Golem crafter Wizard


Advice


I've always wanted to try the Golem crafter wizard but everytime I read it the more impossible it seems to do. Is there a way to make it viable in any way? I'm stumped


If there is one type of golem you want to make you could try This.


Dr Styx wrote:
If there is one type of golem you want to make you could try This.

that is the only way to be a golem crafter wizard. it was kinda implied.


no it isnt?

Most people are going to assume you were planning on taking Craft: Construct


My bad, thought you were just against having to take the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. That way you can make any Golem you like.


Danzibe1989 wrote:
I've always wanted to try the Golem crafter wizard but everytime I read it the more impossible it seems to do. Is there a way to make it viable in any way? I'm stumped

What are you finding impossible about it? The usual compliant is that it costs too much in time and money for a minion that isn't very useful when following you along on adventures.


Dr Styx wrote:
My bad, thought you were just against having to take the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. That way you can make any Golem you like.

why would I do that as a wizard when at lvl 9 I can take 1 thing that functions as 3 feats for 1 golem, that I can take AGAIN and pick ANOTHER Golem? Its still not viable because despite having those things you still ha e to acquire the book and then, somehow, acquire and lug around all the materials to make it, especially if you have to buy them from town to town.


Plausible Pseudonym wrote:
Danzibe1989 wrote:
I've always wanted to try the Golem crafter wizard but everytime I read it the more impossible it seems to do. Is there a way to make it viable in any way? I'm stumped
What are you finding impossible about it? The usual compliant is that it costs too much in time and money for a minion that isn't very useful when following you along on adventures.

that's the reason. I'm trying to find a better way to make it viable


I have a PC that I am bringing into the Craft: Construct route, he is more alchemically-inclined and I plan to go with a few Homunculus & an Alchemical Golem as his creations.

Everything else, including getting creative with Animated Objects, just gets too expensive in time and gold for what I would like to have them do.

(unless I went 3pp, which is no-go for this campaign.)

So yea, the excitement of doing a construct crafter is dashed by the game mechanics.


mardaddy wrote:

I have a PC that I am bringing into the Craft: Construct route, he is more alchemically-inclined and I plan to go with a few Homunculus & an Alchemical Golem as his creations.

Everything else, including getting creative with Animated Objects, just gets too expensive in time and gold for what I would like to have them do.

and that's the unfortunate part, because that'd be such a cool thing to do


I wanted to make an Animated Object that is a saddle on my riding dog.

I unbuckle, fly and cast spells from on high (which is no different that casting "fly" but gets UNGODLY expensive to do as Crafting the saddle.)


Another "inhibitor" is the DC13 Knowledge: Arcana to detect an object as an Animated Object.

How can I make a few and give them anonymously to victims so that when my party attacks their stronghold we have hidden allies within when basically, someone can "Take 10" with a +3 and see them for what they are?

Take away MY fun!


mardaddy wrote:

Another "inhibitor" is the DC13 Knowledge: Arcana to detect an object as an Animated Object.

How can I make a few and give them anonymously to victims so that when my party attacks their stronghold we have hidden allies within when basically, someone can "Take 10" with a +3 and see them for what they are?

Take away MY fun!

well, if they aren't given a reason to suspect it, why would they?


The campaign is set in Cheliax, "vs. powers that be," so yea.. it is reasonable they'll suspect a few nicely sculpted stone statues of devilish imps anonymously dropped off at their doorstep with a note thanking them for their dedication to preserving order.


mardaddy wrote:
The campaign is set in Cheliax, "vs. powers that be," so yea.. it is reasonable they'll suspect a few nicely sculpted stone statues of devilish imps anonymously dropped off at their doorstep with a note thanking them for their dedication to preserving order.

Then don't turn them into Imps? why not miniature soldiers of their likeness?


I may not have explained that well.

PC sculpts an art object that looks appealing to them, something they would want to decorate their abode with (I used imps because they are Asmodeans, but it can be anything.)

Making them Animated Objects at the same time via Craft: Construct.

Keep them "inert" until the creator commands them - which would happen when we assaulted the abode and the PC commanded these statues (Animated Objects) to join in the attack.


