Should i build a golem or clockwork?


Homebrew and House Rules


Hey,

The father of this char being a engineer and mother an arcane caster, i'm finding it difficult to decide what she should craft. As such a few questions:

1)In an AP, which would be more worth making, a golem or a clockwork bodyguard/soldier?

2)Said construct would possibly have the Construct Armor template as well, in case there's need of it. Because well....sorcerers are squishy, and a sorcerer in an armored suit sounds/looks cool.

3)Is there a way to make constructs more agile, possibly nullifying the need for the Arcane Armor feat or reducing the penalty at the very least. Since a construct armor counts to casters as wearing a breastplate (arcane penalty...). Textwise they get the penalty due to the added weight.

Thanks in advance for any suggestions.


Natalia Irvington wrote:

Hey,

The father of this char being a engineer and mother an arcane caster, i'm finding it difficult to decide what she should craft. As such a few questions:

1)In an AP, which would be more worth making, a golem or a clockwork bodyguard/soldier?

2)Said construct would possibly have the Construct Armor template as well, in case there's need of it. Because well....sorcerers are squishy, and a sorcerer in an armored suit sounds/looks cool.

3)Is there a way to make constructs more agile, possibly nullifying the need for the Arcane Armor feat or reducing the penalty at the very least. Since a construct armor counts to casters as wearing a breastplate (arcane penalty...). Textwise they get the penalty due to the added weight.

Thanks in advance for any suggestions.

Heya. I've dabbled a bit into construct ideas and golems, although haven't COMPLETELY put it into action though. In an AP, it highly depends on several things.

A. Is the GM willing for you to create your own construct using the construct point costs for customization, or predetermined constructs?
B. Which AP?
C. Do you want to slow down the game potentially with an army?

Things like Kingmaker, having construct and crafting various varieties for specializations to work on your kingdom, or act as spy drones, ect. can be extremely handy. In combat though, to ensure your not sapping away the fun, try and stick with at most 2 constructs to aid you in a typical combat.

If you aim to keep it simple, nonconfusing, but still very strong and handy, Golem is a go-to.

as for #2 and #3. Its VERY difficult to make a sorcerer good in an armored suit. You could ask if you could craft the golem with mithral and apply the mithral rare material aspect when using it as construct armor to help nullify some of the spell failure chance. Many GM's rule that the reason why heavy armor applies spell failure chance is due to the movement restrictions that can effect somantic components of a spell. That said, you could apply still spell metamagic to your spells that do require somantic components. Additionally, there's a trait called magical lineage that reduces the level cost of a metamagic by 1 to a particular spell. Arcane bloodline can be used to help nullify some of the lengthened cast time for applying metamagic on a spontaneous caster.

Hope this helps!

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