
JHFizban |
I'm restarting a campaign, and the new player being added is making a 7th-level Wizard conceived as a performer/puppeteer who uses Tiny-size constructs as performers, but he also would like to give them some useful abilities to use in a pinch.
He will have Craft Construct and its prerequisites, and we're trying to determine if it is possible for him to easily add spell effects to the constructs themselves, or if it would just be easier to use Craft Wondrous Item to make things to equip on them instead.
He will also have Improved Familiar and use a Homunculus as his familiar, but I believe the only modification being made to that is increased HD, which is fairly straightforward.
So we're looking for advice on how to add some magical effects to constructs, all of which will be made using a Homunculus as the base construct.
I looked at the Building and Modifying Constructs page, and noticed the following text there:
COMPLEX MODIFICATIONS
These modifications represent more complex changes to the structure and function of the construct. The cost is equivalent to the minimum level to cast the spell × the spell level × 250 gp.
So does this mean, for example, that one construct meant to provide special effects for the stage performance could be as follows:
+125gp (CL1 x 0.5 spell level x 250) to add Ghost Sound... or perhaps more if a higher caster level is desired to allow it to last longer than 1 round at a time
+125gp (CL1 x 0.5 spell level x 250) to add Dancing Lights
+250gp (CL1 x 1 spell level x 250) to add Obscuring Mist
So by adding +500gp to this construct, it would be able to cast any of these effects, as a Standard Action once per round, etc.? Does that seem too cheap? On the one hand, it is fairly inexpensive, but then if the construct gets destroyed he loses it all and has to remake it at the same cost. And by default, they have 2d10hp, fairly weak, unless he upgrades their HD.
Should there be some kind of cost modifier added in to stack multiple abilities on the same construct, similar to how adding multiple effects to a magic item has a 1.5x cost modifier? I believe how that would work is the most costly ability is at normal price, and then any additional are at 1.5x price, so in the example above: 250 + 1.5x125 + 1.5x125 would total 625gp instead of 500gp.
I'm just looking for ideas, because I think we're strongly in house-rule, GM fiat territory here. These little critters are already fairly expensive, and I want the player to be able to have fun without breaking the bank, but I also want to maintain some level of balance within the game, too.
Thanks in advance for any thoughts or suggestions.
Good gaming!