| Lord Van Hohenheim |
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I wanted to use this new Archetype, but I have never dabbled in the fine art of Construct Crafting but the concept seemed very, interesting to me to say the least.
At first level I gain Craft Construct as a bonus feat, without needing to meet requirements for it. In exchange I lose Throw Anything and Brew Potion.
I also gain a Homunculus Companion, forged from a bit of my own life essence. In exchange for my companion I lose Bombs and Mutagen and cannot take mutagen or cognatogen discoveries later.
This homunculus starts as a Small Creature with some alright features at first, looking like a child or small humaniod. Which becomes better as it grows. At 4th level it reaches medium size.
Now I can't copy and paste things here because it is so new a book I don't want to get in trouble. So for those of you who have the book it is on page 113.
Any ideas on how to use this for a character? Crafting Constructs always seemed interesting to me but also seemed to require knowledge I didn't possess. Any help will be appreciated.
| Lord Van Hohenheim |
I'm trying to make this class using a wayang for pcs but I had some questions about it.
1) how do you figure out the bonus hp?
2) cause it has no con score is it immune to anything that require a fort save?
3) how would you go about healing this thing?
4)does it gain the construct traits?
I am not sure I would think it does, and I think it gains +20 to HP due to the construct race from ARG saying Medium size gets 20, so at level 1 it was a +10 to HP, at level 4 when it grows in size it gains an additional +10 for a total of 20 off size.
| Blazej |
I'm trying to make this class using a wayang for pcs but I had some questions about it.
1) how do you figure out the bonus hp?
2) cause it has no con score is it immune to anything that require a fort save?
3) how would you go about healing this thing?
4)does it gain the construct traits?
1) Bestiary - Creature Types - Construct. Bonus hit points depend on the constructs size category. A small construct would get 10 bonus hit point and a medium would get 20 bonus hit points.
2) Immunities can be found here: Bestiary - Creature Types - Construct. No, but it is close. "Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)." So they still could be affected by spells like disintegrate.
3) It would not heal naturally. At least it has no innate ability to do so. However at first level it gets Sympathetic Alchemy which should allow the homunculus companion to drink cure light wounds extracts the alchemist makes.
4) I believe it does, even though it doesn't call out that this is a construct with all construct traits it would state if there were any construct traits it would not receive.
| Lord Van Hohenheim |
And another question can you equip magical items to them? And ummm what is the save for there poison?
It says it is DC based and has a +2 Racial Bonus but they have no Con so if its is based off their con it would be 12, and a fort save obviously. But that is really really weak poison
| Blazej |
And another question can you equip magical items to them? And ummm what is the save for there poison?
Yes you can equip magical items to them although I have no fast link to support that.
Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.
The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.
chad gilbreath
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chad gilbreath wrote:And another question can you equip magical items to them? And ummm what is the save for there poison?It says it is DC based and has a +2 Racial Bonus but they have no Con so if its is based off their con it would be 12, and a fort save obviously. But that is really really weak poison
Would there be anyway to up the poison?
chad gilbreath
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chad gilbreath wrote:And another question can you equip magical items to them? And ummm what is the save for there poison?Yes you can equip magical items to them although I have no fast link to support that.
Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.
The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.
So it poison (once it get it) will be DC 13?
| Lord Van Hohenheim |
Lord Van Hohenheim wrote:Would there be anyway to up the poison?chad gilbreath wrote:And another question can you equip magical items to them? And ummm what is the save for there poison?It says it is DC based and has a +2 Racial Bonus but they have no Con so if its is based off their con it would be 12, and a fort save obviously. But that is really really weak poison
I do not think so. It will always be a weaker poison but if someone fails it they fall asleep.
| Lord Van Hohenheim |
Blazej wrote:So it poison (once it get it) will be DC 13?chad gilbreath wrote:And another question can you equip magical items to them? And ummm what is the save for there poison?Yes you can equip magical items to them although I have no fast link to support that.
Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.
The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.
