williamoak's guide to construct crafting


Advice

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Ravingdork wrote:
You may want to add mention of Irespan Stone from Magnimar, City of Monuments, Willamoak. It makes constructs a good bit tougher.

Anyone have a link for this item?


williamoak wrote:
Ravingdork wrote:
You may want to add mention of Irespan Stone from Magnimar, City of Monuments, Willamoak. It makes constructs a good bit tougher.
Anyone have a link for this item?

It's a material you make the construct of, not an item. Posted details earlier, posting again for convenience:

Magnimar, City of Monuments wrote:
Physical Properties: Irespan basalt is as hard as iron, while retaining its other stony features for carving and building. It has hardness 10 and typically fetches a price of about 5 sp per pound. However, since few buyers are interested in stones of less than 1,000 pounds, the Irespan basalt trade is relatively limited to specialists capable of harvesting and transporting such heavy blocks. Building Constructs: When a construct's materials consist entirely of Irespan stone, its Craft DC increases by + 5 , but the required Caster Level decreases by 1. In addition, stone constructs crafted from Irespan stone gain a +2 bonus to Strength and gain twice as many bonus hit points as normal from the construct type.


Sorry bout that. didnt really notice there had been so many updates. I'll mention it quickly but as it isnt available online (through archives of nethys, d20pfsrd or the like) I would rather not reccomend it.

To Cevah: I'll start poring through your table, and I'll add costs when I can to improve the analysis. Maybe include highest attack value as well. In any case, I'll be adding little things every week as I get back through the backlog.


I think you might also make the distinction between things that happen to be constructs and things you can actually create.

/cevah


Note, you can apply templates to golems. One nice way of reducing the CR of a construct is to use the young template, and possibly multiple times reducing the CR for each application.


Captain Sir Hexen Ineptus wrote:
Note, you can apply templates to golems. One nice way of reducing the CR of a construct is to use the young template, and possibly multiple times reducing the CR for each application.

For a GM, this might be useful, but I dont consider that as inside the purview of player-made construct.


Dot for later reading.


Captain Sir Hexen Ineptus wrote:
Note, you can apply templates to golems. One nice way of reducing the CR of a construct is to use the young template, and possibly multiple times reducing the CR for each application.

The reduction of Bonus Hit Points based on size does kinda counter that Constructs aren't affected by Con decrease.


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I have some more info.

In this thread, a number of items, abilities, and spells are mentioned. I recommend going over it to be sure they are mentioned in the guide.

In this thread, the dunklezhan and I go back and forth on the mechanics of creating a brand new construct. Perhaps you could clean the discussion up and make it a How-To-Design-A-New-Construct chapter of the guide.

/cevah


Guy St-Amant wrote:
Captain Sir Hexen Ineptus wrote:
Note, you can apply templates to golems. One nice way of reducing the CR of a construct is to use the young template, and possibly multiple times reducing the CR for each application.

The reduction of Bonus Hit Points based on size does kinda counter that Constructs aren't affected by Con decrease.

I found that template very valuable for using the golem armor template. This makes some of the larger golems actually usable. I think you should not discount ANY of the templates for creating constructs as a PC or NPC. Golems by the very nature are normally an GM tool and I see no reason for you to pic and choose at the degree of GM tools.

Scarab Sages

i see something you have not taken into account in your formula, although cost and CR are two major factors, caster level is what matters the most. without the ability to make something, the cost to CR ratio means little to nothing. maybe just arranging them in CL would work out to see what is the most cost effective per level.


Suddenly noticed some people where paying attention... in any case, I am working on more stuff to add (thanks for the links Cevah) but it wont be for a few weeks.


I hmay have missed it but it seens as if there is no mention to possess object, majic jar and marionette possession. (Mecha enabling spells)

Possess object enable you to posses your souless golens, while magic jar serves for the others. The big disvantage in using those spells is that your body stays there, defenseless, in a dead state. Easily countered by the so hated modification of body armor.

About spell casting as a construct.. Well i have figured it out but should be possible right?

Marionette work as magic jar but you can get it as soon as you start your construct empire.

As another idea, it may be possible to aply magic tattoos to bio golens, witch may also end up as something usefull, havent looked it out.

Also on the money problens, the cheapest construct you can make with skills (profession) may end up as infinite money on the long run. Imagine thousands of constructs working non stop? For EVER.

