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Thread: Warforged Template concept
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2017-09-03, 08:50 AM (ISO 8601)
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Warforged Template concept
I've been thinking about this for a bit. I see it being an Inherited template. LA +1. +2 Con, -2 Wis. Base race loses supernatural abilities and racial bonuses (ie. dwarves would lose their Weapon Stonecunning, Stability, +1 Racial bonus on attack rolls vs. Orcs & Goblinoids, +4 Dodge bonus to AC vs. Giants, +2 Racial bonus on Appraise checks for metal & stone, +2 Racial bonus on Craft checks for metal & stone, +2 Racial bonus on saves vs. poison, +2 Racial bonus on saves vs. spells & spell-like
effects , halflings would lose their +1 Racial bonus on attacks with thrown weapons & slings, +1 Racial bonus on all saves, +2 Morale bonus on saves vs. fear, +2 Racial bonus on Listen checks). Gains Living Construct subtype.
The fluff being that they are created as facsimiles of the base race. They just don't have the upbringing of the base race. The warforged dwarf didn't grow up in a dwarven community to become familiar enough with stone to gain stonecunning. The warforged halfling knows nothing more about thrown weapons than anyone else, they don't have the cultural history for it.
Thoughts?Spoiler: My 'Brews
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2017-09-03, 12:20 PM (ISO 8601)
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Re: Warforged Template concept
What is kept from the base creature besides size and speed?
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2017-09-03, 12:35 PM (ISO 8601)
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Re: Warforged Template concept
Last edited by LairdMaon; 2017-09-03 at 12:35 PM.
Spoiler: My 'Brews
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2017-11-10, 04:42 AM (ISO 8601)
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Re: Warforged Template concept
How does this look?
Spoiler: Old first draft move alongOriginally Posted by Template - Forged FacsimileLast edited by TankLaser007; 2017-11-12 at 11:48 AM.
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2017-11-10, 09:27 AM (ISO 8601)
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Re: Warforged Template concept
The only change I would make to this beautiful piece of work is to call out purely physical traits (powerful build, natural weapons, etc.) as being kept.
Spoiler: My 'Brews
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2017-11-10, 10:50 AM (ISO 8601)
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Re: Warforged Template concept
How's that look? Feel free to tweak as you like. It's your template.
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2017-11-10, 11:03 AM (ISO 8601)
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Re: Warforged Template concept
I really like this concept because I've always wanted to play a Warforged Druid who wildshapes into Warforged animals with a Warforged animal companion.
I'll come back and read this in more detail later and give you my advice!
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2017-11-10, 11:45 AM (ISO 8601)
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Re: Warforged Template concept
TankLaser, you have made it exactly as I didn't know I wanted it to be.
Thank you!Spoiler: My 'Brews
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2017-11-10, 04:54 PM (ISO 8601)
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Re: Warforged Template concept
TankLaser has done a better write-up on this than I ever could, but I think that your original concept may be flawed.
Some races would be entirely devastated by the losses involved and some would be unaffected, making this hard to throw the level adjustment on. A 'Human' would be pretty much unaffected while a Gnome would be hit pretty hard, and making specific exceptions for particular traits of Dwarves and Half-Giants is a little clunky.
Keep in mind, Warforged are very, very magical. While they can come across much as robots, they are a product of the arcane so complicated that most Wizards cannot even learn to create them. It's fair to say your Warforged duplicates could have the exact same abilities as their fleshy counterparts, especially since they are getting the level adjustment. Here is my recommendation:
Type becomes Living Construct
Gain Living Construct traits
+2 con, -2 Wis
Built-in armor per a warforged; 'armor' slot is permanently taken in exchange for +2 Armor bonus, Light armor penalties, 25% ACF
Light Fortification
Becomes eligible for Feats as a Warforged.
+1 LA
nothing else changes.
Limit the affectable creature types to, maybe, Humanoid, Monstrous Humanoid, Giant, Animal, Beast - and specifically exclude the 'shapechanger' and 'incorporeal' sub-types. 'Magical Beast' is questionable - I don't know if you could stretch this to a Blink Dog or Displacer beast - but why the hell not?
