Dove
2007-09-03, 04:02 AM
[New content in blue.]
Some time ago, I ran a one-off adventure with a pair of large stone golems in it. I had set up the golems with some specific commands--ignore anyone but casters, defend yourself if attacked, and so forth. I ruled that they followed these commands literally and mechanically, which had unexpected consequences when the players interacted with them. Everyone enjoyed the encounter immensely.
After some thought, I realized that there's a wonderful robot mythos to be drawn on here, and constructs fit it beautifully. Classic science fiction is filled with computers and robots which follow explicit programming to unexpected ends--and that makes for fun stories.
From a campaign perspective, I like this construct mod very much. It makes constructs a fundamentally different sort of enemy than others, and provides an easy way to introduce credible puzzles--something my group enjoys. The only drawback is that it is now harder to use them as mage-killing guardians.
I've run these rules in this campaign for a few sessions now, and the feedback from my players has generally been positive--but I've yet to see how it ultimately plays out.
-------------------
Introduction to modified constructs:
Construct types:
Constructs may be controlled by one of three methods:
1. They may be directly controlled. Controlled constructs respond well to arbitrary commands, but require direct supervision at all times and are helpless without someone 'driving' them. Draws on the mecha/probe mythos. Shield guardians are this sort of construct. An outside example is modern vehicles.
2. They may be programmed. Programmed constructs are clumsy to control directly. Instead, they are given an explicit set of instructions which they autonomously follow to the best of their abilities at all times. They are incapable of independant thought and prone to exploitation. Draws on the programmed robot mythos. Household servants and lone stone golem guardians of an ancient tomb are usually this sort of construct. An outside example are Asimov's Three Law robots.
3. They may be awakened. These constructs have free will, possibly constrained by prior programming. Awakened constructs are required to follow any immutable programming they posess, but where their programming is silent, they are free. Draws on the android mythos. Inevitables are this sort of construct. Outside examples are RoboCop and Commander Data.
-----------------
How Programmed Constructs Work:
A programmed construct has a set of four to eight command "slots", each of which is filled with a command. These commands are generally simple, represented as a sentence in plain English.
A programmed construct will fulfill each higher priority command slot as a top priority, to the exclusion of lower slots. However, if it is possible to accomplish both a high and a low priority goal, it will do both.
Here is an example of a construct my party faced early on in the campaign: (It was a largish stone golem which they had no chance of fighting).
Remain within thirty feet of the cave mouth. Remain at ease while peaceful Yuan-Ti are present. Destroy all living creatures. Sound the alarm if attacking or being attacked.
Without knowledge of its programming this construct is quite dangerous--it remains inert until approached closer than 30 feet, at which point it becomes agressive and alerts the entire area to intruders.
However, with knowledge of its programming, exploits become clear. It is possible to (noisily) destroy it with ranged attacks (though the hefty 10/Adamantine DR still applies). Alternatively, find a peaceful Yuan-Ti or make it believe you are one, and you can slip past unhindered.
Gory Detail On Command Slots
While generally represented in plain English, a command slot really holds a complex arcane formula dictating every detail of an action. It cannot hold an arbitrary command, and is generally limited in scope and interpretation. Constructs have no intelligence and are not capable of interpreting complex commands which require judgement, ingenuity, or even actions it has not been told how to do. All behavior must be explicitly specified in advance.
A command slot can hold behavior as broad in scope as one or at most two related "tricks" taught to animals together with trigger conditions and constraints. However, specialized constructs have underlying knowledge which allow them to perform tasks much more complex than any animal can.
At creation, a construct may be imbued with innate specialized knowledge appropriate to its tasks. For example, a construct may be given a routine to "Clean the kitchen", complete with collecting and cleaning dishes, putting away and organizing ingredients and utensils, and mopping the floor. In a sophisticated construct, this routine may work on any kitchen--but generally it only works in a given one. At any rate, despite the behavior being complex, it is the same routine every time, carried out mechanically.
Innate knowledge is set at creation and cannot be changed or improved thereafter. Most constructs are given an innate understanding of how to effectively function in combat (though the exact strategy will vary from construct to construct). Some may be given specific battle strategies, an ability to write in certain languages, or knowledge of the complex controls of specific machinery (which it may then operate flawlessly). These routines are usually quite general. It is uncommon to encounter a construct with a built-in interpretation of something usually requiring judgement--such as "guard the cave"--unless the creator is sure she wanted every cave guarded according to exactly the same strategy.
