
Ross Byers RPG Superstar 2008 Top 32 |

Under 3.5, even though all creatable constructs in the SRD use the same creation process and require the same 500 gp laboratory, the rules are left to the individual monster entries. I suggest that these rules be consolidated to under the Craft Construct feat. (Or perhaps together with the Craft Undead feat, if such is implemented.)

hogarth |

Under 3.5, even though all creatable constructs in the SRD use the same creation process and require the same 500 gp laboratory, the rules are left to the individual monster entries.
Not all creatable constructs in the SRD use the same creation process; the "Golem" entry doesn't mention requiring a lab, for instance.
There is a certain amount of overlap in the Homunculus and Shield Guardian (and to a lesser extent, Golem) descriptions, though. It wouldn't hurt to put those few bits of information in one place.

Ross Byers RPG Superstar 2008 Top 32 |

At any rate, I don't think there will be any Monster Manual stuff in the Pathfinder RPG book, so I'm not sure how useful it is to suggest it here.
Well, it may be desirable to minimize the amount of rules material in the MM book, especially since the PFRPG core book will need to have enough information to convert old monsters (For instance, it's looking likely that a few HD types will be changing.)
With that in mind, it may be best to put Craft Construct into the Core book alongside the Item Creation feats [plug](and possibly the Craft Undead feat)[/plug], even if no actual constructs or undead are present in the book.

KaeYoss |

The Practical Enchanter (free at RPGNow) combines everything in the section on constructs. It may have what you want.
Shareware RPG books - nice idea. I haven't finished downloading yet, but it seems that there's no restrictions to the free versions (beyond the fact that they won't tell you about updates, and you'll have with the guilt associated with being a freeloader, if any).
One part jumped right at me: "Talents and Wealth Level Templates - an option for taking the magic out of your collection of items and putting it back into your character!" Could this be the solution to the magic item glut problem?

minnow |
On a realated side note. I think that Animate Object should be made a divine and arcane spell. It really doesn't make sense that it's only a divine spell.
I just looked up that spell. Where on earth did I get the Idea that was a Wiz/Sor 5 spell? That's how I've used it for quite some time...

Ross Byers RPG Superstar 2008 Top 32 |

On a realated side note. I think that Animate Object should be made a divine and arcane spell. It really doesn't make sense that it's only a divine spell.
Well, Bards can cast it. So it's at least a little an arcane spell.
But yeah, it doesn't make sense to me that it's a Divine spell in the first space. I guess Clerics are supposed to be better at creating life and all that, but the trope is the Wizard have animated bits of ufrniture and things to do his bidding. It should just be switched from a Cleric spell to a Wizard spell.

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Herald wrote:On a realated side note. I think that Animate Object should be made a divine and arcane spell. It really doesn't make sense that it's only a divine spell.Well, Bards can cast it. So it's at least a little an arcane spell.
But yeah, it doesn't make sense to me that it's a Divine spell in the first space. I guess Clerics are supposed to be better at creating life and all that, but the trope is the Wizard have animated bits of ufrniture and things to do his bidding. It should just be switched from a Cleric spell to a Wizard spell.
It is a requirement for a clay golem? So, you don't want to remove clerical access to the spell. (At least not without tweaking the clay golem spell requirements).

Andre Caceres |

Not to make things more complex, which I am, but I was thinking along the lines of two skills, item creation as per standard rules, for the physical object clockwork to undead corpse, whatever the physical. The other skill would be Ritual (Arcane, Divine, Psionic, ect.) While spellcraft does what it does, and Knowledge lets you know what something is, performing the rites to create an item must be done by performing the ritual also. This also helps when Pathfider comes up with Ritual rules for magic. Its backwards because any book that has rituals in it can keep the DC for them, but the skill would now be Ritual skills.
Or you can make Rituals a knowledge skill but one has to ID which type you know, Arcane, Divine, Psionic.
Didn't know where to propose this, this thread looked as good as any.

Ross Byers RPG Superstar 2008 Top 32 |

It is a requirement for a clay golem? So, you don't want to remove clerical access to the spell. (At least not without tweaking the clay golem spell requirements).
I'd swap the Clay Golem requirement to Geas/Quest, myself. All the Arcane golems need it anyway. Not that Divine Spell requirements for items ever matter, since divine casters automatically get their whole list.
But that's if I didn't have to worry about backward compatibility. Then again, no one ever actually prepared Animate Objects, so it wouldn't break that many NPC spells lists or adventures.