Have a manor patrolled by Warforged wolves, dungeon guarded by Warforged Gnolls, a strip-mine running 24/7 with little Warforged Kobolds, an archmage's mountaintop fortress guarded by a towering Warforged Storm Giant.
For the Warforged who deals with animals, albeit summoning, training, or wild shaping, this quick-and-easy template would be a godsend.
If you go with TankLaser's write-up, I think you should drop the LA. You lose quite a lot with it and so I think it generally evens out. Again, though, a Human or Half-Orc would benefit more form the more complicated write-up than other races do and so I think simmering it down to my more basic suggestion would balance it better.
Make me a Warforged Troll Ranger with a Warforged Fleshraker companion!
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2017-11-10, 04:59 PM (ISO 8601)
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Re: Warforged Template concept
Are you saying it's not quite powerful enough? This would be the first time one of my wild ideas was underpowered... This feels so weird!
Ha ha!
I could handle those changes. Gives a bit more oomph and makes it more with the LA.Spoiler: My 'Brews
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2017-11-10, 05:24 PM (ISO 8601)
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Re: Warforged Template concept
Let me know if you ever DM an online game with this & are willing to let me do like a druid modified around it
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2017-11-10, 05:28 PM (ISO 8601)
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Re: Warforged Template concept
SQUEE!
Er... I mean...
Yeah, sure. I'll keep that in mind, yo.Spoiler: My 'Brews
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2017-11-11, 11:45 AM (ISO 8601)
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Re: Warforged Template concept
I think these are all very sound and valid observations. I had the same issues trying to figure out the initial idea and then applying it without producing results that aside from flavour would seem to do little more than apply the living construct subtype with little to no change otherwise and some penalties. What you have suggested is, I think much more elegant. I had assumed qualifying for Warforged, Feats, Components and Classes to be a give in but you make a good point it should be clearly stated.
Let's see if we can't give it another crack. Based on these very good suggestions. LairdMaon you thoughts?
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2017-11-11, 11:47 AM (ISO 8601)
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Re: Warforged Template concept
Count me as fully supporting this. It really does feel more... Appropriate.
Spoiler: My 'Brews
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2017-11-11, 05:07 PM (ISO 8601)
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Re: Warforged Template concept
Some quick additions before I set to work on adjusting the above template. Note these were all based upon the ideas and suggestions of Malapterus and LairdMaon so the credit for the creativity goes to them.
OK here is what I have done with the first draft of the Template based on suggestions:
Spoiler: Forged Facsimile - Template
Originally Posted by Forged Facsimile - TemplateSpoiler: Construct Creature - TemplateOriginally Posted by Construct Creature
Spoiler: Living Construct
Living Construct (Subtype)
A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
Spoiler: Wild at Heart
Wild at Heart [Special Quality]
A creature with this trait may choose to additionally count as an Animal, Vermin or Magical Beast (depending on it’s original type) for the purposes of spells, abilities or effects which particularly target or require those types.
Spoiler: Forged Kind
Forged Kind [Special Quality]
A creature with the Forged Kind quality is considered a Warforged for the purposes of meeting all requirements for Feats, Items, Spells, Classes or specially designated effects. They may utilise Warforged Components and unique items as well as take Feats or Classes or features which require the Warforged race.
Spoiler: Feats
A gnome ranger appreciates the durability and
dependability his caribou construct companion offers.
Originally Posted by Construct CompanionOriginally Posted by Clockwork SummoningOriginally Posted by Malleable BodyOriginally Posted by Forged to the SoulOriginally Posted by Enchanted to the CoreOriginally Posted by Forged FamiliarSpoiler: Alternate Class Features
Originally Posted by Construct ConjurerOriginally Posted by Crafted CompanionOriginally Posted by Measured SummonerOriginally Posted by ReconstructorLast edited by TankLaser007; 2017-11-15 at 11:27 AM.
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2017-11-11, 05:20 PM (ISO 8601)
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Re: Warforged Template concept
TankLaser, you are taking my rough ideas and Malapterus's critique and are making something lovely. You are an artist.
Spoiler: My 'Brews
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2017-11-12, 12:08 AM (ISO 8601)
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Re: Warforged Template concept
Impressive work again, TankLaser. This whole thread has been a lot of fun, as I love Warforged.
