
Shocknava |
Epic Meepo wrote:This explanation suggests that magic is not needed to restore them to "life". Under that concept they'd only go inactive at negative hit points and a simple repair would be all they'd need. That's not bad at all then.memorax wrote:I would not be so critical if we were given an in game reason.There is an in-game reason: constructs and half-constructs have no souls, so spells that return souls to a dead creature's body can't restore them once their consciousness expires. Just because you don't like the in-game reason doesn't mean there isn't one.
Constructs are always tricky to define, since they are not the undead, but the not living. They are moving objects made to perform a task, and while most of them do not posses souls, so those are unable to be resurrected, of even brought back threw 'conventional' magical means, there are some that gain souls for one reason or another, usually just by questioning their own existence. Resurrection still would not work on these special cases because even though their souls are 'living' their bodies are not, an like any gamer played magic knows, spells are extremely picky about the parameters in which they can be used. Spells that can ketch souls could preserve the constructs being and then can be be placed in a new body latter is usually how you keep someone playing a construct from having to make a new character.
And a not on the fact constructs die after reaching past zero hit points goes along with the fact that constitution in this manner represents the BODIES ability to hold onto life, and in constructs cases, their bodies were never alive.I have been working on a playable construct race, called the Emeth that have a racial feat that lets them select another stat in which determines when they completely die below zero called Clay Heart.
This is what I have so far for them, anyone willing to give some advice?
Emeth (24)
Construct (20 RP)
A construct race is a group of animated objects or artificially created creatures.
A construct race has the following features:
Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Constructs have the low-light vision racial trait.
Constructs have the darkvision 60 feet racial trait.
Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Constructs cannot be raised or resurrected.
Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table:
Construct Size
Bonus Hit Points
Tiny—Small
10
Medium
20
Large
30
Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Greater Weakness (–3 RP)
Prerequisites: Pick either mental or physical ability scores.
Modifiers: Members of this race take a –4 penalty to one of those ability scores, a –2 penalty to another of those ability scores, and a +2 bonus to the other ability score.
(-4 Chr, -2Wis, +2 Str)
Slow Speed (–1 RP)
The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Elemental Immunity (4 RP)
Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race are immune to the chosen energy type.
Special: This trait can be taken more than once. Each additional time you take this trait, increase its cost by 1 RP. Each time it is taken, select another energy type that corresponds to another elemental plane the race has ties to. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.
Improved Natural Armor (1 RP) (3 RP: +2 natural armor)
Prerequisites: Natural armor racial trait.
Benefit: Members of this race gain a +1 natural armor bonus.
Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.
Skill Training (1 RP)
Prerequisites: None.
Benefit: Pick up to two skills. These skills are always considered class skills for members of this race.
I am wanting to git back some points by making them venerable to mind and death effect with the soul descriptor. And also have them confused if someone lands a touch attach to smug their name that leaves them confessed. How much would I git for that?