Created or Manufactured creatures - look, feel, sound exactly like living creatures, as they were designed to be just that, beings that exist for a specific reason, at a specific place and time. But if you remove them from those specifics, they start to go wonky, as they no longer perfectly fit and their programming is far less useful.
Most manufactured creatures perfectly mimic the creatures to fit a specific role. They do not just appear similar, but essentially are the creature they were intended to be. They do fully realize that they are not a true version, but as long as they fulfill the mission they were intended to do, it causes them no mental hardship. Also, hearing from someone else that they are artificial is meaningless to them, they do not need or want your opinion on their existence, they are fully self assured.
Manufactured Template
Size and Type Change to Construct Type
HD Change to d10, gain max (see below)
AC Gains +1 natural AC for HD over 5 (8 HD = +3 AC) in addition to any listed for base creature
Special Qualities Created Mind
Hardness 5/ +1 Gain 1 hardness for HD higher than 10
Metal Body
Resist acid, cold & fire 5 + 1/HD higher than 10
Vulnerability to electricity: Double damage on failed save, 1/2 dmg on made save
Windup Key - need one hour of winding every day, or will act at half effectiveness for 24 hours, after that it will shut down.
Artificial - Manufactured creatures do not eat, sleep at lower rates and do not heal naturally. They are healed by magic, they slowly weaken from any damage
Abilities Str +4, Dex +4;
Over 5 HD, they gain +1/ HD to Int, Wis, Cha up to 15 HD
Constructs always have 10 Constitution
Skills (2+int) X HD; Gain +2 Knowledge (Constructs) per HD/level
Created Mind: Most constructs have a set purpose. They are allowed to pursue other goals as long as it does not cause deviation from their primary one. They get a +6 on saving throws if any spell would cause them to deviate from their stated purpose. For example, a Construct created to maintain a bridge, spells like Charm would still work, unless you request they ignore damage inflicted on the bridge.
Metal Body: Manufactured Creatures have construct traits but are treated and detected as mortal creatures. While they are partially healed normally by positive energy, they take quarter benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Manufactured creatures do not need to eat and sleep at quarter the normal rate of a human, usually two hours a night. They are not healed from rest.
They do not need to breathe yet if they do stop breathing for more than ten rounds they go into a stupor, and will take an hour per minute break-down to re-awaken.
Craft (Construct) skill check - 20+1/day inactive. Most times the key is hidden and attached to their body, often on their back but it may be their heart or back of their brain. By default they cannot self wind.
Constructs in my game world have 10 Constitution, no benefits or penalties, and it cannot be changed thru magic or engineering. Manufactured constructs have max HP at creation, but they do not have the means to heal or wind themselves, so if they are abandoned, they quickly shut down. I normally determine by dice roll what condition they are in, assuming 40% + 2d6 X 5%, but sometimes just pick out their current status.
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