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Cave Entrance Final Day by Crazymann11

"Cave Entrance Final Day" by Crazymann11 (resized) is licensed under CC BY-NC-ND 3.0

 

Step 10 Continued: Special Attacks & Qualities

Energy Drain

See the Monster Manual for full details.

 

Table 19 – 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 20 – 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 affect 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 affect 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 reduces 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 gp (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 (affecting Intelligence, Wisdom, or Charisma)

Choose one attribute that the construct's poison will affect, 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 (affecting 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 affect, 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 (affecting 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.

 

Construct Feats & Costs

Awesome Blow: 2500 gp

Improved Sunder: 1500 gp

Cleave: 1500 gp

Improved Toughness: 1000 gp

Combat Expertise: 1000 gp

Improved Trip: 1500 gp

Combat Reflexes: 500 gp

Iron Will: 500 gp

Dodge: 1000 gp

Lightning Reflexes: 500 gp

Great Cleave: 2500 gp

Mobility: 1500 gp

Great Fortitude: 500

Multiattack: 1000 gp

Improved Bull Rush: 1500 gp

Multidexterity: 1500 gp

Improved Critical: 1500 gp

Multiweapon Fighting: 1000 gp

Improved Disarm: 1500 gp

Power Attack: 1000 gp

Improved Grapple: 1500 gp

Toughness: 500 gp

Improved Initiative: 500 gp

Two-Weapon Fighting: 1000 gp

Improved Natural Attack: 1500 gp

Weapon Finesse: 1000 gp

Improved Overrun: 1500 gp

Weapon Focus: 1500 gp

 

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

 

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