Example Commands:
Destroy all living creatures within 200 feet of the door. (Valid - Construct has an innate definition of living creature and combat, and is given a visual/tacticle definition of "the door" when the command is set.) When commanded by any guest, play whatever music is set up on the harpsichord. (Valid - assuming the construct has an innate understanding of musical notation. Of course, the musical interpretation is rather mechanical ;) ). Do whatever John tells you to. (Not valid - the construct has no way to interpret arbitrary commands.) Destroy any target John gives you, and desist on his command. (Valid)
Constructs, like most beings, are limited in perception to what they can see, hear, and feel. Trigger conditions are frequently vulnerable to exploitation through disguises and illusions. There is one exception to this: A construct has a permanent and supernatural connection to its master(s), and always knows who and where its masters are. A construct told to "find its master" cannot follow an intelligent route, but will always head in the right direction. (Note: I'm considering placing constructs under "Find The Path" with respect to their masters, but this might be a bit much. The idea is that they come when called and a clever player with a lot of construct control resources can use the lowly golem guardian to find the hiding lich. Advice on this front would be appreciated.)
Due to the clumsiness of direct control, most constructs used in warfare or as personal servants are either awakened or commanded. Programmed constructs are most commonly encountered as guardians in remote places, or servants given simple tasks.
Command slots may have the following characteristics:
They may be suppressed. These slots are treated as empty, the construct ignoring any commands they contain. Suppressed command slots show as "empty" to the scan spell. They may be mutable or immutable (set at creation). The contents of mutable command slots can be changed, but the contents of immutable Command Slots cannot be changed by any means. (This will make more sense when you see the spells.) They may be hidden (set at creation). Hidden command slots, though still active, show as "empty" to spells which scan the construct. They may be masked. Masked command slots scan as one thing, but operate as another.
A command slot may reference other command slots in a general way. For example, a valid command is "When asked, open the door for anyone protected by command #1". However, it is not possible to store a full copy of one command slot in another, and under no condition may a Command Slot change the contents of another command slot, or add to or change the construct's master(s). Constructs are capable of reading their own Hidden Command Slots, and are not aware of or fooled by masks. However, they treat Suppressed Command Slots as empty.
Gory Detail On Masked Command Slots
A masked slot has two elements: the Clear Command and the Mask.
The Clear Command represents the true contents of the Command Slot, and is a command in the usual way. It is subject to all the same constraints as other Command Slot contents, and is obeyed by the construct just like any other command.
The Mask is shown when spells like Scan Construct are used to read command slots. These spells show the Mask in the Command Slot, instead of the Clear Command, and give no indication that the Clear Command exists. The Mask has no other affect on the construct, and does not change its behavior in any way.
Due to space limitations, it is not possible to store two full commands in the same slot. Therefore, Masks are limited to a simple form. Masks may only take the form of passive constraints, and cannot be full-fledged active commands. A Mask always appears to limit a construct's actions, and never takes a form which would authorize any new activity. The plain language representation has the following form: "Do not [positive action or actions] [under condition or conditions]."
Any construct can store at most one masked Command Slot at a time.
Some examples of constraints and non-constraints:
A guardian stone golem:
Do not move farther than 30 feet from the cave mouth. (Constraint; suspicious) Do not engage in combat or movement while peaceful Yuan-Ti are present. (Constraint; suspicious) Destroy all living creatures. (Not a constraint) Sound the alarm if attacking or being attacked. (Not a constraint)
An enchanted broom:
Put yourself away and come back out when commanded. (Not a constraint) Sweep any dirty surfaces you find. (Not a constraint) Do not leave the castle.(Constraint; suspicious) Roam freely. (Not a constraint)
A mask must always forbid a positive action, and never enables it. A command such as "Do not remain silent" is not a valid mask, as it requires positive action. When Scan Construct translates arcane formulas to plain language, potential Masks are always translated beginning with the words "Do not".
