Yes, the progression option is fine. Does that mean you get a tradition?
Legendary talents (and by extension, advanced talents) on a case by case basis.
No tradition, you have to trade away martial or exotic weapon proficiency from your class to gain that (third paragraph here) so we're all ineligble.
I'd like to take the legendary talent Constructor from the Leadership sphere. I'd be taking the alternate ratfolk trait Familial Ties to gain the Leadership Sphere, along with the Construct Controller Drawback to restrict my ability to recruit followers to constructs only. I think it fits thematically within the setting, and my character concept of a ratfolk "alchemist" experimenting with science and magic. The power level is balanced with additional limitations to constructs compared to normal cohorts.
@Erimine, fixed. That +1 was was from an earlier iteration which was pure fighter. The possibility of Basic Magical Training => Advanced Magical Training persuaded me that there could be some scalable magic even if it is tiny compared to a normal build.
I will post a real response later, but as a Terry Pratchett lover whose wife is watching a lot of Voyager, these submissions are great (no promises about who I'll actually select, of course).
Would you allow a major drawback to get an extra feat? (I don't know what I'd take for my extra feat yet, but I'd be taking the Blatant major drawback)
Allowed with the following exception/restrictions:
Animal Animosity - Banned unless you're using the feat to take the Beastmastery sphere or similar. There just aren't enough animals in the campaign.
Land Legs - Banned. This ain't Skulls and Shackles.
Magically Inept - Banned.
Nearsighted - Banned.
Slow Runner - Banned.
Spell Futility - I'm going to allow it with a gentleman's agreement that you take a Sphere (or other spellcasting ability) that is primarily offensive and allows spell resistance.
Farsighted - Requires a Strength of at least 14
Spell Vulnerability - Must be taken with the Necromancy or Enchantment schools.
Quote:
Originally Posted by bookworm
I'd like to take the legendary talent Constructor from the Leadership sphere. I'd be taking the alternate ratfolk trait Familial Ties to gain the Leadership Sphere, along with the Construct Controller Drawback to restrict my ability to recruit followers to constructs only. I think it fits thematically within the setting, and my character concept of a ratfolk "alchemist" experimenting with science and magic. The power level is balanced with additional limitations to constructs compared to normal cohorts.
This is acceptable with the following caveat: You will only be able to take the talent once (i.e. you can't take it twice to get intelligent constructs. Just to make sure we're on the same page, the bonuses and penalties around recruiting a new cohort will continue to apply (instead of difficulty in finding a cohort, it's difficulty in finding the right tools and supplies). Some of the campaign takes place in more rural areas, and some of it takes place in more urban areas.
Quote:
Originally Posted by CatCanCook
[FIELDSET="Questions"]
A few questions:
* Could "major drawback" (like Ermine) be used to take Basic Magical Training
* Then us "trade out standard feat progression for a talent progression" --> like bookworm above, but swap out 1, 5, 9, 13, 17 => Proficient progression, with all the talent purchases being Magical Talent not Combat Talent.
* Then with Advanced Magical Talent taken at 3rd level, the character progresses like a 1/3rd power mage.
-Yes, any feat.
-Unfortunately, I'm going to have to go combat talent progression only, as written.
-You could use your level 1 feat for Basic Magical Training and your bonus from a drawback for Advanced Magical Training (or wait until 3).
OK -- Six will take Oblivious (-2 perception and other stuff), and magic will be an extremely minor theme then with more investment going into combat. I'll finish her up later.
Right now, Se uses magic to summon a weapon and has a veil that gives natural armor (in addition to her extra HP trait), so she's fairly heavily combat, but will expand into more magic later.
Edit: I'm thinking of maybe switching to Destruction instead of Blood. I probably will. It makes more sense for a pure caster.
Edit 2: I did switch.
Would it cause anyone interested a problem if I moved up the final day to 3/12, decision day on 3/13? I don't want to rush anyone or prevent someone from applying.
Hey, since you are allowing a lot of 3rd party stuff, would you allow a custom race built using the ARG rules? Not trying to create something overly powerful, but I have a fun character concept for an awakened cat.
For your consideration:
Awakened Cat
Type:
Magical Beast
? RP
Size:
Tiny
4 RP
Base Speed:
Normal (30’)
0 RP
Ability Scores:
+4 Dex; +2 Int, Wis, Cha; -2 Str& Con
4 RP
Languages:
Standard
0 RP
Lucky, Lesser
Benefit: +1 racial bonus on all saving throws.