I've got some thoughts, though, as I am a nit-picker.
I really like going back to calling this the warforged template, to make it clear that these things are indeed Warforged.
I think you forgot the +1 LA.
Also, maybe spell out that the creature's composite plating and natural armor can be enhanced the same way as a Warforged.
Here's my quicker and easier take on the ACF:
Alternate Class Feature: Natureforged
Class: Applicable to Ranger or Druid
Race: Must be Warforged or have the Warforged template
Gain: The Warforged's Composite Plating does not affect any class restriction referring to the weight nor material of armor.
Gain: When a Natureforged character uses the Wild Shape ability, the creature they become also has the Warforged Template. It is considered 1 HD higher than a normal creature of its kind. It does not benefit from any Warforged feats the character has taken nor any enhancements or other modifictions to the character's composite plating or natural weapons.
Gain: Warforged Companion-The animal companion taken by the character gains the Warforged template. The Warforged constructs their animal companion, instilling it with a physical piece of their own being. The companion costs 1,000 GP per hit die and takes one day per hit die to construct. It does not require a crafting roll. A Natureforged Druid starts with a free Warforged companion chosen from the starting list, but a Ranger must construct their companion when the time comes. The template does not affect the advancement or eligibility of the companion.
Special: A released Warforged Companion goes to the wild, perhaps finding a new master or joining a community of the animal it is based on. Disassembling your Warforged Companion to make a new one is an Evil act. Ploymorph Any Object can permanently turn a Warforged Companion into a different base animal, but it loses any benefits earned by the high Druid level down to the effective Druid level of the new form.
Gain: Greater Wildshape- Beginning at Druid level 12, the character may Wildshape into a Magical Beast with the same restrictions as their Animal Wildshaping. This Magical Beast also has the Warforged Template and is treated as 1 HD higher than a normal creature of its kind. Unlike a normal Wildshape, a Magical beast shape retains its supernatural abilities.
Gain: Trueforged Wildshape- Beginning at Druid level 16, the Naturforged's Wildshape ability allows them to become a stone construct in the shape of an Animal (not Magical beast) they can transform into. This is treated as the base creature, with a +4 increase in Strength (this is a natural increase, not an enhancement bonus), DR 10/Adamantine, and Construct Traits, though the character retains their mental Abilities and cognitive capacities. They may use this ability once per day at level 16, twice per day at level 18, and trice per day at level 20.
At level 20 they may also choose to instead take a form made of iron. Instead of the benefits of the stone construct, an iron construct gains the benefits of an Animal Growth spell for the duration of the change. The DR 10/Magic from that spell is replaced by DR 15/Adamantine. They also gain Construct traits, but retain their mental attributes and cognitive capacities. Note: the size of the eligible animal is based on the creature prior to the effects of Animal Growth, so the character can still choose any Huge creature and end up as a Colossal Iron Construct.
Gain: Summon Warforged Ally- The spell list for the class changes to include Summon Warforged Ally I, Summon Warforged Ally II, Summon Warforged Ally III, Summon Warforged Ally IV, Summon Warforged Ally V, Summon Warforged Ally VI, Summon Warforged Ally VII, Summon Warforged Ally VIII, and Summon Warforged Ally IX, at the same levels of summons spells with the same designations. These function as Summon Nature's Ally, but the creatures summoned gain the Warforged template. This does not apply to Elementals, which the spell summons normally.
Gain: A Natureforged Druid can sacrifice any prepared spell to spontaneous cast a Summon Warforged Ally spell of the same level.
Gain: Repair Light Damage, Repair Minor Damage, Repair Moderate Damage, Repair Serious Damage, Repair Critical Damage, Mass Repair Light Damage, Mass Repair Minor Damage, Mass Repair Moderate Damage, Mass Repair Serious Damage, Mass Repair Critical Damage, and Total Repair are added to the class spell list at the same level a Wizard would have them.
Lose:
Thousand Faces
Timeless Body
Wildshape: Plant
Wildshape: Elemental
Summon Nature's Ally spells are removed from the list
Lose ability to spontaneously cast Summon Nature's Ally
------------------
New Feats:
Forged to the Soul
Prerequisites: Warforged or Warforged Template, Natureforged ACF, Wildshape 3/day
Benefit: When the character assumes a Wildshape form, they retain the benefits of any Warforged feats they have taken.
