| Waldham |
Hello, I need advices to create the following creature :
Clockwork Construct (CR + 0) Commando Construct (CR + 2)
Steam-Powered Construct (CR + 2) Gladiator Robot
Soulbound Construct (CR + 2, alignment subtype, CL 7th; Price 10,000 gp + 1,000 gp
per Hit Die of the base creature, skill Craft (gemcutting))
For the clockwork* template, it increases the time and gp cost required to create a clockwork by 50% over normal.
0/ Should I apply the gp to cost by 50 % over normal and then still the time by 50 % ? Or did the increase for the time apply with the increase for the gold ?
1/ To create the construct, should I use the Craft Robot feat or the Craft Construct feat ? Craft (mechanical) orcraft (clockwork) skill check ?
2/ A Commando Construct (Cost +10,000 gp, DC + 4, SL + 1, Labo 1,000 gp, 3 spells gains 1-1/2 times the normal bonus hit points for a construct of its size. A Steam-Powered Construct double the bonus hit points based on size granted by the construct creature type. A Gladiator Robot with Dense structure has as bonus hit points : 40.
What is the good calcul for the bonus hit points ? 40 (gladiator) x 2 (Steam-Powered Construct) + 40 x1/2 (Commando Construct) = 100 ?
3/ A commando construct gains special attacks, selects three options. Each option can be selected only once. What is the better choice ?
- Brutal Attacks (Ex)
- Extra Attack (Ex)
- Knockout Strike (Ex)
- Retaliatory Strike (Ex)
- Sneak Attack (Ex)
Steam-Powered Construct (DC + 5)
4/ What is the DC to create this creature ? Is the soul-bound construct a creation apart ?
DD 41 (Craft Robot) + 5 (Steam-Powered Construct) + 4 (Construct Commando) + 15 (3 spells) = 65 ?
Construct Modifications :
Movement :
Land Speed 70 ft -> max 140 ft. Cost : 14,000 gp
Swim Speed 15 ft -> 25 ft max Cost : 9,000 gp (6,000 + 3,000)
Fly Speed 15 ft (Good) -> 25 ft max Cost : 12,000 gp (8,000 + 4,000)
Senses :
Darkvision 60 ft-> 120 ft cost :5,000 gp
Blindsense 60 feet cost : 8,000 gp (useful if blindsight?)
5/ What is the cost ?
CR 17 (gladiator robot) + 2 (commando construct) + 2 (steam-power construct) = 21
Cost 210,000 (21 x 20,000 gp x 1/2) + 11,000 (Construct Commando) + 30,000 (soul-bound construct) + 35,000 (movement) + 13,000 (senses) + ? (clockwork) = 299,000 gp
6/ In the adventure path Ruins of Azlant (the flooded cathedral), there are the clockwork augmentation, but there are neither price, neither modification for the CR.
Clockwork Augmentations
In addition to the standard special abilities and qualities granted by the clockwork subtype, many clockwork designs incorporate more abilities designed by theirengineers. The following examples are intended to help GMs build new clockworks or modify existing ones.
Some of the most common clockwork special abilities have been gathered in this section along with a number of new ones.Charged (Ex): Equipped with a static generator, a clockwork with this special ability deals an additional 1d6 points of electricity damage with all natural attacks and melee weapons it has.
Efficient Winding (Ex): Built for long missions, a clockwork with this special ability can function for 2 days per Hit Die each time it’s wound. If the creature’s CR is 11 or higher, it can function for 3 days per Hit Die each time it is wound.
Embedded Ioun Stone (Ex): As a full-round action, an ioun stone can be embedded in (or removed from) a slot in the clockwork creature (usually on its forehead).
