Can you give a golem magic items?


Rules Questions

Scarab Sages

Curiosity here if you have a clay golem guarding a temple could you give it a magic sword or a ring of protection for it to use?


Constructs only have proficiency with weapon and armor listed as part of its entry.

If they have the slots they can wear the items. Not all golems have fingers… but the art for the clay golem seems to have them


Use construct modifications to add the sword as a Weapon Modification.


willuwontu wrote:
Use construct modifications to add the sword as a Weapon Modification.

Construct type. Humanoid form would seem to cover any simple weapons.

A) you can give it anything, what it can use without penalties is different. Non-proficiency penalty for weapons is -4 to hit.

B) the crafter can add basic weapon proficiency(use) for the cost of the weapon according to the above rules. That's 50gp for a medium greatsword or 100gp for a large greatsword. {sml med cost *1, lrg *2, hgh (assumed *4)}. You can then add the weapon and the rules nicely let more expensive weapons cover the proficiency. Personally I'd do several basics and leave it up to the owner to provide from a list of available options [tonfa, morningstar, shortsword(gladius), glaive-guisarme|lucerne hammer, greatsword|earthbreaker, spear, longbow, whip|net, sap].

Dark Archive

Azothath wrote:
willuwontu wrote:
Use construct modifications to add the sword as a Weapon Modification.

Construct type. Humanoid form would seem to cover any simple weapons.

A) you can give it anything, what it can use without penalties is different. Non-proficiency penalty for weapons is -4 to hit.

B) the crafter can add basic weapon proficiency(use) for the cost of the weapon according to the above rules. That's 50gp for a medium greatsword or 100gp for a large greatsword. {sml med cost *1, lrg *2, hgh (assumed *4)}. You can then add the weapon and the rules nicely let more expensive weapons cover the proficiency. Personally I'd do several basics and leave it up to the owner to provide from a list of available options [tonfa, morningstar, shortsword(gladius), glaive-guisarme|lucerne hammer, greatsword|earthbreaker, spear, longbow, whip|net].

the construct is not humanoid. i dont know why you linked the humanoid type

it doesnt gain the humanoid type you listed, no matter what its shape is.


Name Violation wrote:
Azothath wrote:
willuwontu wrote:
Use construct modifications to add the sword as a Weapon Modification.

Construct type. Humanoid form would seem to cover any simple weapons.

A) you can give it anything, what it can use without penalties is different. Non-proficiency penalty for weapons is -4 to hit.

B) the crafter can add basic weapon proficiency(use) for the cost of the weapon according to the above rules. That's 50gp for a medium greatsword or 100gp for a large greatsword. {sml med cost *1, lrg *2, hgh (assumed *4)}. You can then add the weapon and the rules nicely let more expensive weapons cover the proficiency. Personally I'd do several basics and leave it up to the owner to provide from a list of available options [tonfa, morningstar, shortsword(gladius), glaive-guisarme|lucerne hammer, greatsword|earthbreaker, spear, longbow, whip|net, sap].

the construct is not humanoid. i dont know why you linked the humanoid type

it doesnt gain the humanoid type you listed, no matter what its shape is.

I bolded it for ya. Simply "giving" a simple weapon to a humanoid shaped construct (while crafting) would put it in the entry and give it proficiency (see the construct type). What don't you understand? If you don't know what a humanoid shape is I provided a link to the type to help define it for you.

I appreciate that I have my fans...

Shadow Lodge

Azothath wrote:
willuwontu wrote:
Use construct modifications to add the sword as a Weapon Modification.
Construct type. Humanoid form would seem to cover any simple weapons.

The general rule for constructs is 'Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. ' so you can't just give a standard Clay Golem a weapon and expect it to be proficient with it because their are no manufactured weapons listed in it's entry.

Azothath wrote:
A) you can give it anything, what it can use without penalties is different. Non-proficiency penalty for weapons is -4 to hit.

