My next project (#4)!

7.
Flicker Form (Ex): In any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks have a 30% chance of missing as they pass through the creature's fire-like body.

NexH said:
Flicker form is strange, but I don't see anything wrong with it.

is there anything off about that miss chance part? I think they’re trying to imply that this ability only works when it is not in the plane of Fire.

Explode (Ex): The ELEMENTAL can cause itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it, but it inflicts Id6 points of damage on itself. Victims of the explosion can halve the damage with a successful Reflex save (DC 14).

NeXH said:
"Explode" is a confusing name, as it implies the destruction of the ELEMENTAL, even if that is not the case. How about this:
"Burst of fire(Ex): The ELEMENTAL can cause a tiny portion of itself to explode, dealing 4d6 points of fire damage to everyone standing up to 20-ft. from it (Reflex DC 14 halves), this inflicts 1d6 points of damage on itself (no save). The save DC is Con-based."

it is a confusing name, and I see your point. However, if I reword it like this, perhaps it’s a bit easier to get:

Explode: A ELEMENTAL can cause a burst of flame to explode in a 20-foot radius around its body. The ELEMENTAL takes 1d6 points of damage when it uses this attack, but the explosion deals 4d6 points of fire damage (Reflex DC 14 half) to all creatures in the radius. The save DC is Constitution-based.

NeXH said:
(I'm assuming the ELEMENTAL has fire-immunity)

you better believe it. ;)


9.
NexH said:
I don't think there is need for 2 saves. How about:
"Any creature hit by such attack takes 2d10 points of cold damage (Fortitude DC 28 half). A creature that fails the fortitude save is also stunned for 1d6 rounds"

doh! I didn’t meant to leave that part in there… good catch. :)


10. - done


11.
Puncture (Ex): A BIG CAT bite attack which does a critical hit on an opponent is considered to have punctured a major blood vessel. The victim will lose a further 1 hp per round (in blood loss) until the wound is healed by either the Heal skill or magical means.

NexH said:
Puncture: I don't recall any monster in 3.5 with a Ex ability that deals this kind of wounding. A point of damage to constitution may be better. If you want to keep the continuos hp lose then a Heal DC should be given to stop the blood lost.

actually, when working on certain creatures here on the Creature Catalog that had that ability, we came up with an Ex ability similar to what bearded devils have: http://www.enworld.org/cc/converted/view_c.php?CreatureID=837

that would probably work just fine here with a few modifications:

Bleeding Wound (Ex): The damage a BIG CAT deals with its natural attacks causes a persistent wound on a successful critical hit. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.

Tooth Breaking (Ex): A BIG CAT whose bite attack does maximum damage on a critical hit (that is, a roll of 16 on 2d8 on a critical hit) loses one of its large canine teeth. This sticks in the wound, doing an additional d4 damage, but the BIG CAT bite damage drops to 2d6 + damage bonus and can no longer do the puncture attack (above). It is possible for the second canine to break off if maximum damage is done a second time (12 on 2d6), in which case the bite damage drops to 2d4 + damage bonus. A BIG CAT lost tooth or teeth may be healed with the heal or heal animal companion spell as usual.

NexH said:
Tooth breaking: if a critical hit can do 2d8 damage, doesn't that means that normally the damage is 1d8? Why would loosing a tooth increase the damage to 2d6?

that is kind of a dumb ability as written, isn’t it? Maybe there is a way to rewrite it to make sense. Let me get back to this one later, I’m running short on time. Let me know if you come up with any ideas.


12.
Shriek (Sp): Up to three times per day, a THING may let out its distinctive cry, which can inspire dread in those who hear it. When a THING uses this ability, all creatures within 3O-ft. of it must make a Will save (DC 18). Those who fail receive a -4 morale penalty to all subsequent Will saves , a -1 morale penalty to all attack rolls and a -1 morale penalty to Armour Class. This effect lasts for 2d6 rounds.

NexH said:
I'd just say that creatures that fail the save are shakened, even if that carries different penalties that the ones given. Also, why it this Sp? One could make the shriek act as a the fear spell, but I think it would be better to just change it to Su.

