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Kismet's Dungeons and Dragons
 

KISMET'S CUSTOM CONSTRUCT CREATION RULES, PAGE 6

Pages: 1 - 2 - 3 - 4 - 5 - 6 - 7

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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.


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