Golems questions


Rules Questions


Dear Game Designers and Pathfinder rules enthusiasts,

I tried to find references for these questions but failed miserably, so question here:

1. Are golems able use or wear magic items?
2. How complex are the commands a golem can obey?
3. Can a character command a golem out of this combat turn?
4. Can control of the golem be permanently stolen from its creator?

Thank you.


1) Since Golems are constructs and have no Int, it seems to me that they are not a creature. My first impression would be that worn magic items only work for creatures.

2) If the person commanding the golem is present, I would allow it to get quite complex. But when leaving the golem alone the rules explicitly say that it can only be given "a simple command".

3) I'm not aware of rules that prevent someone from talking when it isn't their turn in combat. So I would allow a constant stream of commands from the golem owner to control its actions.

After all, summoned creatures also seem to always do exactly what their summoner wants.

4) You could trick the creator into giving you control. But I can't find any items or rules that allow you to steal them in the same way you can take control of undead.

Would be a very interesting new ability or spell, though!

Liberty's Edge

1. There is an example of an "aware" Flesh Golem in the "Classic Horrors Revisited" book who uses magic items and his type is still a Construct, so precedence says yes, they can. I believe that a standard golem could use magic items so long as they were not activated items.

2. They are essentially automatons, so they could follow very specific or general commands as long as there was no interpretation or judgment involved... it could be told to attack any intruders, guard a location, pick up every sword, etc... but it couldn't be told to "stop every wizard first" or whatever since it has no reasoning capability.

3. I don't think so, most commands have to be done with actions, be they free, swift, move or standard, and are thus limited to your turn.

4. I think so. Definitely if the creator is killed.


@Fromsie

1) Doesn't the Flesh Golem in that book have an Int score?

3) I don't see any rules in the golems section about "commands" or spending actions to have golems do things for the owner. The golem owner could certainly shout "flank the fighter attacking me" or "pick up the table and throw it at that wizard" during the heat of battle without spending any actions. PCs do the same thing all the time in the games I have played.

4) Are there rules for taking over a golem if the creator is killed? Maybe a spell in an expansion book?

Liberty's Edge

The Golem does have an intelligence score, however, as I said he is still a Construct. As long as there is no activation required, no big deal. Also, even though the standard golem has no Int score, they do have a Cha score and I think that is all it needs. It has some force of personality.

Commanding a golem should be no different than commanding a spell or an animal companion.

I am only assuming that a golem can be stolen if the creator/owner is killed.


I think the animal companion is a good analogy, Fomsie. The golem is essentially a magical companion.

What's strange is that it doesn't even have animal-level intelligence. And yet it can understand instructions given in a language. So that's a wash.

I've never seen a game where a ranger had to burn a standard action in order for his wolf to attack an enemy. Seems reasonable that a golem will simply fight with it's owner in whatever way works - barring something strange or unconventional.

There's a whole section called "Issues of Control" that discusses the various aspects of who controls a companion and how much.

In the end it seems to say, "do what works for your campaign." Not entirely satisfying for those who love RAW. But there you have it.

Liberty's Edge

Right, I don't think it needs round by round commands, if ordered to attack or defend, it will do so until told otherwise or the situation is no longer valid. Changing orders should take an action just like directing a spell like call lightning or flaming sphere.

Technically, every ranger or druid is supposed to make a handle animal roll to get their pet to attack or what have you, but most have enough points in the skill by 3rd or 4th level that handle checks for known tricks are automatic (standard difficulty is 10, 12 if injured and such).

I agree on the last bit, constructs as a player asset are woefully under detailed and should therefore be run in whatever manner best suits your game.


Hmm. Reading a bit in the Animal Companions rules. Apparently it takes a Move Action to use Handle Animal to change a companion's orders.

That's not too bad at all, and a reasonable requirement if a golem owner wants the golem to do something other than 'smash all enemies'.

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