Also polymorh any object is broken... Just make stone into diamond and infinite money. (This transvormation should be permanent)

Also. On some usefull spells,crafters fortune you get early on and gives you +5 negating one dc increase.
Call construct will also work verywell.
Teleport object may also be usefull with smaller constructs
Flesh to stone? Make your enemies into your constructs? Maybe?

Dont know abou the validity of what i said here since i just got it from the top of my head but hope it might help!


A few notes Jonmot:

1) I'll check out posses objects, it seems like a useful utility. Same for marrionette possession.

2) I dont think spell tattoos would work, though I guess that depends on what you consider a tattoo.

3) Constructs with profession: while this might work, most profession checks give very little money, and most constructs cant even have skills. Combine that with the fact that most campaigns never last more that a few years (universe time) I would not consider that viable.

4) THe spell polymorph other object specifically states it can NOT create something with greater intrinsic value (see last paragraph)

5) Thought I had mentionned crafters fortune, though since most contrstruct craft checks depend on spellcraft checks, it's less useful. Call construct definitly good. Teleport objects may not work, as I consider constructs creatures.

In any case, thanks for the attention. I'll integrate what I can when I can.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This is incredibly minor, but I wanted to mention The 'Evolved Familiar' feat. It lets your familiar acquire a 1-point ediolon evolution. While most of the 1-point evolutions are useless for a construct crafter, the Skilled evolution gives the eidolon/evolved familiar a +8 bonus to any skill, which would pair nicely with a valet familiar.


Trying to wrap my head around this whole crating golem thing. I've started my own thread, but wanted to dot this one anyway and so will ask here too:

What's the minimum time a person would need to take to make a clay shield golem if he was farming out the creation of the body and the amulet?

Seems to me the enchanting itself doesn't actually take any real time, its the body creation and amulet creation that would take the time. so if i'm getting it right i need to get 45000gp worth of "body" crafted, 20000gp worth of amulet crafted (does this include the material the amulet is made out of?) + 100g of clay and 1500 of herbs and spices :P

Skills would be craft: sculptue and craft: jewlery i'd guess. So i need to figure out how much to pay a craftsman for 8 hr days for as many hours as needed based on gp, right?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

A normal clay golem costs 40,000gp market price once the body is done and paid for (41,500 - 1,500 for the body = 40,000). That means it's going to cost the crafter 20,000gp in raw materials to enchant and bring to life himself.

20,000gp cost means it's going to take 40 days to complete (1 day for every 1,000gp in the market price), perhaps half that time if you can beat a higher craft DC.

Making it into a shield guardian increases these numbers substantially.

A shield guardian adds 25,000gp to the creation cost (50,000gp market price). That's another 50 days.

Then there is the amulet, technically a separate (but keyed) magical item. That's 20,000gp to create (40,000gp market price). That's another 40 days.

So for a standard clay golem shield guardian it will take anywhere from 65-130 days to enchant.


Helic wrote:
Speaking of which, the Downtime Rules from Ultimate Campaign would be useful, given that earning magical capital to create a construct offers significant savings, at the cost of time. Iron Golems take 80 days (can be lowered to 40 if you bump the DC, more by other feats like Co-operative Crafting).

Did anyone ever clarify how the Downtime rules for producing Magical capital interact with the magical item crafting rules? Can you in fact use 200 points of Magical capital to fulfill the entire cost component of producing a 40,000 gp market price item? Because that would certainly make constructs a lot more affordable in adventure paths which made that an option.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mackenzie Kavanaugh wrote:
Helic wrote:
Speaking of which, the Downtime Rules from Ultimate Campaign would be useful, given that earning magical capital to create a construct offers significant savings, at the cost of time. Iron Golems take 80 days (can be lowered to 40 if you bump the DC, more by other feats like Co-operative Crafting).
Did anyone ever clarify how the Downtime rules for producing Magical capital interact with the magical item crafting rules? Can you in fact use 200 points of Magical capital to fulfill the entire cost component of producing a 40,000 gp market price item? Because that would certainly make constructs a lot more affordable in adventure paths which made that an option.

This is exactly how the downtime rules are meant to work. There's no clarification needed, really, it's pretty plainly stated in the rules that you can put magic capital towards item creation costs at 100gp/point.

Keep in mind though, that it is only cheaper when you EARN the capital*. That takes a lot of extra time that you may not have available in your game. You may get your golem at half price, but it took you twice as long; with many constructs, that means years.

