Creating golems as a wizard


Advice


Hello,

I've recently decided that I want to create some golems. I am a level six wizard and am this is my second pathfinder campaign but I'm still a little clueless.
As I understand it, creating any golem requires spells that only a cleric can cast. Is there any way I can create a golem as a wizard?


You do not need to have the spells. For any spell you do not possess and have currently memorized add +5 to the DC to craft it.

You need to know the spells and have 1 instance of that spell memorized for every day you are working on the construct. That spell is expended during that day's construction.
If you do not know a spell you may have a buddy provide any spell for you every day you craft the item. They expend the spell they are providing during that day's construction.
If you cannot find anyone to provide the spell for you you can use a scroll or wand. The scroll or wand charge is expended during that day's construction.
If all of that fails, add +5 to the DC for each spell requirement you are missing.

Note: these 'spell expenditures' are not like normal spell castings. They do not require the spell's material component.

- Gauss


Specifically the spellcraft check, the craft check to make the body is different.


Boring7: Correct. I shouldve stated that. Bad assumption on my part that the OP new that.

- Gauss


That makes my job a lot easier then! I have a very high spellcraft so a +5 DC isn't going to do much.
Golem army here we go :D


Resistance: What Golem are you going to make? I am unaware of any Level 6 Golems.

- Gauss


Carrion Golems are level 7, don't see a 6 either


Bestiary 3 has a nice entry level golem: Graven Guardian (level 7). Only problem is is that it is religiously linked. However that does not stop wizards, they just need a religion.

There are a number of constructs that are not Golems that he can create early on. Iron Cobra+variants for example (No level requirement).

- Gauss


The Classic first construct to build would be a Homunculus


Note: Before building constructs there are a number of considerations you will want to figure out in advance.

How does your construct bypass obstacles? Most of them are too heavy to reliably move around.

Solutions: Fly, Levitate, very large Bag of Holding (depending on the construct).

Is your GM going to be nice to you about constructs? IE: Normally magic items that are destroyed can be repaired for 1/2 the cost. Will he allow you to salvage some of your destroyed construct?

How will you repair a construct? Make Whole has a 10minute casting time. There is a 5th level spell (Rapid Repair) that will give a construct fast healing 5 so you might want that when it comes time.

What are you intending to use this construct for? Suggestion: dont send it against BBEG's. It will get munched and you will be out of alot of GP. Best uses are to keep smaller monsters busy while your main forces are dealing with the BBEGs.

- Gauss


Phasics: Good point, a Homunculous has no Caster Level requirement.

- Gauss


One of the best uses I've seen for golems specifically is taking advantage of their magic immunity. Have the golems run defense while you rain devastating AoE spells down on them and their foes. As long as you're using spells that allow spell resistance at all, the golem will be happily immune, or even empowered (if you have the right golem + spell combination, such as Iron Golems + fireball). With iron golems, this is exceptionally awesome, since [fire] spells heal them 1 HP / 3 fire damage dealt, and can even grant them permanent temporary HP (it grants them Temporary Hp with no duration). So you could have an Iron Golem with its DR 15/adamantine wade into a swarm of mooks, then drop spells like fireball, firestorm, flamestrike, and so forth. You blast your enemies and heal your golem. Win/Win.


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you know it would be cool to have a wizard archtype that can arcane bind to a golem which effectively becomes a familiar/animal companion and improves over time. Something they are forever working on.

the get the share spell with the golem which bypasses the normal spell immunity but otherwise the golem is immune to magic.

heh I'd love to play something like that


this be the page you need

lists 1/2CR constructs up to the big boys
http://www.d20pfsrd.com/magic/building-and-modifying-constructs


I was actually considering a Clockwork Leviathan since it's a water based campaign and a seven metre metal eel is going to perfect. I'll mainly use it as a thug, destroying ships and helping me loot them.
The GM follows the rules, he isn't likely to make any of his own rulings if I just follow the rules. When I do create an on-land golem then he will just walk across the sea-floor. I'm sure I'll be allowed to enchant it with flight.

Homunculous seems a little too expensive for something too weak. I'd rather wait for a later level to get something stronger than have something now that's a bit silly.

Ashiel, evokation is one of my banned schools so no fireballs but it will definitely be useful. When i gets to the endgame (level 20) I'll apply a giant template to an adamantine golem and in battle I'll just have my golem deal with everything.

Phasics, that is an AMAZING idea! It virtually eliminates the problem of cost since it can only die temporarily!


Resistance wrote:

I was actually considering a Clockwork Leviathan since it's a water based campaign and a seven metre metal eel is going to perfect. I'll mainly use it as a thug, destroying ships and helping me loot them.

The GM follows the rules, he isn't likely to make any of his own rulings if I just follow the rules. When I do create an on-land golem then he will just walk across the sea-floor. I'm sure I'll be allowed to enchant it with flight.

Homunculous seems a little too expensive for something too weak. I'd rather wait for a later level to get something stronger than have something now that's a bit silly.

Ashiel, evokation is one of my banned schools so no fireballs but it will definitely be useful. When i gets to the endgame (level 20) I'll apply a giant template to an adamantine golem and in battle I'll just have my golem deal with everything.

Phasics, that is an AMAZING idea! It virtually eliminates the problem of cost since it can only die temporarily!

Then replace evocation spells with other schools like necromancy and conjuration and cast spells that, again, the golem could care less about. Throwing cloudkill spells into a mob of enemies being slowed down by the golem, or stinking cloud is basically giving your golem a blank check to tear stuff apart. The benefit extends to your allies too. Your party's divine caster can drop all the firestorms or holy smites they want.

You can also use the same sorts of tactics via shadow spells like shadow evocation. A bit less awesome, but Iron Golems auto-fail saves vs [Fire] spells, so your shadow evocations for fire are always the strongest they can be, because the golem auto-fails their save against it.


Thing with Iron Golems: There is a cursed cloak in the APG that when you put it on bursts into flames that deal 1d6 magical fire damage per round and never go out. It's like fast healing and costs 500 gold (I think).

Always wanted to combine those two for the lulz.


Boring7:

CoT reference:
There is a construct in CoT that is healed by fire and I SERIOUSLY considered tweaking it by adding that cloak. In the end I decided to tweak the fire in the room instead.

- Gauss


Nice.

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