Scan Construct is a translation from a complex arcane formula, so equivalent command wordings are considered the same command. Therefore, if a command can be re-worded as a Mask, this may be done without changing the apparent contents of the slot. (Metagame - All potential constraints should begin with the words "Do not," so there is no confusion. But in the case of an oversight, a command such as "Remain silent" may be covered with a Mask of "Do not make sound," and the scanning spells will not detect a difference.)
Any effect which changes the contents of a Command Slot reveals the existence of the Mask. At the caster's option, the Mask may be discarded or retained. The Clear Command is not revealed and is erased in the process of replacing the command.
Command Slot Property Summary
{table]Command Slot Property|Origin|Removed By|Scan Effects|Other Effects
Immutable|Set at creation|N/A|Scan reveals slot is immutible.|Slot contents cannot be changed by any means.
Hidden|Set at creation|N/A|Slot shown as empty. Nothing can reveal its contents.|None.
Suppressed|Suppress Command|Dispel Magic and similar|Slot shown as empty.|Construct ignores Slot contents.
Masked|Mask Command|Changing Command Slot contents.|Scan shows Mask.|None.[/table]
Command Slot Combination Table
{table]|Immutable|Hidden|Suppressed|Masked
Immutable||Scan: (Immutable) Empty.| Scan: (Immutable) Empty | Scan: (Immutible) Mask.
Hidden|Scan: (Immutable) Empty.||Scan: Empty.|Illegal (Mask Command fails).
Suppressed|Scan: (Immutable) Empty.|Scan: Empty.||Scan: Empty.
Masked|Scan: (Immutable) Mask.|Illegal (Mask Command fails)|Scan: Empty.|[/table]
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The Spells
Of course, the point of all of this is to have fun messing with their programming. :) Here are the spells I have written to go along with the concept:
Hide From Constructs
Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Targets: One touched creature / level
Duration: 10 min. / level
Save: Will negates (harmless)
Spell Resistance: Yes
Constructs cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate the warded creatures. Constructs simply act as though the warded creatures are not there.
An intelligent (awakened) construct gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them.
If a warded creature touches a construct or attacks any creature, even with a spell, the spell ends for all recipients.
Material component: A bit of cloth woven of thin copper fibers.
Probe Command
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: One programmed construct
Duration: Instantaneous
Save: No; Special (see text)
Spell Resistance: No.
Upon casting this spell, you immediately learn the number of Command Slots the targeted construct has. You may then choose one slot from the set. Probe Command reveals the contents of that slot, provided the slot is not Suppressed, Hidden or Masked. If the Command Slot is immutable, this is revealed.
Any Suppressed or Hidden slots which are probed are shown as empty. Any Masked slot which is probed reveals the Mask, but not the Clear Command or the fact that the Command Slot is masked.
If the probed Command Slot holds a potential mask (a command beginning with "Do not"), you may attempt a caster level check (1d20 + caster level) against the Command Slot DC (10 + Construct Hit Dice + command slot priority above lowest slot). If you succeed on this check, Probe Command reveals whether the slot is Masked, and if so, reveals the the Clear Command.
The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed.
Material Component: A pair of thin copper rods.
Scan Construct
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: One construct with commands.
Duration: Instantaneous
Save: None
Spell Resistance: No
You know the commands a single construct is currently set to obey. The exact contents of its command slots are revealed to you, so that you are capable of fully specifying the construct's behavior. This spell reveals only active and visible command slots; suppressed or hidden command slots are shown as empty.
The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed.
Constructs designed at creation with immutable commands may still be scanned, and this spell will reveal that those commands are immutable.
If the casting time is extended to ten minutes, this spell will also reveal the full details of any innate behavior and knowledge the construct posesses.
Suppress Command
Transmutation
Level: Sor/Wiz 3
Components: S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct command slot.
Duration: Permanent
Save: No; Special (see text).
Spell Resistance: No
You suppress a single command slot, causing the construct to behave as though that command slot was empty. Any command currently in the slot or entered after this spell is cast is ignored.
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot.
The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may still be targeted. Immutable commands cannot be changed, but the slot can be suppressed.
The effect of this spell is permanent. A construct’s creator may not simply re-fill the suppressed command slot, as any entered command will be ignored. However, the effect can be removed as a spell effects generally can by Dispel Magic, Break Enchantment, Greater Dispel Magic, Antimagic Field, Limited Wish, Wish, or Miracle.
