There are three major components in every Golem:

  1. The Golem Body
  2. The Enchantment
  3. The Symbol of Power

The Golem Body

The body of a golem must be created in full before it can be enchanted, however it must be created to the specifications necessary for the enchantment. The shape of the golem body can drastically alter the ultimate abilities of the golem. For example, a golem with no arms cannot lift or carry anything except what is set on top of it by someone else. Similarly a golem without legs cannot walk.

A golem body can be made of almost any solid material… wood, iron, ice, or even flesh. Generally the material used does not matter for the purposes of the golem’s capabilities, but will generally determine other certain properties. In modern crafting most golems are made of several materials, used strategically to make the golem most effective for its intended purpose, or simply most effective for its cost.

To craft a golem body one must have the Craft Golem feat. About 50% of the work can be done by skilled assistants without the feat, but the majority of the work must be done by the trained golem crafter. The golem crafter, and any assistants, must have some craft or profession skill that is relevant. For example, someone with Profession (Blacksmith) could clearly use that skill to create golems, but someone with Profession (Stage Performer) could not. Likewise Craft (Arms and Armor) could be used for creating a golem body, but Craft (Alchemy) could not.

Creating a golem body is done by rolling skill checks with whatever appropriate skill the crafter has, and adding the results together until the total reaches a Target Number based on the size and complexity of the golem. The Target Number is equal to 10 x the golem’s Body Points (see table below), and every roll represents one 8-hour day of work. The material cost of a golem body is 50 gold x Body Points.

Golem Body Options and Cost
Options Description Body Points
Biped The golem is of a Bipedal design 4
Quadraped The golem is a Quadraped 6
Aquatic Has small or no legs, swim speed instead of land speed 4
Avian Has small or no legs, fly speed instead of land speed 4
Extra Movement Method Has legs, tail, or wings added to design
Moves at 3/4 base speed (round down) in new movement method
+ 4
Extra Limbs Has two extra arms + 2
No Limbs Has no arms - 2
No Fine Manipulators Has unrefined grasp - 2
Hardened Shell Has + 1 Natural Armor
Can be taken multiple times to stack
+ 2
Solid Body Has + 1/- Damage Reduction
Can be taken multiple times to stack
+ 5
Hard Body Has 1/(Piercing, Slashing, or Bludgeoning) Damage Reduction
Can be taken multiple times to stack
+ 3
Nimble Has + 2 Dexterity for its size
This is not an enhancement bonus
This may only be taken once.
+ 2
Strong Has + 2 Strength for its size
This is not an enhancement bonus
This may only be taken once.
+ 2
Soft Body Has – 1 HP per HD
Can be taken multiple times to stack up to 7 total
- 1
Sluggish Has – 2 Dexterity for its size
This is not an enhancement modifier
This may only be taken once.
- 2
Weak Has – 2 Strength for its size
This is not an enhancement modifier
This may only be taken once.
- 2
Natural Weapon Has 1 natural weapon which deals damage based on size
Can be taken multiple times to add more natural weapons to a total qual to # of limbs + 1
All natural weapons after the first are considered secondary.
+ 4
Slow It’s primary mode of movement is stunted in some way
Reduce base speed by 50%
- 2
Immobile Golem has no primary mode of movement - 4
Projectile Natural Weapon Golem has a projectile Natural Weapon
Golem must have the Enchantment Option of the same name
This still occupies one of the golem’s maximum natural weapon slots.
+ 4
Inherent Skill Golem is physically designed in a way that benefits a particular skill, providing a + 2 bonus.
This cannot be used for purely intellectual skills
(for example, knowledge skills or spellcraft). This may be taken multiple times.
+ 1
Golem Body Size and Cost
Size Description Body Points
Fine Fingertip Sized
Str 2; Dex 10
Nat Weapon: 1d2
Base Speed 5 ft
+ 2
Diminuitive Palm Sized
Str 4; Dex 10
Nat Weapon: 1d3
Base Speed 10 ft
+ 0
Tiny About 9-12"
Str 8; Dex 10
Nat Weapon: 1d4
Base Speed 15 ft
+ 4
Small About 2-3’
Str 10; Dex 8
Nat Weapon: 1d6
Base Speed 20 ft
+ 6
Medium About 5-6’
Str 12; Dex 6
Nat Weapon: 1d8
Base Speed 30 ft
+ 8
Large About 12-18’
Str 16; Dex 6
Nat Weapon: 1d10
Base Speed 40 ft
+ 12
Huge About 25-30’
Str 22; Dex 4
Nat Weapon: 2d6
Base Speed 50 ft
+ 20
Gargantuan About 40-50’
Str 28; Dex 4
Nat Weapon: 2d8
Base Speed 60 ft
+ 30
Colassal About 60-80’
Str 36; Dex 4
Nat Weapon: 3d6
Base Speed 60 ft
+ 42