You don't disguise them. You make it obvious they are animated but you don't reveal the extent of what they can actually do. You make it seem like a limited use or functionality toy or lark. For instance, you order the object to obey the command of the person who opens the box, but only if that command is 'Dance' or 'Wave' or 'Flex'. You leave a card with these words in the box, that way when the person opens it, if they say one of these to the creature (not necessarily just in the room or presence) then the little imp does one those things for 1-3 rounds then stops. They shouldn't detect as magic if Constructed (if under animate object they will, but I doubt that's what you're planning.)

That way, they have no reason to suspect it isn't an animated object, but might not realize it can do a lot more things when commanded by you. Technically... if your command is to listen to the target for those commands only, if you order it to attack later there might still be a conflict if during the fight the target distracts the object by telling it to dance for 3 rounds, but that just might be funny. Although you could also come up with a specific command "Unless I order you to attack, listen to (blah)..." but remember that if it's too complicated or requires judgement the command can fail.

Or better, you just include a length of stick labelled 'Control wand' that looks like a wand (non-magic) that has an engraving of the imp and the three words on it and just have the object commanded to perform those specific commands for anyone holding the 'control' wand and pointing it at them.


Now that is some creative problem solving right there.


Danzibe1989 wrote:
why would I do that as a wizard when at lvl 9 I can take 1 thing that functions as 3 feats for 1 golem, that I can take AGAIN and pick ANOTHER Golem? Its still not viable because despite having those things you still ha e to acquire the book and then, somehow, acquire and lug around all the materials to make it, especially if you have to buy them from town to town.

At level 7, there is 11 types of Constructs you can make with Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct Feats. Including Two Golems, no book required. A Golem Manual is only needed if you don't have the above Feats or if you don't have the Golem Constructor Discovery. And you can make magic armour, weapons, and lots of wondrous stuff (including Golem Manuals for others to use).


There's a basic (magic) trait (IIRC) for -5% cost on construction stuff, so you can turn a profit on the pre-requisite feats and build the statues for cheaper. As for time: Arcane Builder, if your GM allows it to apply to constructs. -25% time, and you can double your progress per day (a different approach) 4 levels sooner.


Actually, a Wizard can "effectively" get Craft Construct at Level 1 now, by taking the Protector of the People feat. Once you craft a golem of CR 5 or greater and donate it to your community for its defense against persecution, you then gain it permanently even if you don't meet the prerequisites for the feat.

The problem then comes down to what the GM allows rules-wise...and making money fast enough to build that first golem for that town you're trying to defend against Cheliax.

Choice 1: Focus on Alchemy and use the Unchained crafting rules to churn out Tindertwigs.

Spoiler:

1) We need a Human, and crank INT to 20 for that +5 mod.
2) Worship Norgorber or Urgathoa
3) Take Focused Study to replace the bonus feat trait. Take Skill Focus [Craft (alchemy)].
4) Take Protector of the People feat.
5) Take a Torple familiar with Valet archetype so that it has Cooperative Crafting and give a +2 to Alchemy. [don't ask me how that is supposed to work; it has no hands] :P
6) Take the Patient Calm (Faith) and Alchemical Adept (Magic) traits.
7) Take a Drawback and choose a third trait (Hedge Magician)
8) Get your hands on an Alchemy Lab,
9) Get a Portable Altar, Masterwork (Demon Hunter's Handbook, pp.18-19)
Price: 400 gp; Weight: 40 lb (Norgorber and Urgathoa focus on Alchemy)
10) Take the drug Daemon Seed (Horsemen of the Apocalypse: Book of the Damned) for extra boosting of your craft skill.

Get the following magic items:

Cauldron of Brewing
Aura faint transmutation; CL 5th
Slot none; Price 3,000 gp; Weight 5 lbs.

Description:
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to
hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Construction Requirements
Craft Wondrous Item, trained in Craft (Alchemy); Cost 1,500 gp

ARCANOLEMBIC
Aura moderate transmutation; CL 10th
Slot none; Price 5,000 gp; Weight 2 lbs.

DESCRIPTION
This glass flask looks similar to the alembics used by alchemists to distill various liquids, but this one is framed in a delicate silver
brace and the glass is etched with various arcane runes. When used to create an alchemical object, the arcanolembic allows the creator to double her progress for 1 day’s work (although this does not affect the cost or the price of the components of the object). In addition, when used to brew a potion, the arcanolembic reduces the time needed to create the potion by 25%. Finally, the arcanolembic can be used to hold one potion. When a creature consumes a potion from the arcanolembic, the potion is treated as if the caster level were 2 higher than the usual minimum for a potion of its level. Placing a potion into the arcanolembic is a full-round action. While holding a potion, the arcanolembic cannot be used for any other purpose.