Keep in mind that Clay Golems have no Intelligence score (Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1) so I imagine a standard clay golem would drop said weapon and start beating its foes with its fists once combat begins (the 'default programming' as it were).

Azothath wrote:
B) the crafter can add basic weapon proficiency(use) for the cost of the weapon according to the above rules. That's 50gp for a medium greatsword or 100gp for a large greatsword. {sml med cost *1, lrg *2, hgh (assumed *4)}. You can then add the weapon and the rules nicely let more expensive weapons cover the proficiency. Personally I'd do several basics and leave it up to the owner to provide from a list of available options.

Altering the golem design with Construct Modification should probably work.

There are a few 'big questions' for the GM to ponder:
1) Does the 'Cursed Wound (Ex)' ability work with a manufactured weapon? The creature entry assumes a Clay Golem only uses its natural attacks and doesn't elaborate on if it works with an actual weapon or not.
2) How does the 'Immunity to Magic (Ex)' trait interact with equipped magic items? Technically speaking, magic items aren't going to fall into the 'any spell or spell-like ability that allows spell resistance' category, but again the rule was written under the assumption that the golem doesn't have any magic items equipped.
3) Clay Golems are already a classic PITA that most parties just don't want to deal with (Cursed Wounds is just really annoying to deal with, and the Berserk trait makes them bad as PC Creations): Do you really want to make them even more annoying by giving them magical gear?


Building and modifying constructs on d20pfsrd then look up specifics on AoN.

Clay Golem on AoN with some rules below. Note: Armored Clay Golem from a 2007(very early) Paizo authorized paperback book {+9 armr for +1 CR}. The rules for GMs are a bit different than crafting rules for the PCs.

Shadow Lodge

Azothath wrote:

Building and modifying constructs on d20pfsrd then look up specifics on AoN.

Clay Golem on AoN with some rules below. Note: Armored Clay Golem from a 2007(very early) Paizo authorized paperback book {+9 armr for +1 CR}. The rules for GMs are a bit different than crafting rules for the PCs.

Note that a 2007 volume would have been written for D&D3.5: The PF1 PRPG Core Rulebook wasn't published until August of 2009.


Construct mods on AoN
you need to look at monster entries for other details for constructing that monster.

Dark Archive

Azothath wrote:
Name Violation wrote:
Azothath wrote:
willuwontu wrote:
Use construct modifications to add the sword as a Weapon Modification.

Construct type. Humanoid form would seem to cover any simple weapons.

A) you can give it anything, what it can use without penalties is different. Non-proficiency penalty for weapons is -4 to hit.

B) the crafter can add basic weapon proficiency(use) for the cost of the weapon according to the above rules. That's 50gp for a medium greatsword or 100gp for a large greatsword. {sml med cost *1, lrg *2, hgh (assumed *4)}. You can then add the weapon and the rules nicely let more expensive weapons cover the proficiency. Personally I'd do several basics and leave it up to the owner to provide from a list of available options [tonfa, morningstar, shortsword(gladius), glaive-guisarme|lucerne hammer, greatsword|earthbreaker, spear, longbow, whip|net, sap].

the construct is not humanoid. i dont know why you linked the humanoid type

it doesnt gain the humanoid type you listed, no matter what its shape is.

I bolded it for ya. Simply "giving" a simple weapon to a humanoid shaped construct (while crafting) would put it in the entry and give it proficiency (see the construct type). What don't you understand? If you don't know what a humanoid shape is I provided a link to the type to help define it for you.

I appreciate that I have my fans...

you provided a link to the humanoid type

a human shaped construct does not gain anything listed in the humanoid type
im not sure what angle you're trying to maneuver but nothing in the humanoid type is relevant. Human shaped does not equal humanoid type
a human shaped construct does not gain:
humanoid creature type wrote:

d8 Hit Die, or by character class.

