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KISMET'S CUSTOM CONSTRUCT CREATION RULES, PAGE 5

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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.

STEP 10: ADD SPECIAL ATTACKS AND QUALITIES

Most Special Attacks/Qualities can be added to constructs of any size. However, some special forms will not be of much benefit to certain constructs. For example: since Diminutive sized constructs can only trample enemies smaller than they are, they probably won’t be able to use the ability very often. The information provided here is specifically related to constructs; refer to the Monster Manual and/or the Dungeon Master’s Guide for full details.

Please note that in order for a construct to have special attacks or qualities, it must weigh the maximum amount for its size category. For example, a tiny construct must weigh 8 pounds and the materials cost for this extra weight must be paid before it can be given any special attack or quality.

Ability Score Loss (Intelligence, Wisdom, or Charisma drain): Choose one attribute that the construct will drain, and choose the type of damage die that will be used. Each ability drain will use only one type of damage die (different types of dice cannot be mixed). Ability damage can be inflicted by touch, through the construct’s slam attack, or any other natural attack the construct possesses (note that it cannot invoke ability drain through a man-made weapon). The DC to save against a construct’s ability drain is 10 + 1/2 construct’s hit die + Cha modifier (if any).

 
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