View Full Version : Fleshcrafter construct choices?

2011-02-02, 04:57 PM
I will be playing a Deathless Fleshgrafter level 6 soon and am wondering what constructs I would be good to create. List them by caster level, material costs, spells needed, craft and their DCs, and the necessary time to create. I have banned Abjuration and Evocation. I also have Craft Blacksmithing and Metalcrafting. I already know I could start with a Clockwork Steed, Clockroach, and Clockwork Mender basd on my caster level and crafting. Undead are not an option due to beliefs, but I can use body parts in the constructs due to a recycling belief.

2011-02-03, 12:39 AM
Okay since nobody has posted, but about 30 have looked at this thread I guess more information is needed. The Fleshgrafter from Dragon Magazine #312 gets Craft Construct has a free feat instead of Scribe Scroll. Do any of you have any suggestions for constructs that I could have made or end up making.

2011-02-03, 12:58 AM
Have you checked out the Mechonomicon (http://brilliantgameologists.com/boards/index.php?topic=177.0)yet? It (http://community.wizards.com/go/thread/view/75882/19870786/Mechonomicon)seems to be what you're looking for already.

Iron Defenders aren't too bad, especially acting as flankers for rogues or your other melee in the party, but they are homonculi, so losing them is money down the drain and HP out of your character. They can be advanced as well, which is a point in their favor to a certain extent.

There are ways, specifically I believe a feat somewhere Dragon magazine-related, that eliminates the risk of certain golems going berserk, allowing them to be potentially worthwhile.

2011-02-03, 11:09 AM
I noticed in the Mechonomicon most of the constructs did not have comments posted about them. I would like if someone would help fill in what they could do. Also clarification on what books those constructs come from would be great. The setting revolves around planes hopping, but the material world is Eberrion.

2011-02-04, 10:51 PM
I was also wondering what necromancy spells are good to grab. The spells that create undead are a no go unless thay are needed to make a construct.

2011-02-05, 05:16 AM
Kelgore's grave mist is a perennial favorite for necromancers, IIRC. You might check out the Dread Necromancer Handbook (http://community.wizards.com/go/thread/view/75882/19872470/New_Dread_Necromancer_Handbook) for some thoughts on spells to use other than ye olde animation fun times. Here's a link to some of Treantmonk's thoughts on the matter of Necromancy spells (http://community.wizards.com/go/thread/view/75882/19869142/Treantmonks_guide_to_Necromancy:_Gods_Tools). might be useful.

If you can get dragonlance material at all, the bestiary of krynn for 3.5 has a nice template that can be added to constructs to make them intelligent and have access to a single domain of whatever deity they're dedicated to.