If something that was not originally prepared as a golem body is enchanted like a golem, it will be up to the GM to determine what properties it has, which will almost always be less powerful than what is given above.

The Enchantment

A golem’s enchantment is relatively quick in-and-of-itself, but requires a total of about 4 hours of preparation and a small cost of material components. The Enchantment of the golem does not have to be planned before the body is prepared, but it can only effect capabilities that the golem already possesses (example, it cannot boost land speed if the golem has no land speed.)

Enchanting a golem also requires a Spellcraft modifier equal to the total Enchantment Points. If you do not have a Spellcraft modifier equal to or greater than the total Enchantment Points of the golem, there is a chance of failure in the enchantment. Divide your total Spellcraft modifier by the total Enchantment Points, and that is the chance that the enchantment will succeed. Example, if you have a spellcraft modifier of + 10 and the enchantment you are trying to make requires + 12 you would have a 5/6 chance to succeed the enchantment. If you fail the enchantment you must roll on the following Failed Golem Enchantment chart to determine the outcome.

Failed Golem Enchantments
Chance Title Description
01 – 25 No Enchantment The golem body is not enchanted. The material cost of the enchantment is expended and must be spent again to attempt another enchantment.
26 – 50 Broke Golem Body In the course of attempting the enchantment the magical energies became uncontrolled and caused damage to the golem body, and it requires extensive repairs.
51 – 70 Partial Enchantment There is a 50% chance for each individual piece of the golem enchantment to have worked. Any enchantment that depends on an enchantment which did not work automatically does not work as well.
71 – 80 Over-Charged The Golem has been over-charged with magical energy and as a result causes a wild magic aura in a radius around it of 5 feet per 10 Enchantment Points, but otherwise funcitons normally.
81 – 90 Unreliable The Golem’s enchantments were not properly tied to its Symbol of Power and it has a 50% chance per round to remain inactive and unresponsive until the beginning of the next round.
91 – 99 Uncontrollable The Golem has a 50% chance to ignore a command, including the command to disregard a previous command. If the golem ignores a particular command, it will ignore any re-iterations of that command for one hour before the 50% chance can be rolled again.
00 Incarnate Somehow the ritual of enchantment tapped into a more powerful and uncontrollable force of animation than was originally intended. The golem is created as it was intended, but is living flesh instead of composite materials, and has both intelligence and autonomy. The golem has intelligence equal to 4d6 drop lowest, or whatever intelligence it was designed to have, whichever is higher. It has a constitution score equal to 4d6 drop lowest, and a + 1 racial Con bonus for every point of DR and every 2 points of Natural Armor it was designed to have. It loses all Damage Reduction and Natural armor bonuses incorporated in the golem design. It retains any spell-like abilities, skills, and feats which it was designed to have, and has as many hit dice as the enchantment was originally meant to emulate. The Golem has no compulsion to follow orders, but has an empathic link to its creator. Such an incarnate golem can become a familiar if its creator takes the Improved Familiar feat with a required caster level of 1 + (1/10 Enchantment Points) + (1/10 Body Points).
Golem Enchantments, Descriptions and Costs
Name Description Enchantment Points
Animated Can move, see, and hear
Base Requirement
Accelerated + 10 feet to base speed + 2
Enhanced (__) + 2, 4, 6, 8, 10 to One Ability Score
This is an enhancement bonus
It does not stack with other enhancement modifiers
+ 2, 4, 6, 8, 10
Transferred Power + 2, 4, 6, 8, 10 to One Ability Score
AND Minus The Same to one other Ability Score
These are enhancement modifiers
They do not stack with other enhancement modifiers
+ 1, 2, 3, 4, 5
Move with Magic Golem has a land, swim, or fly speed that its body does not normally give it at 3/4 its base speed. + 4
Spell-Like Ability Golem can use a spell as a spell-like ability
Enchanter must have known and been able to cast that spell at time of enchantment
