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<< KISMET'S CUSTOM CONSTRUCT CREATION RULES, PAGE 4 >>

 

 

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.

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.

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).

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