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*Pathfinder & Starfinder
Contruct/Golem: Elemental Driver or Item Familiar Driver.
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<blockquote data-quote="a-d" data-source="post: 5735805" data-attributes="member: 6672372"><p>Was intending to make a construct that would follow at long distance behind the party with backup equipment.</p><p></p><p>Didn't like the idea of enslaving an Elemental to do so and intended to research a spell that would let me contact and bargain with one who had human level intelligence (At least 10.) so that they would drive it instead of merely being it's motor.</p><p></p><p>Also found out about Item Familiars. Not certain if I'll ever create one, but if one was found or created I'd make it a body so it could move around on it's own.</p><p>If the first method which allowed an Elemental to "drive" a construct work, would it be a problem to allow further research to do the same for the Item Familiar?</p><p></p><p>Could this be repeated with the Craft WarForged Feat?</p><p></p><p>Could any of this work?</p><p></p><p>If it could, at what level would it be acceptable for a character to have an Elder Elemental as a party member?</p><p><a href="http://www.dandwiki.com/wiki/SRD:Earth_Elemental" target="_blank">SRD:Earth Elemental - D&D Wiki</a></p><p></p><p>When or If the combination Construct/Warforged Item Familiar decided to go off on it's own, what level would it be?</p><p>Reason for asking is because if you place all it's upgrades in Increased Sapience, then your level which affected it's mental scores when (implanted/it decides to leave) it would have:</p><p><a href="http://www.dandwiki.com/wiki/UA:Item_Familiars" target="_blank">http://www.dandwiki.com/wiki/UA:Item_Familiars</a></p><p></p><p>(Sapience: If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12.)</p><p>Level 7 it would have Int: 12, Wis: 10, Cha: 10</p><p>(Improved Sapience: An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores.)</p><p>Level 10 it would have Int: 16, Wis: 12, Cha: 12</p><p>Level 20 it would have Int: 24, Wis: 16, Cha: 16</p><p>(One additional special ability per three character levels above 20th)</p><p>Level 50 it would have Int: 64, Wis: 26, Cha: 26</p><p></p><p>But no skills, Feats, or abilities.</p><p>Simple answer is that it can't become any kind of adventurer, but that doesn't really work.</p><p>Worrying answer is that it can become a level 1 of any class it qualifies for, but that would mean a level one with beginners Con, Str, and Dex but average or incredible Int, Wis, Cha at first level.</p><p></p><p>Any ideas?</p></blockquote><p></p>
[QUOTE="a-d, post: 5735805, member: 6672372"] Was intending to make a construct that would follow at long distance behind the party with backup equipment. Didn't like the idea of enslaving an Elemental to do so and intended to research a spell that would let me contact and bargain with one who had human level intelligence (At least 10.) so that they would drive it instead of merely being it's motor. Also found out about Item Familiars. Not certain if I'll ever create one, but if one was found or created I'd make it a body so it could move around on it's own. If the first method which allowed an Elemental to "drive" a construct work, would it be a problem to allow further research to do the same for the Item Familiar? Could this be repeated with the Craft WarForged Feat? Could any of this work? If it could, at what level would it be acceptable for a character to have an Elder Elemental as a party member? [url=http://www.dandwiki.com/wiki/SRD:Earth_Elemental]SRD:Earth Elemental - D&D Wiki[/url] When or If the combination Construct/Warforged Item Familiar decided to go off on it's own, what level would it be? Reason for asking is because if you place all it's upgrades in Increased Sapience, then your level which affected it's mental scores when (implanted/it decides to leave) it would have: [url]http://www.dandwiki.com/wiki/UA:Item_Familiars[/url] (Sapience: If a character with an item familiar is at least 7th level, the item gains rudimentary sapience. It gains Intelligence, Wisdom, and Charisma scores. Two of these scores (player’s or DM’s choice) are 10 and one is 12.) Level 7 it would have Int: 12, Wis: 10, Cha: 10 (Improved Sapience: An item familiar empowered with this special ability gains +4 to any single ability score and +2 to its other two scores.) Level 10 it would have Int: 16, Wis: 12, Cha: 12 Level 20 it would have Int: 24, Wis: 16, Cha: 16 (One additional special ability per three character levels above 20th) Level 50 it would have Int: 64, Wis: 26, Cha: 26 But no skills, Feats, or abilities. Simple answer is that it can't become any kind of adventurer, but that doesn't really work. Worrying answer is that it can become a level 1 of any class it qualifies for, but that would mean a level one with beginners Con, Str, and Dex but average or incredible Int, Wis, Cha at first level. Any ideas? [/QUOTE]
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