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    Dedicated Wright

    Rules Discussion
    discussion house rule 3.5e
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    • daermadmD
      daermadm DM
      last edited by

      Re: Item Creation

      @halfgiant said in Item Creation:

      Dedicated Wright

      Tiny Construct
      Hit dice: 1d10 (5 hp)
      Initiative: +0
      Speed: 10 ft.
      Armor class: 12 (+2 size), touch 12, flat-footed 12
      Base Attack/Grapple: +0/−7
      Attack: Hammer +3 melee (1d3+1)
      Full Attack: Hammer +3 melee (1d3+1)
      Space/Reach: 0 ft./0 ft.
      Special Qualities: Construct traits, darkvision 60 ft., item creation, low-light vision
      Saves: Fort +0 Ref +0 Will +0
      Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7
      Skills: Craft (any) +7, Craft (any) +4
      Feats: Skill Focus (Craft)

      Environment: Any
      Organization: Solitary
      Challenge Rating: 1
      Treasure: None
      Alignment: Any (same as creator)
      Advancement: 2–3 HD (Small)

      A dedicated wright is a homunculus created to carry out the process of item creation on behalf of its master. Unlike most homunculi, a dedicated wright does not go out on missions or accompany its master on adventures. Instead, it stays home working while its master adventures.

      Combat
      A dedicated wright shies away from combat. If threatened, it tries to hide someplace too confining for its attackers to follow.

      Item Creation (Su): A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion.

      Construction
      A dedicated wright is molded from clay, glazed with a mixture of arcane unguents and the creator’s blood, and fired in a kiln. The materials cost 100 gp. Creating the body requires a DC 14 Craft (pottery) check.

      A dedicated wright with more than 1 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create.

      Craft Construct, arcane eye, fabricate; Price — (never sold); Cost 2,100 gp + 160 XP.

      Ok, I have zero issues with this construct in general.

      But I think it should require a larger HD wright to create more powerful items.

      Specifically this bit jumps out at me.

      The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item.

      There is no way that you should be able to use the same wright to hold the power of an item with a +6 bonus as the wright that holds the power of a +1 bonus.

      How that applies to rod/staff/wands and such I dunno, as they don’t have +X bonus equivalents last time I checked.

      My proposal is that the Wright must have as many HD as the +X bonus of the item that it is making, otherwise it melts down when the power is dumped into it.

      And then the need to define how items with a +X bonus are applied.

      Other than this change, I see no issues with the use of Dedicated Wrights at all.

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      • halfgiantH
        halfgiant PC
        last edited by

        (Eberron Campaign Setting variant, p. 29)

        Artificer Class Ability

        Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.

        If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.

        An artificer’s homunculus can have as many Hit Dice as its master’s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

        Note: An artificer is not limited to the the basic homunculus described in the Monster Manual. He can use this ability to construct other types of homunculi (such as the ones found on pages 284—287 of the Eberron Campaign Setting). The same rules apply.

        daermadmD 1 Reply Last reply Reply Quote 0
        • daermadmD
          daermadm DM @halfgiant
          last edited by daermadm

          @halfgiant right. You can make then stronger. Just stating it is needed to use larger HD Wright’s in order to craft more powerful items.

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          • daermadmD
            daermadm DM
            last edited by

            so @halfgiant no comments about requiring a higher HD Wright?

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            • halfgiantH
              halfgiant PC
              last edited by

              I don’t really. I have been upgrading/improving mine each time we go back to town with new abilities and HD.

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