2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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from the tables are as follows: AT 3, DB 10, and 30<br />
concussion hits. It won’t be able to survive long in any<br />
fight.<br />
Example: The magician creating the Brass Golem<br />
decides that it should be of Medium size, so its<br />
creation level remains unchanged at 9. Its basic<br />
statistics are as follows: AT 20, DB 0, and 120<br />
concussion hits.<br />
Example: The enchantress wants her Iron Wolf Golem<br />
to be big enough to deter or defeat most intruders, so<br />
she chooses to make it Large in size. Its original<br />
creation level was 13, multiplying by 1.5 for Large,<br />
gives 19.5, which rounded up is 20. It has the following<br />
statistics: AT 20, DB +20, and a hefty 400<br />
concussion hits.<br />
For steps 4 to 7, please see section 6.4.<br />
6.3<br />
MAKING A BASIC<br />
CONSTRUCT<br />
Let us now examine the steps 1 to 3 in creating a<br />
Construct in greater detail.<br />
6.3.1 SHAPE<br />
What form will the Construct take As with Golems,<br />
Humanoid Constructs are the easiest to fashion and the<br />
most frequently created. For the average alchemist, such<br />
forms are the easiest to render and animate. However<br />
the internal machinery required to simulate the gross<br />
dexterity of even the human form when enchanted<br />
means that even humanoid Constructs are non-trivial<br />
creations. Unusual humanoids (such as avian races) and<br />
normal animals are proportionally more difficult. Fantastic<br />
beasts, demons, and extra-planar beings with their<br />
reliance on magic and/or alternate laws of physics are at<br />
least twice as difficult to mimic as Constructs.<br />
Some creators may seek to “improve” on nature’s<br />
handiwork, by adding limbs and other appendages to a<br />
particular form. In game mechanics terms, this increases<br />
the entity’s creation level, as the mage must balance the<br />
additions to the original shape. Extra limbs may provide<br />
new methods of locomotion, greater stability or extra<br />
attacks. A cautious enchanter might remove limbs from a<br />
form – this will reduce the entity’s creation level marginally.<br />
A humanoid Construct without arms cannot attack<br />
its opponents (unless it has built-in missile weapons in its<br />
torso!); likewise one without legs cannot move itself.<br />
Shape also decides the nature of the attacks available<br />
to a Construct. Humanoid Constructs are normally<br />
built as “killing machines” with each arm terminating in<br />
a weapon rather than a hand and other weapons “wired”<br />
directly into their bodies. Animal and monstrous Constructs<br />
imitate their organic counterparts with sculpted<br />
claws, talons, horns, and so forth.<br />
The creation level modifiers for various categories of<br />
Constructs are given below.<br />
Shape Modifiers<br />
Humanoids:<br />
Normal humanoids (one head, torso, two arms, and<br />
two legs): 4<br />
Unusual humanoids (e.g. centaurs, avians, merfolk): 5<br />
Animals:<br />
Insects, arachnids, and crustaceans: 6<br />
Fish: 6<br />
Birds: 6<br />
Mammals: 5 (6 if aquatic or winged, 7 if both)<br />
Reptiles: 5 (6 if aquatic or winged, 7 if both)<br />
Amphibians: 6 (7 if winged)<br />
Exotic creatures:<br />
Monsters: +8<br />
Undead: +9<br />
Demons and extra-planar beings: +10<br />
Add +1 if the creature has wings.<br />
Add +1 if the creature is aquatic.<br />
Add +1 if the creature is insectoid in form.<br />
Add +1 if the creature has any magical abilities.<br />
52 CONSTRUCT COMPANION