* or spend feats to make the capital cheaper


Earning capital is easy in any campaign with significant downtime, especially ones like Kingmaker. Consider that, for ~7,000 gp I can purchase a large home containing:

A furnished alchemy lab, bath, 4 bedrooms, kitchen, lavatory, furnished magical repository, furnished observation dome, office, furnished scriptorium, sewer access, sitting room, storage, and vault, and then hire a pair of Apprentices.

With that, I have a very nice home suitable for any wizard, and which grants a +55 on checks to generate magical capital. Even if I'm rarely home and need to hire a Headmaster to oversee the place at 3 gp/day, that only costs me 1,095 gp/year, whereas even in my absence, the place is able to produce 6 units of magical capital per day, converting 50 gp of coins into 100 gp of 'stuff' suitable for crafting magical items with. I don't actually have to spend any of my character's own time to get that benefit, and that's 219,000 gp worth of 'stuff' per year. Most characters won't even have enough money to actually keep things running all year long, but with just a single month of downtime during that year, you could craft 30,000 gp worth of magical items, sell them for 15,000 gp, and have a profit of 6,405 gp for the year after all expenses.

Indeed, with this setup, as long as you spend at least 5 days crafting items to sell each year, you're making at least some profit, and you can produce over 400,000 gp worth of items at a cost of only 250 gp/1,000 gp of base cost, rather than the normal 500 gp. And all you've invested is a mere 7,000 gp. Imagine how much more productive you could be if you built up an entire mage's academy.


To expand on that... book 2 of the Kingmaker AP recommends giving the players 1 full year of downtime at the very start to get their kingdom started. You're only level 4, so WBL is ~6,000 gp each, but let's say that you convince each of the other players to lend you 2,000 gp at a 100% interest rate, to be paid back at the end of the year, giving you enough wealth to buy that ~7,000 gp home I mentioned and still have some currency to get things running.

Each month, you have to spend one week running your kingdom, and I'll assume the excess days get eaten up on something or other, giving you 21 days each month, over the 12 months of the year, or 252 days total, and let's round that down to 250.

For the first 150 days, you sell every item you craft, at the regular half price for quickly selling an item. This produces 75,000 gp at a cost of 750 units of Magical capital, which cost you 37,500 gp to produce, for a profit of 37,500 gp. You owe your three party members 4,000 gp each, but since you're not actually going anywhere this year and will be coming home every night, you don't need to have hired that Headmaster yet. So that's a total profit of 25,500 gp. And you still have 100 days left.

With the remaining 100 days, you can craft 100,000 gp worth of magical items, spending 500 units of Magical capital, costing you 25,000 gp. At the end of the year, you have 500 gp of net profit... and 100,000 gp worth of 'free' magical items. And that's without having a valet familiar or any traits/feats that improve magical crafting. At level 4.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You don't need to quote the rules to me. My level 5 arcanist in our kingmaker game has a crown that grants +6 Intelligence, 60-foot darkvision, and a +5 bonus on four different skills because of it.

Have you ever considered selling your magic items to generate profit even faster? Your business earns you the capital, which you pay for with items you craft and sell. Even at half market price, you end up coming out way on top.


The thing is, when you're producing that much wealth in a single year at level 4... it feels like maybe you're not using the rules as intended.


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Tacticslion (and I) gathered some ideas in this thread about how a Caster Level could be cranked up during the work on a Construct, to meet the requirements:

  • A (Flawed) Orange Prism Ioun Stone for +1 CL.
  • AEther (and a healer on hand to undo the addiction) once every hour for another +1.
  • The Death Knell spell cast every ten minutes (just crush a beetle or something) gives another +1.
  • The Sharesister spell (and again a healer on hand for the casting sister or brother) for +3. But this needs to be repeated every few minutes.
The last items on that list are pretty hard to keep up for a full working day of course. Also: everything but the Aether is going to rack up quite a bill. But you can start working on more advanced Constructs a lot earlier this way.

Another idea:
The "Inner Beauty" trait gives a whopping +4 to a single craft check once a day. Just make sure you're sculpting particularly pretty Golems, and you're good to go.


Witch coven eats up standards, but 1st level witches can rotate the effort, and you can get any CL you want easily (or at least for the construct need).

/cevah

PS: Williamoak: it's been a few weeks. When you gonna update the guide?


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I went through the bestiary spreadsheet download and made a more complete list of constructs. If the name does not match the download, it is because it is a listed variant.

These are sorted by Caster Level (CL), Challenge Rating (CR), Cost, then Name. Data is bar ("|") separated.

