Waldham |
Hello, I have a question about the animate object ritua.
There is a table 7-1 that indicates spell level required.
What means it ? A ritual can be casted by a character without spellcasting.
For creature level, there is a level 16 & 17, but the list of animated object stop with animated colossus (creature 15).
Is it possible to repair an animated object ?
You can have a maximum of four minions under your control.
does it mean all type of minion ? Or 4 minions for construct, 4 minions for undead with create undead ritual ?
Thanks for your future answer.
thewastedwalrus |
Any creature can attempt to cast a ritual. If they don't meet the requirements (minimum level, main skill check proficiency, number of secondary casters, cost, etc.), then the ritual will automatically result in a critical failure. This automatic result can be waived by the GM for specific circumstances such as a convergence of magic ley-lines or other plot-specific reasons. The full rules for rituals can be found here.
They may print a level 16/17 animated object some day. Otherwise a GM may decide to scale one of the other animated objects to the appropriate levels if it makes sense.
The Repair activity under Crafting seems to be what would work, though it doesn't call out constructs specifically so a GM may decide differently.
The limit on minions is overall. Your character can only effectively direct 4 creatures unless there is a different rule overriding that.
breithauptclan |
1 person marked this as a favorite. |
Hello, I have a question about the animate object ritua.
There is a table 7-1 that indicates spell level required.
What means it ? A ritual can be casted by a character without spellcasting.
The ritual has a spell level. It would be used for counteract checks or other such things. I think it also limits what level of character could cast a ritual.
But no, you don't have to be able to cast spells from spell slots in order to cast a ritual or participate in the casting.
Is it possible to repair an animated object ?
I would expect so, but it doesn't really list how. For an inanimate object construct I would probably use the rules for Repair under the Crafting skill.
Quote:You can have a maximum of four minions under your control.does it mean all type of minion ? Or 4 minions for construct, 4 minions for undead with create undead ritual ?
It is strange that this restriction would be listed here in the Animate Object ritual rules. It feels more like this should be a general restriction on the minion trait itself.
But that isn't how it is written. So with the restriction being placed in just the rules for Animate Object, then it would only apply to the minions created by Animate Object. So 4 animated object minions maximum in addition to whatever other minions you may have.
Perpdepog |
1 person marked this as a favorite. |
Actually that same restriction shows up in the Create Undead ritual, too. I think it's just reminder text, and you can only have four minions under your control, period.
Also, RE: different levels of animated object, you could also work with your GM to build an on-level creature for an object if you wanted to make something else. I'd love to make an animated ship, for example.
breithauptclan |
1 person marked this as a favorite. |
Actually that same restriction shows up in the Create Undead ritual, too. I think it's just reminder text, and you can only have four minions under your control, period.
Yeah, that is what I would expect too. Except that I can't find the actual rules text that these reminders would be reminders for. The Minion trait doesn't have it.
So since there is no actual rules text to reference, then these reminder rules text entries become the actual rules. But only for their own rituals.
It makes perfect sense to limit the total number of minion characters that any particular character controls. Though to an extent there is also the limit of how many of them can be useful. You only have 3 actions each round to give them all commands with. But it would be a huge game slowdown for a player to sit there analyzing all the various minion characters that they have available in order to find just the right one (or two, or three, or four) to use for that round.
breithauptclan |
Is it possible to create a Clockwork Recorder as an elegant clockwork cricket, molded from brass and darkwood with a key in its back ?
I don't see why not. The stat blocks are just for game mechanics. You should be able to make it look how you want it to.
Is it possible to use animate object on this device or several device in the same time ?
Hmm... Animate Object has a target of 'one object'. So I guess this would work. I don't particularly like the idea since that leaves a lot of possibilities for problems when combining items with powers with actions being able to be taken by the item itself. I would much rather have the target being 'one mundane object'.
But RAW, I guess it works.
What stats are possible ? As an Animated Silverware Swarm ?
I have no idea.
I wouldn't think a Swarm would work so well for a single item. And the Animate Object spell doesn't allow for casting on multiple objects at the same time.
HammerJack |
It is possible to cast animate object after awaken object, is it right?
Nope. Inanimate object is specified.
Is it possible to cast on a deck of cards ?
Only if the GM decides to treat a deck of cards as a SINGLE object. Probably no.
Is it as a hive mind ?
If the answer above was yes, this is also a GM question, not something anyone else can answer for you. There are no rules about creating a hive mind effect because the ritual targets a single object.
breithauptclan |
There is a ritual level 6 awaken object in "Secrets of Magic".
It is possible to cast animate object after awaken object, is it right ?
So 10-13 for Int, Wis, Cha.
Not sure yet. I don't have access to Secrets of Magic yet.
I am guessing that Awaken Object turns an object into an Intelligent Item. Casting Animate Object on top of that, you are effectively crafting an Android. Or maybe a constructed familiar.
It sounds interesting, but you would have to work with your GM in order to allow it in the game.
Is it possible to cast on a deck of cards ?
Is it as a hive mind ?
This is also well into the GM fiat territory. That is why the Animate Object ritual (and probably Awaken Object) are marked as 'Uncommon'. It takes GM rulings and decisions in order to get them integrated into the campaign.
