Intelligent Flesh Golem with touch spells wants to heal self?


Rules Questions

Scarab Sages

Ok I have a pc that asked to play an awakened flesh golem /sorcerer I actually have no issue with this as long as balance is retained which it is. However, the PC has chosen to take Shocking Grasp as one of it's spells and was hoping to (not sorry for the double entendre)touch himself releasing the spell thus healing himself. Furthermore, since Mend does not work on constructs what low level spell will in effect heal them other than pumping them full of electricity?

Contributor

There's a pile of stuff in Eberron meant for repairing construct and dealing with living constructs.

Honestly I'd just tell him to take an Eberron warforged, reskin it as a "sentient flesh golem," add a couple twists and tweaks for flavor, and let him go from there.

Scarab Sages

Kevin Andrew Murphy wrote:

There's a pile of stuff in Eberron meant for repairing construct and dealing with living constructs.

Honestly I'd just tell him to take an Eberron warforged, reskin it as a "sentient flesh golem," add a couple twists and tweaks for flavor, and let him go from there.

I understand the ease of using eberon however, lets say you get a flesh golem manual create the sucker and something happens to damage your precious creation there has to be an easy (ish) fix. As stated above I know electricity works 1pt for every 3 dmg


fatouzocat wrote:
Ok I have a pc that asked to play an awakened flesh golem /sorcerer I actually have no issue with this as long as balance is retained which it is. However, the PC has chosen to take Shocking Grasp as one of it's spells and was hoping to (not sorry for the double entendre)touch himself releasing the spell thus healing himself. Furthermore, since Mend does not work on constructs what low level spell will in effect heal them other than pumping them full of electricity?

You are obviously not playing strict PFRPG so I'd take a look at the Ebberon/Complete caster books. There was a spell created specifically for repairing constructs (living constructs - warforged and a PrC that made constructs) to deal with their SR and qualities. Repair construct had multiple variations, similar to cure wounds chain.

As for the character concept... I would actually suggest looking at the warforged race, it has a lot of traits that give the flavor of being a construct and is balanced "out of the box" as the saying goes. You are saying balance is being maintained but that is a pretty powerful combination you are talking about so forgive me for having reservations :)

Scarab Sages

Quote:

You are obviously not playing strict PFRPG

As for the character concept... I would actually suggest looking at the warforged race, it has a lot of traits that give the flavor of being a construct and is balanced "out of the box" as the saying goes. You are saying balance is being maintained but that is a pretty powerful combination you are talking about so forgive me for having reservations :)

Not strict but not far off. Flesh golem =cr 7 use the rules in the back of the mon manual and add char levels increases the cr considerably and adventuring with a group at lev 11 so the golem actually seems a bit weak in some respects. The major down side being it's ability to heal after a conflict.

I just want the healing effects to hopefully come from pathfinder as well

Grand Lodge

fatouzocat wrote:
I understand the ease of using eberon however, lets say you get a flesh golem manual create the sucker and something happens to damage your precious creation there has to be an easy (ish) fix.

See make whole. The rule for repairing magic items probably also applies, though it's not quick or cheap.


fatouzocat wrote:


Quote:

You are obviously not playing strict PFRPG

As for the character concept... I would actually suggest looking at the warforged race, it has a lot of traits that give the flavor of being a construct and is balanced "out of the box" as the saying goes. You are saying balance is being maintained but that is a pretty powerful combination you are talking about so forgive me for having reservations :)

Not strict but not far off. Flesh golem =cr 7 use the rules in the back of the mon manual and add char levels increases the cr considerably and adventuring with a group at lev 11 so the golem actually seems a bit weak in some respects. The major down side being it's ability to heal after a conflict.

I just want the healing effects to hopefully come from pathfinder as well

CR 7 means that it is a challenge vs 4 characters of the appropriate level. That would mean the equivalent effective level is much higher and certain abilities that are possessed push it even higher before class levels (9 HD and immunities most memorably). If I remember correctly the character level equivalent in 3.5 was something like 15th level character (savage species book).

As for the "healing" the only thing I can think of off the top of my head would be things like limited wish/miracle/wish as they are fairly open ended. Or just flat out repair rolls, I want to say something like craft was given for golems made out of other materials, but as a flesh golem I can't really suggest that as it doesn't make sense lol.