Enchanted to the Core
Prerequisites: Warforged or Warforged Template, Natureforged ACF, Wildshape ability
Benefit: When the character assumes a Wildshape form, any enhancement bonus or other modification to the Warforged's armor or natural weapons, that does not come from a Warforged feat, is applied to the new shape. If the spell is used to create a creature with greater HD than the character can master, it wears off after one round/caster level of the character who cast it.
Nature beyond Natural
Prerequisites: Warforged or Warforged Template, Natureforged ACF, Wildshape ability, Trueforged Wildshape ability
Benefit: The character may use the Trueforged Wildshape, replacing the base Animal with a Magical Beast they can shape into.
Special: Changing in this way uses up both a Trueforged Wildshape daily use as well as a regular Wildshape daily use.
Steelskin Brother
Prerequisite: Warforged or Warforged Template, Natureforged ACF, Animal Companion class feature
Benefit: The Warforged may craft a Warforged Companion that benefits from any of the Warforged Feats the character has. This increases the cost by 200 GP per hit die of the base creature. Adding these feats to an existing companion costs 300 GP per feat added.
------------
Alright, maybe that wasn't as simple and easy as I intended.
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2017-11-12, 01:57 AM (ISO 8601)
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Re: Warforged Template concept
I like the ideas here will look at them a little later. Also I haven't adjusted the first template yet. Which I should be getting along to shortly. As I carried away with implementing the ideas you had mentioned regarding Warforged companions and summons.
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2017-11-12, 02:25 AM (ISO 8601)
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Re: Warforged Template concept
this is making me thing so much of horizon zero dawn (an awesome game)
I have a couple ideas that could work for different alternate class features with the warforged
Mechanic berserker
class: barbarian
special: must have the living construct subtype.
Mechanic rage
this ability replaces the barbarians rage ability. When raging a mechanic berserker does not get the +4 bonus to str, the +2 to will saves, or the -2 to AC. However he gains DR 5/ adamantine and +2 to all melee attacks.
Mechanic Adaption
this ability replaces the barbarians damage reduction ability. When a Mechanic Berserker is raging he gains +2 to any ability score. This goes away after he is done raging
Mechanic Fury
this ability replaces the barbarians greater rage ability. When a Mechanic Berserker is raging the bonus to con in increased to +6, the damage reduction to DR 10/ adamantine, the bonus to attacks to +4, and the bonus from mechanic adaption to +3
Mechanic Plating
this ability replaces the barbarians Indomitable will ability. When a Mechanic Berserker is raging he may chose to make the Damage Reduction be DR/ adamantine, DR/ magic, DR/ cold iron, or DR/ law
Mechanic Trancformation
This ability replaced the barbarians Might Rage ability. A Mechanic Berserker learns how to transform his own body into the shape of different animals. He may turn into any animal whose HD is equal of less to the half the Mechanic Berserker level. The animal gains the Warforged Template with no increase in HD. The mechanic barbarian gains any non magical modes of movement, physical shape (like size or number of limbs), and any extra ordinary abilities of the animal that he turn into. He retains his ability scores, special qualities and attacks, and all of his items still work just as they had before the change.
what do you think about that? I want to make a clockwork warrior AFC for fighters, I just don't know what to do.Muad'drin tia dar allende caba'drin rhiadem! Los Valdar Cuebiyari! Los! Carai an Caldazar! Al Caldazar!
Amazing avatar by Linklele
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2017-11-12, 04:31 AM (ISO 8601)
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Re: Warforged Template concept
I don't know, this all seems kind of random. The only thing standing out to me is getting DR while raging; it makes me picture the Batmobile armoring up from one of the 90s movies @w@
It seems too varied and tactical for a barbarian, I think these abilities should be more set. At the same time, the Warforged does not have so much risk of internal damage from use of 'hysterical strength' in a logical viewpoint as humans do; like when a human man lifts up a pickup truck or a mother of two wrestles a polar bear to the ground (look it up).