I don’t see any good reason for this one to be an Sp ability at all. Shaken makes a lot more sense – anyway, in 3.5 you rarely see those sort of penalties spelled out that way. How about this for a rewrite:

Shriek (Su): Three times per day, a THING can let out its distinctive cry, which can inspire dread in those that hear it. When a THING shrieks, all creatures within 30 feet must succeed on a DC 16 Will save or be shaken for 2d6 rounds. The save DC is Charisma-based and includes a +4 racial bonus.

Semi-Blur (Sp): Once per day, a THING may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than five rounds. Also the THING can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in five rounds, whichever comes first.

NexH said:
The description doesn't seems to evoke a Sp ability, Su, or even Ex seem to fit better.

I think the idea is that it is supposed to be a weaker form of blur, so they assumed Sp. However, if you read it, it seems more like an Ex ability doesn’t it?


13.
Howl: THINGs can howl at their opponents as a breath weapon attack. This is treated as the 3rd level wizard spell shout.

NexH said:
A breath weapon is normally Su, and this seems to be a Sp ability.
"X/day :Howl(Sp)(Save DC Y): THINGs can howl at their opponents. This is treated as the spell shout. Caster level Z."
(The save DC is 10+charisma mod+ 4 (level of shout))

the “as a breath weapon attack” makes no sense to me at all! :) I think I get what they were trying to say, that it should function as a cone-shaped burst, which the shout spell already does. Let’s try this, then:

Howl (Su): A thing can let loose a powerful howl that functions just like the shout spell (DC 13, caster level 5th). The save DC is Charisma-based.
 

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BOZ said:
7.
Flicker Form (Ex): In any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks have a 30% chance of missing as they pass through the creature's fire-like body.

is there anything off about that miss chance part? I think they?re trying to imply that this ability only works when it is not in the plane of Fire.

It's weird, but I don't see a problem with it.
Just in case: I don't think the miss chance should be replaced with X/quarters concealment.

BOZ said:
Explode: A ELEMENTAL can cause a burst of flame to explode in a 20-foot radius around its body. The ELEMENTAL takes 1d6 points of damage when it uses this attack, but the explosion deals 4d6 points of fire damage (Reflex DC 14 half) to all creatures in the radius. The save DC is Constitution-based.

I like it.

BOZ said:
actually, when working on certain creatures here on the Creature Catalog that had that ability, we came up with an Ex ability similar to what bearded devils have: http://www.enworld.org/cc/converted/view_c.php?CreatureID=837

that would probably work just fine here with a few modifications:

Bleeding Wound (Ex): The damage a BIG CAT deals with its natural attacks causes a persistent wound on a successful critical hit. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.

It is good, a Con damage would have been too powerful. This also makes a Periapt of Wound Closure more useful.

BOZ said:
12.
Shriek (Su): Three times per day, a THING can let out its distinctive cry, which can inspire dread in those that hear it. When a THING shrieks, all creatures within 30 feet must succeed on a DC 16 Will save or be shaken for 2d6 rounds. The save DC is Charisma-based and includes a +4 racial bonus.

Very nice. Now, I'd add just like with the UNDEAD, the text: "This is a sonic, mind-affecting fear effect"

BOZ said:
I think the idea is that it is supposed to be a weaker form of blur, so they assumed Sp. However, if you read it, it seems more like an Ex ability doesn?t it?

Indeed.

BOZ said:
13.
Howl: THINGs can howl at their opponents as a breath weapon attack. This is treated as the 3rd level wizard spell shout.
the ?as a breath weapon attack? makes no sense to me at all! :) I think I get what they were trying to say, that it should function as a cone-shaped burst, which the shout spell already does. Let?s try this, then:

Howl (Su): A thing can let loose a powerful howl that functions just like the shout spell (DC 13, caster level 5th). The save DC is Charisma-based.

I'm not sure if charisma based is appropiate, I guess Con would be better. Also, if this ability is not meant to be used round after round there sould be something like:
"A THING that uses the Howl cannot use it again for 1d4 rounds"
 

12.
Semi-Blur (Sp): Once per day, a THING may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than five rounds. Also the THING can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in five rounds, whichever comes first.