Grand Lodge

Skylancer4 wrote:
Or just flat out repair rolls, I want to say something like craft was given for golems made out of other materials, but as a flesh golem I can't really suggest that as it doesn't make sense lol.

The Bestiary lists Craft (leather) for a flesh golem. However, that won't restore its arcane life force, any more than a blacksmith can fix a broken magic sword. pp. 459 and 566 give details.

Scarab Sages

Starglim wrote:
Skylancer4 wrote:
Or just flat out repair rolls, I want to say something like craft was given for golems made out of other materials, but as a flesh golem I can't really suggest that as it doesn't make sense lol.
The Bestiary lists Craft (leather) for a flesh golem. However, that won't restore its arcane life force, any more than a blacksmith can fix a broken magic sword. pp. 459 and 566 give details.

Thx Starglim i think this all kind of answers my questions. Because healing is difficult/expensive the golem choice becomes risky at best therefore the player will just have to suck it up. I will allow him to use his shocking grasp charges and receive the 1/3 hp from that or any electricity spell thrown at him, other than that the thing is restricted. thx all

Grand Lodge

fatouzocat wrote:
Starglim wrote:
Skylancer4 wrote:
Or just flat out repair rolls, I want to say something like craft was given for golems made out of other materials, but as a flesh golem I can't really suggest that as it doesn't make sense lol.
The Bestiary lists Craft (leather) for a flesh golem. However, that won't restore its arcane life force, any more than a blacksmith can fix a broken magic sword. pp. 459 and 566 give details.

Thx Starglim i think this all kind of answers my questions. Because healing is difficult/expensive the golem choice becomes risky at best therefore the player will just have to suck it up. I will allow him to use his shocking grasp charges and receive the 1/3 hp from that or any electricity spell thrown at him, other than that the thing is restricted. thx all

It might have got lost above, but check make whole as well before deciding - Sorcerer 2 and restores 1d6hp per caster level, max 5d6, no spell resistance, which will be about three times as effective as his shocking grasp. It would be a difficult choice as a 4th level sorcerer's sole 2nd level spell, though. Maybe he can befriend another spellcaster. He might be able to buy oils of make whole as well.

Scarab Sages

Starglim wrote:


It might have got lost above, but check make whole as well before deciding - Sorcerer 2 and restores 1d6hp per caster level, max 5d6, no spell resistance, which will be about three times as effective as his shocking grasp. It would be a difficult choice as a 4th level sorcerer's sole 2nd level spell, though. Maybe he can befriend another spellcaster. He might be able to buy oils of make whole as well.

Yeah sort of what I was thinking combined with a weird twist on the bloodline more of an artificer bloodline therefore it could cast "DM SPELL DISCRETION" Artificers Touch (cleric domain spell) heals 1d6+1/2 caster lev HP to a construct 3+charisma bonus x per day ***not exactly as spell, the actual spell harms instead of healing and also mends*** This replaces grave touch. I will have to (pun intended) flesh out the rest of the bloodlessline

I will drop the undead portion of the bloodline i just haven't finished the process yet also note that i have edited the Beserk state to make the character playable.. I might still edit this to increase the difficulty of staying sane.

Here's the character for any interested
Name: MeAl Ive
Golem, Flesh (Large Construct) CR
Sorcerer level 2 (skill points 2) Sorcerer
(Bloodline; Undead/Artificer)
Init: -1; Senses Darkvision 60,

DEFENSE
AC: 20 + No Armour, + No Shield,
(Dex +-1, Natural +12, size -1, )
AC flat footed :20, Touch: 8
hp 88 (9d10+2d6+2+30);
Saves: Fort +3, Ref +2, Will +6
Defensive Abilities Damage reduction 5/adamantine, Immunity to magic,

OFFENSE
Speed: 30
Melee Attack: +14 Slam 2d8+5 Crit(20-20)X2
Full attack: +14 Slam 2d8+5
. +14 Slam 2d8+5 Crit(20-20)X2

Space/Reach: 10/10
Special Attacks: Other Beserk 5% cumulative per round, max 25% at the point the Golem goes Beserk it can make a will save vs the % it is currently at. It may then choose to remove itself from combat for 1d6 rnd or continue to risk loosing self control

Bloodline Undead/Artificer (DM); Corporeal Undead that were humanoids are treated as humanoids for spell effects