The full spreadsheet is to big for a post.

quick reference:
Name|Cost (gold)|CL|CR
Emerald Automaton|6,500|6|4
Scarecrow|8,000|6|4
Scarecrow|8,000|6|4
Soulbound Mannequin|8,500|7|7
Wood Golem|8,800|7|6
Blood Golem|11,500|7|6
Graven Guardian|9,500|7|5
Junk Golem|5,200|7|4
Carrion Golem|5,500|7|4
Adamantine Cobra|10,000|7|3
Iron Cobra|2,000|7|2
Soulbound Doll|2,300|7|2
Iron Cobra, Darkwood|2,500|7|2
Iron Cobra, Cold Iron|4,000|7|2
Iron Cobra, Mithral|5,000|7|2
Homunculus|1,050|7|1
Embalming Bear|10,300|8|7
Flesh Golem|10,500|8|7
Tupilaq|10,500|8|7
Tribal Totem|10,000|8|6
Mummy Golem|11,500|8|6
Crystalline Golem|3,000|8|5
Skinstitch|3,500|8|5
Rope Golem|7,200|8|5
Warden Jack Swarm|4,500|8|4
Screaming Skull|11,300|8|4
Guardian Scroll|2,500|8|3
Guardian Doll|3,600|8|3
Bone Golem|21,000|9|8
Terra-Cotta Horseman|10,000|9|7
Ship Sentinel|10,750|9|7
Ship Sentinel, Ballista Marksman|11,000|9|7
Ship Sentinel, Mariner's Muse|11,750|9|7
Ship Sentinel, Sea Sorcerer|12,750|9|7
Bottled Armada|2,600|9|6
Terra-Cotta Archer|10,000|9|6
Terra-Cotta Soldier|10,000|9|6
Tribal Totem, Greater|12,000|9|6
Bladecoin Swarm|15,500|9|6
Magnesium Golem|15,500|9|6
Angelic Guardian|12,000|9|5
Sentient Wax Golem|7,000|9|4
Mask Golem|12,500|9|4
Caryatid Column|7,000|9|3
Wax Golem|7,000|9|3
Ship In A Bottle|2,600|9|2
Alchemical Golem|18,000|10|9
Necromantic Golem|12,000|10|8
Ooze Golem|14,900|10|8
Gargoyle Guardian|15,000|10|8
Glass Golem|17,000|10|8
Urannag|17,500|10|8
Sentinel Hut|18,000|10|8
Stained Glass Golem|20,200|10|8
Gargoyle Guardian|25,000|10|8
Frog Stone Idol|37,000|10|6
Stone Guardian Golem|7,050|10|4
Necrophidius|4,250|10|3
Necrophidius|4,250|10|2
Iron Cobra|6,000|10|2
Sphinx Colossus|50,000|11|14
Panthereon|28,500|11|11
Panthereon, Esteemed|49,500|11|11
Panthereon, Slaver|50,000|11|11
Panthereon, TrueHunter|55,000|11|11
Panthereon, Spell Bearer|58,500|11|11
Clay Golem|21,500|11|10
Coral Golem|30,500|11|9
Cephalophore|18,500|11|8
Sepulchral Guardian|21,000|11|8
Marrowstone Golem|22,500|11|8
Ebon Acolytus|12,000|11|7
Flagstone Golem|17,500|11|7
Mirror Man|12,500|11|5
Rune Guardian|3,500|11|1
Flesh Colossus|70,000|12|16
Soulbound Shell|60,000|12|12
Clockwork Leviathan|70,000|12|12
Animated Tank|100,000|12|12
Shedu Stone Idol|67,000|12|11
Tophet|22,500|12|10
Tiberolith|24,000|12|10
Gelatinous Golem|43,000|12|10
Clockwork Snail|50,000|12|10
Clockwork Mage|43,000|12|9
Wood Golem|8,425|12|6
Clockwork Steed|16,000|12|6
Clockwork Steed, Charger|18,750|12|6
Clockwork Soldier|19,000|12|6
Golden Guardian|24,300|12|6
Amber Skeleton|64,000|12|6
Ice Golem|9,500|12|5
Ice Golem|10,050|12|5
Gargoyle Stone Idol|21,000|12|5
Living Wall|9,500|12|4
Marble Sentinel|12,500|12|4
Caryatid Column|9,500|12|3
Clockwork Servant|4,000|12|2
Clockwork Servant, Intelligent|7,000|12|2
Clockwork Familiar|7,500|12|2
Clockwork Spy|750|12|0.5
Witch-doll Golem|21,600|13|11
Juggernaut|80,000|13|11
Hanshepsu|24,000|13|10
Aluum|40,000|13|10
Adamantine Wasp Swarm|45,000|13|10
Skull Ripper|15,500|13|9
Petrified Horror|65,500|14|15
Wickerman|60,000|14|13
Robot Golem|36,000|14|11
Stone Golem|55,000|14|11
Taotieh|55,000|14|11
Sword Spider|63,500|14|10
Sphinx Stone Idol|65,000|14|10
Iron Maiden Golem|30,000|14|9
Philosopher Golem|37,000|14|9
Tallow Golem|6,750|14|7
Lead Skeleton|21,500|14|7
Chrystone|8,500|14|4
Stone Colossus|170,000|15|19
Jade Colossus|59,000|15|16
Clockwork Golem|65,000|15|12
Fossil Golem|65,000|15|12
Furnace Golem|96,000|16|14
Iron Golem|80,000|16|13
Reliquary Guardian|90,000|16|13
Bronze Minotaur|60,000|16|11
Dragonship|55,200|16|10
Obsidian Minotaur|28,000|16|9
Iron Colossus|300,000|17|21
Cannon Golem|105,000|17|15
Brass Golem|100,000|17|14
Set Guardian|90,000|17|13
Air Elemental Construct|102,500|17|13
Earth Elemental Construct|102,500|17|13
Fire Elemental Construct|102,500|17|13
Water Elemental Construct|102,500|17|13
Clockwork Goliath|160,000|18|19
Noqual Golem|153,000|18|18
Behemoth Golem|165,000|18|17
Mithral Golem|150,000|18|16
Clockwork Dragon|162,500|18|16
Set Guardian, Elevated|110,000|18|15
Battlehulk|70,000|18|13
Adamantine Golem|350,000|20|19

