PDA

View Full Version : [3.5 Template] Pack Golems, Flesh Hydras, and more! [PEACH]



flabort
2011-12-12, 01:31 PM
So I was wondering, why are golems and most constructs in the shape of a man? Thinking about it, I noted that golems and constructs are great at carrying things, and are often used for that. So are horses. So why not model a golem after a horse, to try and maximize it's carrying capacity?
Constructs are used as guards. But their humanoid shape is pretty restrictive. At most two weapons, eh? So, why not build a construct in the shape of a Girallon to be able to carry more weapons.

So I made a template. I wondered which templates already combine two creatures, and then realized Lycanthrope does that already. It's only loosely based on lycanthropy, so there shouldn't be any copy/paste errors, but if you find any, let me know. Template is below the examples.

[Not all examples finished, although I don't actually have to do much. I also have a picture I drew for one of them, and can (lazily) use a picture of a pokemon for another, but I haven't put them on yet]

Beast Shape Construct
Pack Golem (Warhorse, Heavy + Clay Golem)
A beast of burden devised by a wizard with a shred of sanity left, the Pack Golem was designed to carry goods around for the people of his village. The design was simple enough, and quite combat effective, too, so it was soon used to carry soldiers into battle, too.
Huge Construct
Hit Dice 13d10+40 (112 hp)
Initiative +1
Speed 40 ft (8 squares)
Armor Class 23 (-2 size, +1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple +9/+20
Attack Hoof +14 melee (1d8+7 plus cursed wound)
Full Attack 2 Hooves +14 melee (1d8+7 plus cursed wound) and Bite +9 melee (1d6+3 plus cursed wound)
Space/Reach 15/15
Special attacks Berserk, Cursed Wound
Special Qualities Construct Traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision, scent
Saves Fort +4, Ref +5, Will +5
Abilities Str 25, Dex 13, Con -, Int -, Wis 13, Cha 6
Skills -
Feats -
Environment Any
Organization Solitary or gang (2-4)
Challenge Rating 11
Treasure none
Alignment Always neutral
Advancement -
Level Adjustment -

Berserk (Ex)
When a Pack golem enters combat, there is a cumulative 1% chance each round that it's elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Pack Golem goes berserk, no known method can reestablish control.

Cursed Wound (Ex)
The damage a Pack golem deals doesn't heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

Immunity to Magic (Ex)
A pack golem is immune to any spell or spell like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A Move Earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An Earthquake spell cast directly at a pack golem stops it from moving on it's next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a pack golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. if the amount of healing would cause the golem to exceed it's full normal hit points, it gains any excess as temporary hit points. A Pack golem gets no saving throw against magical attacks that deal acid damage.

Haste (Su)
After it has engaged in at least 1 round of combat, a Pack golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Stone Crusher (Girallon + Stone Golem)
Humongous masses of stone, carved directly out of the mountains themselves, four massive crushing arms ready to turn much stone to dust. The stone crusher line of golems was designed for mining, turning large mountains into piles of rubble.
Huge Construct
Hit Dice 19d10+40 (145 hp)
Initiative
Speed 30 ft. (6 squares), climb 20 ft.
Armor Class 29 (-2 size, +3 dex, +18 natural), touch 11, flat-footed 26
Base Attack/Grapple +14/+31
Attack Claw +21 melee (1d6+9) or Slam +16 melee (4d8+4)
Full Attack 4 claws +21 melee (1d6+9), 4 slams +16 melee (4d8+5), and Bite +16 melee (2d6+5)
Space/Reach 15/15
Special Attacks Rend 2d6+14, Slow
Special Qualities Construct Traits, damage reduction 10/adamantine, Darkvision 60 ft., Immunity to Magic, low-light vision, scent
Saves Fort +6, Ref +9, Will +7
Abilities Str 29, Dex 17, Con -, Int -, Wis 12, Cha 7
Skills -
Feats -
Environment Any
Organization Solitary or Gang (2-4)
Challenge Rating 16
Treasure none
Alignment always neutral
Advancement -
Level Adjustment -

Rend (Ex)
When a Stone Crusher hits with two or more claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+14 damage.