2 RP
Climb
Benefit: climb speed of 20 feet, +8 racial bonus on Climb checks
2 RP
Claws
Benefit: two claw natural attacks; damage based on size (1d2)
2 RP
Low-Light Vision
1 RP
TOTAL
15RP
__________________
"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
Party Role: Damage & healing with the alchemy sphere; knowledge skills; crafting alchemical items for party use e.g. to bypass energy resistance, heal, cure conditions; splash weapons (target touch AC and don’t need proficiency); construct will soak up some damage and buff everyone's defenses through the Shield Sphere
Appearance & Personality: Those encountering Nikola for the first time are likely to come away with one of two very different impressions, though their intelligence and love of research shows in both.
When away from their research and laboratory they present as a bit of dandy, and rather accustomed to a comfortable life within the university. Nikola dresses quite finely in clothes with a formal cut and elaborately patterned fabrics not usually seen on true formal wear. Their speech mirrors their clothes, with proper, but unnecessarily extensive and elaborate, manners on display and often long explanations of their current line of research.
The other impression is one of a rather reckless and eccentric researcher. While within their laboratory they wear thick leathers as protection from the dangerous reagents they work with, evident in the stains and damage across the surface. The face protection obscures their expressions and limits visibility, issues Nikola has adapted to simply by using expansive gestures to communicate and getting real close to anything they’re studying.
Connection: Nikola remains in contact with Solyce who is still in service to Pharasma at the Gravecharge Cathedral in Lepidstadt. As when they first met she is a great support for Nikola, and in some ways has taken up a parental role to fill the lack in Nikola’s life.
Motivation: Nikola has two primary motivations. Their curiosity drives them to investigate and find (or create) situations to test out their experiments. The early loss of their family also means they highly value any friendship they have and will go out of their way to aid them. This care is also extended to the families of those friends, and Nikola’s intentions at the start of the game would include offering help to Professor Lorrimor’s family and friends as well as attending the funeral.
Nikola was born to the Keres clan who ran a trade ship along the Lesser Moutray River in Ustalav, mostly travelling between Lepidstat and Courtaud. They were still young enough to not be allowed to wander the deck unsupervised when the Keres clan set sail for the final time. During the trip a sudden, intense rainfall caused a flooded the river, and while skilled enough to keep the ship on course, they were unable to fight off the drowned dead that rose along with the flood waters.
Nikola’s survival was pure chance. First they were knocked overboard and managed to cling to some debris as they were swept away from the ship, unnoticed by the undead. Secondly they were only stranded for two days before rescued by a passing ship. Solyce, a Pharasman cleric, was aboard and took care of Nikola while the ship completed it’s journey to Lepidstadt.
Nikola’s grief and uncertainty about their future drove them deep into the basic education and lessons Solyce arranged, as if the answers could be found in their books. Their raw intelligence and hard work soon saw them qualify for study at the Lepidstat University. Among the academics there they found something similar to the community of the clan they came from. In particular Professor Lorrimor was a seemingly neverending source of stories and strange curios. He spent some time championing Nikola to the university staff, opening up opportunities for research that would have been unavailable otherwise.
Since Professor Lorrimor’s retirement Nikola has significantly advanced their pet project, a construct running on a combination of mechanical engineering, alchemy, and magic. Nikola had hoped to demonstrate it to him, and is deeply disappointed they were unable to complete it before his death. Still they’ve arranged for it to crated up and transported with them, perhaps one of Professor’s Lorrimor’s friends will be interested.
Experience with Carrion Crown: I've no previous experience with this campaign, though plenty with Pathfinder 1e.
Construct Cohort: Happy to accept to the limitations placed on that. I've written up the adjusted text for utilizing construct cohorts in the below spoiler buttons for you to review and ensure we're on the same page. Mostly would like a check on the modifiers for recruiting cohorts so I know which definitely apply (in the Recruiting a Construct spoiler button). Also can I utilize the recruit action to repair my existing, but damaged construct? It's a flavor adjustment rather than anything mechanical.
Custom Races: Is it possible to set a range or specific number for racial points so we can adjust our racial traits to be in roughly the same power range?