Spell is used as if by caster of type, level, and casting ability of Enchanter.
Golem can be interrupted like any normal caster.
+ (SL * CL * #/D * 2)
One-Time Spell Golem Can use a given spell once by design.
Enchanter must know and be able to cast spell at time of enchantment
Spell is used as if by caster of type, level, and casting ability of Enchatner.
Golem can be interrupted like any normal caster.
Once spell is used or fizzled it can never be accessed again or replaced in any way.
+ (SL * CL * #)
Spell-Storing Golem has an existing spell slot of some given level useable per day.
Spell slot can only take spells of given spell level or lower.
Spells must be cast for the purpose of the Golem’s spell-storing in order to be stored
Golem may only accept on spell stored per slot per day
Spells are not lost until expended
Golem activates spells as if they were spell-like abilities
Spells retain CL and save DC’s of original caster.
+ (SL^2 * 2)
Proficient Golem has weapon and armor proficiencies of its enchanter.
Normally golem has no weapon or armor proficiencies.
+ 2
Intelligent Golem has an intelligence score of 6 and understands one language fluently
Language must be known by golem’s enchanter.
Golem can accept and execute complex commands
Normally golem has animal intelligence and very simple pre-set commands only (e.g. defend, stay, come).
+ 4
Personable Golem has better understanding of inter-personal relations
Golem has charisma score of 10 or enchanter’s score, whichever is lower
Normally golem has charisma score of 3.
+ 2
Observant Golem has higher attention to its surroundings
Golem has wisdom score of 10, or enchanter’s score, whichever is lower
Normally golem has wisdom score of 3.
+ 2
Speech Golem has power of speach.
Golem must be intelligent
+ 1
Projectile Natural Weapon Golem has a natural weapon that uses projectiles.
The projectiles it fires are either mundane and can run out
OR are comprised of weak magical energy, deal 50% damage, and dissolve one second after impact.
Projectile Natural Weapons must be modeled after real ranged weapons
Projectile Natural Weapons deal damage appropriate to the normal ranged weapon
Projectile Natural Weapons cannot be enchanted as a weapon, but always count as magical for the purposes of overcoming damage reduction and attempting to hit incorporeal creatures.
+ 4
High BAB Golem has an effective base attack bonus of 3/4 HD instead of 1/2 HD + 2
Combat Ready Golem has an effective base attack bonus equalt o HD instead of 1/2 or 3/4 HD + 4
Skilled Golem has maximum ranks for its hit dice of a given skill
OR as many ranks in skill as enchanter had, whichever is less
Golem must be intelligent to use skill on its own initiative
+ 2
Enhanced Skill Golem’s enchantment includes a magical enhancement to a skill check, providing a + 2 bonus. This may be taken multiple times. + 1
Feat Golem may make use of a feat for which it qualifies
Golem must be intelligent to use feat on own initiative
Enchanter must have feat
+ 2
Trained Mount Golem is trained to react like a trained mount to riders of one size category smaller than it or smaller.
Enchanter must have at least 5 ranks in handle animal and ride.
+ 4
Class Levels Golem has class levels instead of Golem hit dice.
Golem’s class levels must be in a class that the golem’s Enchanter had levels in
Golem cannot have more levels in class than Golem’s Enchanter had levels in
Golem must be intelligent
Golem must be Observant
Golem must be personable.
Golem must have all other necessary abilitie scores, capabilities, and appendages as are reasonably necessary to use any and all class features.
Any total HD in excess of maximum possible class levels are still Golem HD
+ 10 / Level
Extra Hit Dice Golem has more than one hit die
Golem gains 4 hp for every odd-numbered hit die above the first and 5 hp for every even-numbered hit die above the first.
Golem increases in base attack bonus and base defense bonus with increased hit dice
Golem cannot have more than 20 hit dice in total.
Golem does not gain skills or feats with hit dice unless golem has Class Levels (see above)
Normally Golem has only one hit die, 10 hit points, and a + 0 base attack bonus
+ 4 / HD
Persistent Golem gains one extra hit point per hit die
This may be taken up to three times with stacking effects.
+ 1
NonPersistent Golem gains one fewer hit point per hit die
This may be taken up to three times with stacking effects.
- 1