uncraftable:
Name|CR
Aballonian|7
Amalgamation|20
Arachnid Robot|0.5
Bone Idol|2
Brass Man|7
Bronze Sentinel|3
Clockwork Brain Gear|3
Clockwork Drone|0.167
Clockwork Overseer|2
Clockwork Parasite|2
Clockwork Scout|0.5
Clockwork Swarm|4
Clockwork Titan|6
Clockwork Warrior|3
Dancing Hut Of Baba Yaga|17
Devastator|22
Grand Defender|15
Gray Goo|14
Jade Idol|4
Lawgiver|15
Mannequin Robot|2
Mythic Flesh Golem|9
Ossuary Golem|11
Pestilential Cadaver|7
Quantium Golem|20
Retriever|11
Scrapyard Robot|3
Skiff Golem|11
Sojourner Of The Sea|15
Stone Idol|3
The Grand Defender|15
Torturer Robot|8
Warmonger Wasp|7
Wood Idol|1
Wyrwood|0.5

/cevah


There's another type of construct that's easily overlooked: an Intelligent Magical Item.


Cevah- all robots are now craftable with the Craft Robot feat.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ipslore the Red wrote:
Cevah- all robots are now craftable with the Craft Robot feat.

And hey look at that! It tells you how much it costs to buy a robot ON THE OPEN MARKET!

Robots for everyone!!!


Ravingdork wrote:
Ipslore the Red wrote:
Cevah- all robots are now craftable with the Craft Robot feat.

And hey look at that! It tells you how much it costs to buy a robot ON THE OPEN MARKET!

Robots for everyone!!!

Can Hama possess the body of a robot? Will this replace her Mammoth?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

lol! Robots are FAR more expensive than mammoths!

A mammoth only costs 1/10 the amount of a CR 1 robot. I think Hama will stick with those for the time being.


So I was looking at creating a crafter, and use constructs in battle. Going to non spellcaster, 3rd party class, the artisan.
http://www.d20pfsrd.com/classes/3rd-party-classes/3rd-party-publisher---dro p-dead-studios---classes/the-artisan
Looking for how to create them, I found 4 different tables of doing it.
Table 1
http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creat ure-template-cr-1-tohc
Table 2
http://www.d20pfsrd.com/bestiary/monster-listings/templates/clockwork-creat ure-cr-2
Table 3
http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-objec t
Table 4
http://www.d20pfsrd.com/magic/building-and-modifying-constructs

Also looked at 3rd party feats... Like frugal crafter, and there were a couple others I can't think of at the moment.


