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KISMET'S CUSTOM CONSTRUCT CREATION RULES

Construct Creation Rules: 1 - 2 - 3 - 4 - >> 5 <<

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).

Table 13 – Damage Die for Intelligence, Wisdom, or Charisma Ability Drain

Damage Die Type
Cost Per Die*
1d2
45 gp
1d3
113 gp
1d4
225 gp
1d6
450 gp
1d8
750 gp

* Maximum of 3 damage dice versus any one attribute.

Ability Score Loss (Strength, Dexterity, or Constitution 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).

Table 14 – Damage Die for Strength, Dexterity, or Constitution Ability Drain

Damage Die Type
Cost Per Die*
1d2
90 gp
1d3
225 gp
1d4
450 gp
1d6
900 gp
1d8
1500 gp

* Maximum of 3 damage dice versus any one attribute.

Breath Weapon: A construct can have a breath weapon of cold, fire, acid, lightning, or sonic effect. A breath weapon can be in a cone, or a line (see Table 15 below). One type of damage die must be chosen per breath weapon (different types of dice cannot be mixed). A breath weapon can only be used once every 1d6 rounds. The DC to save against a construct’s ability drain is 10 + 1/2 construct’s hit die.

Table 15 – Damage Die for Breath Weapons

Damage Die Type
Cost Per Die*
1d2
30 gp
1d3
75 gp
1d4
150 gp
1d6
300 gp
1d8
500 gp

* Maximum of 10 damage dice

Table 16 – Breath Weapon Area of Effect

Size of Construct
Line* (Length)
Cone** (Length)
Diminutive
20 ft
10 ft
Tiny
30 ft
15 ft
Small
40 ft
20 ft
Medium
60 ft
30 ft
Large
80 ft
40 ft

* A line is 5 feet high and 5 feet wide regardless of a construct’s size.

** A cone is as high and wide as it is long.

Constrict: This feature works as per the rules in the Monster Manual.

Table 17 – Constriction Damage Die

Damage Die Type
Cost Per Die*
1d2
30 gp
1d3
75 gp
1d4
150 gp
1d6
300 gp
1d8
500 gp

* Maximum of 4 damage dice

Energy Drain: See the Monster Manual for full details.

Table 18 – Energy Drain Costs

Negative Levels
Cost Per Die*
1
3,000 gp
2
6,000 gp
3 (maximum)
9,000 gp

Fast Healing: Constructs normally do not heal on their own, but must be repaired. See details in the Monster Manual.

Table 19 – Rate of Fast Healing

Damage Die Type
Cost
1 hit point/round
1,000 gp
2 hit points/round
2,000 gp
3 hit points/round
3,000 gp
4 hit points/round
4,000 gp
5 hit points/round
5,000 gp
6 hit points/round
6,000 gp
7 hit points/round
7,000 gp
8 hit points/round (maximum rate)
8,000 gp

Frightful Presence: See the Monster Manual for full details. This ability will activate upon the construct’s first attack. The DC to save versus a construct’s Frightful Presence is the construct’s HD + the construct’s Charisma modifier. The cost of this ability is 750 gp.

Improved Grab: See the Monster Manual for full details. This ability can be used in conjunction with Swallow Whole and Constrict. This ability costs 200 gp.

Keen: This ability must be applied to one specific attack each time it is purchased. It may only be applied to slashing or piercing attacks. Please see the Monster Manual for full details. The cost for this ability is 2000 gp.

Magic Immunity: Constructs can gain a special kind of immunity to magical spells, spell-like abilities, and supernatural effects; in exchange, they are vulnerable to a few types of spells. The base price for this ability is 20,000 gp, but the price can be reduced as follows:

      Choose a type of spell that will effect the construct (such as fire spells, or electricity spells). This type of spell will either be able to slow the construct down, or do damage to it, or both. For each type of spell that can effect a construct, reduce the base price by 500 gp (maximum 5 different types).