Slow (Su)
A Stone Crusher can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 19 Will save to negate. the save DC is constitution based.

Immunity to Magic (Ex)
A Stone Crusher is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A Transmute Rock to Mud spell slows a Stone Crusher (as the slow spell) for 2d6 rounds, with no saving throw, while Transmute mud to rock heals all of it's lost hit points.

A stone to flesh spell does not actually change the Stone Crusher's structure, but negates it's damage reduction and immunity to magic for 1 full round.

Flesh Hydra ((5 headed) Hydra + Flesh Golem)
The result of stitching many, many corpses together, shoving a whole bunch of extra and unused cadavers into the belly area, and binding an elemental to the mess. The Flesh Hydra will use the corpses stored within it's body to repair and replace lopped off heads.
Gargantuan Construct
Hit Dice 12d10+60 (126 hp)
Initiative +1
Speed 20 ft. (4 squares)
Armor Class 17 (-4 size, +1 Dex, +10 natural), Touch 7, flat-footed 16
Base Attack/Grapple +9/+26
Attack 5 bites +10 melee (2d8+5)
Full Attack 5 bites +10 melee (2d8+5)
Space/Reach 20/15
Special Attacks Berserk
Special Qualities Construct traits, Damage Reduction 5/adamantine, Darkvision 60 ft., fast healing 15, Immunity to magic, low-light vision, scent
Saves Fort +4, Ref +5, Will +4
Abilities Str 21, Dex 12, Con -, Int -, Wis 11, Cha 9
Skills -
Feats -
Environment Any
Organization Solitary or Gang (1 Flesh Hydra and 1-3 Flesh Golems)
Challenge rating 10
Treasure None
Alignment Always neutral
Advancement -
Level Adjustment -

A flesh hydra can attack with all of it's heads at no penalty, even if it moves or charges during the round.

It can be killed either by severing all it's heads or by slaying it's body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (the player should declare where the attack is aimed before making the attack roll). Making a sunder attempt provokes an attack of opportunity unless the foe has the improved sunder feat. And opponent can strike at the Flesh Hydra's heads from any position from which he could strike at the flesh hydra itself, because the heads writhe and which about in combat. An opponent can ready an action to attempt to sunder a hydra's head when the creature bites at him. Each of a flesh hydra's heads has hit points equal to the creature's full normal hit point total, divided by it's original number of heads (five). Losing a head deals damage to the body equal to half the head's full normal hit points. As it is artificial, the neck remains open after being severed. The flesh hydra can no longer attack with a severed head but takes not other penalties.

Each time a head is severed, two new heads are stitched up within the creature's belly and spring from the stump in 1d4 rounds. The flesh hydra can never have more than twice it's original number of heads (ten) at any one time, and any extra heads it gains beyond it's original number are returned to it's storage compartment within a day. To prevent new heads from being thrust through the hole left by a severed head, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) to seal it before the new heads appear. A flaming weapon (or similar effect) deals it's energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the flesh hydra's body. The flesh hydra does not die from losing it's heads until all it's heads have been cut off and the stumps seared by fire or acid.

The flesh hydra's body can be slain just like any other creature's, but the flesh hydra possesses fast healing, and is difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.

Targeted magical effects that aren't affected by the flesh hydra's immunity to magic cannot target it's heads (and must target it's body), unless it deals slashing damage and can be used to make sunder attempts.

Berserk (Ex)
When a Flesh Hydra enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

Fast Healing (Ex)
Each round, the flesh hydra heals damage equal to 10 + the number of it's original heads (five).

Immunity to Magic (Ex)
The flesh golem is immune to any spell or spell like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows the flesh hydra (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the flesh hydra and heals 1 point of damage the attack would otherwise deal. If the amount of healing would cause the flesh hydra to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh hydra gets no saving throw against attacks that deal electricity damage.

