Golem as Starting Equipment


Rules Questions


Is it rules-appropriate for a character with the appropriate starting wealth (i.e. an 8th level character with 33,000 gp) and the appropriate build to do so (Construct Golem feat, necessary skills, etc) begin with a golem they've crafted themselves?

The specific situation in question is an 8th level character with all appropriate skills and feats starting with a Flesh Golem (which would cost 10,500 for her to create).

It is ENTIRELY possible this is a very stupid question, and if so, feel free to treat it as such :D


Oh, sure. It's a creatable thing that you can grab with sufficient funds.


I dont know what the starting WBL list for an 8th level character, but they suggest against spending more than half of what you have on one thing.

I see it as a suggestion more than a hard rule, but in any event, it is up to the GM to allow you to do it. If the GM has said "spend as you please" then you can do it.

off-topic: Constructs are typically a bad investment. I am not saying don't do it. I am saying be careful and plan accordingly.

Sovereign Court

How do golems measure up in usefulness compared to the level where you can afford them?


wraithstrike wrote:
I dont know what the starting WBL list for an 8th level character, but they suggest against spending more than half of what you have on one thing.

Starting WBL is 33,000, so it'd be about 1/3.

Ascalaphus wrote:
How do golems measure up in usefulness compared to the level where you can afford them?

Well, it'd be about a 7th-8th level party. A flesh golem is CR 7, for what that's worth. It's a three-person group, so we can use all the meat shielding we can get.


If you normally can start with double gear if you have crafting feats, go for it...

In my game, high level new chars buy gear at marked value...


This is somthing you need to talk over with your GM. The books guide lines dosent allow you to buy stuff at half Price if you have the creation feats.
Also there is two socially unlucky things about a flesh golem.
1: Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.
2: the fact that it is made from dead folks and you May be a bit alon with feeling that it is a fine green recycling initiative.

But if your GM say yes. And you want to spend 3 feats and Lots of gold on a lose cannon made out of dead folks go for it.


The Berserk trait is fun.

In a 3.5 game we were in (World's Largest Dungeon), our artificer made a...clay golem at level 4 (a CR 7ish golem). Standing orders were that if it went berserk, we would break out of combat, run like hell, and hope something else killed it.

Highest % we got up to was 14%. Statistically speaking, there was a 66% chance that it would have gone insane (at some point) prior to that.*

(The golem never went berserk the entire campaign)

*0.99*0.98*0.97...*0.86 ~= 0.33

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