**Artificers Touch (Sp) Cast mending at will. Objects and Contruct touched 1d6 + 1/2 level dam. 3/day + Cha mod

STATISTICS
Str 20, Dex 9, Con 0, Int 9, Wis 11, Chr 15
Base Attack: 10 CMB 16 CMD 25
Feats:
Arcane Strike: +1 (+1/5 levels) damage and weapons are considered magic,
Combat casting: +4 Concentration checks for Defensive casting,
Blind fight
Improved Unarmed Strike: Considered armed even when unarmed,
Point Blank Shot: +1 to hit +1 damage if within 30 ft,
Precise Shot: Can shoot into melee without -4 penalty,
*Simple Weapon Proficiency: ,

Skills: Appraise -1, Bluff 6, Fly -1, Intimidate 2, Know arcana -1, Spellcraft 3, Use Magic Device 2,

ECOLOGY
Languages: Common
Alignment: Neutral

Spells Known:
Sorcerer
Spells
Level 0 (4) DC 12
Bleed(Necromancy)[ ] X 1
V,S rng: Close 25ft + 5ft/2 levels Dur: instantaneous
SV Will negates Area: one living creature
Description: You cause a living creature that is below 0 hit points but stabilized to resume dying

Detect Magic(Divination)[ ] X 1
V,S rng: 60ft Dur: Concentration, up to 1 min./level (D)
SV None Area: Cone-shaped emanation
Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject

Light(Evocation)[Light ] X 1
V,M/DF rng: Touch Dur: 10 min./level (D)
SV None Area: Object touched

Message(Transmutation)[Language-Dependent ] X 1
V,S,F rng: Medium 100ft + 10ft / level Dur: 10 min./level
SV None Area: One creature/level

Touch of Fatigue(Necromancy)[ ] X 1
V,S,M rng: Touch Dur: 1 round/level
SV Fortitude negates Area: Creature touched

Level 1 (5) DC 13
Chill Touch(Necromancy)[ ] X 1
V,S rng: Touch Dur: Instantaneous
SV Fortitude partial or Will negates; see text Area: Creature or creatures touched (up to one/level)
Description: One touch/level deals 1d6 damage and possibly 1 Str damage.

Shocking Grasp(Evocation)[Electricity ] X 1
V,S rng: Touch Dur: Instantaneous
SV None;Touch delivers 1d6/level electricity damage (max 5d6).


fatouzocat wrote:
Starglim wrote:


It might have got lost above, but check make whole as well before deciding - Sorcerer 2 and restores 1d6hp per caster level, max 5d6, no spell resistance, which will be about three times as effective as his shocking grasp. It would be a difficult choice as a 4th level sorcerer's sole 2nd level spell, though. Maybe he can befriend another spellcaster. He might be able to buy oils of make whole as well.

Yeah sort of what I was thinking combined with a weird twist on the bloodline more of an artificer bloodline therefore it could cast "DM SPELL DISCRETION" Artificers Touch (cleric domain spell) heals 1d6+1/2 caster lev HP to a construct 3+charisma bonus x per day ***not exactly as spell, the actual spell harms instead of healing and also mends*** This replaces grave touch. I will have to (pun intended) flesh out the rest of the bloodlessline

I will drop the undead portion of the bloodline i just haven't finished the process yet also note that i have edited the Beserk state to make the character playable.. I might still edit this to increase the difficulty of staying sane.

If you are looking for suggestions (or at least open to them), you may want to create the a post in the Homebrew or Advice forum with that information. We're starting to get out of the actual rules of Pathfinder and sometimes people frequent certain forums over others. Posting there might get some more eyes and prompt some other ideas as well!


fatouzocat wrote:


Quote:

You are obviously not playing strict PFRPG

As for the character concept... I would actually suggest looking at the warforged race, it has a lot of traits that give the flavor of being a construct and is balanced "out of the box" as the saying goes. You are saying balance is being maintained but that is a pretty powerful combination you are talking about so forgive me for having reservations :)

Not strict but not far off. Flesh golem =cr 7 use the rules in the back of the mon manual and add char levels increases the cr considerably and adventuring with a group at lev 11 so the golem actually seems a bit weak in some respects. The major down side being it's ability to heal after a conflict.

I just want the healing effects to hopefully come from pathfinder as well

There is magical item in the APG that allows channels to heal constructs. It should also be remembered that constructs die(are destroyed) at zero hit points, so that buffer is gone. He is also not subject to morale based spells, which are normally buffs.

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