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In Table 6.18, the gems and metals pricing scheme<br />

6.13<br />

from Treasure Companion has been used wherever possible.<br />

The prices for bone, clay, ice, stone, tar, water and REPAIRING GOLEMS AND<br />

wood assume that they are readily available. In environments<br />

where this is not the case, e.g. ice in a desert, the<br />

CONSTRUCTS<br />

GM should adjust the prices accordingly. Conversely for It is a sad fact of existence that Golems and Constructs<br />

will sooner or later become damaged. As<br />

an alchemist working in the tundra the only materials<br />

cost related to ice would be a nominal sum to cover these entities are not organic creatures, they cannot<br />

collecting and transporting a large enough chunk to the “heal” themselves. Moreover as the entities are magically<br />

animated beings, they cannot be repaired<br />

alchemist’s workshop.<br />

Alchemists wishing to build substantial Golems or through the simple use of skills – if a Stone Golem has<br />

Constructs from magical materials or gemstones will one of its arms severed, glue might suffice to reattach<br />

need to be very rich.<br />

it physically but the affixed arm will be “dead” (motionless<br />

and inanimate).<br />

TABLE 6.18 MATERIALS DENSITY AND PRICES<br />

Instead, spells are required to mend these entities,<br />

namely the Minor Construct Repair, Major Construct<br />

Density≈ Price per pound Repair, and Construct Repair True spells for Constructs,<br />

and the Minor Golem Repair, Major Golem<br />

Material (lbs / cubic foot)<br />

Repair, and Golem Repair True spells for Golems.<br />

Adamantium 1300 640gp Each of these Repair spells can be used to remedy<br />

Bone 115 6bp, 4cp ordinary damage in the form of concussion hits –<br />

Brass 507 7sp<br />

they can also be used to repair more substantial<br />

Bronze 547 6sp, 4bp damage.<br />

Clay 140 3cp<br />

The Minor Golem Repair and the Minor Construct<br />

Copper 557 6bp, 4cp Repair spells can reattach a severed body part to a<br />

Crystal 165 81gp, 8sp, 2bp, 8cp Golem or Construct, or repair a damaged body part<br />

Diamond 218 34095gp still attached to the entity. A Minor Golem Repair<br />

Emerald 172 15911gp<br />

could reattach the Stone Golem’s arm, provided the<br />

arm was not shattered when it was severed.<br />

Eog 1400 640gp<br />

The Major Golem Repair and the Major Construct<br />

Gold 1204 64gp<br />

Repair spells can reattach a severed body part to a<br />

Ice 57 2cp<br />

Golem or Construct, even if the body part is in<br />

Illinar 57 5gp<br />

fragments. However all the pieces must be available<br />

Iron 491 6tp, 4ip for this restoration to work.<br />

Laen 160 640gp<br />

In extreme cases, entities will suffer complete<br />

Lead 704 1sp<br />

destruction of parts of their bodies. Replacements<br />

Ruby 250 44550gp must be fashioned using the appropriate Crafting<br />

Sapphire 250 19093gp and Sculpting skills. This will take 20% of the original<br />

time required to manufacture the whole entity<br />

Silver 655 6gp, 4sp<br />

Steel 490 6cp, 4tp (minimum of one day), and 20% of the original<br />

Steel II 489 3bp, 2cp materials cost for the entire entity. A Repair Golem<br />

Steel III 488 6bp, 4cp True or a Repair Construct True spell must then be<br />

Steel IV 487 3sp, 2bp<br />

cast to unite the new component with the original<br />

body.<br />

Stone 118-162 (limestone),<br />

If a Golem or Construct’s Glyph of Control is<br />

125-162 (sandstone),<br />

damaged or destroyed, a new Glyph spell can be<br />

162-181 (granite) 8tp<br />

placed on the entity. If this is successful, then the<br />

Tar 53 1bp<br />

entity will switch its obedience to the caster of the<br />

Water 62.5 5tp<br />

new Glyph spell. Restraining a possessed berserk<br />

Wood<br />

8 (balsa),<br />

entity long enough for the spell to take effect will<br />

28 (pine),<br />

35 (cedar),<br />

41 (mahogany),<br />

47 (oak and ash),<br />

prove a perilous challenge. Frequent use of Purge<br />

Golem and Purge Construct spells should prevent<br />

the entity being taken over by a malevolent spirit;<br />

the basic entity may still be hostile to losing its<br />

76 (ebony) 7tp<br />

newfound independence and willing to fight for its<br />

freedom.<br />

68 CONSTRUCT COMPANION

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