Practitioner Modifier: Just noticed as I was double checking my mechanics, but without a class specifying a Sphere Practitioner Modifier the default one is Wisdom. I'd been assuming I could choose one of the mental ability scores, and obviously was going with Intelligence. Would you allow me to use Intelligence for my Practitioner modifier? There's no existing way to do it in Spheres of Might, but Spheres of Power does allow you to change your Casting Modifier through the Unorthodox Casting trait so we might be able to apply that? (Or you might feel that my character concept is sufficient justification to make it Intelligence without having to spend a trait?)
Pre-Game Crafting: Can I craft some alchemical items prior to the game and stretch my starting funds a bit further?
Nikola Rackov, Commoner 1
NG Small humanoid (ratfolk) Init +3; Senses darkvision 60 ft; Perception +5
DEFENSE AC 16, 14 touch, 13 flat-footed (+3 Dex, +2 leather armor, +1 size) HP 7/7 (1d6+1) Fort +1, Ref +3, Will +1; +2 vs disease Other exceeding disease DC by 5 counts as two consecutive successes
OFFENSE Speed 20 ft Melee dagger +4 (1d3-1 P/S 19-20/x2) Range dagger (10ft) +4 (1d3-1 P/S); splash weapons +4 vs touch AC (as described in item) Aligned Liquid +4 vs touch AC (10ft) 2d4 direct; 1 splash (5ft); good (undead, evil outsiders), evil (living, good outsiders), chaotic (constructs, lawful outsiders), or lawful (elementals & chaotic outsiders)
STATISTICS Str 8, Dex 16, Con 12, Int 17, Wis 13, Cha 8 BAB +0; CMB -2; CMD 15 Talents Alchemy Sphere (Formulae Package, Mana Chemistry Drawback, Aligned Liquid, Salve); Leadership Sphere (Cohort Package, Construct Controller Drawback, Constructor) Skills -2 to all untrained skills, Craft (alchemy) +7, Knowledge (arcana) +4, Knowledge (engineering) +9, Knowledge (history) +4, Knowledge (religion) +4, Knowledge (planes) +4, Linguistics +4, Perception +5, Sense Motive +2, Stealth +8 Languages Common, Draconic, Dwarven, Gnome, +1 Equipment leather armor; dagger; alchemy crafting kit
[B]Prepared (formulae)
Construct Cohort CR -1
N Medium construct (cohort) (warrior profession) Init acts on Nikola's; Senses darkvision 60 ft, low-light vision; Perception +0
DEFENSE AC 16, 11 touch, 15 flat-footed (+1 Dex, +3 studded leather armor, +2 heavy shield) HP 11/11 (1d10+1) destroyed at 0 HP; can only be repaired not healed (effective Con = 13) Fort +2, Ref +1, Will +2 (effective Con = 10) Immune mind-affecting (charm, compulsion, morale, pattern, phantasm); bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning; ability damage, ability drain, fatigue, exhaustion, energy drain, nonlethal damage; any effect with a Fort save unless harmless or can target objects; resurrection; death from massive damage; any effects that require target to be able to breath, eat or sleep
OFFENSE Speed 30 ft Melee dagger +5 (1d4+3 P/S 19-20/x2), heavy steel shield +5 (1d6+3 P x2), light steel throwing shield +5 (1d3+3 B x2) Range dagger (10ft) +2 (1d4+3 P/S), light steel throwing shield +2 (1d3+3 B x2)
STATISTICS Str 16, Dex 12, Con —, Int —, Wis 10, Cha 10 BAB +1; CMB +4; CMD 15 Shield Master Martial Tradition Shield Training; Shield Sphere; Throw Bash; Cover Ally Talents Extensive Defense Skillsmindless, -4 ACP (-1 studded leather, -1 light shield, -2 heavy shield) Equipment leather armor & dagger; studded leather armor; spiked heavy steel shield; light steel throwing shield
SPHERE ABILITIES
Shield Training (discipline): proficient in all shields, including tower shields, and shield bashes.
Throw Bash: proficient with throwing shields. Ranged attacks with a throwing shield still use shield spikes for damage. You can throw a shield as part of the Cover Ally talent, with the shield's reach being the first range increment. The benefits of Active Defense and (deflect) talents apply as normal. If the throwing shield can return after an attack, e.g. returning property, Throwing Mastery talent, then the shield also returns after using Cover Ally.