A construct with no commands takes no actions, and is considered helpless.
Arcane Focus: A tiny silver net worth 25 gp.
Replace Command
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One mutable construct command slot.
Duration: Instantaneous
Save: No; Special (see text).
Spell Resistance: No
You replace the contents of a single command slot, erasing any previous command.
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (DC 10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot.
The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may not be targeted unless they have mutable command slots as well.
This spell has an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s creator from changing the command as a move action (as she can usually do). A second casting of this spell can also change the command.
Material Component: A rare pearl worth 250 gp.
Mask Command
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct Command Slot
Duration: Instantaneous
Save: No; Special (see text)
Spell Resistance: No.
You create a Mask over the targeted Command Slot. The superficial appearance of the Command Slot is changed so that Scan Construct shows the Mask in the slot instead of the Clear Command.
This spell does not affect the behavior of the target construct in any way. It continues to obey the original contents of the Command Slot, which persist as the Clear Command.
A Mask is a permanent, non-magical change to a Command Slot. It cannot be dispelled or disjoined, nor is it suppressed in an Anti-magic field. A Mask can be removed by any effect which changes the contents of the Command Slot.
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. If this check fails, the spell is not cast, and you gain no information about what would have happened had the check succeeded.
If the targeted slot already has a Mask, the new Mask replaces the old one. You do not learn that the Command Slot was masked, nor do you learn what the Clear Command is.
If the target already has a Mask on a different Command Slot, this spell fails and you learn that the construct already has a Mask in a different Command Slot.
If a hidden Command Slot is targeted, the spell fails and you learn that the targeted Command Slot is Hidden.
A Mask must always take the form of a constraint, and cannot command any new action or activity.
Material Component: A tiny hollow figurine of a mare.
Command Construct
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct with mutable command slots.
Duration: 1 min. / level
Save: No; Special (see text).
Spell Resistance: No
The subject of this spell regards you as one of its masters. For the duration of this spell, as a move action, you may change the contents of any mutable command slot as a move action, provided the construct can hear you. The construct is given a supernatural ability to recognize you for the duration of the spell and knows where you are.
Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.)
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28.
The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may be targeted, but you cannot change immutable commands.
All command changes are an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s original creator from changing the command as a move action (as she can usually do), even while the spell is in effect.
Material Component: A rare pearl worth 100 gp per construct HD.
Master Construct
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Targets: One programmed construct
Duration: Instantaneous
Save: No; Special (see text).
Spell Resistance: No
The subject of this spell permanently regards you as one of its masters. As a move action, you may change the contents of any mutable command slot, provided the construct can hear you. The construct gains a pernament supernatural connection to you and always recognizes you and and knows where you are.
Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.)
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28.
The effects of this spell in no way hinder the connection between a construct and its existing masters.
This effect is permanent. Construct masters cannot be removed by any means short of Wish or Miracle.
Material Component: A magically luminescent green diamond worth 1,000 gp per construct HD.
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Commentary is appreciated. I'm running a group with these rules right now, and so far the feedback I've gotten has been quite positive. My main concern is 'sploits. I have tried very hard not to leave any, but I'm sure there are some.
Some of my own thoughts:
- The caster level check is hefty, especially since hit dice outpace CR about 1.5-2:1 on constructs. I think this is a good thing--you can't just walk up and play with the golem's programming. I'm worried this might be too punishing, but if it is (or maybe even if it's not), I'm might introduce some sort of item which gives a bonus to the check.
- The obvious thing to preclude here is the mage easily acquiring an army of golems. Between the caster level check, the cost of casting, and the limitations of direct control, I think this has been effectively closed off. You can't acquire control of them reliably unless they're way, way below your CR. For the money, you'd generally be better off building them, though you can get lucky. I'm a little worried I might have overbalanced it here, though. Only playtesting will tell.
- I love how easy this makes it to introduce logic puzzles into campaigns. It makes golems a much richer enemy, and presents a real choice of "fight" or "exploit". Exploitation has its drawbacks. Two sessions back, the party snuck into an area past a golem and then realized they had to tread very carefully sneaking out. :xykon: Good times.
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That's it. Feedback appreciated.
