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Okay, i apologize for poorly pointing out that the tactics or effectiveness of the golem army was just to question if i had the magic DC stuff right, as well as show the absurdity of it if i was right.
Also golem army does not equal nukes it equals tanks, which yes by themselves have weak points but that's why they have other ground forces with them. Simple solution to the lack of self decision a golem has is to make it golem armor, similar to knights of old the trusted, and/or rich get golem mechs, if they go against the capitol the creators seize back control.

Sorry not trying to argue the tactics or effectiveness of the golem army, just how easy, with kingdom finances and longevity, it is to do stupid crazy stuff with magic crafting, and wondering why none of the pathfinder official games don't have crazy amounts of magic items around, especially sense a few +5s to the DC later, which is what i'm questioning, and a level 3 can start pumping out wondrous items with wish on them?


So i had it pointed out to me that i had misinterpreted magic item creation. Main feature being that i guess as rules written any requirements for magic items that are not potions, spell-trigger, or spell-completion magic items can just be substituted for a +5 DC to crafting.

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To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information).

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

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So does this mean that the DC is increased by +5 for every spell level abe what can be used by the crafter, or just a one n done +5 no matter the gap from crafters highest spell lvl to the spell put in the item?

Same question for CL is the +5 DC for each CL above the crafters, or just a one n done?

If both are one n dones, what is stopping every kingdom from golem armies?
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Iron Golem Creation Requirements

CL: 16th
Price: 150,000 gp;
CONSTRUCTION

Requirements: Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, creator must be caster level 16th; Skill: Craft (armor) or Craft (weapons) DC 21; Cost: 80,000 gp;
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So base DC 21 (DC=5+CL)
+5 for Cloud kill
+5 for geas/quest
+5 for limited wish
+5 for polymorph any object
+5 for CL
TOTAL DC = 46 Spellcraft

So any intelligent kingdom starts re-training it's smart people to craft magic items, on a kingdom scale the time n money to re-train low lvl people is dismal so ignoring that. Ideal re-train. Smart 5th lvl humans
Feats: Defiant Luck, Inexplicable Luck,
Crafts Wondrous Item, and Craft Construct
Max Skill points as a class skill
Intelligence score of 16
1 trait into spellcraft
1 apprentice for the aid bonus

So spellcraft bonus = 22 (8+8+3+1+2) with an average roll of '10' total is 32, which is still below 46...
BUT WAIT THERE IS MORE!
Now considering that these crafters Craft Wondrous Item and a kingdom to foot the bill... Why wouldn't they have magic items that increase there Intelligence and skills.
Now add;
+15 spellcraft magic item (Craft DC=30)
And +4 Intelligence headband (DC=28)
Add these to the 32 on a 10 roll and...
BOOM 49!
Suddenly u have lvl 5 crafters making DC 49 spellcraft checks on a roll of a 10, that also reroll one Nat '1' a day.
Total time and money for build is under 20000gp and right around a month to 1.5 months (includes re-train time) then on to popping out an Iron Golem every 80days

Why the kingdom? Well because it's still crazy expensive to make a golem army. But when each settlement of town size or larger should b able to out put 1 golem with BP to spare, and a kingdom is usually made of at least 10 town size or larger settlements any kingdom that survives a year or two should have iron golem armies.

Kindly plz check my math n my logic with these numbers n thoughts.