Active Defense: Must be using a shield, not flat-footed, and aware of the creature making the attack. Spend an Attack of Opportunity or Martial Focus to increase shield bonus to AC by +2 = 2 + 1/4 BAB. You can apply one (deflect) talent to each use of Active Defense.
Cover Ally: Must have Martial Focus. You can use Active Defense to benefit an ally within reach of your shield when they are targeted by an attack. This only applies the bonus AC, not the AC of the shield itself.
Extensive Defense: Spend Martial Focus as a free action. Apply Active Defense bonus to all triggering attacks against self and allies in reach of shield until start of next turn without expending Attacks of Opportunity.
Ability Score Elite Stat Array: Str 10; Dex 14; Con 12; Int 15; Wis 13; Cha 8
Ability Score Improvements: increase an ability score by 1 at 4th, 8th, 12th, 16th and 20th level.
Combat Training: talents gained (1st level) = 0. Gain Adept combat talent progression (2/3 of a combat talent per level) in exchange for the feats gained at 1st, 3rd, 5th, 9th, 11th, 13th, 17th and 19th level. Your Practitioner Modifier is Wisdom.
Feats: gain a feat at 7th and 15th level.
Traits:
Teacher's Pet (Campaign): gain a +2 trait bonus to Knowledge (engineering) and treat it as a class skill.
Meticulous (Drawback): take a -2 penalty to untrained skills.
Additional Trait: TBD
Background Skills: gain 2 skills ranks = 2 x level. These can only be spent on background skills i.e. Appraise, Craft, Handle Animal, Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility), Linguistics, Perform, Profession, Sleight of Hand.
Boon (Su) (2/2): As a free action that can be taken even when it is not your turn, you can add roll 1d6 and add it to any roll. This ability can be used even after the result of a roll is revealed (but before the GM determines if the result is a success or failure). You gain 2 uses of this ability. These uses are refreshed whenever you gain a level. At 2nd level, and every even level afterwards, your maximum number of uses increases by 1. There may be other benefits to being marked by fate.
Elephant in the Room Feat Taxes:
Risky Strike: if BAB +1 for all attacks until beginning of next turn can take -1 - 1/4 BAB penalty to attack & CMB and 2 +2 / 4 BAB bonus damage. Bonus damage is increased by 1/2 if using a weapon two-handed and reduced by half if using an off-hand weapon. Damage bonus does not apply to touch attacks or effects that do not deal HP damage.
Defensive Stance: if BAB +1 for all attacks until beginning of next turn can take -1 -1/4 BAB to attack & CMB and +1 +1/4 BAB dodge bonus to AC.
If choosing to deal nonlethal damage you cannot confirm a critical instead of taking a penalty to attack rolls.
Finesse: Can use Dexterity instead of Strength for attack rolls with light melee weapons, elven curve blade, rapier, spiked chain, and whip.
Hit Die: d6 (max at first; then roll and take higher of result or 3) Class Skills: Climb, Craft, Handle Animal, Perception, Profession, Ride, Swim Skill Ranks: 5 = level x (2 + INT) BAB: 0 = 1/2 level Base Saves: 0 = 1/3 level Proficiency: proficient with daggers; not proficient with any other weapons and any type of armor or shield. Favored Class Bonus: TBD
Ability Scores: +2 Dexterity, +2 Intelligence, -2 Strength Type: Humanoid (Ratfolk) Size: Small (+1 size bonus to AC, attack rolls; -1 size penalty to CMB, CMD; +4 size bonus to Stealth) Speed: 20ft Darkvision: 60ft Alchemical Dabbler: Gain the Alchemy Sphere Cleanliness: +2 bonus on saves vs disease; if exceed disease DC by 5 or more treat as if succeeded on two consecutive saves. Familial Ties: Gain the Leadership Sphere. Languages: Know Common. Choose Int modifier additional languages from Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon (Draconis, Dwarven, and Gnome chosen)
have 150gp to spend on starting equipment.
Combat Gear
2 gp - dagger
10 gp - leather armor
Travelling Gear
2 gp - backpack (common)
1 gp - traveller's outfit
Alchemical Gear
25 gp - alchemy crafting kit
12 gp - bombchucker
5 gp - scholar's outfit
1 gp - artisan's outfit
3 cp - earplugs
5 gp filter mask
5 sp bandolier
For Construct
50 gp - conversion of light steel shield to throwing shield
Starting Construct Equipment
leather armor
dagger
studded leather armor
spiked heavy steel shield
light steel shield
Skill Ranks: gain 5 ranks in Craft (alchemy) = 5 / talent spent in Alchemy Sphere
Drawback (Mana Chemistry):(grants Salve) (formulae) are magical and subject to spell resistance and dispelling effects.