Horned Guardian (Minotaur + Iron Golem)
A massive being of iron, wrought in the form of the mighty minotaur, designed to guard great temples and treasures and mazes. Many carry the massive axes favored by the monsters after which they were fashioned, ready to cut down anything in their paths.
Huge Construct
Hit Dice 22d10+40 (161)
Initiative +0
Speed 20 ft (4 squares)
Armor Class 30 (-2 size, +22 natural), touch 8, flat footed - (see text)
Base Attack/Grapple +16/+35
Attack Slam +25 melee (4d8+11) or Greataxe +25 melee (4d6+11/x3)
Full Attack (2 slams +25 melee (4d8+11) or Greataxe +25/+20/+15/+10 melee (4d6+11/x3)) and gore +20 melee (2d6+5)
Space/Reach 15/15
Special Attacks Breath Weapon, Powerful Charge 6d6+16
Special Qualities Construct Traits, Damage reduction 15/adamantine, Darkvision 60 ft., Immunity to magic, low-light vision, natural cunning, scent
saves Fort +7, Ref +7, Will +7
Abilities Str 33, Dex 10, Con -, Int -, Wis 11, Cha 8
Skills -
Feats -
Environment Any
Organization Solitary or Gang (2-4)
Challenge Rating 16
Treasure none
Alignment Always neutral
Advancement -
Level Adjustment -

Breath Weapon (Su)
10 foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4 rounds; initial damage 1d4 con, secondary damage 3d4 con, fortitude DC 21 negates. the save DC is constitution-based.

Powerful Charge (Ex)
A Horned guardian typically begins a battle by charging at an opponent, lowering its head to bring its might horns into play. In addition to the normal benefits and hazards of a charge, this allows the golem to make a single gore attack with a +25 attack bonus that deals 6d6+7 points of damage.

Immunity to magic (Ex)
A Horned guardian is immune to any spell or spell like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A Magical attack that deals electricity damage slows a horned golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the guardian and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a horned guardian hit by a fireball gains back 6 hit points if the damage total is 18 points. A horned guardian gets no saving throw against fire effects.

A horned guardian is affected normally by rust attacks, such as that of a rust monster or rusting grasp spell.

Natural Cunning (Ex)
Horned guardians are not noted for being very smart, but they are cunning and logical, despite being mindless. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

War Rider (Centaur + Warforged)
Not every Creation Forge was designed for humanoid shapes. The massive Warforged juggernauts, for example. And the War Riders, built with running great distances in mind, tireless scouts, shaped as the centaurs.
Large Construct (Living Construct)
Hit Dice 4d10+8 (26 hp)
Initiative +2
Speed 50 ft. (10 squares)
Armor Class 16 (-1 size, +2 Dex, +2 armor, +3 natural), Touch 11, flat footed 14
Base Attack/Grapple +3/+11
Attack Slam +6 melee (1d6+4) or composite longbow (+4 str bonus) +5 ranged (2d6+4/x3)
Full Attack 2 Slams +6 melee (1d6+4) and 2 hooves +2 melee (1d6+2); or composite longbow (+4 str bonus) +5 ranged (2d6+4/x3)
Space/Reach 10 ft./5 ft.
Special Attacks -
Special Qualities Composite Plating, Darkvision 60 ft., Light fortification, Living Construct Traits
Saves Fort +3, Ref +3, Will +2
Abilities Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Skills Listen +3, Move silently +4, Spot +3, Survival +2
Feats Dodge, Weapon Focus (hoof)
Environment Temperate Any
Organization Solitary, Pair, Band (3-5), Troop (3-5 plus 5-10 Warforged)
Challenge Rating 3
Treasure Standard
Alignment Usually neutral
Advancement By character Class
Level Adjustment +3

a War Runner using a lance deals double damage when it charges, just as a rider on a mount does.