I notice that alchemist isn't specifically mentioned in this guide, but with the new Archetype they got in the Occult Adventures book, the Promethean Alchemist, which specializes in craft construct and the like, will you be updating this to include it?
Some interesting things I bet they could do, with their companion and the ability to get a familiar as well.


Lerkz wrote:
Would it be possible to create your own gundam? I've always fantasized about doing this in a RPG.

Construct Armor and maybe Construct Limbs maybe a bit of Possess Object and a huge construct that those armor and limb parts can link into and take the Construct Rider (Alchemist Archetype). just some ideas on how to get your own gundam.


anyone want to put imput on the impossible bloodline sorcerer? he seems pretty crafty to me.


Not sure if this still gets updated, but the Tattoo Guardian seems like it has great potential: http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Tattoo%20Guardian

Especially with certain weapon and armour modifications.


Linkifing these recent posts:

Kaybebe wrote:

So I was looking at creating a crafter, and use constructs in battle. Going to non spellcaster, 3rd party class, The Artisan.

Looking for how to create them, I found 4 different tables of doing it.
Table 1 Clockwork Creature Template
Table 2 Clockwork Creature
Table 3 Animated Object
Table 4 Building and modifying constructs

Also looked at 3rd party feats... Like Frugal Crafter, and there were a couple others I can't think of at the moment.

Emo Duck wrote:

Not sure if this still gets updated, but the Tattoo Guardian seems like it has great potential: Tattoo Guardian

Especially with certain weapon and armour modifications.

I also posted here the following construct:

I wrote:

How about a Magical Flying Wagon?

Animated Object lists a Wagon as size Huge.
A Huge object has base 30' speed, 7 HD and 4 CP.
Spend the 4 CP as follows:
1) Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.
-- Choose Fly
2,3,4) Faster (Ex, 1 CP): One of the object's movement modes increases by +10 ft.
-- Choose Fly, Fly, Fly
The wagon now has a speed of 30', Fly 60' [clumsy]
On the main page for the spell, are the Animated Object listing a price of "cost of object + [(animated object’s HD + CP) × 1,000])", which for a wagon is:
Light 50 gp
Medium 75 gp
Heavy 100 gp
So, say 100 gp (heavy wagon) + [7+4]*1000 (enchantment) = 11,100 gp.
Str 30, huge quadruped (4 wheels) = 6*532 = 3192 # light load, 6*1066 = 6396 # medium load, and 6*1600 = 9600 # heavy load, with a staggering load of 19200 # (i.e. 5' speed). Since the heavy wagon has a max weight capacity of 4000 #, at worse it will go 20', Fly 40' [clumsy] with a full load.

So, with rules support, a flying heavy wagon costs 11,100 gp.

/cevah


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Cevah wrote:

I went through the bestiary spreadsheet download and made a more complete list of constructs. If the name does not match the download, it is because it is a listed variant.

These are sorted by Caster Level (CL), Challenge Rating (CR), Cost, then Name. Data is bar ("|") separated.

The full spreadsheet is to big for a post.

So I uploaded a google doc

/cevah


williamoak wrote:
Suddenly noticed some people where paying attention... in any case, I am working on more stuff to add (thanks for the links Cevah) but it wont be for a few weeks.

Hello! Your guide is fantastic... other then the fact that Alchemist is completely missing. Promethean Discipline is a discovery that gives Craft Construct, and with Master Crafstman, I believe them to be a better fit then even Wizard now. If you could ever go back and update your fantastic guide, I'd be very grateful.


I read a big part of this forum but didn't see the cleric with creation and magic as its domains. This would give domain spells (free) spells of fabricate and permanency as well as animate objects. Throw in some skill points towards crafting and you just need the craft construct feat which has been noted as easily accessible elsewhere.


Fokeno wrote:


Hello! Your guide is fantastic... other then the fact that Alchemist is completely missing. [...] If you could ever go back and update your fantastic guide, I'd be very grateful.

I second this.


Tiny Coffee Golem wrote:
Dot for later reading.

Also!

(Though I'm doing so two years later, apparently.)


I have a new character (first played this past weekend) who was built to eventually be a construct crafter. I thought I wouldn't really be able to take advantage of it until at a higher level, but there's a _chance_ that I might be able to start working on them sooner than expected.

One thing I was hoping to get from this document is a list of all of the caster level requirements for the constructs (specifically the golems). I saw on d20pfsrd that, unlike other magic items, caster level cannot be bypassed by increasing the DC.

