Clay Golem autokill with ray of frost?


Monsters and Hazards


In the Bestiary under Clay Golem, “Harmed by Cold and Water: Any cold or water magic that targets the golem causes it to take 5d12 damage instead of the usual effect. “ So (3) Ray of Frosts to autokill ftw?


dpirate wrote:
In the Bestiary under Clay Golem, “Harmed by Cold and Water: Any cold or water magic that targets the golem causes it to take 5d12 damage instead of the usual effect. “ So (3) Ray of Frosts to autokill ftw?

I just noticed all golems have this weird dynamic.


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I HATE this about Golems, and I love PF2 & a majority of the monsters and the improvements Paizo made.
But Ray of Frost = Polar Ray?
And against a type of creature notorious for resisting magic?

This needs to go, and I really dislike thinking there's something I might have to houserule-hammer out of the game.
A much more balanced mechanic would be 1d12 per spell level, w/ 1d12 for mundane sources of cold & cantrips too even though they scale.
Then a 10th level caster (an appropriate PC) would be able to get that 5d12 if they had cold.
Or actually, why not have it be a Weakness to keep it simple?

Note: I'm not even a fan of Clay Golems taking cold damage, but if casters need a niche to contribute, I understand.


How about just changing the die size?

Roll the same number as you normally would be, except they're now d12s.

Or better yet, just take 4x damage...that way the GM doesn't have to tell the PCs, "actually..." and can just multiply the resulting damage themselves.


I homebrewed this. I hate this mechanic.
I made them take 50% more damage from their harmed by type. Also, if they save they fail, and if they fail they crit fail. To my thinking thats a better mechanic


I mean, PF1 did have this kind of thing too, where golems were immune to magic except specific spells or types of spells had very specific effects against them regardless of the normal effect of the spell, usually a debuff with no save and/or a seemingly arbitrary set amount of damage regardless of the level of the spell or caster.

Not saying you can or can't dislike the mechanic, just that this isn't something new as of Pathfinder 2. I never got the impression that golems and spell interactions were really hated in PF1, though I was never really around the forums so who knows.

Liberty's Edge

Didn't they invent a new version of Weakness for PF2? Why not just use that?

Give them Weakness 20 Cold/Water and call it a day, I don't see why they need to change the damage dice at all...


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Themetricsystem wrote:

Didn't they invent a new version of Weakness for PF2? Why not just use that?

Give them Weakness 20 Cold/Water and call it a day, I don't see why they need to change the damage dice at all...

I imagine because golems simply aren't like other creatures. They aren't even like other constructs. They are a complex network of magics binding an elemental to what would otherwise be mundane material. They've never interacted with magic like other creatures do: they don't have spell resistance, they have spell immunity. A slime demon, like the clay golem, isn't harmed by acid and takes extra damage from certain elements.

Unlike the Slime Demon, the Clay Golem is outright HEALED BY ACID. That's a thing only golems do as far as I can tell. Even creatures made of an element (like elementals or oozes) aren't outright healed by elemental damage the way golems are.

It makes sense for them to not interact with spells and weakness the same way when you look at them through this lens. Ray of Frost isn't having it's normal effect at all + some extra damage. It is triggering a chain reaction in those complicated magics enslaving an elemental spirit to its clay.


I am unsure whether 5d12 is the best number, but overall I like the mechanic for golems. And the wizard feeling like a hero for doing massive dmg with his Ray of Frost or any of the other characters have a weapon that deals cold damage being able to shine doesn't really bother me.

Even a bunch of low-level wizards would have trouble taken it down because they would have a hard time hitting it with the ray. But in general a build in weakness seems to be reasonable to prevent golems from running amok against the wizards that created it.


Nettah wrote:

I am unsure whether 5d12 is the best number, but overall I like the mechanic for golems. And the wizard feeling like a hero for doing massive dmg with his Ray of Frost or any of the other characters have a weapon that deals cold damage being able to shine doesn't really bother me.

Even a bunch of low-level wizards would have trouble taken it down because they would have a hard time hitting it with the ray. But in general a build in weakness seems to be reasonable to prevent golems from running amok against the wizards that created it.

I hadn't even considered the idea that the flaw would be intentional, but that makes a lot of sense. Especially when looking at clay and flesh golems that have a chance to go berserk and start attacking their creator.


Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Since cantrip damage scales now, the Ray of Frost doing more than the usual amount of damage is not the problem that it would have been in PF1.

But I do see a potential issue with a non-scaling 1st level spell doing that same 5d12 damage.


David knott 242 wrote:

Since cantrip damage scales now, the Ray of Frost doing more than the usual amount of damage is not the problem that it would have been in PF1.

But I do see a potential issue with a non-scaling 1st level spell doing that same 5d12 damage.

That;s like the only situation a 1st level blast is actually useful though.


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And if you think about it that's kind of a genius way to do it if the flaw is intentional. By making these specific harmful reactions that trigger on a certain variety of magic rather than a flaw that just enhances the existing effect of said magic (or just allows it to hurt the golem at all even) the Wizard can prepare countermeasure spells for his golems in his low level slots, which aren't a great loss, allowing him to prepare his stronger spells normally while still being able to combat his golems if something goes wrong.

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