It is possible to embed or remove an ioun stone only if the clockwork is helpless, pinned, or willing. The clockwork gains the benefit of the ioun stone, including its resonant power.Grind (Ex): A clockwork with this special attack deals additional slashing damage when it makes a successful grapple combat maneuver check because of many twisting gears and churning pistons in its body. This additional damage is equal to 1d4 points (1d6 if Large, 1d8 if Huge, 2d6 if Gargantuan,
or 3d6 if Colossal) plus 1-1/2 the creature’s Strength bonus.Integrated Firearm (Ex): One of the clockwork’s arms ends in a firearm. The firearm generally functions as a pistol or musket intended for a creature of the clockwork’s size, but nearly any firearm of suitable size is possible. The clockwork is considered proficient with the weapon. The clockwork
can reload an integrated one-handed firearm as a swift action and an integrated two-handed firearm as a move action. As a standard action, the clockwork can remove the broken condition from an integrated firearm, provided that the condition resulted from a misfire. A clockwork usually has 10 rounds of ammunition and gunpowder stored within a reloading mechanism.Proficient (Ex): A clockwork with this special ability is proficient with all simple and martial weapons. The clockwork must have humanlike hands in order to gain this ability.
Repair Clockwork (Ex): Clockworks with this special ability are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, the clockwork can repair damage done to either itself or an adjacent clockwork creature, restoring 1d10 hit points to the target. If the repairing creature’s CR is 11 or higher, the amount of hit points restored increases to 2d10.
Self-Destruction (Ex): When the hit points of a creature with this special ability are reduced to 10% of its total or less but are still above 0, the creature selfdestructs on its next turn, bursting in an explosion of metal scraps and steam in a 20-foot-radius burst. The damage dealt is equal to 1d6 points for each Hit Die above 5 the construct has (clockworks with 5 or fewer Hit Dice cannot gain this ability). Half of this damage is fire damage and half is slashing damage. A target that succeeds at a Reflex save (DC = 10 + half the clockwork’s Hit Dice + the creature’s Constitution modifier [usually 0]) takes half damage.
Standby (Ex): A clockwork creature with this special ability can place itself on standby as a standard action. While on standby, the clockwork creature cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not
count against the clockwork’s wind-down duration. The clockwork can exit standby as a swift action.
If it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.Tough Alloys (Ex): The clockwork gains Toughness as a bonus feat.
I'm interesting by the following augmentations :
- Charged- Efficient winding -> Efficient Boiler : 3 weeks / Hit Dice
- Embedded Ioun Stone for the soulbind perhaps
- Repair Clockwork
- Standby
- Tough Alloys
7/ For the soulbound construct, I have an idea to mix with ioun stone. Or perhaps something similar as a ghoran and mi-go :
Seed (Ex): As a full-round action, a ghoran can expel the seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all skill ranks upon sprouting. Once a ghoran expels this seed, it gains 1 negative level, and it dies as soon as the duplicate sprouts. This duplicate replaces the previous ghoran character.
Item Creation (Ex) A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. This ability allows a mi-go to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item; the resulting item is always mi-go technology. A mi-go can use the Heal skill to craft mi-go technology. When a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources—this effectively doubles the gp cost to create the item.
(Inconvenient : doubles the gp cost to create the item)
Gladiator Robot CR 17
Source Construct Handbook pg. 54
N Medium construct (robot, clockwork*, augmented)
Init +19 (+4*, + 6); Senses blindsight 60 ft.,
darkvision 60 ft., low-light vision, superior optics; Perception +2
Defense
AC 43, touch 21, flat-footed 34 (+9 Dex, +22 natural [+ 4],+2 dodge*)
hp 299 (22d12+40 +40+20)
Fort +14, Ref +23, Will +14
Defensive Abilities adaptive defense programming, dense structure, hardness 15, resilient; Immune construct traits; Resist electricity 30, fire 30, Fortification 75 %
Weaknesses overclocked targeting, vulnerable to critical hits, vulnerable to electricity
Offense
Speed 70 ft. [10 ft. Energized Alacrity, Increased Locomotion]
Melee adamantine chainsaw +33 (4d12+11/18–20), adamantine buzz saw +33 (2d12+11)
Ranged hypersonic rifle +31 (2d12/×3 plus stunned)
Special Attacks boosted charge, combined arms, steam blast (range touch + 31, 11d6), steam Horn (11d6, Fortitude DC 21)
Statistics
Str 33 (+4, +4), Dex 28 (+4, +4), Con —, Int 14, Wis 15, Cha 17
Base Atk +22; CMB +33; CMD 52
Feats Cleave, Combat Reflexes, Great Fortitude, Following Step, Lunge, Point-Blank Shot, Power Attack, Precise Shot, Step Up, Step Up and Strike, Vital Strike, Improved Initiative* and Lightning Reflexes*, Run
Skills Acrobatics +31 (+43 when jumping), Intimidate +25, Perform (oratory) +25, Sense Motive +24; Racial Modifiers +12 Acrobatics when jumping
Languages Androffan, Common, Hallit
SQ flexible programming, integrated weaponry, programmed to entertain, work the crowd, Energized Alacrity, Tactical Awareness, Increased Locomotion, Steam Engine
Special Abilities
Adaptive Defensive Programming (Ex) Three times per day as an immediate action, a gladiator robot can change one of its resistances to any other energy type for 1 minute.