- Dove
Some time ago, I ran a one-off adventure with a pair of large stone golems in it. I had set up the golems with some specific commands--ignore anyone but casters, defend yourself if attacked, and so forth. I ruled that they followed these commands literally and mechanically, which had unexpected consequences when the players interacted with them. Everyone enjoyed the encounter immensely.
After some thought, I realized that there's a wonderful robot mythos to be drawn on here, and constructs fit it beautifully. Classic science fiction is filled with computers and robots which follow explicit programming to unexpected ends--and that makes for fun stories.
From a campaign perspective, I like this construct mod very much. It makes constructs a fundamentally different sort of enemy than others, and provides an easy way to introduce credible puzzles--something my group enjoys. The only drawback is that it is now harder to use them as mage-killing guardians.
I've run these rules in this campaign for a few sessions now, and the feedback from my players has generally been positive--but I've yet to see how it ultimately plays out.
-------------------
Introduction to modified constructs:
Construct types:
Constructs may be controlled by one of three methods:
1. They may be directly controlled. Controlled constructs respond well to arbitrary commands, but require direct supervision at all times and are helpless without someone 'driving' them. Draws on the mecha/probe mythos. Shield guardians are this sort of construct. An outside example is modern vehicles.
2. They may be programmed. Programmed constructs are clumsy to control directly. Instead, they are given an explicit set of instructions which they autonomously follow to the best of their abilities at all times. They are incapable of independant thought and prone to exploitation. Draws on the programmed robot mythos. Household servants and lone stone golem guardians of an ancient tomb are usually this sort of construct. An outside example are Asimov's Three Law robots.
3. They may be awakened. These constructs have free will, possibly constrained by prior programming. Awakened constructs are required to follow any immutable programming they posess, but where their programming is silent, they are free. Draws on the android mythos. Inevitables are this sort of construct. Outside examples are RoboCop and Commander Data.
-----------------
How Programmed Constructs Work:
A programmed construct has a set of four to eight command "slots", each of which is filled with a command. These commands are generally simple, represented as a sentence in plain English.
A programmed construct will fulfill each higher priority command slot as a top priority, to the exclusion of lower slots. However, if it is possible to accomplish both a high and a low priority goal, it will do both.
Here is an example of a construct my party faced early on in the campaign: (It was a largish stone golem which they had no chance of fighting).
Remain within thirty feet of the cave mouth. Remain at ease while peaceful Yuan-Ti are present. Destroy all living creatures. Sound the alarm if attacking or being attacked.
Without knowledge of its programming this construct is quite dangerous--it remains inert until approached closer than 30 feet, at which point it becomes agressive and alerts the entire area to intruders.
However, with knowledge of its programming, exploits become clear. It is possible to (noisily) destroy it with ranged attacks (though the hefty 10/Adamantine DR still applies). Alternatively, find a peaceful Yuan-Ti or make it believe you are one, and you can slip past unhindered.
Gory Detail On Command Slots
While generally represented in plain English, a command slot really holds a complex arcane formula dictating every detail of an action. It cannot hold an arbitrary command, and is generally limited in scope and interpretation. Constructs have no intelligence and are not capable of interpreting complex commands which require judgement, ingenuity, or even actions it has not been told how to do. All behavior must be explicitly specified in advance.
A command slot can hold behavior as broad in scope as one or at most two related "tricks" taught to animals together with trigger conditions and constraints. However, specialized constructs have underlying knowledge which allow them to perform tasks much more complex than any animal can.
At creation, a construct may be imbued with innate specialized knowledge appropriate to its tasks. For example, a construct may be given a routine to "Clean the kitchen", complete with collecting and cleaning dishes, putting away and organizing ingredients and utensils, and mopping the floor. In a sophisticated construct, this routine may work on any kitchen--but generally it only works in a given one. At any rate, despite the behavior being complex, it is the same routine every time, carried out mechanically.
Innate knowledge is set at creation and cannot be changed or improved thereafter. Most constructs are given an innate understanding of how to effectively function in combat (though the exact strategy will vary from construct to construct). Some may be given specific battle strategies, an ability to write in certain languages, or knowledge of the complex controls of specific machinery (which it may then operate flawlessly). These routines are usually quite general. It is uncommon to encounter a construct with a built-in interpretation of something usually requiring judgement--such as "guard the cave"--unless the creator is sure she wanted every cave guarded according to exactly the same strategy.
