Animate Colossal Object?


Advice


The Animate Object spell states that a Colossal object counts as 32 Small objects, which means that it would take a CL of 32 to animate a Colossal object.

What are some ways to be able to reach a CL of 32, for purposes of animating a Colossal object, other than a level 32 character?


Ask a God?

Cast Wish and then wish for the ability to animate a colossal object with your next casting of Animate Object?


Any campaign that includes circle magic. Plus there are a few prestige classes and items that could help. Depends on what material is allowed.

Alternately you could animate it in parts then have a control module to make sure everything cooperates. it'd be a bit complex, but not un unreasonable high level NPC project.


RaizielDragon wrote:

The Animate Object spell states that a Colossal object counts as 32 Small objects, which means that it would take a CL of 32 to animate a Colossal object.

What are some ways to be able to reach a CL of 32, for purposes of animating a Colossal object, other than a level 32 character?

Tattooed sorcerer can add +2 eventually for bloodline and one school.


Level 20, Spell Tattoo, Spell Specialization, Spell Perfection and an Ioun Stone can get you to 27.

You could make up a metamagic feat that allows your spell to be 5 levels higher than your actual caster level for that spell. Maybe a +2 or +3 for that.

Then you could get there.


What is "circle magic"?

Also, any material in the d20 PF SRD is allowed, which seems to include a lot of 3rd party stuff as well.


RaizielDragon wrote:

What is "circle magic"?

Also, any material in the d20 PF SRD is allowed, which seems to include a lot of 3rd party stuff as well.

It's a 3.5 thing where other casters could contribute and effectively increase the caster level of a spell to phenominal levels.

I think their might (and I stress might) be a teamwork feat that does something similar. I think it's called Cooperative casting or some such.


Cooperative casting, and a bard that buffs caster levels (forget which archetype) can get you close. Not sure if that will get you high enough.


Get the Craft Construct feat (has 2 prerequisite feats) and spend 9.5k gold.

Then crack open Ultimate Magic and start adding mods, like a mummified brain preserved in a canopic jar that gives it skills and feats, or just wearable armor with a 0 armor check penalty.


Looking around if you still need higher caster level there is the drug AEther, it's a +1 to caster level and for a few hours you need caster level checks dc15+spell level to cast any spell which isn't that bad.


Do the beneficial effects of drugs stack? i.e.: Could I take 10 doses of AEther to get +10 effective caster level? Of course also taking 10d2 CON damage, and very likely becoming addicted.


I'd say no, because it's from the same source.


boring7 wrote:

Get the Craft Construct feat (has 2 prerequisite feats) and spend 9.5k gold.

Then crack open Ultimate Magic and start adding mods, like a mummified brain preserved in a canopic jar that gives it skills and feats, or just wearable armor with a 0 armor check penalty.

Just curious, where did you get the 9.5k gold. I'm a little fuzzy on how using Create Construct vs Animate Object works.

I understand you're creating the construct from scratch with Craft Construct as opposed to animating an existing object with Animate Object; but how do you craft it?

Do you have to build it from scratch?

Could you elaborate a bit on how you are using Craft Construct to make an animated object?

To be specific, I am trying to animate a Galley ship.


A magician bard could help boost it up as much as +4.


thegreenteagamer wrote:
A magician bard could help boost it up as much as +4.

That takes it to 31 with the rest of the feats I mentioned. This and that drug make it possible.

20th level caster
Ioun Stone +1
Varisian Tattoo +1 (+2)
Spell Specialization +2 (+4)
Spell Perfection
AEther +1
17th level Magican Bard Assistant +4

32 caster levels

Well, there you have it. A way in the rules to get there. That's kinda cool.


base cost for an animated object is Hit Dice (13) + Construction points (6) * 1000 gold, cut in half when you're making it yourself, and plus the base cost of the object.

The object itself varies, but my character usually just walks to the nearest big-arsed rock and casts Fabricate as many times as it takes to make your craft check.

SRD wrote:
Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat. Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000. The creator must be of a caster level equal to or higher than the animated object’s Hit Dice.

Relevant portion bold.

Everything else is up to your imagination and DM's approval. I realize that's broad and possibly uncomfortable but if you're already being allowed to MAKE an animated object, you have tacit approval for not necessarily making it suck.

So, you're making a "living ship" for your party to adventure on the high seas, yes? First issue you'll need to consider is movement. AOs always walk before they swim, so you will have to spend a CP on movement type: swim. How does it swim? I recommend find and a sea-serpent style tail that work under the water or slither on land, but rowing oars and spinning wheels on the bottom work just as well. Also remember "swim" means it can go under in a pinch, though chances are your party will find it more challenging.