Boosted Charge (Ex) Twice per day, a gladiator robot can make a full-attack action at the end of a charge instead of a single attack.
Dense Structure (Ex) A gladiator robot gains bonus hit points as if it were a construct two sizes larger.
Flexible Programming (Ex) Ten times per day as an immediate action, a gladiator robot can gain the benefit of any feat for which it qualifies but does not have. Each feat remains in effect for 1 minute. In addition, it counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats.
If it has levels in fighter, these Hit Dice stack with these levels.
Integrated Weaponry (Ex) A gladiator robot’s arms have integrated weaponry. These weapons cannot be disarmed, removed, or sundered. A gladiator robot’s programming allows it to wield these weapons as if it were proficient in their use.
Adamantine Chainsaw (Ex): Two of a gladiator robot’s arms link into a motor-driven chainsaw with adamantine cutters and chain.
Adamantine Buzz Saw (Ex): One of a gladiator robot’s arms ends in a spinning blade.
Hypersonic Rifle (Ex): One of a gladiator robot’s arms ends in a powerful rifle that fires metal slugs at hypersonic velocities. This weapon has a range of 150 feet and deals 2d12 points of damage.
A creature struck must succeed at a DC 34 Fortitude save or become stunned for 1 round. The save DC is Strength-based.
Overclocked Targeting (Ex) Gladiator robots operate beyond the limits of stability and safety. A gladiator robot that suffers a critical hit does not become staggered or stunned as is normal for a robot, but it loses the ability to distinguish friend from foe. Upon taking a critical hit, the gladiator
robot must attempt a DC 20 Fortitude save. On a success, for the following round it attacks a randomly determined target within 60 feet. On a failed save, it attacks random targets for the following 1d4+1 rounds.
Programmed to Entertain (Ex) A gladiator robot gains Intimidate and Perform (gladiator) as class skills and gains a +2 bonus on performance combat checks.
Resilient (Ex) Gladiator robots receive a +5 racial bonus on all saving throws.
Superior Optics (Ex) Gladiator robots see invisible creatures or objects as if they were visible.
Work the Crowd (Ex) Gladiator robots are programmed to reward themselves for victory and showiness. As a swift action after reducing a foe to 0 hit points or otherwise incapacitating it, a gladiator robot can attempt a DC 20 Perform (gladiator) check. If it succeeds, the gladiator robot recovers 4d10 hit points, up to its maximum hit points. This ability functions only if the incapacitating action is observed by a crowd and must be performed on the same round as felling a foe or the round immediately after.
Steam Blast (Ex): As a standard action, the steam-powered construct can release a jet of steam at a target within 30 feet. If the construct succeeds at a ranged touch attack, the jet deals 1d6 points of fire damage for every 2 Hit Dice the steam-powered construct has (minimum 1d6).
Steam Horn (Ex): As a standard action, the steam-powered construct can unleash a loud blast of sound and a cone of steam that deafens targets and deals 1d6 points of fire damage for every 2 Hit Dice the steam-powered construct has (minimum 1d6). A target can attempt a Fortitude save to take
half damage and negate the deafened condition. Medium and smaller constructs release a 15-foot cone, Large and Huge constructs release a 30-foot cone, and Gargantuan and Colossal constructs release a 60-foot cone. This ability is usable once every 1d4 rounds.
Heat Management (Ex): When a steam-powered clockwork ignores any amount of fire damage due to its fire resistance, the steam-powered clockwork gains the benefits of haste, increases the additional fire damage applied to melee attacks to 2d6, and loses its fortification ability for 1 round.
