Knife Golem design

Homebrew and House Rules

Working on a custom golem for my campaign where my Magus is constructing a golem to wear as a suit (Complex Armor Mod from Ultimate Magic) and or fight beside it in battle. Its late and I have alot of different ideas of what I want but I want it to be balanced in terms of power and cost.
I was thinking of a knife golem with razor sharp knives all over its body and fingers tipped with blades.

The stats are for a medium sized golem, I started it by using the alchemical golem and adjusting the stats as per the Beastiary tables found on page 305 and 296, as well as the animated objects table in the beginning of the book.

I mainly need help with the cost for its abilities. I want to give it Rend and Bleed attacks as well as the standard immunity to magic with the exception of spells like heat metal or chill metal as well as ones with the electricity descriptor.

Immunity to Magic (ex) A magical attack that deals fire or cold damage slows an knife golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An knife golem gets no saving throw against electricity effects.

When a knife golem is targeted by either Chill Metal/Heat Metal it gets no save and its slam attacks and Fast Hands special ability deal cold or fire damage instead of its regular damage for as long as the spell lasts. The Knife golem is still slowed while under this effect for 2d6 rounds.

When a knife golem is targeted by a shocking grasp his slam attacks and fast hands ability deal an additional 1d6 electricity damage for 1 round, a knife golem gets no save against shocking grasp.

Fast Hands: As a full round action a knife golem can hurl daggers from its hands appropriate to its size as a ranged touch attack with a range of 60 feet with no range increment.

Armory: The Knife Golem can create regular daggers as it needs but they crumple to rust 1 round after they are fired. A knife golem can be loaded with up to 5 daggers per hand to be used instead of the golems regular daggers, loading or unloading a golems hand is a move action when done by the golem or another person.

I am thinking of a CR 9 (similar to the alchemical golem) with the same requirements except for the skill craft would be blacksmithing or weaponsmithing DC 20, and adding the advanced template once the details are nailed down a bit.

Any advice appreciated,

Gerrard Dixon

don't forget spells like rusting grasp, id look at the iron golem for inspiration, i believe your golem will end up looking like a mix between iron and alchemichal.

Also, in addition to damage, rusting grasp should block fast hands for a number of rounds, here are too many things boosting it currently so it needs a weakness.

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