KISMET'S CUSTOM CONSTRUCT CREATION RULES
Construct Creation Rules: 1 - 2 - >> 3 << - 4 - 5
STEP 3: DECIDE HIT DICE
Constructs are not created with any hit dice, so every hit die must be purchased. The rate for purchasing hit die is the number of hit dice squared x 50 gp. Please see the Table 7 below for hit die requirements as related to size; smaller constructs cannot have as many hit die, while larger constructs must have more to start with. Constructs use d10s for hit dice.
Table 7 – Minimum & Maximum HD, Bonus HP
Size Category |
Min HD |
Max HD |
Bonus HP |
Diminutive |
--
|
4
|
-- |
Tiny |
--
|
6
|
-- |
Small |
1/2
|
--
|
10 |
Medium |
1
|
--
|
20 |
Large |
2
|
--
|
30 |
The base attack bonus of a construct is always 0.75 of its total hit dice rounded down (advancing like the cleric class progression). The saving throw of a construct is also based on their hit dice. They get no good saving throw and advance like the cleric class. Thus, when you purchase hit dice you are actually purchasing other benefits as well.
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STEP 4: ADJUST STATISTICS
A construct’s base statistics are determined through their size. A construct does not have a Constitution score and cannot gain one. A construct does not start out with an Intelligence score, either; every Intelligence point must be bought. The base statistics granted by each size category are given in Table 3 below:
Table 3 Revisited - Base Statistics
Size Category |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Diminutive |
1
|
18
|
--
|
--
|
10
|
6
|
Tiny |
3
|
16
|
--
|
--
|
10
|
6
|
Small |
7
|
14
|
--
|
--
|
10
|
6
|
Medium |
11
|
12
|
--
|
--
|
10
|
6
|
Large |
21
|
10
|
--
|
--
|
10
|
6
|
A construct’s base statistics can be raised so that it possesses intelligence or has higher scores. A construct cannot exceed the limits of its size during creation, however. These limits can be found in Table 8 below:
Table 8 - Maximum Statistic Increases
Size Category |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Diminutive |
4
|
24
|
--
|
18
|
18
|
18 |
Tiny |
6
|
22
|
--
|
18
|
18
|
18 |
Small |
14
|
20
|
--
|
18
|
18
|
18 |
Medium |
20
|
18
|
--
|
18
|
18
|
18 |
Large |
28
|
16
|
--
|
18 |
18 |
18 |
To raise a construct’s statistics from a score of 1 through a score of 15, apply the following formula:
(base rating – desired rating) squared x 100 gp. For example: to raise
a base stat from a 5 to a 10, the formula would be: (5-10)2=25x100
gp=2500 gp total.
To raise a construct’s statistics above a rating of 15, apply this formula: (current rating – desired rating) squared x 200 gp.
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STEP 5: DETERMINE SKILL POINTS
A construct with no Intelligence score cannot have skill points or buy ranks in a skill. If the construct does have an Intelligence score, one can purchase skill points for it at the rate of 50 gold pieces per point.
In order to buy ranks in a skill, the construct must have a minimum
score of 2 in the skill’s related ability (for instance: in order to
buy ranks in Climb, the construct must at least have a Strength score
of 2).
Magical items that grant skill bonuses can be
specially made and embedded into any construct, even if they have no
Intelligence score or skill points. The formula to create a skill enhancing item is: bonus squared x 20 gp.
STEP 6: DETERMINE SAVING THROWS
The saving throws of constructs can be
enhanced by the addition of magical items that boost saving throws. The formula to create an item that grants saving throw bonuses is: bonus squared x 1000 gp (as per a Cloak of Resistance). As another option, a magical item can
be added that grants a bonus versus one type of saving throw, like a
Periapt of Poison. The formula to create an item that grants a bonus versus one type of save is: bonus squared x 250 gp.
These are not typical magical items made for character use; they are
simply enchanted stones meant to be placed inside a construct. If the
construct is destroyed and a magical stone is left intact, it can be
set into jewelry or other items and worn, granting its bonuses to the
wearer.
Construct Creation Rules: 1 - 2 - >> 3 << - 4 - 5
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