Package (Formulae):(grants Aligned Liquid) can craft (formulae) which abide by the following rules.
Craft Cost: none; also no value if sold
Craft Time: 30 min (15 with alchemy lab or kit) to craft 1 (formulae) = 1 + (1/4 ranks)
Craft DC: for each DC increment passed the (formulae) gains greater potency; below the Craft DC creates the (formulae) at the lowest potency;
Damage: additional damage die from multiple ranks are bonus and not multiplied by Vital Strikes or critical hits
Splash Damage: splash damage grants a DC 11 Reflex save to halve damage = 10 + 1/2 ranks + PM(WIS)
Special (prepared): can only have 3 (formulae) prepared at one time = (1/2 ranks; Min 1) + number of (formulae) talents
Special (expiry): (formulae) expire after 24 hours
Special (refining): cannot be refined or enhanced by items such as focusing flasks or hybridization funnels
Special (limit): a creature can only benefit from Salve 2 times per day = (1/2 ranks; Min 1) + PM(WIS)
Special (bleeding): stops bleeding
Special (constructs+): doesn't effect constructs, objects, or any creatures that heal through repairs or spells like make whole
Special (undead+): does heal undead and other creatures that would be harmed by positive energy
Skill Ranks: gain 5 ranks in Knowledge (engineering) = 5 / talent spent in Leadership Sphere
Drawback (Construct Controller): (grants Constructor) can only recruit construct (cohorts) & (followers); use Knowledge (engineering) in place of Diplomacy for the Leadership Sphere; construct (followers) do not require or gather supplies.
Package (Cohort): grants ability to recruit and lead a (cohort); see spoiler buttons Recruiting a Construct and Stats of a Construct for full details adjusted to account for the Construct Controller Drawback.
Constructor: can recruit (cohort) with the construct type. These function as normal for a (cohort) with the following exceptions:
Size: choose Small or Medium; if Small apply -2 to Strength and +2 Dexterity
Ability Scores: no racial modifiers to ability scores
Skills: mindless; gains no skill ranks; still gains ranks from Spheres and can use those skills normally
HP: uses (cohort) Constitution as it's effective Constitution to calculate HP; this effective score can only be modified by magic items that grant a continuous bonus; do not gain bonus HP for size; destroyed at 0 HP
Profession: can only have warrior or woodsman profession
Feats: mindless; gains a combat talent instead of a feat
Behavior: mindless; under player's control; will obey harmful and suicidal orders
Recruit: take no penalties to Recruit DC for destruction of construct cohorts; as constructs as mindless you cannot maintain them as contacts and re-recruit them.
Recruiting a Construct requires 8 hours in a settlement and a Knowledge (engineering) check.
DC: is equal to 10 + the Hit Die of the Cohort. Additional modifiers may apply to the DC as shown in Table Recruit DC Modifiers below.
Take 10: Yes
Max HD: a cohort has a max HD of 1 = 3/4 x (ranks + 1)
Total HD: the sum of your cohorts HD cannot exceed 1 = ranks
Table: Recruit DC Modifiers (Settlement Size - Applies to Constructs)
Recruit Factor
DC Modifier
Thorp (Fewer than 21)
+8
Hamlet (21–60)
+6
Village (61–200)
+4
Small Town (201–2,000)
+2
Large Town (2,001–5,000)
+1
Small City (5,001–10,000)
+0
Large City (10,001–25,000)
-1
Metropolis (More than 25,000 )
-2
Table: Recruit DC Modifiers (Other - Applies to Constructs)
Recruit Factor
DC Modifier
Rationale
Settlement is predominantly of a different alignment to you.
+1 per step
settlement less likely to provide access to materials, space, equipment etc.
Signing bonus of 10 gp per Hit Die.
-1 (cumulative, may be applied up to 5 times)
spend money to gain access to materials, space, equipment etc.
Supplying magical equipment.
Reduces DC equal to half the cumulative enhancement bonus of weapons and armor, (minimum reduction of -1).
incorporate magical equipment into costruct to reduce need to find materials, magical power etc.