CONSTRUCTION
Requirements Brew Potion, Craft Wondrous Item, 5 ranks in Craft (alchemy); Cost 2,500 gp

Choice 2: Focus on Scrolls

Spoiler:

1) We need a Human, and crank INT to 20 for that +5 mod.
2) Worship Cayden Cailean (leather=parchment); Worship Irori/Nethys (books); or Worship Shelyn (papermaking=art???)
3) Take Focused Study to replace the bonus feat trait. Take Skill Focus [Craft(X)].
4) Take Protector of the People feat.
5) Take a Valet familiar so that it has Cooperative Crafting.
6) Take the Patient Calm (Faith) and Love Lost traits.
7) Take a Drawback and choose a third trait (Hedge Magician)
8) Get Masterwork tools.
9) Get a Portable Altar, Masterwork (Demon Hunter's Handbook, pp.18-19)
Price: 400 gp; Weight: 40 lb
10) Take the drug Daemon Seed (Horsemen of the Apocalypse: Book of the Damned)

Get the following magic items:

Cracked Magenta Prism Ioun Stone
+2 competence bonus on checks with any one skill you choose, can be changed once per day; 800 gp.

Cracked Scarlet and Blue Sphere
+1 competence bonus on one Intelligence-based skill; 200 gp.

Headband of Vast Intelligence
Aura moderate transmutation; CL 8th
Slot headband; Price 4,000 gp (+2); Weight 1 lb.
The headband grants the wearer an enhancement bonus to Intelligence of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

If possible, use Race Builder and take the following:

Spoiler:

Slow Speed (-1 RP): 20 ft. base speed, but not affected by Medium or Heavy armor
Delicious (-1 RP): -2 penalty on Escape Artist and combat maneuver checks to escape grapple against creatures with Bite attacks.
Emotionless (-1 RP): You have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.
Negative Energy Affinity (-1 RP): You are healed by negative energy.

and then get
Skill Bonus (2 RP): Pick Craft (X). Members of this race gain a +2 racial bonus on skill checks made with this skill.
Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level. [Take the Prodigy Feat and focus in Craft (X) and another Craft skill.]

If your GM allows D&D 3.5 material:

Spoiler:

Favored in Guild (Dungeon Master's Guide II, p. 227)
Benefit: Select one of your guild's associated skills. As long as you remain a member of that guild, you gain a +2 competence bonus on all checks made with that skill.

Magical Artisan[Craft Scroll] (Forgotten Realms Campaign Setting, p. 36)

Exceptional Artisan (Eberron Campaign Setting, p. 52)

Extraordinary Artisan (Eberron Campaign Setting, p. 53)

Magic Items: Quill of Scribing (Complete Mage, p.134)


james014Aura wrote:
There's a basic (magic) trait (IIRC) for -5% cost on construction stuff, so you can turn a profit on the pre-requisite feats and build the statues for cheaper. As for time: Arcane Builder, if your GM allows it to apply to constructs. -25% time, and you can double your progress per day (a different approach) 4 levels sooner.

There are three:

Eldritch Smith
Spoiler:
Source Dwarves of Golarion pg. 11
Category Basic (Magic)
Requirement(s) Dwarf
You are learned in the secret lore of the forge, rituals handed down for generations that some say come from Torag himself. Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.

Hedge Magician

Spoiler:
Source Ultimate Campaign pg. 57, Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 13
Category Basic (Magic)
You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

Spark of Creation

Spoiler:
Source Champions of Purity pg. 11
Category Basic (Magic)
You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

/cevah


Pathfinder Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

From a story perspective it is interesting, yet mechanically not suited to adventuring as much as other crafting choices (unless the adventure revolves solely on one PC in a 3-5 person group).

It is fantastic for a villain, NPC, hermit wizard, retired wizard, or any crafting mage that is tied to a set location and has a lot of time. Adventurers typically don't have the time to craft golems that are best used for defensive or labor means.

A cohort that stays back in town to craft could be the way around it, if allowed.

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