roguerouge |
What advice would you have for best use of this kind of golem?
Background: So, my goblin alchemist just got a flesh golem manual in the latest adventure. He's in a 7 member party, so it wouldn't need to be a dedicated frontline fighter. He would be useful as a bodyguard, however, as Max Biggins has had problems with melee combat and grapplers in the past, as he's a mad bomber type.
The Glob |
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What advice would you have for best use of this kind of golem?
Buy a chair. Strap to golem. Sit and throw.
More money? Buy a metal box with a chair, arrow slit and hatch. Strap to golem. Enter it. Sit and throw.
Golem getting banged up? Buy non magical armor and a shield for golem. A lot of the old 3.5 methods listed below still work or the basic principal can be adapted to pathfinder
http://brilliantgameologists.com/boards/index.php?topic=177.msg1963#msg1963
Wheldrake |
"Yeth, Marthter, there are many thingth that a thimple flethth golem can do. Thertainly, Marthter. The firtht thing to keep in mind ith that we can thpray noxthouth thpittle on you advertharieth whiltht informing them of your grandeur and thplendor..."
MageHunter |
Flesh golems can be healed by spells that deal electricity damage. There are also a whole bunch of specific spells that heal them. You should take a look at this section in Ultimate Magic. It's building and modifying constructs, and has a bit about repairing constructs. It also specifically states:
The make whole or rapid repair spells provide the easiest way to keep a construct in good condition. Both spells repair damaged constructs, even magic-immune ones like golems.
You should be good on that front, and definitely mending is along the lines of these spells.
MageHunter |
Mending will only work if you're at least CL 500; it only affects objects of 1 pound/level.
Huh, slight problem there. Well not to fear, with the power of cross math and Pathfinder nerdiness I'm sure we can crack this puzzle!
Cevah |
My bad about missing the electrical healing above.
That said, there is a blog cantrip Jolt (scroll down a little), that does 1d3. Take a while, but heal 2 hp in 3 spells on average.
You could also get a Shocker Lizard for it's ability to shock.
/cevah