Composite plating As the warforged ability, provides a +2 armor bonus; this bonus is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This occupies the same space on the body as a suit of armor (Or in this case, armor and barding) or a robe, and can be enchanted just as armor. It also provides a 5% arcane spell failure chance.

Light fortification (Ex) When a critical hit or sneak attack is scored on a War Runner, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Living Construct traits Immunity to poison, Sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Cannot heal damage naturally. Subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

Can be affected by spells that target living creatures as well as those that target constructs. However, spells from the healing sub-school and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect.

Takes damage from heat metal and chill metal as if wearing metal armor, affected by repel metal or stone as if wearing metal armor, repelled by repel wood, vulnerable to rusting grasp (takes 2d6 points of damage from the spell, reflex half, save DC 14+caster's ability modifier), takes same damage from a rust monster's touch (Reflex DC 17 half). Spells like stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a War Runner.

When reduced to 0 hp, a War runner is disabled. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less then 0 and greater than -10, he is inert. He is unconscious and helpless, and cannot perform and actions, but does not lose additional hit points unless more damage is dealt to him, as with a stable creature.

Cannot be raised or resurrected, does not need to eat, sleep, or breath, but can still benefit from the effects of consumable spells and magic items like heroes' feast and potions.

Creating a Beast Shaped Construct
Beast Shaped Construct is an inherited template that can be applied to any Construct with a roughly humanoid form (hereafter referred to as the base construct), and any Animal, Magical Beast, or Monstrous Humanoid (hereafter referred to as the base Creature). The resulting Beast Shaped Construct (hereafter referred to as the BSC) is one built in the form of the other.

Size and Type
The BSC's type is construct, with any subtypes (excluding augmented) from the Base Construct and Base Creature. If both the Base Construct and Base Creature had alignment subtypes, the Base Construct's are considered first, and any nonconflicting subtypes from the Base Creature are added afterwards.
Size is normally the same as the base creature, except that if the Base Construct was Large, the BSC is one size category larger than the Base Creature, and if the Base construct was Huge or larger, the BSC is two size categories larger.
Similarly, if the Base Construct was Small, the BSC is one size category smaller than the Base Creature. And if the Base Construct was Tiny or smaller, the BSC is two size categories smaller than the Base Creature.

Hit Dice and Hitpoints
The BSC has a total number of Hit Dice equal to the Base Construct plus the Base Creature's Hit Dice, minus 2. Should the Base Construct not have any Hit Dice, normally having class levels, the number of the BSC's Hit Dice are instead equal to just the Base Creature's.
All Hit Dice, excluding any class levels gained later, are changed to d10s. And the BCS gains bonus hit points as according to it's size, as is the standard for constructs (Excepting BSCs with a Living Construct base Construct).

Speed
Same as the Base Creature plus the Base Construct, minus 30.
It retains any alternative methods of movement, such as climb or fly speeds, from either the base creature or base construct, but at half the original speed, rounded down. If both creatures use the same alternate movement, use the average speed, rounded down.

Armor Class
The BSC' natural armor bonus is equal to either the natural armor from the Base Creature or Base Construct, whichever is larger.

Base Attack/Grapple
New Base Attack total equal to 3/4 Base Attack Bonus (As Cleric), and it's grapple bonus is equal to it's base attack bonus as modified by it's strength and size as normally.

Attacks
The BSC has the same Natural Attacks as the Base Creature. If the Base Creature has any arm-like limbs, and the Base Construct has a slam attack, it will also get a number of those equal to the Base Creature's arms.
If it is capable of wielding weapons, it may attack with it's weapon and any natural attacks that the weapon doesn't interfere with.

Damage
Same as whichever attacks from which they originated, adjusted by size.