Whenever a steam-powered clockwork takes cold damage, it gains the effects of slow and loses the extra fire damage applied to melee attacks for 1 round. A steam-powered construct can negate either effect with a successful Fortitude save (DC = 10 + the amount of energy damage taken). Steam
powered clockwork golems are affected by magical fire and cold spells, which bypass their immunity to magic special ability.
Increased Locomotion (Ex): Steam-powered clockworks increase all movement speeds by 10 feet and gain Run as a bonus feat.
Steam Engine (Ex): An alchemically treated boiler contains the superheated water that supplies power to a steam engine. A steam-powered clockwork can remain active for 1 week per Hit Die with a full boiler. Anytime the steam-powered clockwork uses a special attack granted by this template,
reduce the remaining duration of activity by 1 day (to a minimum of 1 day).
Thanks for your future help.
| Cevah |
Hello, I need advices to create the following creature :
Clockwork Construct (CR + 0) Commando Construct (CR + 2)
Steam-Powered Construct (CR + 2) Gladiator Robot
Soulbound Construct (CR + 2, alignment subtype, CL 7th; Price 10,000 gp + 1,000 gp
per Hit Die of the base creature, skill Craft (gemcutting))
Boy, you got a lot of broken links. Here are the fixes:
Clockwork Construct (CR +0)Commando Construct
Steam-Powered Clockwork Dragon
Soulbound Annihilator Robot
Craft Robot
Rather than cut-n-paste the statblock for the Gladiator Robot, you should add a link as I did. Failing that, you should spoiler it to hide the wall-of-text.
For your questions:
0/ Increasing the gp by 50% by default increases time by 50% since construction rate remains the same.
1/ Craft Robot is needed if the construct is a robot. Craft Robot states: You can create robots. Craft Construct is not needed. That said, the Robot bestiary entry states the following: A construct cannot possess both the robot and the clockwork subtypes.
2/ A non-steam powered robot gets 1.5*SizeBonus. A steam-powered robot gets 2*SizeBonus. Dense changes the SizeBonus used to what a construct two sizes larger would have. For a medium (20) steam powered (2) commando (1.5) gladiator (40 rather than 20) robot, that would be 2*1.5*40=120.
3/ I rate the Extra attack the best. It has NO exclusionary clause about hasted attacks. Brutal attack is next, but requires two or more hits. Next, I would go Retalitory Strike but be sure to have the Combat Reflexes feat to allow for more than one R.S. per round. Sneak Attack should be considered if it has a lot of damage and if reliable flanking is available.
4/ The DC is: Steam-Powered (+5) Clockwork (+0) Commando (+4) Gladiator (CR 17) Robot (20+CR) [Soul-bound (+0)] = 5+4+17+20 = 46. Missing spells add +5 each. The soulbound is a separate process with a (gemcutting or spellcraft) DC of 5+CL 7 = 12. This creates the soulbound focus that you use.
5/ The CR is: Steam-Powered (+2) Clockwork (+0) Commando (+2) Gladiator (CR 17) Robot (0) [Soul-bound (+2)] = 2+2+17+2 = 23. Cost is Steam-Powered (-) Clockwork (*1.5) Commando (+10,000) Gladiator (-) Robot (CR*20,000) [Soul-bound (+22*1,000+10,000)] = 1.5*23*20,000 + 10,000 + 22,000 + 10,000 = 732,000. Extra land movement is: Steam Powered (+10) Gladiator (60) + Extra speed (70), costing 7*2,000 = 14,000. Extra swim movement is: Base (15) + Extra speed (10), costing 6,000+3,000 = 9,000. Extra fly movement is: Base (15) + Extra speed (10), costing 8,000+4,000 = 12,000. Extra darkvision is: Base (60) + Extra (60) = 2*2,500 = 5,000. Extra Blindsense is: Base (0) + Extra (60) = 2*4,000 = 8,000. Total is: 732,000+14,000+9,000+12,000+5,000+8,000 = 780,000.
6/ No details mean you cannot create. These are GM only.
7/ Not sure what you mean. You can add an imbedded ious stone. If you want some sort of reincarnate or regeneration ability, say so.