      For every 1d4 rounds that a construct can be slowed, reduce the base price for this ability by 500 gp (maximum 5d4). For every 1d6 rounds that a construct can be slowed, reduce the base price for this ability by 1000 gp (maximum 5d6). A construct cannot be slowed by 1d4 and 1d6 increments at the same time; only one type of die may be used (and so only one type of discount will be gained).

      If the chosen spell does damage, then every 1d6 of damage reduce the base price by 500 gp (maximum 5d6). For every 1d8 of damage, reduce the base price by 700 gp (maximum 5d8). For every 1d10 of damage, reduce the base price by 1000 pg (maximum 5d10). A construct can only be damaged by one damage die type at a time; choose one type of damage die (and its discount).

      A construct can be slowed and damaged by the same type of spell, if desired.

      The maximum total discount that is possible is 10,000 gp. Magic immunity will always cost a minimum of 10,000 gp.

      For example: A construct is immune to all magical spells, spell-like abilities, and supernatural effects except for fire and cold spells (-1000 gp). Fire spells slow the construct for 4d4 rounds (-2000 gp), and cold spells deal 4d6 damage (-2000 gp). The total discount is –5000 gp, so this ability will end up costing 15,000 gp for this construct.

Poison (effecting Intelligence, Wisdom, or Charisma): Choose one attribute that the construct’s poison will effect, and choose the type of damage die that will be used. Each poison will use only one type of damage die (different types of dice cannot be mixed). Primary and secondary damage must be purchased separately. Poison can only be purchased if the construct has a bite attack with which to deliver it. The DC to save against a construct’s poison attack is 10 + 1/2 the construct’s HD.

Table 20 – Poison Costs (effecting Intelligence, Wisdom, or Charisma)

Damage Die Type
Cost Per Die*
1d2
30 gp
1d3
75 gp
1d4
150 gp
1d6
300 gp
1d8
500 gp

* Maximum of 3 damage dice versus any one attribute.

Poison (Strength, Dexterity, or Constitution): Choose one attribute that the construct’s poison will effect, and choose the type of damage die that will be used. Each poison will use only one type of damage die (different types of dice cannot be mixed). Primary and secondary damage must be purchased separately. Poison can only be purchased if the construct has a bite attack with which to deliver it. The DC to save against a construct’s poison attack is 10 + 1/2 the construct’s HD.

Table 21 – Poison Costs (effecting Strength, Dexterity, or Constitution)

Damage Die Type Cost Per Die*
1d2
60 gp
1d3
150 gp
1d4
300 gp
1d6
600 gp
1d8
1000 gp

* Maximum of 3 damage dice versus any one attribute.

Rend: A construct must have at least one natural attack in order to use this ability, which does damage equal to the attack + 1 1/2 x its Strength modifier. The cost of this ability is 100 gp.

Swallow Whole: A construct must have Improved Grab in order to use this ability, and it must also have an orifice leading to a hollow chamber in its interior. Constructs may apply constriction damage to a swallowed target if they also have the Constrict ability. If the construct has been made of multiple layers of material, the material that makes up its core is the one that must be used to reference the hardness rating of the "stomach." A construct must have a hollow belly in order to have this ability (see Step 2). See the Monster Manual for complete details. The cost of this ability is 200 gp.

Trample: See the Monster Manual for exact details. The cost of this ability is 100 gp.

Wound: An attack of a construct can be imbued with the wounding ability as outlined in the Dungeon Master’s Guide. One attack is given this ability for each time it is purchased. The cost for this ability is 2000 gp.

STEP 11: CHOOSE FEATS

      Constructs do not begin with feats; each feat must be purchased separately. A construct can only have one feat for its first hit die, and then one feat for every three hit dice (like a normal character). A construct must meet all requirements for a feat in order to benefit from it. Please see the Player’s Handbook and/or the Monster Manual for full feat descriptions.

      Please note that in order for a construct to have a feat with more than one prerequisite, 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 a feat like Improved Critical.