Example Commands:
Destroy all living creatures within 200 feet of the door. (Valid - Construct has an innate definition of living creature and combat, and is given a visual/tacticle definition of "the door" when the command is set.) When commanded by any guest, play whatever music is set up on the harpsichord. (Valid - assuming the construct has an innate understanding of musical notation. Of course, the musical interpretation is rather mechanical ;) ). Do whatever John tells you to. (Not valid - the construct has no way to interpret arbitrary commands.) Destroy any target John gives you, and desist on his command. (Valid)
Constructs, like most beings, are limited in perception to what they can see, hear, and feel. Trigger conditions are frequently vulnerable to exploitation through disguises and illusions. There is one exception to this: A construct has a permanent and supernatural connection to its master(s), and always knows who and where its masters are. A construct told to "find its master" cannot follow an intelligent route, but will always head in the right direction. (Note: I'm considering placing constructs under "Find The Path" with respect to their masters, but this might be a bit much. The idea is that they come when called and a clever player with a lot of construct control resources can use the lowly golem guardian to find the hiding lich. Advice on this front would be appreciated.)
Due to the clumsiness of direct control, most constructs used in warfare or as personal servants are either awakened or commanded. Programmed constructs are most commonly encountered as guardians in remote places, or servants given simple tasks.
Command slots may have the following characteristics:
They may be suppressed. These slots are treated as empty, the construct ignoring any commands they contain. Suppressed command slots show as "empty" to the scan spell. They may be mutable or immutable (set at creation). The contents of mutable command slots can be changed, but the contents of immutable Command Slots cannot be changed by any means. (This will make more sense when you see the spells.) They may be hidden (set at creation). Hidden command slots, though still active, show as "empty" to spells which scan the construct. They may be masked. Masked command slots scan as one thing, but operate as another.
A command slot may reference other command slots in a general way. For example, a valid command is "When asked, open the door for anyone protected by command #1". However, it is not possible to store a full copy of one command slot in another, and under no condition may a Command Slot change the contents of another command slot, or add to or change the construct's master(s). Constructs are capable of reading their own Hidden Command Slots, and are not aware of or fooled by masks. However, they treat Suppressed Command Slots as empty.
Gory Detail On Masked Command Slots
A masked slot has two elements: the Clear Command and the Mask.
The Clear Command represents the true contents of the Command Slot, and is a command in the usual way. It is subject to all the same constraints as other Command Slot contents, and is obeyed by the construct just like any other command.
The Mask is shown when spells like Scan Construct are used to read command slots. These spells show the Mask in the Command Slot, instead of the Clear Command, and give no indication that the Clear Command exists. The Mask has no other affect on the construct, and does not change its behavior in any way.
Due to space limitations, it is not possible to store two full commands in the same slot. Therefore, Masks are limited to a simple form. Masks may only take the form of passive constraints, and cannot be full-fledged active commands. A Mask always appears to limit a construct's actions, and never takes a form which would authorize any new activity. The plain language representation has the following form: "Do not [positive action or actions] [under condition or conditions]."
Any construct can store at most one masked Command Slot at a time.
Some examples of constraints and non-constraints:
A guardian stone golem:
Do not move farther than 30 feet from the cave mouth. (Constraint; suspicious) Do not engage in combat or movement while peaceful Yuan-Ti are present. (Constraint; suspicious) Destroy all living creatures. (Not a constraint) Sound the alarm if attacking or being attacked. (Not a constraint)
An enchanted broom:
Put yourself away and come back out when commanded. (Not a constraint) Sweep any dirty surfaces you find. (Not a constraint) Do not leave the castle.(Constraint; suspicious) Roam freely. (Not a constraint)
A mask must always forbid a positive action, and never enables it. A command such as "Do not remain silent" is not a valid mask, as it requires positive action. When Scan Construct translates arcane formulas to plain language, potential Masks are always translated beginning with the words "Do not".
