|I'm Hiding In Your Closet
|Turin the Mad
Look into the clockwork line of critters. With your stated purpose of them both being an animated construct that assists with a skill check while also being an item that itself provides a bonus to the skill check, this seems a good idea to me.
However, keep in mind that per the Construct creature type rules, Constructs generally are mindless and do not have an Intelligence score. This means that, unless granted some exception by your GM, your constructs will not have the ability to use Aid Another to assist your skill attempts. Ultimate magic has rules for modifying Constructs, allowing +2 to a given stat for 5,000 GP for each such increase, though.
However, using the Clockwork motif, I can see lots of interesting possibilities.
A set of Masterwork Thief's tools that look like a folded up multi-tool. When activated, the tool unfolds itself into a tiny automaton who crawls inside whatever lock/trap you're working on to do its job at your direction.
For a professional brewer, a Clockwork beer fermentation barrel that follows you around, sloshing full of product, constantly assisting you with making sure the fermentation is progressing appropriately.
For a smith, a multi-armed Clockwork device that has a small, integral anvil, bellows, and reservoirs for quenching fluids and coal. It has hooks and such for the smith's main tools, while the multiple arms all have hammer ends to serve the smith as his striker.
I think there are lots of ways you could go with this idea. Also, to me, Clockworks are close enough to robots that being intelligent is a little less creepy than something like an intelligent Flesh Golem would be (Frankenstein's monster, anyone?).
|Korak The Boisterous
What class are you? I suggest an ornate metal book cover that is wound up when the wizard opens it, if they become separated the construct will seek out it's master giving them access to their spellbook.(yes I have a clockwork love)
Lashunta Sylvan blooded(Gm allowed) Arcanist.
I do love the humunculus but they don't get super useful unless they have 10+ HD. I'm planning on that for higher levels. Right now we are level 7. Animated objects can follow simple tasks and my DM allowed that aiding could be their task but can't attack.
What I'm really looking for is other uses for constructs.
|Turin the Mad
Construct armor is often useful, even for druids (non-metal constructs).
Clockwork bombs. If they're strong enough to handle siege ammunition, I recommend a bomb with an impact fuse - at only 30 pounds, the weight should be pretty manageable.
Bomb: A bomb is a metal canister filled with metal balls and black powder that can be used as ammunition in catapults and trebuchets or carried by two Medium creatures or one Large creature to its destination. A bomb either explodes on impact (if fired from a catapult or trebuchet, or within 3 rounds of a fuse being lit if carried). When it explodes, it deals 6d6 points of piercing and bludgeoning damage to all creatures and objects within 30 feet of the target square. On a siege engine mishap, this ammunition explodes before it is launched, dealing its damage to the siege engine and all nearby creatures and wooden objects as if one of the spaces of the siege engine (crew leader’s choice) were the target square. It ignores the hardness of wood and stone.
600 gp to deal 21 damage to everything within 30' of the clockwork is glorious. Just be sure not to blow up all of the loot. If you can make it bigger via a stronger carrier, so much the better.
Windup grooming apparatus. It cleans the winder, thoroughly. Bonus points for an apparatus that will do "squicky" cleaning, dig out rot grubs or the like.
What I'm really looking for is other uses for constructs.Even Tiny Animated Objects can be quite useful - just make sure you have a lot of them.
- Unlike summons they're always around. No more guard duty for the PCs.
- Their immunities mean they can attack while the party throws poisons, fear effects and what-have-you-not.
- Mules. Sure the little tykes have next to no strength, but they're tireless. Make a dozen or so push a cart.
- Expendable stormtroopers. Make them fan out to flank all enemies, even when they can't really take anyone down by themselves.
Get creative with cantrips and low-level spells. An animated teapot which can't attack but it can use Create Water and Spark to set itself to boiling. As an added bonus it can generate a cloud of steam 1/day; not an attack but rather it functions as an Obscuring Mist centering the burst from the construct.
These low-level animated objects are great for 1/day low-level spell uses. They're flavorful, they have minor use in a fight if you're desperate and they are just all around fun. As far as masterwork tools, what about:
- An animate stage: a 5' long walking stage which can serve as a mount, a quick up for Higher Ground or, y'know, a stage to perform on. For bonuses give it arms, twine and pulleys for a curtain or dancing lights for special effects
- Animate puppets: they're fun, flavorful and creepy, plus they can serve as Unseen Servants
- A clockwork grinding wheel: functions like a whetstone, casts Mending on any bladed object sharpened on it and has legs so it can clank around on its own
- The any-door-opener: an animate crowbar-armed clanker that grants Aid Another to any attempt to open stuck or held doors
Pretty much any Craft, Perform or Profession skill can have a masterwork tool associated with it with a few exceptions. Just give them legs, a vaguely monstrous or humanoid appearance, and imagine what it might do that DOESN'T involve combat.
PS: don't forget to keep lots of wands of Mending or Make Whole around. Better yet, make a homunculus that looks like an angel, flies, and casts the spells for you. It gives the clanker a kiss and POOF! in a few minutes the thing is fixing itself!
"Umm ... it's a coincidence this doll looks and sounds just like our recently fallen friend ... "