Construct Crafting: What is the best decision?


Advice


Heyo! So, my Priest of Razmir Sorcerer/False Priest is retiring as its not very fun with the group I am playing with and am usually relegated to either being ignored or stuck using my many clerical wands to aid the party rather than my sorcerer side. At that point, why not just be a cleric -.-. So it's going away next time they head to a town and in its place will be.....

Jenny Fritzbang the Hobgoblin or Half-Elf/Half-Goblin (Cuz i have a picture i'm using) 13th level Wizard (Formerly 7th lvl Wizard) who makes constructs as her main thing (Don't care if its not optimal to make constructs.)

Now this is coming in as a fresh character essentially and I am wondering if approaching it as a Wizard is still the right choice. I've looked at many many others before and just settled on the Wizard due to its advanced spell selections but I wondered if it'd be worth it to be a different class. Opinions are welcome, and so is constructive criticism only. Also, what sort of companions can i start a game with in this regard?

TLDR: What is best Construct maker and why as a 13th level character? Companion ideas please! Don't mention Poppets. I love those things but they ran out of usefulness outside of being a familiar already at this level.


First of all, I recommend reading Williamoaks Guide to Construct Crafting, keep in mind that it not updated.

Next is comparing what the classes do, I will focus on Wizard and Alchemist; but, other classes are possible depending on what you want.

Wizard
Pro:
* Has full spell progression and CL.
* Is able to get 2 great arcane discoveries (Arcane Builder & Golem Constructor).
* Has access to valet familiar.

Con:
* Its squishy, so its hard to join front line.
* Lacks the alchemist bonus to crafting.

Alchemist
Pro:
* Has construct specific archetypes.
* Gets a bonus to crafting constructs.
* It can join front line.
* Has access to tumor familiar.

Con:
* Extract don't normally affect constructs.
* Has 6th lv "casting".
* Needs to spend more resources (gold or discoveries) to reduce craft DC.

I personally recommend the Promethean Alchemist just because it gives you a homunculus that progresses like an animal companion (and lets you use extracts on it). It also doesn't prevent you from gaining the tumor familiar for extra bonuses.

For constructs, I highly suggest clockworks because of 2 reasons: 1) They are extremely cheap in the long road to repair (just get a few clockwork servants); 2) they are one of the most diverse function wise.

Terracotta are a strong second since they are able to follow more difficult commands while acting as simple soldiers (the equivalent of a necromancer using a bunch of skeletons).

If you want pure choice and variety at the cost of less control, then animated objects are the best. They are also great cause you can make flying [insert thing here] with ease (just need the funds).

Golems are weird in that they are the strongest but also very impractical to create (seriously they cost so much).


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Other interesting Constructs: the Trompe l'Oeil can have class levels, though the artwork needed to make one is probably best comissioned. And the Wax Golem can even gain levels!


VRMH wrote:
Other interesting Constructs: the Trompe l'Oeil can have class levels, though the artwork needed to make one is probably best comissioned. And the Wax Golem can even gain levels!

Trompe's are an amazingly good construct type. Pricing is quite reasonable, considering what you can achieve with leveled characters. Higher level characters automatically have +1 or better magic armor/shields and +1 or better magic weapons (if painted with them, obviously).

A decent Trompe of a high level fighter comes tricked out with +5 weapons and magic armor? And if it gets killed, it will reform on the original canvas in 'x' days? Sign me up for a few of those as body guards (and keep the original canvas safe and sound somewhere).

A good example of Trompe's in use (and thus, one can see how Paizo themselves use the template) can be found in War for the Crown AP, but I won't say more than that without a spoiler tag.


I've had the most success with a glass golem. Since fire heals them they are easier to maintain and are tougher than other golems in a similar price range. They also get a spell reflection ability that they can use as a free action once every 1d4 rounds.So, they can run right up to an enemy and you can fireball from a distance and not only does it not hurt the golem, but it actually gets healed as a result. A renewable source of fire damage (like a flaming weapon) will allow you to heal the thing up after each fight as well.

Another one to consider is the Caryatid Column which is basically a budget golem. Otherwise I agree that golems are incredibly expensive for what you get.

Animated objects work well for non-combat roles. Unfortunately, its a balance between cost and effectiveness in battle and if you don't want them to get killed in battle you have to be prepared to either pull them out of the fight when they get too hurt and/or have contingencies to heal them.


I am about to make a Rune Guardian. Getting an at will 1st level spell can be useful. I negotiated with my GM for a 2nd level spell at a higher price. I went with Summon Monster II, so that it won't be targeted by the bad guys.

Another thing that I think might be nice is a Sentient Waxwork because it has Waxen Regeneration which makes it unkillable by damage.

/cevah

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