Scan Construct is a translation from a complex arcane formula, so equivalent command wordings are considered the same command. Therefore, if a command can be re-worded as a Mask, this may be done without changing the apparent contents of the slot. (Metagame - All potential constraints should begin with the words "Do not," so there is no confusion. But in the case of an oversight, a command such as "Remain silent" may be covered with a Mask of "Do not make sound," and the scanning spells will not detect a difference.)
Any effect which changes the contents of a Command Slot reveals the existence of the Mask. At the caster's option, the Mask may be discarded or retained. The Clear Command is not revealed and is erased in the process of replacing the command.
Command Slot Property Summary
{table]Command Slot Property|Origin|Removed By|Scan Effects|Other Effects
Immutable|Set at creation|N/A|Scan reveals slot is immutible.|Slot contents cannot be changed by any means.
Hidden|Set at creation|N/A|Slot shown as empty. Nothing can reveal its contents.|None.
Suppressed|Suppress Command|Dispel Magic and similar|Slot shown as empty.|Construct ignores Slot contents.
Masked|Mask Command|Changing Command Slot contents.|Scan shows Mask.|None.[/table]
Command Slot Combination Table
{table]|Immutable|Hidden|Suppressed|Masked
Immutable||Scan: (Immutable) Empty.| Scan: (Immutable) Empty | Scan: (Immutible) Mask.
Hidden|Scan: (Immutable) Empty.||Scan: Empty.|Illegal (Mask Command fails).
Suppressed|Scan: (Immutable) Empty.|Scan: Empty.||Scan: Empty.
Masked|Scan: (Immutable) Mask.|Illegal (Mask Command fails)|Scan: Empty.|[/table]
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The Spells
Of course, the point of all of this is to have fun messing with their programming. :) Here are the spells I have written to go along with the concept:
Hide From Constructs
Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Targets: One touched creature / level
Duration: 10 min. / level
Save: Will negates (harmless)
Spell Resistance: Yes
Constructs cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate the warded creatures. Constructs simply act as though the warded creatures are not there.
An intelligent (awakened) construct gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them.
If a warded creature touches a construct or attacks any creature, even with a spell, the spell ends for all recipients.
Material component: A bit of cloth woven of thin copper fibers.
Probe Command
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: One programmed construct
Duration: Instantaneous
Save: No; Special (see text)
Spell Resistance: No.
Upon casting this spell, you immediately learn the number of Command Slots the targeted construct has. You may then choose one slot from the set. Probe Command reveals the contents of that slot, provided the slot is not Suppressed, Hidden or Masked. If the Command Slot is immutable, this is revealed.
Any Suppressed or Hidden slots which are probed are shown as empty. Any Masked slot which is probed reveals the Mask, but not the Clear Command or the fact that the Command Slot is masked.
If the probed Command Slot holds a potential mask (a command beginning with "Do not"), you may attempt a caster level check (1d20 + caster level) against the Command Slot DC (10 + Construct Hit Dice + command slot priority above lowest slot). If you succeed on this check, Probe Command reveals whether the slot is Masked, and if so, reveals the the Clear Command.
The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed.
Material Component: A pair of thin copper rods.
Scan Construct
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: One construct with commands.
Duration: Instantaneous
Save: None
Spell Resistance: No
You know the commands a single construct is currently set to obey. The exact contents of its command slots are revealed to you, so that you are capable of fully specifying the construct's behavior. This spell reveals only active and visible command slots; suppressed or hidden command slots are shown as empty.
The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed.
Constructs designed at creation with immutable commands may still be scanned, and this spell will reveal that those commands are immutable.
If the casting time is extended to ten minutes, this spell will also reveal the full details of any innate behavior and knowledge the construct posesses.
Suppress Command
Transmutation
Level: Sor/Wiz 3
Components: S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct command slot.
Duration: Permanent
Save: No; Special (see text).
Spell Resistance: No
You suppress a single command slot, causing the construct to behave as though that command slot was empty. Any command currently in the slot or entered after this spell is cast is ignored.
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot.
The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may still be targeted. Immutable commands cannot be changed, but the slot can be suppressed.
The effect of this spell is permanent. A construct’s creator may not simply re-fill the suppressed command slot, as any entered command will be ignored. However, the effect can be removed as a spell effects generally can by Dispel Magic, Break Enchantment, Greater Dispel Magic, Antimagic Field, Limited Wish, Wish, or Miracle.