Settlement is particularly insular, isolated, or opposed to you.
Varies, GM decision
settlement less likely to provide access to materials, space, equipment etc.
Table: Recruit DC Modifiers (Other - Do Not Apply to Constructs)
Recruit Factor
DC Modifier
Rationale
Population of settlement is at least 50% of a particular race you are seeking.
-2
construct not a race
5% to 25% of the population of the settlement is of a particular race you are seeking.
+2
construct not a race
Less than 5% of the population is of a particular race you are seeking.
+2
construct not a race
You are looking for your own race.
-2
construct not a race
You do not specify the profession.
-2
am creating myself so can build in whatever profession I choose
You do not specify tradition.
-2
am creating myself so can build in whatever tradition I choose
You are attempting to recruit a contact.
-5, ignore DC modifications for alignment, race, profession, and tradition.
rules specifically state that mindless creatures cannot become a contact
A cohort has been killed and not resurrected.
+5 (cumulative for each death, reduced by 1 for each month since the cohort’s death)
rules specifically state that destruction of construct cohort does not increase the Recruit DC
A construct (cohort) stats are determined by their type, profession and HD.
Choose if Small or Medium size; if Small apply -2 to Strength and +2 Dexterity
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
Instead of gaining HP based on size a construct (cohort) gains HP based on the effective Constitution listed in Table: Professions. This effective Constitution can only be modified by through the use of magic items that grant a continuous bonus.
Constructs do not breather, eat or sleep
Cohort Traits:
Initiative: a (cohort) always acts on your initiative.
CR: a (cohort) has a CR rating equal to it's HD - 2.
Behavior: A (cohort) is loyal and will follow you into and aid you in combat, it's mechanical actions are player controlled. A construct is mindless and will obey harmful and suicidal orders.
Profession: a (cohort) gains a profession. A construct can only choose warrior or woodsman. See Table: Professions for details.
Proficiency: a (cohort) is proficient with simple weapons, light armor, and bucklers
Starting Equipment: each (cohort) starts with leather armor and a dagger and gains additional equipment based on their profession. Total cost of starting equipment cannot exceed 100gp. Starting equipment cannot be sold or used to benefit player in any other way.
Warrior: scale mail or studded leather; one of
simple or martial melee weapon; simple or martial ranged weapon; 20 pieces of ammunition
simple or martial melee weapon; shield
Woodsman: studded leather armor; simple or martial melee weapon; simple or martial ranged weapon; 20 pieces of ammunition
Table: Professions
Stat
Warrior
Woodsman
HD
d10
d10
Fort
Good
Good
Ref
Bad
Good
Will
Good
Bad
Strength
16
12
Dexterity
12
16
Constitution
- (construct) (13 for HP; 10 otherwise)
- (construct) (13 for HP; 10 otherwise)
Intelligence
- (mindless)
- (mindless)
Wisdom
10
11
Charisma
10
10
Practitioner Modifier
Constitution
Wisdom
Class Skills
Intimidate
Knowledge (dungeoneering)
Knowledge (local)
Knowledge (nobility)
Perception
Swim
Knowledge (geography)
Knowledge (nature)
Perception
Sense Motive
Stealth
Swim
Special
+1/2 HD to Climb, Swim and Con ability checks
+1/2 HD to Survival
Table: Construct Statistics
Hit Die
BAB
Good Saves
Bad Saves
Combat Talents
Special
1
+1
2
0
1
Martial tradition
2
+2
3
0
2
-
3
+3
3
1
3
-
4
+4
4
1
4
Ability score increase
5
+5
4
1
5
+2 enhancement
6
+6/+1
5
2
6
-
7
+7/+2
5
2
7
-
8
+8/+3
6
2
8
Ability score increase
9
+9/+4
6
3
9
+4/+2 enhancement
10
+10/+5
7
3
10
-
11
+11/+6/+1
7
3
11
-
12
+12/+7/+2
8
4
12
Ability score increase
13
+13/+8/+3
8
4
13
+6/+4/+2 enhancement
14
+14/+9/+4
9
4
14
-
15
+15/+10/+5
9
5
15
-
16
+16/+11/+6/+1
10
5
16
Ability score increase
Last edited by bookworm; Mar 13th, 2021 at 05:57 AM.