The Symbol of Power is the symbol which is activated and drawn upon by the enchantment ritual in order to power the golem. No matter what kind of Crafting Technique the enchanter has, every golem has a symbol of power somewhere on it, whether it is formed out of words, painted on with alchemical substances, or even just etched into some part of the golem, this symbol is part of what keeps the golem moving. Generally the symbol of power of a golem is always hidden so that people cannot readily see it, or so that it cannot be seen at all without dismantling the golem. This helps to prevent vandalism or martial defeat of a golem through the simple removal of its symbol of power – a process which functions for a golem much like removing a human’s head.

All golems naturally treat the location where their symbol of power lies as if it is their most delicate body part (like most people treat their head) and will avoid injury to that area of their body as well as they are able – excepting that they cannot (generally) disobey their creators.

Symbols of power were originally symbols used to tap pre-existing power sources, and many golem crafters still stick to these tried-and-true symbols – the symbol of the 3rd Dukedom of Asmod, the symbol of the Lansi, the symbol of the Morren, and the symbol of Saint Zarekhai have all been used quite successfully. However many have theorized and experimented with methods of defining new symbols based on the schools of magic. Such experiments have had varying success, seeming to center primarily around whether the golem crafter was sufficiently knowledgeable about that school of magic (i.e. whether they were a specialist in the school or not).

The exact effects of symbols of power on a golem are not fully documented, but they are known to determine properties such as the school of magic the golem seems to have been created under, and the relative “personality” of intelligent golems. Unfortunately, with golem craft being such an obscure art due to its expense and complexity, thorough experiments both have been, and remain to be, difficult to conduct on the subject.

Golems Generally

All golems recognize their creators and – excepting defects – obey them unerringly. However golems without the intelligent enchantment option can only obey a very small set of pre-set commands. These commands should be no more complicated than a trick that someone could teach an animal, except that it can include a command that means “activate your spell like ability targeting the creature I indicate when giving the command” which generally is somewhat more complex than most animals would respond to if simply for the inclusion of the spell-like ability.

If not given more explicit instructions golems will always default to their primary mode of movement and will attack with natural weapons even if equipped with other ones. However, even unintelligent golems can be essentially “programmed” to attack with equipped weapons if they have any weapon proficiencies.

A golem without any natural attacks designed into it can make a slam attack as a standard action once per round to deal damage equal to one die size smaller than would be prescribed to a natural attack for a golem of its size, plus half its strength modifier. Such a slam attack does not provoke attacks of opportunity, but may not be used as part of a charge, trip, grapple, or any other sort of more complex attack.

Repairing a Golem

Golems do not recover hit points naturally. They can only recover HP through repairs. Repairing a golem requires an appropriate Craft or Profession check (anything that could be used to make that golem can be reasonably used to repair that golem) with a DC equal to the golem’s total Body Points. Such a check takes 30 minutes and restores up to 15 hit points at a material cost of 1 gold pieces worth of materials per hit point returned. Failure wastes 1 silver piece worth of materials per hit point you attempted to return. You cannot take 20 on this check.


Atop the Shoulders of Giants MorganWilliams