So therefore, how about if I turn that into this:

Blur (Ex): Once per day, a THING may perform an evasive manoeuvre that distorts and blurs its form. This effect grants the THING concealment (20% miss chance). A THING must move from one space to another every round this effect is active (including the round it is initiated), and the effect ends when the THING stops moving or after five rounds, whichever comes first.


13.
Howl: THINGs can howl at their opponents as a breath weapon attack. This is treated as the 3rd level wizard spell shout.

NexH said:
I'm not sure if charisma based is appropiate, I guess Con would be better. Also, if this ability is not meant to be used round after round there sould be something like:
"A THING that uses the Howl cannot use it again for 1d4 rounds"

Con-based does make some sense, since shout deafens and does sonic damage. However, most howling-type attacks cause fear or something, which is always Cha-based.

How is this now?:

Howl (Su): A thing can let loose a powerful howl that functions just like the shout spell (DC 14, caster level 5th). A thing can use its howl once every 1d4 rounds. The save DC is Constitution-based.


Adding another:

14.
this one has some odd things going on, but probably nothing too far out of the ordinary (comment on what you can think of):

Large Construct
Hit Dice: 4d10+30 (52 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armour Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Slam +7 melee (1d8+7)
Full Attack: Slam +7 melee (1d8+7)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: -
Special Qualities: Construct traits, damage reduction 10/slashing, damage reduction 5/piercing, darkvision 60 ft., low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 20, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -

Environment: Any
Organization: Solitary (with rider) or accompanied by dwarves
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A CONSTRUCT is a large humanoid-shaped construct built to hold one Medium-size humanoid inside (the 'rider'). With no intelligence, CONSTRUCTs are little more than animated conveyances.
First built by dwarven wizards long ago, CONSTRUCTs serve as transportation and protection for elite dwarf spellcasters. The wealthiest dwarven cities and nations field units of CONSTRUCT-equipped cavalry units, but these are rare and never large. Most CONSTRUCTs are built by clerics to demonstrate the might of their faith.
Spirits of ancient dwarves provide the animating force for CONSTRUCTs. The creation process calls a willing ancestor from the outer realms and binds it to the CONSTRUCT's frame. Although they are not undead, the spirits have feint connection to the material plane, making the constructs more tractable than many golems.

Combat
CONSTRUCTs have the straightforward approach to combat typical of constructs. When threatened, they simply walk up to the enemy and start bashing. What makes them unusual is that they are built to house a rider and are often under the control of a sentient being. The CONSTRUCT obeys simple commands from the rider. Unlike golems, CONSTRUCTs obey without question, making them ideal protection in battle. Typically a spell caster riding a CONSTRUCT moves in relative safety across the battlefield while casting. A CONSTRUCT can hold one Medium creature of roughly dwarf-shaped physiology.

Riding a CONSTRUCT
CONSTRUCTs offer several advantages in combat. they move faster than most Medium-size humanoids, offer substantial cover to a rider and allow most characters, especially spell casters, to do more in a round of combat.
Arcane Spell Failure: A CONSTRUCT confines a rider much like a suit of armour. The rider suffers an arcane spell failure chance of 20%, which stacks with any arcane spell failure chance from armour and shields.
Cover: CONSTRUCTs provide the rider with one-half cover, granting a +4 cover bonus to armour class and a +2 cover bonus on Reflex saves. An attack that misses the rider within the margin provided by cover instead hits the CONSTRUCT, provided that the attack roll is at least equal to the CONSTRUCT's armour class.
Manoeuvring: A rider uses the ride skill to control a CONSTRUCT as though it were his mount. Riding a CONSTRUCT follows many of the rules for mounted combat, being mindless, thanegards are never frightened by combat, the rider not make a Ride check to control one in battle. A rider can make a Ride check (DC 5) to guide the CONSTRUCT while keeping both arms free, allowing normal spellcasting and attacking. The rider follows all other normal rules for mounted combat, although the CONSTRUCT can make charge attacks, it cannot run fast enough to allow it to deal double damage with a lance as other, more common mounts, would.

