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<blockquote data-quote="Alzrius" data-source="post: 4918728" data-attributes="member: 8461"><p>I'm glad to have been able to help. This was really fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>That said, the question of how much this particular construct will cost you is a sticky wicket for which there really is no good answer. The problem is that the <em>Book of Templates - Deluxe Edition 3.5</em>, for all its great material, doesn't address this particular question, and has no construction requirements for its construct templates.</p><p></p><p>The best answer I can give you is that, for a flesh automaton, try adopting the prerequisite spells, and caster level (8th, which you already exceed), that are necessary for a flesh golem - <em>animate dead</em>, <em>bull's strength</em>, <em>geas/quest</em>, and <em>limited wish</em>. </p><p></p><p>For the actual cost, that's more difficult, since it has to be a per-Hit Die formula. Again, I'd recommend using the flesh golem as an equivalent - it has 9 Hit Dice, and has a market price of 20,000, which breaks down to 2,222 gp per Hit Die.</p><p></p><p>Since that's the market price per Hit Die, then the cost to actually build one (as laid down by the Craft Construct feat) will be 1,111 gp in materials and 89 XP (actually 88.88, but I'm rounding up) per Hit Die.</p><p></p><p>Bear in mind that, according to what's listed in the automaton template's advancement line, you can make an automaton with as many Hit Dice as the base creature could potentially have, and no more. It seems clear to me that the language there is referring only to natural Hit Dice, but I suppose you could try and interpret it to also include monsters whose advancement line indicates that they advance by character class also, though I'd call that deliberately misreading what's there; I don't think you can make an automaton with class levels - since they have no Intelligence, they'd be unable to use them anyway.</p><p></p><p>Finally, we run into that same problem with lack of pricing again when trying to include the variants at the end of that chapter. They note only what the CR increase is, which is unrelated to Hit Dice, and thus unrelated to cost. Again, there's really nothing I can suggest here that isn't just a shot in the dark. My guess would be that it adds another prerequisite spell, probably something with the healing subtype, and that it bumps up the cost per Hit Die by a fixed amount. Given how useful woundmender is, my wild guess would be +2,000 gp per Hit Dice to the market price (so your flesh automaton would cost 2,111 gp and 169 (168.88) XP per Hit Die to create).</p><p></p><p>Sorry that I couldn't be of more help here, and I hope it works out for you in your game.</p><p></p><p>EDIT: I just thought of this now, but try checking out <a href="http://www.rpgnow.com/product_info.php?products_id=51242&filters=0_0_0_0&manufacturers_id=617" target="_blank">The Practical Enchanter</a>, a free supplement that breaks down magical effects into "spell templates," and has a section on golems and animation (pgs. 52-59) and some interesting stuff on artificial sentience (pgs. 81-87). It's not as precise as exact templates, but it's also more flexible in what you can do with it. Give it a look.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 4918728, member: 8461"] I'm glad to have been able to help. This was really fun. :cool: That said, the question of how much this particular construct will cost you is a sticky wicket for which there really is no good answer. The problem is that the [i]Book of Templates - Deluxe Edition 3.5[/i], for all its great material, doesn't address this particular question, and has no construction requirements for its construct templates. The best answer I can give you is that, for a flesh automaton, try adopting the prerequisite spells, and caster level (8th, which you already exceed), that are necessary for a flesh golem - [i]animate dead[/i], [i]bull's strength[/i], [i]geas/quest[/i], and [i]limited wish[/i]. For the actual cost, that's more difficult, since it has to be a per-Hit Die formula. Again, I'd recommend using the flesh golem as an equivalent - it has 9 Hit Dice, and has a market price of 20,000, which breaks down to 2,222 gp per Hit Die. Since that's the market price per Hit Die, then the cost to actually build one (as laid down by the Craft Construct feat) will be 1,111 gp in materials and 89 XP (actually 88.88, but I'm rounding up) per Hit Die. Bear in mind that, according to what's listed in the automaton template's advancement line, you can make an automaton with as many Hit Dice as the base creature could potentially have, and no more. It seems clear to me that the language there is referring only to natural Hit Dice, but I suppose you could try and interpret it to also include monsters whose advancement line indicates that they advance by character class also, though I'd call that deliberately misreading what's there; I don't think you can make an automaton with class levels - since they have no Intelligence, they'd be unable to use them anyway. Finally, we run into that same problem with lack of pricing again when trying to include the variants at the end of that chapter. They note only what the CR increase is, which is unrelated to Hit Dice, and thus unrelated to cost. Again, there's really nothing I can suggest here that isn't just a shot in the dark. My guess would be that it adds another prerequisite spell, probably something with the healing subtype, and that it bumps up the cost per Hit Die by a fixed amount. Given how useful woundmender is, my wild guess would be +2,000 gp per Hit Dice to the market price (so your flesh automaton would cost 2,111 gp and 169 (168.88) XP per Hit Die to create). Sorry that I couldn't be of more help here, and I hope it works out for you in your game. EDIT: I just thought of this now, but try checking out [url=http://www.rpgnow.com/product_info.php?products_id=51242&filters=0_0_0_0&manufacturers_id=617]The Practical Enchanter[/url], a free supplement that breaks down magical effects into "spell templates," and has a section on golems and animation (pgs. 52-59) and some interesting stuff on artificial sentience (pgs. 81-87). It's not as precise as exact templates, but it's also more flexible in what you can do with it. Give it a look. [/QUOTE]
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