There's already a Warforged feat that lets a Warforged 'overclock' its metabolism:
Once per day as a standard action, you can excite your warforged metabolism to heal a number of hit points equal to 5 + your HD. Doing this incurs a --2 penalty to your Strength and Dexterity scores for 10 minutes. If you are unconscious and have not yet used this ability, any infusion that targets you automatically activates it.
Since Warforged are pesky to heal, reversing this could make a good Warforged berserker, though I think you want to start from the ground up and make it a class of its own.
Maybe the Warforged enters a rage mode where he gets a big bonus to Str, Dex, and AC but loses some HP & when the rage ends he gets a small penalty to Str, Dex, and AC as he cools off. Higher levels could increase the bonus, lessen the penalty, add DR or movement speed. Perhaps, like a Rogue, toward the end there's be a list of rage modifiers he could pick from but not get all of - a high-speed rage, a super tough tank rage, an irresponsibly strong rage.
Once again, as a Barbarian, you have to do something about the armor. A Mithral Warforged would be fine but you couldn't be an Adamantine one, and that takes some of the fun out of the idea.
Alternatively, you could replicate these feats as part of the rage; one rage gives you Adamantine Body & Adamantine Fortification for a short time (a nice thing to be able to turn on and off) whereas another temporarily grants Mithral Body & Mithral Fluidity - so you don't have to buy these feats and are not locked into them for your entire career.
I'd love to even take this to other materials, like a Cold Iron version that gives you SR (I've always felt Cold Iron armor should provide SR).
As it stands, there's no real reason a Warforged can't be a straight-up Barbarian, but there could be something here to have a lot of fun with.
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2017-11-12, 06:05 AM (ISO 8601)
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Re: Warforged Template concept
OK here is what I have done with the first draft of the Template based on suggestions:
Spoiler: Forged Facsimile - Template
Originally Posted by Forged Facsimile - Template
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2017-11-12, 12:12 PM (ISO 8601)
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2017-11-12, 12:16 PM (ISO 8601)
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Re: Warforged Template concept
Muad'drin tia dar allende caba'drin rhiadem! Los Valdar Cuebiyari! Los! Carai an Caldazar! Al Caldazar!
Amazing avatar by Linklele
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2017-11-12, 12:20 PM (ISO 8601)
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Re: Warforged Template concept
those are all good ideas, I think better than what I threw together. I was just thinking coming up with this on the spot and didn't really take a long time to think through the fluff (which is bad). Now I am actually thinking of trying to make a class, or PrC, for warforged that ends up something like this
Muad'drin tia dar allende caba'drin rhiadem! Los Valdar Cuebiyari! Los! Carai an Caldazar! Al Caldazar!
Amazing avatar by Linklele
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2017-11-17, 03:17 AM (ISO 8601)
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Re: Warforged Template concept
These were all based upon the ideas and suggestions of Malapterus and LairdMaon so the credit for the creativity goes to them. Still need to finish the write up for the Emulation Docent.
Spoiler: Forged Facsimile - Template
Originally Posted by Forged Facsimile - TemplateSpoiler: Construct Creature - TemplateOriginally Posted by Construct Creature
Spoiler: Living Construct
Living Construct (Subtype)
A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
Spoiler: Wild at Heart
Wild at Heart [Special Quality]
A creature with this trait may choose to additionally count as an Animal, Vermin or Magical Beast (depending on it’s original type) for the purposes of spells, abilities or effects which particularly target or require those types.
Spoiler: Forged Kind
Forged Kind [Special Quality]
A creature with the Forged Kind quality is considered a Warforged for the purposes of meeting all requirements for Feats, Items, Spells, Classes or specially designated effects. They may utilise Warforged Components and unique items as well as take Feats or Classes or features which require the Warforged race.
Spoiler: Feats
A gnome ranger appreciates the durability and
dependability his caribou construct companion offers.
Originally Posted by Construct CompanionOriginally Posted by Clockwork SummoningOriginally Posted by Malleable BodyOriginally Posted by Forged to the SoulOriginally Posted by Enchanted to the CoreOriginally Posted by Forged FamiliarSpoiler: Alternate Class Features
Originally Posted by Construct ConjurerOriginally Posted by Crafted CompanionOriginally Posted by Measured SummonerOriginally Posted by Reconstructor