Special Attacks
The BSC retains any special attacks from the Base Construct, and any Extraordinary or unlabeled special attacks of the Base Creature.
(For example, the Hydra's additional heads (And the extra bite attacks from that) are not labeled as being an ability, or as being Supernatural or Extraordinary)

Special Abilities
The BSC retains any special abilities from the Base Construct, and any Extraordinary or unlabeled special attacks of the Base Creature.
Should both the Base Construct and Base Creature have the same special qualities (or Attacks), use the better of the two.

Base Save Bonuses
The BSC has all bad saves, recalculate based on hit dice. Add ability modifiers as normal.

Abilities
If the Base Construct has an Int Score, the BSC's Int score is always equal to the Base Creature's. If either the Base Construct or the Base Creature has a nonability, the BSC retains that nonability.
In all other cases, its ability scores are equal to whichever is higher.
(For example, a Flesh Golem has no Con or Int scores, so the Flesh Hydra above has no Con or Int Scores. Because a hydra has higher Dex and Cha scores, it uses the hydra's, but it uses the Flesh Golem's Str and Wis scores)

Skills
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the BSC has an Intelligence score.
Class skills are any skills within either the Base Construct or Base Creature's monster entry; It has a combined class skill list.

Feats
Assuming the BSC is not mindless, Add the Base Creature's feats to the Base Constructs. If this results in the BSC having the same feat twice, repick the feat.
This may result in having more feats than a character of its total Hit Dice would normally be entitled to; when this occurs, any "extra" feats are denoted as bonus feats.

Environment
Same as Base Construct.

Organization
Same as Base Construct.

Challenge Rating
One less than the sum of the Base Creature's CR and the Base Construct's CR.

Treasure
As Base Construct.

Alignment
Usually As Base Construct, but if the Base Creature had any Alignment Subtypes, it's alignment will be the same as those.

Advancement
If the BSC has more than 2 Intelligence, By Character Class. Otherwise, none.

Level Adjustment
Same as the Base Construct Plus the Base Creature, plus one.
If either didn't have a Level Adjustment, then the BSC doesn't either.

radmelon
2011-12-12, 07:18 PM
This is a really cool idea. I had thought about the concept before, but hadn't really put that much thought into it. Good job.

TuggyNE
2011-12-12, 07:33 PM
Stone Crusher (Girallon + Stone Golem)
Humongus masses of stone, carved directly out of the mountains themselves, four massive crushing arms ready to turn much stone to dust. The stone crusher line of golems was designed for mining, turning large mountains into piles of rubble.

This seems interesting, but the crunch doesn't have any obvious special abilities related to mining, so while it would be reasonably effective as is, perhaps something else could be added?


Flesh Hydra ((5 headed) Hydra + Flesh Golem)
The result of stitching many, many corpses together, shoving a whole bunch of extra and unused cadavers into the belly area, and binding an elemental to the mess. The Flesh Hydra will use the corpses stored within it's body to repair and replace lopped off heads.

Wow, this is even more disgusting than the original. Well done (I guess :smalltongue:).


Horned Gaurdian (Minotaur + Iron Golem) [WIP]
A massive being of iron, wrought in the form of the mighty minotaur, designed to gaurd great temples and treasures and mazes. Some carry the massive axes carried by many of the beings after which they were fasioned, ready to cut down anything in their paths.

Maybe rephrase this to something like "Some carry the massive axes favored by the monsters they are built to resemble, ready to cut down anything in their path."


Abilities Str 33, Dex 10, Con -, Int -, Wis 11, Cha 8

...

Breath Weapon (Su)
10 foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4 rounds; initial damage 1d4 con, secondary damage 3d4 con, fortitude DC 21 negates. the save DC is constitution-based.

Hmm... wouldn't you need to pick a different ability to base the DC on? Bizarrely, though, the iron golem uses Con too. I'm confused. (Of course, technically the save is based on racial hit dice as well as con mod, so a nonability score means a con mod of 0... ehh, I guess it's good enough.)


Skills
If the BSC is not mindless, it has skillpoints equal to (2+Int modifier)x(It's Hit Dice Total+3).
Any Class Skills are skills off of either the Base Construct or Base Creature's entry.