14
10+2(4th level)+2 Racial bonus
chad gilbreath
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chad gilbreath wrote:Blazej wrote:So it poison (once it get it) will be DC 13?chad gilbreath wrote:And another question can you equip magical items to them? And ummm what is the save for there poison?Yes you can equip magical items to them although I have no fast link to support that.
Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.
The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.
14
10+2(4th level)+2 Racial bonus
At 4th level it still have 3 HD
| Blazej |
Blazej wrote:So it poison (once it get it) will be DC 13?chad gilbreath wrote:And another question can you equip magical items to them? And ummm what is the save for there poison?Yes you can equip magical items to them although I have no fast link to support that.
Yes, there is a save against the poison. Universal Monster Rules - Poison The DC of the poison would be 10 + 1/2 the construct's HD + 2.
The 2 is from the racial bonus and although it doesn't have a Constitution score, the Construct type notes in this case to treat Constitution as if it were 10 for determining the DC.
Correct, as the companion gets stronger the DC will improve as well.
| Lord Van Hohenheim |
Yes and that does help for the Homonculus directly which is great. But as this is letting you gain Craft Construct 4 levels early and without two feats you can try and make animated objects and stuff I believe. (Not sure like I said never dabbled)
But I did notice The Wizard list has Make Whole, and it says that a Alchemist can scribe a spell from a wizard to his formula book so long as it is equivalent to a spell of his. Well Make Whole is equivalent to Cure Light Wounds right?
| thejeff |
Yes and that does help for the Homonculus directly which is great. But as this is letting you gain Craft Construct 4 levels early and without two feats you can try and make animated objects and stuff I believe. (Not sure like I said never dabbled)
But I did notice The Wizard list has Make Whole, and it says that a Alchemist can scribe a spell from a wizard to his formula book so long as it is equivalent to a spell of his. Well Make Whole is equivalent to Cure Light Wounds right?
No. That just lets an alchemist learn spells on the alchemist list from wizards. There is no "This spell is like this other spell, so you can get it."
| Lord Van Hohenheim |
I am very much the rules lawyer for our group. I am also the one who can typically find how to optimize a character because I obsess over rules and new things.
But yes I think there should be a way to add those, if not I could obtain a wand of them and make a check.
Though I am already plotting mixing this with a Witch in our next gestalt game. Perhaps Beast Bond and use the Homunculus for a temporary vessel.
| Blazej |
I believe the helpful spells are going to be spells that buff the alchemist or companion .
The archetype loses mutagen (unless they take it as a discovery) and bombs. That doesn't leave them many offensive options besides poisoning (although there might be others within discoveries).
For spells, one thing that I'm not 100% about is whether the Sympathetic Alchemy overrides construct immunities. For example, whether or not the construct could benefit from the morale bonuses on an extract of heroism.
Cure spells are an obvious start since it would be how one heals the homunculus.
Just picking a few spells at the first few levels: Shield, Enlarge Person, Bull's Strength, Barkskin, Vomit Swarm, Fly, Beast Shape, Detonate.
It depends on how you build the alchemist and homunculus, but I would imaging they would be both drinking the same types of extracts. Boosts to AC, bonuses to attack, special attack extracts.
There are enough extracts as options to kinda wonder how quickly the pair would burn through their extracts during the day.
chad gilbreath
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I believe the helpful spells are going to be spells that buff the alchemist or companion .
The archetype loses mutagen (unless they take it as a discovery) and bombs. That doesn't leave them many offensive options besides poisoning (although there might be others within discoveries).
Sadly it stats that you can't take the mutagen discovery.
| Valdurin |
Interestingly it doesn't specifically say you create your homunculus companion it says you gain the service of it at first level so I don't rightfully know if you can modify it like regular a homunculus in the alchemy manual since the modifications say they have to be done when you create it. Also, another interesting tidbit, the promethean alchemists doesn't specifically say in it's Homunculus companion description that they get construct traits like in the construct rider's craft mount ability dose. And if you wanted, not sure it's allowed in fps, you could take spell knowledge from companions and cohorts to gain wizard spells to heal your homunculus companion.