Awesome Blow: 2500 gp

Cleave: 1500 gp

Combat Expertise: 1000 gp

Combat Reflexes: 500 gp

Dodge: 1000 gp

Great Cleave: 2500 gp

Great Fortitude: 500

Improved Bull Rush: 1500 gp

Improved Critical: 1500 gp

Improved Disarm: 1500 gp

Improved Grapple: 1500 gp

Improved Initiative: 500 gp

Improved Natural Attack: 1500 gp

Improved Overrun: 1500 gp 
Improved Sunder: 1500 gp

Improved Toughness: 1000 gp

Improved Trip: 1500 gp
Iron Will: 500 gp

Lightning Reflexes: 500 gp

Mobility: 1500 gp

Multiattack: 1000 gp

Multidexterity: 1500 gp

Multiweapon Fighting: 1000 gp

Power Attack: 1000 gp

Toughness: 500 gp

Two-Weapon Fighting: 1000 gp

Weapon Finesse: 1000 gp

Weapon Focus: 1500 gp

"Tell me, good wizard, will the lady be 100% satisfied with her made-to-order friend?"

"If she is not, restitution can be negotiated."

"Well isn’t that nice to know! A guarantee is worth its weight in gold!"

"…Yes…"

STEP 12: OPTIONAL DEFECTS

      No magical process is guaranteed to be successful on every occasion. Defects occur even in the most expensive and powerful constructs. For these problems, however, a discount is offered off the total price of the construct. Steps 1 – 11 must be completed and all costs must be totaled; any discount is then applied to this number. The effects listed for each defect are permanent and cannot be altered.

Apathy: When faced with a combat situation, a construct with this defect has a cumulative 1% chance per round to give up all of its actions and do nothing, even when ordered. The construct will simply remain still. The construct’s master can try to inspire action in the construct with a successful Charisma check (DC 19) if they are within 60 feet. The construct must rest for 1 minute before its apathy chance will reset to 0%. [Note: a construct with this defect cannot have the berserk defect as well.] Discount: 10% off the total price

Berserk: Upon entering combat, a construct with this defect has a cumulative 1% chance per round that it will go berserk and its master will lose control of it. The construct will attack the closest living creature or will attack objects if no creature is within reach. The construct’s master can try to regain control if they are within 60 feet and succeed at a Charisma check (DC 19). The construct must rest for 1 minute before its berserk chance will reset to 0%. [Note: a construct with this defect cannot have the apathy defect as well.] Discount: 10% off the total price

Can’t Run: Constructs with this defect cannot run, and cannot make use of the Trample special ability. Discount: 5% off the total price

Confusion: When faced with a combat situation, a construct with this defect has a cumulative 1% chance per round to become confused in its actions, as per the spell of that name. The construct’s master can try to reissue correct orders with a successful Charisma check (DC 19) if they are within 60 feet. The construct must rest for 1 minute before its confusion chance will reset to 0%. Discount: 10% off the total price

Malformed Limb: This defect only comes into play with constructs that have extra combat-ready limbs added. This defect means that one of the construct’s extra limbs is permanently malformed and cannot be used. Discount: 3% off the total price

Restricted Vision: Constructs with this defect do not gain access to the low-light vision or darkvision that normal constructs possess. They are able to see in normal lighting only; in darkness they are effectively blinded. Discount: 5% off the total price

Susceptibility to Disease: This defect is only found in constructs made out of flesh or bones of some kind. These constructs can contract and suffer the ability damage from any disease that does not target Constitution. Constructs do not heal this damage on their own but must be repaired (a Heal check cannot help). Discount: 2% off the total price

Susceptibility to Mind-Affecting Influences: This defect is only found in constructs that have Wisdom and Intelligence scores. Constructs with this defect can be influenced by mind-affecting spells and abilities; this permanently cancels out their normal immunity. Discount: 4% off the total price

Turn/Rebuke Undead: This defect is only found in constructs made out of flesh or bones of some kind. The defect makes these constructs vulnerable to being turned and/or rebuked, as though they were undead. Discount: 2% off the total price

Vulnerability: Constructs with this defect take double damage from one specific special attack. Possibilities include the ki strike attack, the smite ability, or one type of magic spell (fire, cold, electricity, sonic, acid). Discount: 3% off the total price

Construct Creation Rules: 1 - 2 - 3 - 4 - >> 5 <<

 
   
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