I'd suggest making these closer in wording to the standard type/class skillpoint phrasing ("Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the BSC has an Intelligence score"), and clarifying the class skills, perhaps to "The BSC has the combined class skills from the Base Construct's and Base Creature's entries".


Really, this seems like a useful template, filling an odd hole in the system as it stands. Nice work so far. :smallcool:

flabort
2011-12-13, 11:29 AM
Spell checked.

@Radmelon:
Thanks. There is the Effigy template, but that's.... well, definitely not the same. This is more carried.


This seems interesting, but the crunch doesn't have any obvious special abilities related to mining, so while it would be reasonably effective as is, perhaps something else could be added?

Yeah... I can't truly add anything specifically for mining in terms of abilities, since that would make it no longer a creature with a template. Thanks, though, I guess I still need to work on the fluff.


Wow, this is even more disgusting than the original. Well done (I guess :smalltongue:).

:smalltongue: I have a deep and rooted love for all things hydra. I couldn't think of a better golem to shape into a hydra, so I picked flesh.


Maybe rephrase this to something like "Some carry the massive axes favored by the monsters they are built to resemble, ready to cut down anything in their path."

Thanks. Will do. Not word for word, but pretty close.


Hmm... wouldn't you need to pick a different ability to base the DC on? Bizarrely, though, the iron golem uses Con too. I'm confused. (Of course, technically the save is based on racial hit dice as well as con mod, so a nonability score means a con mod of 0... ehh, I guess it's good enough.)

Yeah, staying true to the ability from the Base Construct, this means it's purely based on HD. Although were it to gain a Con score from something (Say, a "Greater Incarnate Construct") and keep the ability... When I stumbled across that, though, I had to look up poison in the "general abilities any creature MIGHT have" section. Just to make sure I read it right.


I'd suggest making these closer in wording to the standard type/class skillpoint phrasing ("Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the BSC has an Intelligence score"), and clarifying the class skills, perhaps to "The BSC has the combined class skills from the Base Construct's and Base Creature's entries".

Thanks. I was actually pretty frustrated, that was a pretty clumsy wording I'd used, and I couldn't figure out a better one. I guess there's a reason that wording is standard: It works.


Really, this seems like a useful template, filling an odd hole in the system as it stands. Nice work so far. :smallcool:

:smallbiggrin: *Feeds off the praise*

flabort
2012-01-12, 01:19 PM
Finished up the two incomplete examples.
Still have yet to upload any pictures, though I have more to upload when I do, now.

Pyromancer999
2012-01-12, 01:23 PM
Know what this needs? Rules for crafting.

flabort
2012-01-12, 01:57 PM
Yes. Those will come, when I can figure them out. :smallsmile:

I'm not sure what to base prices off of, though, since there are so many possibilities.

Maybe something like size, so, "The cost of the BSC in gold and experience is equal to that of the Base Construct, multiplied by two for every size category larger than the Base construct the BSC is, or divided by two for every size category smaller than the base construct the BSC is; The normal rules for multiple multipliers do not apply. For example, a BSC with an Iron Golem for the Base Construct ends up being Gargantuan, two size categories larger. Therefore, the new price is four times the original, or 320,000 gp + 22,400 xp." Hmm, that's a bit much, but in that case, the result might be Epic Level.

Similarily I'm stuck on the Craft Checks. Maybe... "Each required check is equal to the Base Construct's original Craft checks, plus the difference in the BSC's CR and the Base Construct's."
Or maybe HD would be better.

I'm not entirely sure. :smallredface: I could actually use a little help in that cattegory.

DracoDei
2012-01-13, 01:29 PM
This is truly an idea after my own heart. Wish I had thought of it. Can't comment much at the moment, PM me in two days if I haven't by then.

At a quick glance I would say that the feat stacking could be problematic. If I did my math right it might end up with up to 3 bonus feats. This could be problematic, especially at the low end of the HD scale.