Is there a list somewhere of the requirements of creating each construct type? If I have to go through each one on d20pfsrd, I will, but I was hoping someone had already done the legwork.

Thanks!


I have a question about the construct modification : construct armor.

Does the golem keep the immunities, special attacks ... as armor ?

Hello I have a question about this feat :
You have vowed to construct a defender for your community.

Prerequisite(s): Your community has come under persecution and requires considerable defense, or you have the Raiders, the Righting a Wrong, The War, or The Way Things Work background.

Benefit(s): You temporarily gain the Craft Construct feat for the purposes of building one golem to satisfy the goal of this story feat. You do not need to meet Craft Construct’s prerequisites, and it can’t be used as a prerequisite for any other crafting endeavor.

Goal: Craft a golem of CR 5 or greater and donate it to your community for its defense against persecution.

You and your allies must fund the construction, not the community. You must be significantly involved in the golem’s construction. After completion, this golem cannot be used as a personal adventuring companion; it is the property of the community to which it was dedicated. The donated creature must be a golem and not another type of construct, such as an animated object.

Completion Benefit(s): You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose. The cost to build any construct that normally costs less than the cost of your donated golem is permanently reduced by 10%; the cost of the base materials is not reduced, however.
****
For a fighter (that has the completion benefit) for example to create a construct, do the fighter use the appropriate craft as he don't have the level caster ?
(As the master craftsman feat)

Thanks for your future answer.


Waldham wrote:

Hello I have a question about this feat :

You have vowed to construct a defender for your community.

Prerequisite(s): Your community has come under persecution and requires considerable defense, or you have the Raiders, the Righting a Wrong, The War, or The Way Things Work background.

Benefit(s): You temporarily gain the Craft Construct feat for the purposes of building one golem to satisfy the goal of this story feat. You do not need to meet Craft Construct’s prerequisites, and it can’t be used as a prerequisite for any other crafting endeavor.

Goal: Craft a golem of CR 5 or greater and donate it to your community for its defense against persecution.

You and your allies must fund the construction, not the community. You must be significantly involved in the golem’s construction. After completion, this golem cannot be used as a personal adventuring companion; it is the property of the community to which it was dedicated. The donated creature must be a golem and not another type of construct, such as an animated object.

Completion Benefit(s): You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose. The cost to build any construct that normally costs less than the cost of your donated golem is permanently reduced by 10%; the cost of the base materials is not reduced, however.
****
For a fighter (that has the completion benefit) for example to create a construct, do the fighter use the appropriate craft as he don't have the level caster ?
(As the master craftsman feat)

Thanks for your future answer.

The problem that I see is that most (but maybe not all, granted) Golems require the crafter to be a specific caster level. Unlike most magic items, if a creation line mentions "must be caster level X", that requirement _cannot_ be bypassed by increasing the DC by 5.

link

Building and Modifying Constructs wrote:
Like when crafting magic items, a creator with a sufficiently high skill bonus may ignore these requirements. Each missing requirement increases the Craft DC by 5. Regardless, the creator must meet all item creation feats and minimum caster level requirements.

Since the story feat you quote doesn't mention letting you use your character level as the caster level, your fighter won't be able to create most golems. There are a few constructs that don't require a caster level, but I can't remember any golems that were like that as well... not from Paizo, at least. There may be some, however.


Why are there without meeting its prerequisites ?

You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose.


Waldham wrote:

Why are there without meeting its prerequisites ?

You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose.

You didn't mention the name of the feat, so I can only go by what you posted.

Waldham wrote:

You have vowed to construct a defender for your community.

Prerequisite(s): Your community has come under persecution and requires considerable defense, or you have the Raiders, the Righting a Wrong, The War, or The Way Things Work background.

Benefit(s): You temporarily gain the Craft Construct feat for the purposes of building one golem to satisfy the goal of this story feat. You do not need to meet Craft Construct’s prerequisites, and it can’t be used as a prerequisite for any other crafting endeavor.

Goal: Craft a golem of CR 5 or greater and donate it to your community for its defense against persecution.

You and your allies must fund the construction, not the community. You must be significantly involved in the golem’s construction. After completion, this golem cannot be used as a personal adventuring companion; it is the property of the community to which it was dedicated. The donated creature must be a golem and not another type of construct, such as an animated object.