Construction
Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take places. Constructing the body requires 4,000 gp worth of materials, as well as a successful Craft (metalworking) check (DC 15) and a successful Craft (woodworking) check (DC 15).
The creator must have the Craft Wonderous Item feat and be able to cast animate objects, bull's strength and mount. The creation process takes four weeks and drains 160 XP from the creator. Multiple spellcasters can co-operate in the creation process, but the XP cost must be paid by only one.
 

BOZ said:
12.
So therefore, how about if I turn that into this:

Blur (Ex): Once per day, a THING may perform an evasive manoeuvre that distorts and blurs its form. This effect grants the THING concealment (20% miss chance). A THING must move from one space to another every round this effect is active (including the round it is initiated), and the effect ends when the THING stops moving or after five rounds, whichever comes first.

Good. But I would make this ability activable as a free action.

BOZ said:
13.
How is this now?:

Howl (Su): A thing can let loose a powerful howl that functions just like the shout spell (DC 14, caster level 5th). A thing can use its howl once every 1d4 rounds. The save DC is Constitution-based.

Perfect.

BOZ said:
Adding another:
14.
this one has some odd things going on, but probably nothing too far out of the ordinary (comment on what you can think of):

Well, first the damage reduction is strange: being hollow I would think DR X/ bludgeoning if any, would be the one used.

Second, in the part about riding, this text is not needed : "A rider can make a Ride check (DC 5) to guide the CONSTRUCT while keeping both arms free, allowing normal spellcasting and attacking."

Third, the construction list the cost of creating the body, but normally there is also another cost on which the XP cost is based. So, if the 160 XP value was right, then this cost would be 160*25/2= 2000 gps. And then the market price would be 8000 (cost*2+ cost of the body). But normally assembling the body is the least expensive part, so these values should be changed.
 

12.
Semi-Blur (Sp): Once per day, a THING may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than five rounds. Also the THING can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in five rounds, whichever comes first.

NexH said:
Good. But I would make this ability activable as a free action.

the question I have, before I do that, is would this "manoeuvre" (must be a British spelling) be so consuming of its energy that it wouldn't be able to take standard actions anymore? If I rule that the blur effect requires a standard action, then (unless it's hasted) it wouldn't need to be a free action. However, if I rule that it can both blur and attack in the same round, then activating and maintaining it should be a free action. What do you think?

Blur (Ex): Once per day, a THING may perform an evasive manoeuvre that distorts and blurs its form. This effect grants the THING concealment (20% miss chance). A THING must move from one space to another every round this effect is active (including the round it is initiated), and the effect ends when the THING stops moving or after five rounds, whichever comes first.


14.
NexH said:
Well, first the damage reduction is strange: being hollow I would think DR X/ bludgeoning if any, would be the one used.

like I said, there is a bit of an odd setup going on. ;) keep in mind, they way it is set up now, bludgeoning weapons are the most effective (DR never stops them), piercing weapons are slightly more effective (DR stops 5 points from them), and slashing weapons are the least effective (DR stops 10 points from them).

NexH said:
Second, in the part about riding, this text is not needed : "A rider can make a Ride check (DC 5) to guide the CONSTRUCT while keeping both arms free, allowing normal spellcasting and attacking."

how about if I rewrite that paragraph a bit, like so:
Manoeuvring: A rider uses his Ride skill to control a CONSTRUCT as though it were his mount. Riding a CONSTRUCT follows many of the rules for mounted combat, though being mindless, thanegards are never frightened by combat, and the rider need not make a Ride check to control one in battle. A rider can guide the CONSTRUCT while keeping both arms free, allowing for normal spellcasting and attacking. The rider follows all other normal rules for mounted combat; although the CONSTRUCT can make charge attacks, it cannot run fast enough to allow it to deal double damage with a lance as other, more common mounts, would.

NexH said:
Third, the construction list the cost of creating the body, but normally there is also another cost on which the XP cost is based. So, if the 160 XP value was right, then this cost would be 160*25/2= 2000 gps. And then the market price would be 8000 (cost*2+ cost of the body). But normally assembling the body is the least expensive part, so these values should be changed.

actually, for the MM golems, the price is slightly less than double the cost. I reworked the construction section below; how do you think those values should look?

maybe metalworking should be blacksmithing, and woodworking should be carpentry?