/cevah
| Cevah |
For the GM's sanity, break it up into adding each template one step at a time. Calculations whose base numbers change (like CR) get recalculated with the new value for that step.
This could affect price and ossibly other things, since I applied all the templates in most beneficial order, for each class of number. [I.e. CR, speed, etc.]
With this multi-step breakdown, it will be much easier for thr GM to follow the transformation from the base creature to the final one.
/cevah
| Waldham |
Cost is Steam-Powered (-) Clockwork (*1.5) Commando (+10,000) Gladiator (-) Robot (CR*20,000) [Soul-bound (+22*1,000+10,000)] = 1.5*23*20,000 + 10,000 + 22,000 + 10,000 = 732,000.
Robot CR*10,000, not 20,000.
the cost to create one is half this amount
[Soul-bound (+22*1,000+10,000)]
Soul-bound (+20*1,000+10,000) if the base creature has 20 levels.
A soulbound construct’s soul focus is made from a gem worth 1,000 gp per Hit Die of the base creature.
Cost is Steam-Powered (-) Clockwork (*1.5) Commando (+10,000) Gladiator (-) Robot (CR*10,000) [Soul-bound (+20*1,000+10,000)] = 1.5*23*10,000 + 10,000 + 20,000 + 10,000 = 385,000. Is it correct ?
| Cevah |
Quote:Cost is Steam-Powered (-) Clockwork (*1.5) Commando (+10,000) Gladiator (-) Robot (CR*20,000) [Soul-bound (+22*1,000+10,000)] = 1.5*23*20,000 + 10,000 + 22,000 + 10,000 = 732,000.Robot CR*10,000, not 20,000.
Quote:the cost to create one is half this amount
Robot price is CR*20,000. Cost is half.
I think you may be right. It was late and I was trying to get everything. Double checking is a good thing.
Quote:[Soul-bound (+22*1,000+10,000)]Soul-bound (+20*1,000+10,000) if the base creature has 20 levels.
Quote:A soulbound construct’s soul focus is made from a gem worth 1,000 gp per Hit Die of the base creature.
hp 161 (22d10+40)
22d10 is 22 hit die.
Cost is Steam-Powered (-) Clockwork (*1.5) Commando (+10,000) Gladiator (-) Robot (CR*10,000) [Soul-bound (+20*1,000+10,000)] = 1.5*23*10,000 + 10,000 + 20,000 + 10,000 = 385,000. Is it correct ?
No. :-) I don't want to go through it all again, so you are on your own. Just be careful and apply one template at a time and you will see what the real number is, as well as the stat changes to the construct.
/cevah
| Waldham |
The base creature dies at some point during the process of creating the soul focus (this prevents the body from later being revived, so long as the soul focus still remains intact).
22d10 is 22 hit die.
The robot isn't the base creature, right ?
A construct cannot possess both the robot and the clockwork subtypes.
This will affect the price.
What do you say exactly here ?
The template doesn't apply to the robot or you add 1.5*cost to permit to apply the template ?
Instead the soul-bound construct, I think about an alternative.
Is it possible ?
| Cevah |
Quote:The base creature dies at some point during the process of creating the soul focus (this prevents the body from later being revived, so long as the soul focus still remains intact).Quote:22d10 is 22 hit die.The robot isn't the base creature, right ?
My bad. You did not list the creature being sacrificed. Therefore this part of the cost is not defined.
Quote:A construct cannot possess both the robot and the clockwork subtypes.
This will affect the price.
What do you say exactly here ?
The template doesn't apply to the robot or you add 1.5*cost to permit to apply the template ?
The templates are exclusive. This means you cannot apply both templates. Pick one or the other.
Instead the soul-bound construct, I think about an alternative.
Is it possible ?
Better links:
Psychic-ImprinterNeurocam
The Neurocam only works once, and only to a blank clonepod. Thus not so sustainable. The Psychic-Imprinter works multiple times, and can be used to overwrite a bad guy's personality with one more to your liking (say, your own mind). The Neurocam does not address the issue of skills and feats. The Psychic-Imprinter replaces these. A soulbound instead adds to existing skills and feats.
