jaker2003
Explorer
Ok, I'm looking for help with the spell level and any part of the spell description i didn't think of.
Here's the spell:
Armored Servant
Conjuration
Level: Sor/Wiz 5?
Components: V,S,M
Casting Time: 10 minutes
Range: Touch
Effect: One mindless construct.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell fills a suit of full plate armor with the conjured essence of a mindless servant. The spell creates one armored automaton, suitable for guard duty or simple tasks. A single spell of 4th level or lower can be attached permanently to the automaton. This spell must have a non-instantaneous duration and a range of close or less. This second spell is cast at the same time as the armored servant spell, and its casting time is subsumed into the 10 minute casting time for this spell.
Material Component: suit of full plate armor (worth at least 1500gp).
Here's the construct it creates:
[sblock=Armored Servant] Armored Automaton
Medium Construct
HD: 8d10+20 (68 hp)
Initiative: +2.
Speed: 30 ft.
AC: 20 (+2 Dex, +8 natural).
Base Attack/Grapple: +6/+12.
Attack: Slam +6melee 1d6+6
Full Attack: Slam +6/+1 melee 1d6+6.
Space/Reach: 5ft./5ft.
Special Attacks: Permanent Spell
Special Qualities: Construct Traits, DR 10/magic, Repair, Magic Vulnerability
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 22, Dex 14, Con -, Int -, Wis 10, Cha 1
Environment:
Organization: Solitary
CR: ?
Treasure: None (that’s right, you can’t get the armor back)
Alignment: Neutral
Advancement: None
This suit of armor stands at just under eight feet tall. The helm turns, as if an invisible wearer is watching you.
COMBAT
Armored automatons do as they are instructed by their creator, understanding any verbal commands.
Construct Traits (Ex): Low-light vision, Darkvision 60 ft., Immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot be healed, immune to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immune to any effect that requires a Fortitude save (unless that effect also works on objects, or is harmless); Immune to death from massive damage, and cannot be raised or resurrected.
Permanent Spell (Su): An armored automaton can continuously gain the benefit of any one spell casted into it. This spell is extended to a permanent duration, lasting as long as the armored automaton it is attached to. The spell attached must meet the following criteria: it must be of spell level 4 or lower, have a range of close or less, and have a non-instantaneous duration. The spell functions as if the armored automaton had cast it on itself (CL8), even if the creator is of a higher level.
Repair (Ex): An armored automaton heals up to 8 points of damage over the course of a day (1 point every 3 hours).
Magic Vulnerability (Ex): An armored Automaton is created by the armored servant spell, is vulnerable to effects that disrupt magic. If exposed to an antimagic field, the armored automaton collapses into a pile of inanimate armor, until it is removed from the field. An armored automaton can be destroyed outright by a successful dispel magic check. The armored construct adds its 8 Hit Dice to its creator’s Caster Level check.[/sblock]
Here's the spell:
Armored Servant
Conjuration
Level: Sor/Wiz 5?
Components: V,S,M
Casting Time: 10 minutes
Range: Touch
Effect: One mindless construct.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell fills a suit of full plate armor with the conjured essence of a mindless servant. The spell creates one armored automaton, suitable for guard duty or simple tasks. A single spell of 4th level or lower can be attached permanently to the automaton. This spell must have a non-instantaneous duration and a range of close or less. This second spell is cast at the same time as the armored servant spell, and its casting time is subsumed into the 10 minute casting time for this spell.
Material Component: suit of full plate armor (worth at least 1500gp).
Here's the construct it creates:
[sblock=Armored Servant] Armored Automaton
Medium Construct
HD: 8d10+20 (68 hp)
Initiative: +2.
Speed: 30 ft.
AC: 20 (+2 Dex, +8 natural).
Base Attack/Grapple: +6/+12.
Attack: Slam +6melee 1d6+6
Full Attack: Slam +6/+1 melee 1d6+6.
Space/Reach: 5ft./5ft.
Special Attacks: Permanent Spell
Special Qualities: Construct Traits, DR 10/magic, Repair, Magic Vulnerability
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 22, Dex 14, Con -, Int -, Wis 10, Cha 1
Environment:
Organization: Solitary
CR: ?
Treasure: None (that’s right, you can’t get the armor back)
Alignment: Neutral
Advancement: None
This suit of armor stands at just under eight feet tall. The helm turns, as if an invisible wearer is watching you.
COMBAT
Armored automatons do as they are instructed by their creator, understanding any verbal commands.
Construct Traits (Ex): Low-light vision, Darkvision 60 ft., Immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot be healed, immune to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immune to any effect that requires a Fortitude save (unless that effect also works on objects, or is harmless); Immune to death from massive damage, and cannot be raised or resurrected.
Permanent Spell (Su): An armored automaton can continuously gain the benefit of any one spell casted into it. This spell is extended to a permanent duration, lasting as long as the armored automaton it is attached to. The spell attached must meet the following criteria: it must be of spell level 4 or lower, have a range of close or less, and have a non-instantaneous duration. The spell functions as if the armored automaton had cast it on itself (CL8), even if the creator is of a higher level.
Repair (Ex): An armored automaton heals up to 8 points of damage over the course of a day (1 point every 3 hours).
Magic Vulnerability (Ex): An armored Automaton is created by the armored servant spell, is vulnerable to effects that disrupt magic. If exposed to an antimagic field, the armored automaton collapses into a pile of inanimate armor, until it is removed from the field. An armored automaton can be destroyed outright by a successful dispel magic check. The armored construct adds its 8 Hit Dice to its creator’s Caster Level check.[/sblock]