules elements so you might say that an Undead can run but using Cha score for base rounds and making a Cha-based check to determine whether they run out of undead juice.


It seems like it should fall under the Fort save exemption, since the check shouldn't ever apply to mundane objects, but it doesn't through a finicky distinction with actual Con checks.

Scarab Sages

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Personally, while I stand by the run checks at +0, I would never have a golem run. I am very much a fan of the slow steady never tiring advancement of a terminator.


Imbicatus wrote:
Personally, while I stand by the run checks at +0, I would never have a golem run. I am very much a fan of the slow steady never tiring advancement of a terminator.

I'm going to agree with this. Undead/Constructs are immune to hustling and forced march penalties, so they will eventually catch up to living targets in an extended chase. As a DM, I'd never let constructs 'run' (double move maybe, except for special circumstances) and limit mindless undead to the same restriction. Intelligent undead could run for a minute before they decide to slip into double movement and eventually catch their prey.


Has he lost his mind?
Can he see or is he blind?
Can he walk at all,
Or if he moves will he fall?
Is he alive or dead?
Has he thoughts within his head?
We'll just pass him there
Why should we even care?


DM_Blake wrote:

Has he lost his mind?

Can he see or is he blind?
Can he walk at all,
Or if he moves will he fall?
Is he alive or dead?
Has he thoughts within his head?
We'll just pass him there
Why should we even care?

You couldn't have picked a more perfect song to quote for this thread. You have my admiration. Now I have to go play it.


In 3.0, golems (with a few exceptions), couldn't run regardless. In 3.5, that restriction appears to have been removed, though I don't know why. The golems are still described as moving steady, slowly, ponderously, etc.


By the rules, they probably can't.

My logic, however, is ...
The CON limitation represents how long you can run before getting tired.
Golems do not get tired.
Therefore, Golems can run infinitely.


I would suggest that it's not a matter of tired or not. Constructs are closer to "magical machines" than monsters IMHO. As such its a matter of wear and tear.

Think of it like an engine. How long can you rev an engine before it heats up, something cracks or gets into the mix? Take that analogy to a stone golem. You're pushing it to move faster than its specs. Assuming (for the moment) that its mastered the balance portion of running, you're grinding rock on rock at a rate faster than the design document. Following this to its logical conclusion, I would argue that its a series of saves... fort? reflex? before something snaps and it's "broken". (Broken here would imply half movement or worse, if its some sort of critical failure.

To that end, I would also argue that direct application of a "oil of haste" would allow a golem to move at a faster speed for the duration of the oil. However, at this point I have gone beyond rules interpretation and into rules invention.


You assume that golems aren't designed to be able to run.
I assume they are.

Diff'rent strokes, diff'rent blokes.


It's not specifically stated in their stat block, and there's question as to whether they can run at all. I would argue that they, as a rule, cannot.

There's also rules for modifying golems in... Ultimate Magic? Crafting running golems would fit perfectly in there.

Note: I agree that running golems are cool!


Exactly, special circumstances.


As for mindless undead not running, you'd have to first explain what running is. Not the easiest task for something that cant do more than remember the last thing it was told.

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