All three give the personality of the source to the construct. Will the sacrificed creature want to help you? Maybe. Will the copied mind want to help you? Much more likely.
/cevah
| Waldham |
Neurocam :
A stored personality can be uploaded only once. It can be uploaded into a blank clone in a clonepod. Additional processes to upload a stored personality into a robot or an AI core exist but are complex and often drive the stored personality insane.
Is it simply a copy ? Or it removes the personality from the body to store in neurocam/psychic imprinter ?
| Waldham |
I found this :
A psychic can learn a psi-tech discovery in place of a phrenic amplification or a feat. Many of these discoveries use the rules for advanced technology found in Pathfinder Campaign Setting: Technology Guide.
Artificial Ascension (Occult Realms pg. 12): You can upload your consciousness into a robot, becoming an artificial intelligence. Performing this ascension requires uninterrupted access to a construct with the robot subtype and at least 10 Hit Dice for 24 hours, during which time you cannot perform other tasks. Any interruptions cause the upload to fail. At the end of the 24 hours your consciousness is successfully uploaded into the robot. If the robot is not willing, it must attempt a Will save (DC = 1/2 your psychic level + your Intelligence modifier). If it is successful, the robot rejects your consciousness, rendering you staggered for 24 hours and unable to perform the ritual again during this time.
If your consciousness is successfully uploaded, the robot’s consciousness is destroyed and your physical body immediately dies and can’t be raised, resurrected, or otherwise brought back to life. Your creature type changes to artificial intelligence, and your robot body gains the aggregate template (Technology Guide 59), with all the adjustments made in the template’s description.
As a full-round action, you can attempt to upload your consciousness to any other robot within 30 feet that has 10 Hit Dice or more. If the robot is not willing to serve as your vessel, it receives a Will save as above, except if it succeeds, your current robot body is staggered for only 1 minute. If it fails, you move from your current body to the new host body, granting it the aggregate template. Your previous robot body is immediately destroyed by the transference.
If the robot you inhabit is destroyed, you are destroyed along with it. You cannot be brought back to life by any means. You must be 20th level to select this discovery.
“Aggregate” is an acquired template that can be added to any robot (referred to hereafter as the base robot), that gains some of the characteristics of an artificial intelligence (AI) installed in it (referred to hereafter as the base AI). The base robot must have the storage capacity to house the base AI (subject to the GM’s discretion). An aggregate retains all the base robot’s statistics and special abilities except as noted here. The base AI is not damaged by the destruction of the aggregate, unless the AI is wholly contained within the aggregate’s processors (in which case the destruction of the aggregate also destroys the base AI).
CR: Same as the base robot + 1. When a base AI is housed entirely in an aggregate, defeating the robot is considered the same as defeating the AI—at the GM’s discretion this may replace the normal XP award for an AI on its own.
Alignment: The aggregate’s alignment changes to match the base AI’s alignment.
Initiative: The aggregate modifies initiative with the base AI Intelligence modifier instead of the base robot’s Dexterity. This stacks with any other modifiers the base robot possesses.
Senses: An aggregate retains all of the base robot’s senses. An aggregate gains all-around vision when it is located in an area fitted with cameras or other sensors that are under the control of the base AI.
Saves: An aggregate uses the base robot’s saves, though adjust its Will save to account for its new Wisdom score.
Defensive Abilities: An aggregate retains all of the base robot’s defensive abilities and gains those possessed by the base AI.
Attacks: An aggregate uses the base robot’s BAB and retains all of the base robot’s natural attacks.
Special Attacks: An aggregate retains all of its special attacks and gains those possessed by the base AI.
Abilities: An aggregate uses the base AI’s Intelligence, Wisdom, and Charisma scores.
Skills: An aggregate retains all the base robot’s skills (recalculated as appropriate for its new Intelligence, Wisdom, and Charisma scores), and gains all of the base AI’s skill ranks as bonus skill ranks. These bonus skill ranks do not stack with skill ranks the base robot already has; use the higher of the two for each skill.
Feats: An aggregate retains its feats, and gains all of the base AI’s feats as bonus feats.
Languages: An aggregate retains all of the base robot’s languages, and gains any additional languages known by the base AI as bonus languages.
This discovery is interesting.