• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Help with a Construct

My character created this creature and immediately gave him a name. (Lysander) He wouldn't treat it/him as a tool or animated skeleton.

In fact, my character feels responsible for him. He can't heal, either naturally or by most common magics. If Lysander goes off on his own, he'll die. Slowly, by attrition, just from the wear and tear of everyday existence.

Yes, it has skills. According to the books, intelligent Animated objects get skills at a rate of 2 + Int modifier per hit dice. Since all of his mental stats rolled up at 10, that means 16 skill points total.

What Lysander doesn't have is a Dex worthy of calling himself a Rogue. Yeah, he has a lot of "racial" modifiers to Hide, but that's about it. Dex of 8 kind of kills it for any other Rogue skills.

I expect that, if the DM allows it, he'll come along as an NPC/Hireling, and will gain Exp at the DM's discretion based on participation. I expect he'll advance with class levels, either as Warrior or Fighter, rather than by size increases or "monster levels"

As for his hit dice v his "level": If he was an actual character, 16 skill points is what he'd have as a 5th level Fighter (2+Int mod x 4 at 1st level, and 2+Int mod x 4 more levels).

I mis-stated his hit points before, by the way. He has 8 D10 + 40, per the book, or 84, not 189 (I don't know where I got that number from). Not too badly out of line for a 5th level Fighter. His BAB, however, is 6.
 

log in or register to remove this ad

A similar idea was expressed in the "Bracers that Stack" thread a few days ago.

First problem is stacking Defending weapon effects. I don't think multiple AC bonuse stack if they're from the same source, even if they are "Unnamed" in type.
This is the beauty of the wording of the Defending weapon property. "enhancement bonus to his AC as a bonus that stacks with all others." All others.

Second problem is that you have to declare the defensive use of the item "before you attack with it". So even if he could carry 33 Defending weapons, he can only attack with one of them (and he'd lack proficiency with even that.)
It's a free action to choose to allocate the bonus at the start of your turn. If you have 33 +1 Defending Daggers, which would cost 75,966gp, you could choose to gain a +33 AC bonus at the start of your turn using 33 free actions. No proficiency needed for using the magic weapon property. Than don't attack with any of them, it's a pile of sand, use the slam attack or engulf.

I get flavor, just saying it's easy, it's affordable, it's legal and it's a ridiculous AC boost that answers your OP.
 
Last edited:

And the key phrase in there is "... all others", as in other bonuses, not more of the same.

Plus, as I said, the wording implies that you have to attack with the weapon to gain the benefit.

I wouldn't accept this as a DM, I won't try it as a player.
 

If your group is willing to allow in spells from the Eberron campaign setting (maybe via researching them yourself), there's a series of Sorcerer/Wizard spells called Repair (Minor/Light/Moderate/Serious) Damage that are equivalent to the Cure Wounds spells, but for use on constructs. Your wizard could learn those in order to heal Lysander, maybe craft some wands of them.
 

And the key phrase in there is "... all others", as in other bonuses, not more of the same.

Plus, as I said, the wording implies that you have to attack with the weapon to gain the benefit.

I wouldn't accept this as a DM, I won't try it as a player.
I wouldn't argue with any DM who shot this idea down.
However I never got the impression attacking was required to trigger the AC bonus from the wording, only that you could not do so after using the enhancement bonus in an attack.
 

If your group is willing to allow in spells from the Eberron campaign setting (maybe via researching them yourself), there's a series of Sorcerer/Wizard spells called Repair (Minor/Light/Moderate/Serious) Damage that are equivalent to the Cure Wounds spells, but for use on constructs. Your wizard could learn those in order to heal Lysander, maybe craft some wands of them.

If Eberron is out, the Repair X Damage line was reprinted in Complete Arcane.
 

I left it up to the DM, and to a lesser extend the rest of the party. The situation is out of my character's hands. The Construct had to be left behind.
 



Late to the party, but what about Permanency effects...?

Since we're strictly theoretical here at this point...

Of the spells listed in the SRD that can be made permanent on someone else, Greater Magic Fang is the only one that makes sense. And that's not a bad one either. 1,500 Exp to give him a permanent bonus to hit and damage (+4 at our current level) is a good deal. Takes him from a total +9 to a +13 to hit. Almost gets him in the game, combat wise.

Any suggestions for other effects that can be made permanent?
 

Into the Woods

Remove ads

Top