If I am parsing Beastiary Pg 292 correctly your base speed for walking (and therefore wimming is 40, which I recommend increasing to 50 with another CP (4 left).

Since ships burn I recommend resistance: fire for 1 CP which I would describe as the construct using ropes and buckets and mops to keep itself moist all the time. (3 CP left)

It is not clear to me whether you could have an animated object "auto-loading" or at least "auto-winding" ballistae, catapults, and the like for the crew to fire at enemy ships. Ask your DM.

Finally I recommend attaching grapnels, chains, and lines all over the galley in order to give it Exceptional Reach (1 CP), Improved Grab (1 CP), and Constrict (1 CP) as it uses those chains and ropes to grab things up to 15 (? It's collosal (long) and +5 reach, I don't remember the face/reach for that) feet away and pull them in for rescues, boarding parties, or good old fashioned death by choking.

And there you go, living ship, find some 3rd party Awaken Construct spell and start having arguments with the Figurehead as she demands to know WHY her boobs have to be out all the time and what's the deal with not giving her a proper barnacle-treatment this week and so on and so forth.

Enjoy.


That seems like the best option boring7. I can do it before level 20 which means we have time to actually enjoy our living ship.

This seems a bit cheesy, but while looking at the CP uses, I noticed something.

The base speed of a colossal animated object is 30 ft. You can spend 1 CP to gain a movement type of that speed from the following list: swim, fly, burrow, climb.

It can also take the flaw Slower to reduce a movement speed by 10 feet to gain a CP.

So, you could spend 4 CP to gain Burrow 30, Fly 30, Swim 30, and Climb 30, then take Slower 12 times, reducing 4 of it's movements to speed 0, keeping one at 30, for a net gain of 8 CP, giving you 14 CP to work with.


Pretty sure they don't stack. Though that is vague, DM call, and quite amusing.

If you want to roll with the annoying, talking magic item joining your gang of crazy people (because really, what SANE person straps on some equipment and goes charging off into a wilderness filled with dragons and demons and such?) apparently it exists somewhere (I think the Spell compendium?) but the old 3.5 version was 9th level spell (rough) and 5,000 XP (normally translates to 25,000 gold) but otherwise was like awaken for plants, just with constructs. Pathfinder also has the lifespark construct template, but I just have way to much fun with talking robots.

And now Dethklok's "Awaken Mustakrakish" is stuck in my head." Troubling...

There are also construct mods (and more expensive construction techniques) in Ultimate Magic. And since the ship is a creature it can technically wear armor (standard rules for abnormally-shaped creatures) and despite lacking proficiency, as long as the armor has no armor check penalty it suffers no negatives. A mithral chain shirt or Masterwork Studded leather can up your ship's AC while also making the 4th wall weep meta-tears of agony.

But I'd stick with, "bolt on some plates, adds a +1 or +2 (like a shield) and provides cover for people on deck."


Love it, Boring. I was coming here to say that, but you added so much more to what I was planning to do with my own wizard and my own ship. Very nice.


Oterisk wrote:
thegreenteagamer wrote:
A magician bard could help boost it up as much as +4.

That takes it to 31 with the rest of the feats I mentioned. This and that drug make it possible.

20th level caster
Ioun Stone +1
Varisian Tattoo +1 (+2)
Spell Specialization +2 (+4)
Spell Perfection
AEther +1
17th level Magican Bard Assistant +4

32 caster levels

Then if you are a cleric, The Karma bead from a Strand of Prayer Beads you can get another +4 to your caster level.

That's 36, or able to be done at level 16 or 17 if your god doesn't let you do drugs.

Liberty's Edge

Sounds like you are playing Skulls & Shackles and you want to animate your ship?

I have the same desire, though at later levels (still only 5th).

Because, according to RAW, Animate Object will never be feasible for a character in the AP, I plan on approaching my DM and working out a role-playing solution.

Such as: go to Port Peril, find high-level wizard(s), ask for spell to be cast on vessel, pay a large amount of gold (which won't come close to the full cost, but will hurt the pocket anyway), and then do favours/quests/a future promise/etc to get the remaining debt paid.

That way you get what you want, an awesome ship, and the DM has more fuel for the game/story.

Cheers

Paizo Employee Creative Director

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Colossal animated objects aren't really things you can create with the spell animate object. You create colossal animated objects like you'd create other constructs, with the Craft Construct feat and lots of money. (Pathfinder #43, by the way, has the Construction requirements for animated objects—we didn't have room, alas, to print that information in the Bestiary.)


You could "Death Knell" a small village. You may need a wand to cast it that many times.

Grand Lodge

Pathfinder Companion Subscriber

Can an animated cabin be Hallowed?
The idea of a mobile small church sounds very cool.


