Post by Iron Bonny Shades on Oct 13, 2003 14:25:46 GMT -5
Living Constructs
In an attempt to duplicate the creation of Alias (see the Finder Stones Trilogy for more details), many practitioners of magic have created a living being that has been generated from both Magic and the Dead. Dubbed “Living Constructs” they are creatures created by using a variation of a flesh golem. Unlike their mindless counterparts, they appear to have been given a soul and mind of their own (perhaps a gift by Mystra).
When created, they are given the wizard mark of the wizard or wizard organization that created him that appear on the wrists as tattoos, that will glow if a detect magic is cast.
+2 to str, -2 to wis; Living constructs are very strong for their size, but have almost a child-like view of the world, due to their lack of experience.
Medium-sized: However, by using a feat, they can become large or small sized (with all the associate bonuses and penalties). This must be taken at 1st level.
+2 to save verses poison (their unique physiology protects against poison and they may even become immune over time).
+2 to save verses spell and spell like effects (they were born of magic and as a result, are more resistant to its effects).
will glow under a detect magic spell, and similar magic to track/detect magic will detect the character), even if they appear totally human (demi-human like).
Dispel magic will cause the character to shut down much like a sleep spell until
revived by using magical energy (still not sure what that entails just yet, perhaps the same as a sleep spell; 1 minute per level of the caster). Plus if cast from a spellcaster 6 levels above the construct, it could dispel
the Living Construct permanently, acting as a death spell).
Normal Cleric healing spells will not heal the character. However, the Living Construct heals by absorbing electricity. For every 3 damage, that the spell would cause, the Living Construct heals 1 point of damage. Electrcity can also be used to revive a "sleeping" construct if it does 10 points of damage or more.
Despite their magical nature, they still need to eat, drink and sleep as per a normal human.
Feats (still working on this one).
They can get Damage reduction feat (15, +1), but only after taking both Endurance and Toughness. This feat cannot be taken until fifth level.
Also may give them poison immunity, but they need to take feats to get this as well as a minimum level
Preferred Class: Fighter. Most Living Constructs are designed as bodyguards and guardians. A common prestiege kit is Devoted Defender (from sword and fist) as well as the Bodyguard of the Crimson shield (from quintisential wizards).
Banned Classes: Barberian (can't really rationalize this one, possibly Cleric as well).
And a few things I haven’t decided yet:
Can they be raised/resurected? The way I see it, probably not, considering elves can't. But perhaps they can be rebuilt?
In an attempt to duplicate the creation of Alias (see the Finder Stones Trilogy for more details), many practitioners of magic have created a living being that has been generated from both Magic and the Dead. Dubbed “Living Constructs” they are creatures created by using a variation of a flesh golem. Unlike their mindless counterparts, they appear to have been given a soul and mind of their own (perhaps a gift by Mystra).
When created, they are given the wizard mark of the wizard or wizard organization that created him that appear on the wrists as tattoos, that will glow if a detect magic is cast.
+2 to str, -2 to wis; Living constructs are very strong for their size, but have almost a child-like view of the world, due to their lack of experience.
Medium-sized: However, by using a feat, they can become large or small sized (with all the associate bonuses and penalties). This must be taken at 1st level.
+2 to save verses poison (their unique physiology protects against poison and they may even become immune over time).
+2 to save verses spell and spell like effects (they were born of magic and as a result, are more resistant to its effects).
will glow under a detect magic spell, and similar magic to track/detect magic will detect the character), even if they appear totally human (demi-human like).
Dispel magic will cause the character to shut down much like a sleep spell until
revived by using magical energy (still not sure what that entails just yet, perhaps the same as a sleep spell; 1 minute per level of the caster). Plus if cast from a spellcaster 6 levels above the construct, it could dispel
the Living Construct permanently, acting as a death spell).
Normal Cleric healing spells will not heal the character. However, the Living Construct heals by absorbing electricity. For every 3 damage, that the spell would cause, the Living Construct heals 1 point of damage. Electrcity can also be used to revive a "sleeping" construct if it does 10 points of damage or more.
Despite their magical nature, they still need to eat, drink and sleep as per a normal human.
Feats (still working on this one).
They can get Damage reduction feat (15, +1), but only after taking both Endurance and Toughness. This feat cannot be taken until fifth level.
Also may give them poison immunity, but they need to take feats to get this as well as a minimum level
Preferred Class: Fighter. Most Living Constructs are designed as bodyguards and guardians. A common prestiege kit is Devoted Defender (from sword and fist) as well as the Bodyguard of the Crimson shield (from quintisential wizards).
Banned Classes: Barberian (can't really rationalize this one, possibly Cleric as well).
And a few things I haven’t decided yet:
Can they be raised/resurected? The way I see it, probably not, considering elves can't. But perhaps they can be rebuilt?