Base attack bonus equal to 3/4 total Hit Dice (medium progression).
One good save, usually Reflex.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die or by character class. The following are class skills for humanoids without a character class: Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival. Humanoids with a character class use their class’s skill list instead. Humanoids with both a character class and racial HD add these skills to their list of class skills.
Traits
A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
Proficient with all simple weapons, or by character class.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
Humanoids breathe, eat, and sleep.

and retains

construct type wrote:

d10 Hit Die.

Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.

Shadow Lodge

Name Violation wrote:
Azothath wrote:
Name Violation wrote:
Azothath wrote:
willuwontu wrote:
Use construct modifications to add the sword as a Weapon Modification.

Construct type. Humanoid form would seem to cover any simple weapons.

A) you can give it anything, what it can use without penalties is different. Non-proficiency penalty for weapons is -4 to hit.

B) the crafter can add basic weapon proficiency(use) for the cost of the weapon according to the above rules. That's 50gp for a medium greatsword or 100gp for a large greatsword. {sml med cost *1, lrg *2, hgh (assumed *4)}. You can then add the weapon and the rules nicely let more expensive weapons cover the proficiency. Personally I'd do several basics and leave it up to the owner to provide from a list of available options [tonfa, morningstar, shortsword(gladius), glaive-guisarme|lucerne hammer, greatsword|earthbreaker, spear, longbow, whip|net, sap].

the construct is not humanoid. i dont know why you linked the humanoid type

it doesnt gain the humanoid type you listed, no matter what its shape is.

I bolded it for ya. Simply "giving" a simple weapon to a humanoid shaped construct (while crafting) would put it in the entry and give it proficiency (see the construct type). What don't you understand? If you don't know what a humanoid shape is I provided a link to the type to help define it for you.

I appreciate that I have my fans...

you provided a link to the humanoid type

a human shaped construct does not gain anything listed in the humanoid type
im not sure what angle you're trying to maneuver but nothing in the humanoid type is relevant. Human shaped does not equal humanoid type
a human shaped construct does not gain:
humanoid creature type wrote:
d8 Hit Die, or by
...

I'm guessing the post was referring to the 'Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.' rule / guideline for Constructs:

If you create a new version of the Clay Golem that retains its 'generally humanoid' form and is equipped with a weapon that is mentioned in its monster entry, then it is proficient in this weapon.
If you take a normal Clay Golem and just give it a weapon to use, then it is definitely not proficient with it and (as I mentioned previously) would probably just drop it when combat begins.

Scarab Sages

Just wanted to say I'm not so much concerned with proficiency as slots. For example I have a ring of protection it works, I have a ring of protection + 2 other rings 1 doesn't work, I give a ring to my Eidolon (assuming I'm a summoner) and I can use 1 ring or it can use 2 rings, I make a golem and give it a ring can it use it, is it using my slots. From what I can see the answer is yes within the usual limits of items and abilities.


The golem is an independent creature, unless you're using some template or archetype I'm unfamiliar with. So in general, your slots are irrelevant to the golem. A golem with fingers can benefit from rings like any other NPC could.

My main concern would be about item activation and being mindless. A golem not meant to wield a sword won't know what to do with the sword. When combat starts it will likely ignore the fact it is holding one and continue on with its normal natural attacks


(Magic Item) Body Slots are important for RAW. For Construct types it is based on the form, so again a humanoid form grants all the normal PC slots.

Once you start custom modifying or adding to constructs you move away from clear RAW and GMs are going to have to make some decisions, expect statements of opinion and some disagreement. There are implications from Weapon Modification and Building and Modifying Constructs above.
Either way constructs have to go through a magic item crafting process (feat) and that process(cost, time, having the feat) should be the gateway to upgrades and modification (aka adding stuff).
As previously stated, adding a couple of weapons & weapon proficiencies would be a sensible thing to do during crafting and have a low cost.

Normally a controller/crafter integrates an item into the construct otherwise it would have to be commanded to use the item. Magical effects will have to address Immunity to Magic and likely a GM decision.

Because this is the Rules forum I'm stopping here as it really moves into Advice|General|Homebrew. Players need to consult their GM as to what's sensible and costs involved.

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