Gortle |
Awaken Object does allow you to cast Animate Object after it.
So if anyone wants a Sapient Pearwood Chest following them around, it is now possible.
There is lots of utility value here. Is Awaken is really giving you much extra over Animate?
I'm not sure it will have a great deal of value in combat itself. I mean you can make animated followers but they have to be 4 levels lower than you and will require actions to control in combat. There is some value there but I can't see that being that worth while. See Potential Animated Objects
The most effect in combat would be to create an autoloading Heavy Crossbow, which effectively reduces your reload tine to 1 command action. Still not enough to be competitive with a bow.
Tender Tendrils |
Awaken Object does allow you to cast Animate Object after it.
So if anyone wants a Sapient Pearwood Chest following them around, it is now possible.
There is lots of utility value here. Is Awaken is really giving you much extra over Animate?
I'm not sure it will have a great deal of value in combat itself. I mean you can make animated followers but they have to be 4 levels lower than you and will require actions to control in combat. There is some value there but I can't see that being that worth while. See Potential Animated Objects
The most effect in combat would be to create an autoloading Heavy Crossbow, which effectively reduces your reload tine to 1 command action. Still not enough to be competitive with a bow.
Animate object gives you a minion that can move around and do stuff.
Awaken object gives you a sentient creature (who can potentially be your ally) that can't move around and do stuff.
Together you get a non-minion npc ally that can move around and do stuff.
Gortle |
Gortle wrote:Awaken Object does allow you to cast Animate Object after it.
So if anyone wants a Sapient Pearwood Chest following them around, it is now possible.
There is lots of utility value here. Is Awaken is really giving you much extra over Animate?
I'm not sure it will have a great deal of value in combat itself. I mean you can make animated followers but they have to be 4 levels lower than you and will require actions to control in combat. There is some value there but I can't see that being that worth while. See Potential Animated Objects
The most effect in combat would be to create an autoloading Heavy Crossbow, which effectively reduces your reload tine to 1 command action. Still not enough to be competitive with a bow.
Animate object gives you a minion that can move around and do stuff.
Awaken object gives you a sentient creature (who can potentially be your ally) that can't move around and do stuff.
Together you get a non-minion npc ally that can move around and do stuff.
Well together you can get a minion or a non minion. I don't think that Awakening it requires it to loose its minion status. Lots of minions have some sort of intelligence.
Tender Tendrils |
Tender Tendrils wrote:Gortle wrote:Awaken Object does allow you to cast Animate Object after it.
So if anyone wants a Sapient Pearwood Chest following them around, it is now possible.
There is lots of utility value here. Is Awaken is really giving you much extra over Animate?
I'm not sure it will have a great deal of value in combat itself. I mean you can make animated followers but they have to be 4 levels lower than you and will require actions to control in combat. There is some value there but I can't see that being that worth while. See Potential Animated Objects
The most effect in combat would be to create an autoloading Heavy Crossbow, which effectively reduces your reload tine to 1 command action. Still not enough to be competitive with a bow.
Animate object gives you a minion that can move around and do stuff.
Awaken object gives you a sentient creature (who can potentially be your ally) that can't move around and do stuff.
Together you get a non-minion npc ally that can move around and do stuff.
Well together you can get a minion or a non minion. I don't think that Awakening it requires it to loose its minion status. Lots of minions have some sort of intelligence.
I think that the key is that you can only use animate object AFTER awaken object, not the other way around - I don't think that the intent is for animate object to reduce an existing creature to being a minion, especially given that the Awakened Object isn't subservient to you - unless you critically succeed at the ritual, it is indifferent to you, and critically succeeding just makes it friendly to you.
Tender Tendrils |
If the object gains a positive modifier for Intelligence, does it gain new skills ?
The spell doesn't grant any proficiencies, and you don't get any by default for having intelligence. Classes generally grant extra starting skills based on int mod, but awakened objects don't have class
Edit: I also just realised that because an awakened object can't speak, without animate object it can't interact or communicate with the outside world in any way. That is horrifying.
Gortle |
Perpdepog wrote:Actually that same restriction shows up in the Create Undead ritual, too. I think it's just reminder text, and you can only have four minions under your control, period.Yeah, that is what I would expect too. Except that I can't find the actual rules text that these reminders would be reminders for. The Minion trait doesn't have it.
So since there is no actual rules text to reference, then these reminder rules text entries become the actual rules. But only for their own rituals.
It makes perfect sense to limit the total number of minion characters that any particular character controls. Though to an extent there is also the limit of how many of them can be useful. You only have 3 actions each round to give them all commands with. But it would be a huge game slowdown for a player to sit there analyzing all the various minion characters that they have available in order to find just the right one (or two, or three, or four) to use for that round.
You are missing that some minions can be indepedent and control themselves
My understanding is you can have:
one familiar,
four animal companions via beastmaster Additional Companion
but only two can be active with Lead the Pack,
four via animate object,
four via animate dead,
three by summoning with Cackle and Effortless Concentration.
So 16 so far but I'm sure there are more sources.
In the longer term what you can actually use in a round is:
one familiar and two of the animal companions that can act independently on their own,
plus 4 other minions that you can command with your 3 actions plus Effortless Concentration.
Anything else?