FlashRebel |
It was a fun option in 1E, though I admit that it could quickly become very exploitable with the massive number of upgrades available and some of them being pretty poorly worded (the ability upgrade above all was so poorly worded that everyone kind of assumed it was an infinitely stacking +2 bonus for 2000gp each). Even the weakest constructs could be turned into fearsome killing machines, like upgrading a clockwork familiar with higher speed, AC, extra feats, guns and other additions to have a killer drone at your side.
Judging by the Bestiary, golems seem definitely off-limits and info about other constructs and the possibility of crafting them is very vague.
Is there a possibility that crafting constructs (or at least some kind of construct companion for players) comes back in 2E or is it out of the question?
Appletree |
I wouldn't be too surprised if some of this sort of thing gets handled with rituals, similar to animate dead or animate object, with a crafting secondary check. With a lenient GM who's comfortable using the monster creation rules, this is pretty easy to homebrew right now as long as the player doesn't push too hard for specifics on how things work. Even then, you could just make bonus complexity on the creature have increasing cost. E.g. maybe requiring unusual components/excess weapons to be used as additional components in the ritual.
It's also possible this could get handled in a different way, but right now this stands out as something really not that hard to incorporate.
Paradozen |
Animate Object ritual kinda covers this, when combined with the monster creation rules to stat up the construct and the craft skill to make a construct body to animate. Heavily dependent on GM permission though. In the future, I hope we see more options for repairing constructs, and ways to make constructs that are not animated objects.