Are these parts still necessary?: "The creation process takes four weeks" and "Multiple spellcasters can co-operate in the creation process, but the XP cost must be paid by only one."

Construction
Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. Creating the body requires a DC 15 Craft (metalworking) check and a DC 15 Craft (woodworking) check.
CL Xth; Craft Construct (or Craft Wondrous Items?), animate objects, bull's strength and mount, caster must be at least Xth level; Price 8,000 gp; Cost 4,000 gp + 160 XP.
 

BOZ said:
12.
Semi-Blur (Sp): Once per day, a THING may perform an evasive manoeuvre so effective that it looks like a blur. This effect behaves exactly like the blur spell, except that it lasts for no longer than five rounds. Also the THING can only activate this ability during a round in which it moves and it ends on the first round thereafter in which it does not move or in five rounds, whichever comes first.

the question I have, before I do that, is would this "manoeuvre" (must be a British spelling) be so consuming of its energy that it wouldn't be able to take standard actions anymore? If I rule that the blur effect requires a standard action, then (unless it's hasted) it wouldn't need to be a free action. However, if I rule that it can both blur and attack in the same round, then activating and maintaining it should be a free action. What do you think?

Blur (Ex): Once per day, a THING may perform an evasive manoeuvre that distorts and blurs its form. This effect grants the THING concealment (20% miss chance). A THING must move from one space to another every round this effect is active (including the round it is initiated), and the effect ends when the THING stops moving or after five rounds, whichever comes first.

Well, I was thinking in making it a free action to activate and maintaining, since it seems weak to make it a standard action, considering it must move to keep it up, and also it last only 5 rounds.

BOZ said:
14.
like I said, there is a bit of an odd setup going on. ;) keep in mind, they way it is set up now, bludgeoning weapons are the most effective (DR never stops them), piercing weapons are slightly more effective (DR stops 5 points from them), and slashing weapons are the least effective (DR stops 10 points from them).

Wait, unless I am the one confused, it seems you have made a common mistake.
If the creature has damage reduction 10/slashing, then you substract 10 points of damage whenever you hit it with a weapon that is not slashing. (Just like a creature with DR 10/magic)
This construct has "damage reduction 10/slashing, damage reduction 5/piercing", so unless you have a weapon that does slashing AND piercing damage you are going to substract either 5 or 10 points of damage.

BOZ said:
how about if I rewrite that paragraph a bit, like so:
Manoeuvring: A rider uses his Ride skill to control a CONSTRUCT as though it were his mount. Riding a CONSTRUCT follows many of the rules for mounted combat, though being mindless, thanegards are never frightened by combat, and the rider need not make a Ride check to control one in battle. A rider can guide the CONSTRUCT while keeping both arms free, allowing for normal spellcasting and attacking. The rider follows all other normal rules for mounted combat; although the CONSTRUCT can make charge attacks, it cannot run fast enough to allow it to deal double damage with a lance as other, more common mounts, would.

Seems OK.

BOZ said:
actually, for the MM golems, the price is slightly less than double the cost. I reworked the construction section below; how do you think those values should look?

Exactly, the exact formula for the price is (cost of the body + extra cost *2).

BOZ said:
maybe metalworking should be blacksmithing, and woodworking should be carpentry?

I agree on blacksmithing, but I think carpentry is not on the list of crafts in the PHB, and maybe that is the reason they put wookworking instead. Also, I think carpentry is more a profession than a craft.

BOZ said:
Are these parts still necessary?: "The creation process takes four weeks" and "Multiple spellcasters can co-operate in the creation process, but the XP cost must be paid by only one."

Well, the part on the process taking 4 weeks is necessary if for some reason it actually takes that long to make this, but usually the time is a function of the price. The rest is not necessary.

