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<blockquote data-quote="zalgar07" data-source="post: 2199870" data-attributes="member: 18895"><p><strong>I was working on this too...</strong></p><p></p><p>Yours is much better than mine (and more complete), but here's some additional things you could consider adding; based on what the Living Construct was made out of...</p><p></p><p>• Does not eat to eat, sleep or breathe but can benefit from consumable magic such as heroes’ feast and potions.</p><p>• Prepared spellcasters must have 8 hours of rest before spell preparation.</p><p></p><p>• Spell Vulnerability: Depending on the living construct’s material, it has specific weaknesses.</p><p></p><p>Clay: Move Earth drives back 5 feet/caster level (Reflex DC 16+ability mod. for half distance) and does 3d12 damage (Fortitude DC 16+ability mod. for half damage.); directly-cast Earthquake stops movement on the living construct’s next turn (Will DC 18+ability mod. to negate) and does 5d10 damage (Fortitude DC 18+ability mod. for half damage.)</p><p></p><p>Flesh: Fire/Cold damage slows for 3 rounds (Original Save DC). </p><p></p><p>Metal: Electricity damage slows for 3 rounds (Original Save DC); 2d6 damage from Rusting Grasp (Reflex DC 14+ability mod. for half) or a Rust Monster (Reflex DC 17 half); Heat Metal & Chill Metal damage as if wearing metal armor. Repel Metal as normal.</p><p></p><p>Stone: Stone to Flesh negates any natural damage reduction or magic resistance (Fort. DC 16+ability mod.); Transmute Rock to Mud slows for 2d6 rounds (Fort. DC 15+ability mod.). Repel Stone as normal.</p><p></p><p>Wood: Repel Wood as normal.</p></blockquote><p></p>
[QUOTE="zalgar07, post: 2199870, member: 18895"] [b]I was working on this too...[/b] Yours is much better than mine (and more complete), but here's some additional things you could consider adding; based on what the Living Construct was made out of... • Does not eat to eat, sleep or breathe but can benefit from consumable magic such as heroes’ feast and potions. • Prepared spellcasters must have 8 hours of rest before spell preparation. • Spell Vulnerability: Depending on the living construct’s material, it has specific weaknesses. Clay: Move Earth drives back 5 feet/caster level (Reflex DC 16+ability mod. for half distance) and does 3d12 damage (Fortitude DC 16+ability mod. for half damage.); directly-cast Earthquake stops movement on the living construct’s next turn (Will DC 18+ability mod. to negate) and does 5d10 damage (Fortitude DC 18+ability mod. for half damage.) Flesh: Fire/Cold damage slows for 3 rounds (Original Save DC). Metal: Electricity damage slows for 3 rounds (Original Save DC); 2d6 damage from Rusting Grasp (Reflex DC 14+ability mod. for half) or a Rust Monster (Reflex DC 17 half); Heat Metal & Chill Metal damage as if wearing metal armor. Repel Metal as normal. Stone: Stone to Flesh negates any natural damage reduction or magic resistance (Fort. DC 16+ability mod.); Transmute Rock to Mud slows for 2d6 rounds (Fort. DC 15+ability mod.). Repel Stone as normal. Wood: Repel Wood as normal. [/QUOTE]
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