KISMET'S CUSTOM CONSTRUCT CREATION RULES
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STEP 7: DETERMINE LIMBS AND ATTACKS
Constructs generally come with five limbs and a main body. Humanoid-shaped constructs typically have a head, two arms, two legs, and a main body. Quadrupeds have four legs, a head, and a main body. One additional limb can be added per hit die, and each additional limb must be purchased as per the prices in Table 9 below. Each limb of a construct can be imbued to attack in a specific way.
Table 9 – Cost for Additional Limbs
Modification |
Diminutive |
Tiny |
Small |
Medium |
Large |
Additional Limb* |
5 gp
|
5 gp
|
20 gp
|
30 gp
|
50 gp |
* Additional limbs do not come with functional attacks; extra attacks must be purchased separately.
All constructs gain a slam attack for free, which does damage according to Table 11. All other attack forms must be purchased for the rates in Table 10. For each attack form purchased, the construct is considered to be proficient with that attack and with the limb required. If a construct is created with a man-made weapon, it is considered proficient with that particular weapon only, but not with all weapons of the same type. However, if the construct has an Intelligence score of 5 or greater, then it is considered proficient with all weapons of that kind (all long swords, for example, not just the one it was made with).
Table 10 – Cost for Additional Attack Types
Attack Type |
Diminutive |
Tiny |
Small |
Medium |
Large |
Tentacle |
5 gp
|
5 gp
|
20 gp
|
30 gp
|
50 gp |
Bite |
10 gp
|
20 gp
|
30 gp
|
50 gp
|
70 gp |
Claw or Sting |
5 gp
|
10 gp
|
20 gp
|
30 gp
|
50 gp |
Gore or Tail |
5 gp
|
10 gp
|
30 gp
|
50 gp
|
70 gp |
Man-Made Weapon* |
5 gp
|
5 gp
|
20 gp
|
30 gp
|
50 gp |
* Damage done as per the weapon.
Table 11 – Attack Types and Damage
Size Category |
Slam or Tentacle |
Bite |
Claw or Sting |
Gore or Tail |
Diminutive |
1
|
1d2
|
1
|
1 |
Tiny |
1
|
1d3
|
1d2
|
1d2 |
Small |
1d3
|
1d4
|
1d3
|
1d4 |
Medium |
1d4
|
1d6
|
1d4
|
1d6 |
Large |
1d6
|
1d8
|
1d6
|
1d8 |
So, for example: A Large construct is created with five hit dice; it can have five extra limbs on top of the five it originally comes with. The construct is bipedal – it comes with two legs, to arms, a head, and a main body. Two extra limbs are added for 50 gp each. These extra limbs could be left as they are, but they would be mainly decorative and would not function in combat. Instead, they are each made for different attacks. One limb is made into a tail and given the tail attack, which does 1d8 damage and costs 70 gp. The other limb is made into a tentacle that does 1d6 damage and costs 50 gp. All together, the extra limbs and attacks cost 220 gp.
Also as an example: A Large construct is created with five hit dice, and two extra limbs are added (again, at 50 gp each) – but they are each given short swords. The ability to wield these swords is purchased for each limb (50 gp each), for a grand total of 200 gp.
STEP 8: ADJUST SPEED
Land Speed
Each construct begins with a base land speed, as listed in Table 12. This speed can be accepted as it is, or it can be altered. Additional feet can be purchased using this formula: (base speed – desired speed) squared x 15 gp. Please note the restrictions on maximum speed also listed below.
Table 12 – Base & Maximum Land Speed
Type |
Base Speed |
Maximum Speed |
Tiny, Diminutive, or Small biped |
15 ft
|
30 ft |
Medium biped |
20 ft
|
40 ft |
Large biped |
30 ft
|
50 ft |
Tiny, Diminutive, or Small quadruped |
30 ft
|
50 ft |
Medium quadruped |
30 ft
|
50 ft |
Large quadruped |
30 ft
|
60 ft |
Flying Speed
A construct can be made with wings that allow them to fly so long as they have not been affected by a weight modifier (see Step 2: Materials). Wings that are purchased allow constructs to fly at a base speed of 10, with a maneuverability of clumsy.
Table 13 – Wing Cost by Size
| Type |
Wing Cost* |
Tiny Construct |
10 gp |
Diminutive Construct |
20 gp |
Small Construct |
30 gp |
Medium Construct |
40 gp |
Large Construct |
50 gp |
* This cost is for a pair of wings that is made out of the base materials of the construct (additional material is not added).
The cost to increase a construct’s base flying speed above 10 is: the number of additional feet x 5 gp. The maximum flying speed available through this method is 100 feet per round.
In order to increase a construct’s flying maneuverability, refer to Table 14 below.
Table 14 – Increasing Maneuverability
Maneuverability Rating |
Cost Per Upgrade* |
Poor |
20 gp |
Average |
50 gp |
Good |
100 gp |
Perfect |
300 gp |
*These rates are cumulative; so, in order to set a construct’s flying maneuverability to Perfect, it would cost a total of 470 gp.
Swimming Speed
Constructs do not come with a base swimming speed; all such speed must be purchased separately. A construct is not able to gain a swim speed if its weight has been affected by a weight modifier (see Step 2: Materials). Swim speed may be purchased at a rate of 5 gp per foot. The maximum swim speed available through this method is 50 feet per round.
Burrowing Speed
Constructs do not come with a base burrowing speed; all such speed must be purchased separately. Burrowing speed may be purchased at a rate of 10 gp per foot. Constructs that have a hardness rating are made of sturdier materials and have an easier time burrowing. Once the burrowing ability is purchased, a construct gets a bonus one-half foot for every 2 points of hardness rating it possesses (rounded down). The maximum burrowing speed available through this method is 50 feet per round.
STEP 9: ADD SPELLS
A construct can gain access to spells with the addition of magical items that grant them. These items are use-activated since they are placed within the construct’s body, and they also tend to have a limited number of uses per day. The formula to create a use-activated item is spell level x caster level x 2,000 gp; if it has charges per day, divide by (5 divided by the number of charges per day). 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 spells to the wearer.
Construct Creation Rules: 1 - 2 - 3 - >> 4 << - 5
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