BOZ said:
Construction
Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. Creating the body requires a DC 15 Craft (metalworking) check and a DC 15 Craft (woodworking) check.
CL Xth; Craft Construct (or Craft Wondrous Items?), animate objects, bull's strength and mount, caster must be at least Xth level; Price 8,000 gp; Cost 4,000 gp + 160 XP.

A cost should be given for the body itself. So for example lets say the body costs 1000gp, and it cost an extra 4000 gps in materials to make this construct. Then the price would be 9,000, the cost 5,000, and the XP cost 160.
 

12. - done


14.
NexH said:
Wait, unless I am the one confused, it seems you have made a common mistake.
If the creature has damage reduction 10/slashing, then you substract 10 points of damage whenever you hit it with a weapon that is not slashing. (Just like a creature with DR 10/magic)
This construct has "damage reduction 10/slashing, damage reduction 5/piercing", so unless you have a weapon that does slashing AND piercing damage you are going to substract either 5 or 10 points of damage.

no, it is I that have somehow confused myself - probably from dealing with too many variables at once. :)

with its current setup, slashing weapons subtract 5 points, and everything else subtracts 10 points (the DR 5/piercing is overcome with piercing weapons, but the weapon still needs to overcome the DR 10/slashing). This is pretty weird, so I may change it to DR/bludgeoning as you suggest, or make it like "DR 10/slashing or piercing" to make it easier to follow. I'll have to give some thought to that one.

NexH said:
Exactly, the exact formula for the price is (cost of the body + extra cost *2).

Are you sure about that?
Clay golem - Price: 40,000; Cost: 21,500; extra cost (listed in text): 1,500
Flesh golem - Price: 20,000; Cost: 10,500; extra cost: 500
Iron golem - Price: 150,000; Cost: 80,000; extra cost: 10,000
Stone golem - Price: 90,000; Cost: 50,000; extra cost: 5,000

The formula for the price seems to be closer to Cost minus extra cost *2 (though the iron golem differs slightly).

NexH said:
I agree on blacksmithing, but I think carpentry is not on the list of crafts in the PHB, and maybe that is the reason they put wookworking instead. Also, I think carpentry is more a profession than a craft.

actually, carpentry is listed under Craft, which is why I suggested it as a replacement. :)

what would the caster level be? Should I switch to Craft Construct or would Craft Wondrous Item still be fine?

working form:

Construction
Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. The creation process takes four weeks and requires materials costing X gp. Creating the body requires a DC 15 Craft (blacksmithing) check and a DC 15 Craft (woodworking) check.
CL Xth; Craft Construct (or Craft Wondrous Items?), animate objects, bull's strength and mount, caster must be at least Xth level; Price X gp; Cost 4,000 gp + 160 XP.
 

BOZ said:
Are you sure about that?
Clay golem - Price: 40,000; Cost: 21,500; extra cost (listed in text): 1,500
Flesh golem - Price: 20,000; Cost: 10,500; extra cost: 500
Iron golem - Price: 150,000; Cost: 80,000; extra cost: 10,000
Stone golem - Price: 90,000; Cost: 50,000; extra cost: 5,000

The formula for the price seems to be closer to Cost minus extra cost *2 (though the iron golem differs slightly).

You are totally right.

BOZ said:
actually, carpentry is listed under Craft, which is why I suggested it as a replacement. :)
Oops. :p

BOZ said:
what would the caster level be?
I would say caster level 11 (for animate objects), but I don't know of a hard rule about this. (For example the clay golem requires the caster to be 11th level, but also requires resurrection, a level 7 spell)

BOZ said:
Should I switch to Craft Construct or would Craft Wondrous Item still be fine?

(!) I didn't notice that. Yes, Craft Construct is the one.

BOZ said:
working form:

Construction
Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. The creation process takes four weeks and requires materials costing X gp. Creating the body requires a DC 15 Craft (blacksmithing) check and a DC 15 Craft (woodworking) check.
CL Xth; Craft Construct (or Craft Wondrous Items?), animate objects, bull's strength and mount, caster must be at least Xth level; Price X gp; Cost 4,000 gp + 160 XP.