Completion Benefit(s): You gain Craft Construct as a bonus feat without meeting its prerequisites and can use it for any purpose. The cost to build any construct that normally costs less than the cost of your donated golem is permanently reduced by 10%; the cost of the base materials is not reduced, however.

What this means is that you don't need to meet the prerequisites for the Craft Construct feat. It does not say that you don't need to meet the prerequisites for crafting a construct.

In addition, you cannot get the completion benefit without completing the goal. You must create a golem (not a construct). Unless you can find a golem that has no caster level requirement in its construction, a fighter with no caster level cannot meet the goal.

From what you have provided, you can take the feat as a fighter. If you can find a golem that doesn't require a caster level to create, you can then complete the goal. If you do, you then get the feat and can then create any type of construct (not just one golem), again as long as it doesn't require a caster level.

I hope that helps!


The feat is the protector of the people [story].


Waldham wrote:
The feat is the protector of the people [story].

Then yes, what I said stands with what I read on d20pfsrd.


I just learned about the feat Craft Poppet.

Craft Poppet wrote:

Some construct builders learn their art by creating poppets.

Prerequisites: Caster level 1st.
Benefit: You can craft poppets and add augmentations to existing poppets that you control. You are treated as having both Craft Arms and Armor and Craft Wondrous Item for the purpose of fulfilling the prerequisites for Craft Construct.

Poppet Augmentations:
The following abilities can be added to a poppet at the time of creation or added later to a poppet under the crafter’s control. Each augmentation is listed with the additional price to a buyer, as well as the additional requirements that a crafter must meet to produce the augmentation (in addition to the Craft Construct or Craft Poppet feat), followed by the additional cost to the crafter.

Unless otherwise stated, a poppet can gain each augmentation only once.

Agile Poppet (Price +200 gp): The poppet’s joints are carefully articulated to provide it a more flexible range of motion. The poppet gains Acrobatic, Athletic, or Stealthy as a bonus feat. A poppet can gain this augmentation up to three times, providing the poppet with a different feat each time. Requirements: minor creation; Cost: +100 gp.

Armored Poppet (Price +300 gp): An armored poppet has thick wooden plates around its torso. The poppet gains a +2 armor bonus to AC. Requirements: mage armor; Cost: +150 gp.

Durable Poppet (Price +500 gp): A durable poppet can sustain more blows before breaking apart. It gains 10 additional hit points. Requirements: false life; Cost: +250 gp.

Fleet Poppet (Price +250 gp): The poppet has longer legs, allowing it to move more quickly. The poppet’s base land movement speed increases from 20 feet to 30 feet. Requirements: expeditious retreat or longstrider; Cost: +125 gp.

Heavy Lifter (Price +250 gp): The poppet has a series of harnesses, plates and sturdy leather straps that allow it to distribute weight more evenly. The poppet’s carrying capacity triples. Requirements: ant haulAPG; Cost: +125 gp.

Mighty Poppet (Price +400 gp): The poppet’s Strength score increases by 4. Requirements: bull’s strength; Cost: +200 gp.

Nimble Poppet (Price +400 gp): The poppet’s Dexterity score increases by 4. Requirements: cat’s grace; Cost: +200 gp.

Scaling Poppet (Price +400 gp): The poppet’s construction integrates climbing tools, allowing it to move across steep surfaces with ease. It gains a climb speed of 20 feet. A poppet must have the Athletic feat before gaining this augmentation. Requirements: minor creation, spider climb; Cost: +200 gp.

Sealed Poppet (Price +200 gp): A layer of protective sealants protects the poppet from flames. The poppet loses its vulnerability to fire. Requirements: resist energy; Cost: +100 gp.

Soaring Poppet (Price +800 gp): The poppet gains a rudimentary pair of wings, granting it the ability to fly at a speed of 20 feet with poor maneuverability. A poppet can gain this augmentation a second time to increase its fly speed to 30 feet and gain Hover as a bonus feat. A poppet must have the Acrobatic feat before gaining this augmentation. Requirements: fly, minor creation; Cost: +400 gp.

Swimming Poppet (Price +400 gp): The poppet bears fins, flippers, or other accessories to assist with swimming. It gains a swim speed of 20 feet. A poppet must have the Athletic feat before gaining this augmentation. Requirements: minor creation, water breathing; Cost: +200 gp.

You can now get Craft Construct with Craft Poppet instead of CWI & CMA&A, saving a feat. You also can create a Small Poppet or Tiny Poppet.
They are not great, but they are cheap [310 gp, 910 gp resp.].

/cevah

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