A construct with no commands takes no actions, and is considered helpless.
Arcane Focus: A tiny silver net worth 25 gp.
Replace Command
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One mutable construct command slot.
Duration: Instantaneous
Save: No; Special (see text).
Spell Resistance: No
You replace the contents of a single command slot, erasing any previous command.
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (DC 10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot.
The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may not be targeted unless they have mutable command slots as well.
This spell has an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s creator from changing the command as a move action (as she can usually do). A second casting of this spell can also change the command.
Material Component: A rare pearl worth 250 gp.
Mask Command
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct Command Slot
Duration: Instantaneous
Save: No; Special (see text)
Spell Resistance: No.
You create a Mask over the targeted Command Slot. The superficial appearance of the Command Slot is changed so that Scan Construct shows the Mask in the slot instead of the Clear Command.
This spell does not affect the behavior of the target construct in any way. It continues to obey the original contents of the Command Slot, which persist as the Clear Command.
A Mask is a permanent, non-magical change to a Command Slot. It cannot be dispelled or disjoined, nor is it suppressed in an Anti-magic field. A Mask can be removed by any effect which changes the contents of the Command Slot.
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. If this check fails, the spell is not cast, and you gain no information about what would have happened had the check succeeded.
If the targeted slot already has a Mask, the new Mask replaces the old one. You do not learn that the Command Slot was masked, nor do you learn what the Clear Command is.
If the target already has a Mask on a different Command Slot, this spell fails and you learn that the construct already has a Mask in a different Command Slot.
If a hidden Command Slot is targeted, the spell fails and you learn that the targeted Command Slot is Hidden.
A Mask must always take the form of a constraint, and cannot command any new action or activity.
Material Component: A tiny hollow figurine of a mare.
Command Construct
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct with mutable command slots.
Duration: 1 min. / level
Save: No; Special (see text).
Spell Resistance: No
The subject of this spell regards you as one of its masters. For the duration of this spell, as a move action, you may change the contents of any mutable command slot as a move action, provided the construct can hear you. The construct is given a supernatural ability to recognize you for the duration of the spell and knows where you are.
Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.)
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28.
The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell.
This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may be targeted, but you cannot change immutable commands.
All command changes are an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s original creator from changing the command as a move action (as she can usually do), even while the spell is in effect.
Material Component: A rare pearl worth 100 gp per construct HD.
Master Construct
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Targets: One programmed construct
Duration: Instantaneous
Save: No; Special (see text).
Spell Resistance: No
The subject of this spell permanently regards you as one of its masters. As a move action, you may change the contents of any mutable command slot, provided the construct can hear you. The construct gains a pernament supernatural connection to you and always recognizes you and and knows where you are.
Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.)
To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28.
The effects of this spell in no way hinder the connection between a construct and its existing masters.
This effect is permanent. Construct masters cannot be removed by any means short of Wish or Miracle.
Material Component: A magically luminescent green diamond worth 1,000 gp per construct HD.
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Commentary is appreciated. I'm running a group with these rules right now, and so far the feedback I've gotten has been quite positive. My main concern is 'sploits. I have tried very hard not to leave any, but I'm sure there are some.
Some of my own thoughts:
- The caster level check is hefty, especially since hit dice outpace CR about 1.5-2:1 on constructs. I think this is a good thing--you can't just walk up and play with the golem's programming. I'm worried this might be too punishing, but if it is (or maybe even if it's not), I'm might introduce some sort of item which gives a bonus to the check.
- The obvious thing to preclude here is the mage easily acquiring an army of golems. Between the caster level check, the cost of casting, and the limitations of direct control, I think this has been effectively closed off. You can't acquire control of them reliably unless they're way, way below your CR. For the money, you'd generally be better off building them, though you can get lucky. I'm a little worried I might have overbalanced it here, though. Only playtesting will tell.
- I love how easy this makes it to introduce logic puzzles into campaigns. It makes golems a much richer enemy, and presents a real choice of "fight" or "exploit". Exploitation has its drawbacks. Two sessions back, the party snuck into an area past a golem and then realized they had to tread very carefully sneaking out. :xykon: Good times.
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That's it. Feedback appreciated.
- Dove