I would say the body itself costs 500 gps. That would give a final Cost of 4,500, and a market price of 8,000
 

14.
leaving us with this:

Construction
Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. The creation process takes four weeks and requires materials costing 500 gp. Creating the body requires a DC 15 Craft (blacksmithing) check and a DC 15 Craft (carpentry) check.
CL 11th; Craft Construct, animate objects, bull's strength and mount, caster must be at least 11th level; Price 8,000 gp; Cost 4,500 gp + 160 XP.

Good now? :)

How about this remaining section, anything odd in there?:

Riding a CONSTRUCT
CONSTRUCTs offer several advantages in combat. they move faster than most Medium-size humanoids, offer substantial cover to a rider and allow most characters, especially spell casters, to do more in a round of combat.
Arcane Spell Failure: A CONSTRUCT confines a rider much like a suit of armour. The rider suffers an arcane spell failure chance of 20%, which stacks with any arcane spell failure chance from armour and shields.
Cover: CONSTRUCTs provide the rider with one-half cover, granting a +4 cover bonus to armour class and a +2 cover bonus on Reflex saves. An attack that misses the rider within the margin provided by cover instead hits the CONSTRUCT, provided that the attack roll is at least equal to the CONSTRUCT's armour class.


And, just to get things squared away, here are the remaining special abilities related queries for this source:

15.
Adhesive Orb (Su): In lieu of its normal melee attacks, the CONSTRUCT can hurl a two foot diameter orb of hot, sticky tar at a single target up to 20-ft. away. It strikes as a ranged touch attack causing 2d6+10 points of damage. Furthermore, the tar adheres to the target's armour, severely hampering the creature's movement and combat abilities. It reduces the target's movement by 10-ft., and it also imposes a circumstance penalty to armoured opponent's AC equal to half the armour's bonus, ignoring any enhancement. For instance, a target wearing a suit of +1 chainmail suffers a -2 circumstance penalty because the chain mail normally bestows a +5 armour bonus. The orbs do not effect spells such as mage armour nor does it effect
natural armour bonuses. It lasts for one minute before dissipating.
Weapon Adhesion (Ex): Whenever a slashing or bludgeoning weapon hit an CONSTRUCT, the creature's tar adheres to the weapon's blade or head. Because of tar accumulating on the weapon, its effectiveness diminishes as the combat progresses. Until the wielder cleans his weapon as a full round action that provokes an attack of opportunity, it suffers a cumulative -2 penalty to damage for every successful hit.

Construction
An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. It costs 75,000 gp to create, including 2,500 gp for its body. Creating the body requires a successful Craft (sculpting or masonry) check (DC 19). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,800 XP from the creator and requires geas/quest, limited wish, polymorph any object and web.


16.
Phase Slash (Su): As a free action, the BIRD can become incorporeal and try to slam a victim with a touch attack. If the attack is successful, the victim must roll a Fortitude save (DC 16) or be stunned for Id4 rounds, disoriented by the creature passing through him. The BIRD can maintain this state for only one round and can not use it again until 1 d6 rounds later. While the creature is incorporeal, it is immune to all physical attacks except those made by magic weapons or spells.
Transparent (Su): Three times per day, the BIRD becomes transparent, giving it a +10 bonus to Hide checks if moving, and +15 if it remains immobile. It can maintain this state indefinitely, but becomes opaque again after dealing its first attack, as it cannot concentrate on both remaining transparent and engaging in combat.


17.
Shocking Grasp (Sp): Once every three rounds, a THING can send a shocking bolt of electricity through its tail-pincer. This deals an automatic ld.8+1 points of damage to a victim grabbed by the tail-pincer; the THING can alternately make a touch attack with its tail-pincer to affect an opponent not already held.


18.
Full Attack: 2 Kama +5 melee (1d6+3/1d6+2), kama +5 melee (1d6+3) and claw +5 melee (1d4+2) or 2 claws +5 melee (1d4+3/1d4+2) and bite +3 melee (1d6+3)

Absolute Ambidexterity (Ex): DUDEs can strike as naturally with a weapon in each hand as they can with both claws. They suffer no penalty for fighting with two weapons. They may also attack with one claw and one weapon without penalty.
 


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