Mirrel the Marvelous wrote:
You could "Death Knell" a small village. You may need a wand to cast it that many times.

This is a great idea and I'm very excited to be a part of it.


Always happy to add a touch of Evil to the mix.

Also, consider making soul gems out of them to offset the cost of the permanency spell.


@ blackbloodtroll: Well Baba Yaga, I'm pretty sure you can do that, though it would have to be a VERY small church. What might work best is if it was somehow folded-up. Perhaps a single wall with a pulpit, a big rolled-up tarpaulin roof that could unfurl, and some stacked-up or rolled up bunch of pews for people to sit in. Wouldn't really stop the wind, but it would stop the rain.

One other consideration for lower levels is you could always just animate the individual oars. Might be more expensive but I'm guessing the most important part of the living ship is the fact that it doesn't need a huge crew rowing away to move under its own power.

I've been having a slight obsession lately with Animated objects, mainly because they are the go-to for ANY kind of construct you can imagine that isn't a specific creation. Battlemechs, airships, fighter planes, city trains, whatever machine you needs can be copied with a construct as long as the job is simple enough. Heck I could even do CCTV and security cameras.

Also I absolutely love hardness. Where DR and elemental resistance and Spell Resistance can be gotten around one way or another hardness pretty much always blocks/reduces damage.


Pathfinder Adventure Path, Lost Omens Subscriber; Starfinder Charter Superscriber

How do you think flying castles are made? :D


I suspect they are bending the encumbrance rules for that one.

Not that I'm complaining because, hey, flying castle.


Next question: Can a moving castle wear rings of protection? Because if I am building a giant castle, it is going to have a force-field. And a ring of invisibility. Because why not?

I imagine there is a large stone hand somewhere deep in the bowels of the castle :p


If it has that hand? Rules say yes. Of course the ring of invisibility either doesn't cover the people in the castle, or leaves them effectively wandering though the castle blind because they cannot see it or themselves.

As a DM (since ALL of this is abstract enough to fall under DM rulings) I would allow it but make modifications. The RoP effect would be multiplied based on the castle's volume, and would extend to anyone inside the castle that was considered "invited."

The cloaking device would create a bubble where everything outside the bubble couldn't see anything inside the bubble. Price dependent on radius.

An "implanted" Orb of Storms would (unless the castle was otherwise ordered) maintain a constant shroud of fog and clouds underneath the castle and function normally.

And the flying Guymelefs wou-THIS IS NOT ESCAFLOWNE!

*ahem* sorry 'bout that.


You'll see you'll all see


Alright here we go
a level 20 cleric uses death knell, Aura to increase spell caster level high enough to cast animate object colossal and because of the RAH rules, https://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-t emplates/, I animate the planet then using a spell such as mind swap or magic jar I trade bodies with the planet from there I do something horrible along the lines of casting a spell that surrounds the user or I could just use polymorph any object to change my size to be smaller or I could cast something like metal to wood and curse the entire planet not to have metal. And for those who are taking notes yes I am using the feat still spell for the lack of limbs I have.


I'm not going to do the math there, but I don't think you'd be able to cast Death Knell enough to raise your CL that high.


TheGreatWot wrote:
I'm not going to do the math there, but I don't think you'd be able to cast Death Knell enough to raise your CL that high.

Death Knell, Aura I kill 12 chickens or commoners


Now all you have to do is find several million chickens and commoners to raise your CL high enough to animate a frickin' planet.


TheGreatWot wrote:
Now all you have to do is find several million chickens and commoners to raise your CL high enough to animate a frickin' planet.

Though there are ways for that, however, it won't be needed because the planet is colossal sized according to the official size chart


>.>


TheGreatWot wrote:
>.>

If it makes you feel any better I would use him as a big bad


Ego, the l̶i̶v̶i̶n̶g̶ animated planet!


TheGreatWot wrote:
Ego, the l̶i̶v̶i̶n̶g̶ animated planet!

Think bigger my GreatWot friend, become immune to fire damage and touch the sun.


You'd also have to be immune to electricity (the sun is made of plasma, and in Pathfinder plasma deals half fire and half electricity damage) and gravity effects. But yes... that could be done if you were incorporeal. :p


Wow. 11 posts and no one noticed the necro.

With the death-star coven, you can easily go bigger.

An 11th level witch with a coven of 21 other witches can get to 32nd caster level for the casting. Then having hired a 14th level sorcerer or wizard, have them cast permanency. You now have your colossal animated object that lasts until the permanency is dispelled. [Better to hire a caster with a higher CL.] If you hire a sorcerer with the Accursed Bloodline. Then your coven can pump the sorcerer's casting of permanency.

/cevah

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