Wyrwood and Craft Construct


Rules Questions


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I was talking with some of my players about doing a level 20 mythic campaign and what race and class they'd play. One of my players immediately said:

Wyrwood with any class that can use the craft construct feat. At level 20 we have 880,000gp which he would use on stat bonuses. You can increase a constructs stat by +2 for 5,000gp. This means that with his gold he could increase his stats 176 times for 352 points of stat bonuses divided in any stats he chooses.

He could give himself +35 in each stat (ignoring CON because construct) and get godly abilities and saves against everything, on top of lvl 20 class abilities and construct immunities (immune to poison, sleep, paralysis, ability damage/drain, etc.)

This seems super OP and probably not intended. Is there a reason that this doesn't work?

We found that a construct has to be deactivated to modify and for Wyrwoods that means his parents/community. Constructs can't be revived but they can be repaired and raised that way for even less cost than normal adventurers.

Am I missing something? Please help.


<face palm>

You're GM? You can simply say no to a lot of things.

But if you need existing rules for such a thing, here goes:

By wyrwood's VERY INDEPENDENT nature, they don't have masters. Period.

"At any time, a construct's creator can deactivate a construct under his control with a touch and a standard action."

"A modification can only be performed while the construct is inanimate or nonfunctioning."

No one's shutting a wyrwood off.

If you're allowing other wyrwoods to deactivate other wyrwoods because they're designated "owners", that mess is on you if you yourself don't put any reasonable limits on it, especially with all the modification options in Building and Modifying Constructs from Ultimate Magic.

Also Building and Modifying Constructs rules in Ultimate Magic weren't intended for PC constructs, but rather actual created constructs. And using them on such cases is just the GM opening the door for all sorts of brokenness. Entirely self-inflicted.

Quote:
We found that a construct has to be deactivated to modify and for Wyrwoods that means his parents/community. Constructs can't be revived but they can be repaired and raised that way for even less cost than normal adventurers.

How are you healing and raising constructs cheaper than living creatures?

You'd need make whole or fast healing and that isn't necessarily cheaper than lots of available healing for living creatures.
The only revive spell available for constructs is Memory of Function which is a level 7 spell and has a 10,000 gp material component. That's a very specific spell in Technology Guide and before then, no options were available to revive constructs.
Simply Craft Construct on the dead wyrwood would simply just make a new one with none of the accumulated XP/class levels of the previous one.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Its says in the craft construct section that a construct can be revived for 100gp per hit dice. That means if one made a wizard they could kill their friend, modify him, and bring him for 2,000gp.

From Building and Modifying Constructs:"
The make whole or rapid repair spells provide the easiest way to keep a construct in good condition. Both spells repair damaged constructs, even magic-immune ones like golems. Failing that, a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct’s creator can deactivate a construct under his control with a touch and a standard action."


Paizo is using two different meanings for construct, and a Wyrwood is not a "construct" in the sense that you can modify them. Specifically, at the opening of the section you're talking about (here, for reference) it says:

Building and Modifying Constructs wrote:
Each construct has a purchase price and a crafting cost, along with a list of requirements and the skills used to create them.

A Wyrwood is not a construct by that definition (not having a purchase price or crafting cost or list of requirements). It is a construct (creature type) but it is not a construct (what the page refers to).

This is made even clearer by that section on repairing you're referring to.

Repairing Constructs wrote:
Failing that, a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct's creator can deactivate a construct under his control with a touch and a standard action.

Bolding mine. What's the DC for crafting a Wyrwood?

So that whole page does not apply to a Wyrwood because it's not a construct (by the page's definition).


Beldaru wrote:

Its says in the craft construct section that a construct can be revived for 100gp per hit dice. That means if one made a wizard they could kill their friend, modify him, and bring him for 2,000gp.

From Building and Modifying Constructs:"
The make whole or rapid repair spells provide the easiest way to keep a construct in good condition. Both spells repair damaged constructs, even magic-immune ones like golems. Failing that, a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct’s creator can deactivate a construct under his control with a touch and a standard action."

You neglected to quote the NEXT paragraph for more context:

"A construct that has been completely destroyed cannot be repaired, though at the GM's option some of the materials may be usable in the construction of a new construct."

You quoted rules for repairing a non-destroyed construct. If a construct gets destroyed (in most cases, 0 HP) you're not able to use the repair rules.

Construct type also says "A construct cannot be raised or resurrected."

The Memory of Function spell is a new spell that is a specific-beats-general case of the rules that would allow reviving a construct.

The Exchange Owner - D20 Hobbies

Beldaru wrote:
Am I missing something? Please help.

Several.

  • Wyrwood don't have racial HD, so it's up to you whether or not they can increase HD or other things.
  • If you allow HD added, adding 50% more HD force size bumps each time based on Bestiary I p295.
  • If you add HD, it increases CR. Increased CR monsters can't be PC's unless the GM allows based on Bestiary I p313.
  • Craft Construct is an item creation system, entirely under the control of the GM.
  • All item crafting follow a power and/or similar item then fall back to chart philosophy. So if it's cheaper to add +2 to a stat via the Craft Construct rules, then it shouldn't be used instead of the Belt of Strength rules when applied to a PC.

In short, there are no end of reasons why this won't work. If the player doesn't take them or understand them then you may invoke Rule 0. Change the rules on them, cede "that is how the rules work but I'm changing them for us".

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