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| #1snizorJan 13, 2008 0:11:14 | The purpose of this thread is similar to that of my previous thread, Collection of Necromatic Oddities. However, this one is dedicated to the various mechanical monstrosities and quirky gizmos that can be created with the Craft Construct feat (MM 303). Format
Note that the 3.5 Update Document significantly altered the price of FF and MM2 constructs.
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| #2snizorJan 13, 2008 0:11:48 | 01 Arbalester (MoE 152) DC14 Sculpting/Carpentry arcane eye, mending 1250gp 93xp Comments: Basically a self-firing light crossbow (can be enhanced as such). Won't be that good at mid/high levels due to: lack of Attack bonus, HPs, and the damage they deal their creator when destroyed. 01 Dedicated Wright (ECS 285) DC14 Pottery arcane Eye, fabricate 2100gp 160xp Comments: Crafts magic items for you while you go dungeon-delving. Useful for when your DM doesn't give unlimited downtime for item crafting. 01 Expiditious Messenger (ECS 285) DC16 Sculpting arcane eye, sending 1650gp 126xp Comments: See Homunculus, but with better mobility 01 Furtive Filcher (ECS 286) DC12 Sculpting/Pottery arcane eye, shadow conjuration 1550gp 118xp Comments: 01 Necrophidius (FF 126) DC13 Sculpting Sor/wiz: geas/quest, hold person, hypnotism, Mordenkainen's faithful hound Cle: animate objects, command, geas/quest, hold person 2000gp 100XP Comments: These have rules for creating advanced versions of them; however, the Advancement Entry in the stat block caps out at 6 HD (making there usefulness peter out). Until then though, it's a decent combatant with Sneak Attack and a Paralyzing bite. 01 Packmate (MoE 152) DC14 Sculpting arcane lock, arcane eye, mending 1260gp 93xp Comments: Cute, but is too easily destroyed for something that's basically a walking backpack. 01 Persistent Harrier (MoE 153) DC14 Sculpting arcane eye, mending 1250gp 93xp Comments: I'm not a fan of Homunculii being in the middle of combat. It's +3 Melee att. bonus won't get you very far. 04 Clockroach (MM4 28) DC14 Metalworking Arcane eye, Melf’s acid arrow, message 1075gp 80xp Comments: Too weak to be used in combat. The 1/5 round acid breath weapon is its only notable feature (can be useful for Out-of-combat purposes). Artificers can treat it as a Homunculus 04 Clockwork Steed (MM4 32) DC18 Blacksmithing animate objects, mount 1150gp 80xp Comments: Interesting mount choice. Can be upgraded with bonus feats (limited choices) for a relatively low price after its created. Can't be advanced by HD though. 04 Homunculus (MM1 154) DC12 Sculpting/Pottery arcane eye, mirror image, mending 1050gp 78xp Comments: I like homunculi. Advance them to max HD and hand-pick their skills&feats to make UMD-using turrets. 04 Iron Defender (ECS 287) DC14 Metalworking arcane eye, keen edge, mirror image, mending 1250gp 93xp Comments: 05 Alchemy Beetle (SoX 74) DC15 Blacksmithing and Glassblowing fireball 4000gp 240xp Comments: Not that good. The creation guidelines fail to mention the cost of advancing this construct (despite the advancement entry for this monster), so you're stuck with the weakling version. 05 Clockwork Mender (MM4 30) DC15 Blacksmithing mending, repair light damage 1250gp 68xp Comments: Too bad you can't craft the swarm version of this creature, which could serve as an out-of-combat repair unit for your other constructs. This version only gives 1d8 points of healing per day. 07 Crawling Claws (LEoF 163) NA animate dead, cat’s grace, lesser geas 9250gp 710xp Comments: Well, it's a swarm, but it's a size category too large to be immune to slashing/piercing weapons. Has Blindsight (which can be useful) but will probably die fast. 07 Fang Golem (MM4 72) DC15 Sculpting or Weaving greater magic fang, reincarnate, spike stones 8000gp 580xp Comments: Decent stats, Att. bonus, etc. Pretty usable when you can make them. 07 Umbral Spy (The Forge of War 155) DC15 Alchemy and Spellcraft shadow conjuration, speak with dead 11000gp 840xp Comments: An intelligent incorporeal construct with telepathy (yay Mindsight feat), hide in plain sight, and whose attack deals wisdom damage. Very good choice, made better by the fact that it does list a cost to advance. |
| #3snizorJan 13, 2008 0:12:21 | 08 Brass Steed (HoB 153) DC12 Armorsmithing/weaponsmithing animate objects, bull’s strength, flame arrow, geas/quest, haste 10000gp 720xp Comments: A decent mount at the level you get it. However, it doesn't list the cost to advance (despite having an advancement entry in its stat block) so it is less useful after a few levels. 08 Flesh Golem (MM1 135) DC13 Leatherworking/Heal Creator must supply 6 different bodies animate dead, bull’s strength, geas/quest, limited wish 10500go 780xp Comments: Stats aren't horrible, but it will occasionally try to kill you, which is not cool at all. 08 Serpentflesh Golem (SK 82) DC13 Leatherworking/Heal animate dead, bull's strengh, geas/quest, limited wish 10,500gp 780XP Comments: Nice, you can pay to attach more arms to it and it doesn't try to kill you. 09 Magmacore Golem (MM5 70) DC10 Sculpting animate objects, commune, lesser planar binding 19650gp 1400xp Comments: It just doesn't have the combat stats to really do what it was designed to do(worse overall than the Flesh Golem though with Fire/Electicity immunity). 09 Shardsoul Slayer (MM5 149) DC15 Armorsmithing animate objects, lesser planar binding, shatter 41000gp 2800xp (creates 3) Comments: Seeing as Wizards forgot to include the costs for creating higher HD versions of this, it really isn't that good. The cost per construct is actually pretty reasonable, but the lack of scaling means that they will be outmatched in combat. 10 Caryatid Column (FF 30) DC15 Sculpting/Stonemasonry Creator must be able to cast arcane or divine spells Requires a magic weapon, usually a +2 bastard sword (8335gp) lesser geas, meld into stone, statue, stone shape 19535gp 419xp Comments: Lack of HD advancement=bad. Destroying treasure=bad. This creature=bad. 10 Ice Golem (Frostburn 137) DC15 Sculpting Ice shape, wall of ice, and animate snow and ice or cone of cold 32000gp 2320xp Comments: Has Improved Grab, but is rather costly compared to other options. Probably not the best use of your money. 11 Clay Golem (MM1 134) DC15 Sculpting/Heal animate objects, commune, resurrection 21500gp 1540xp Comments: Magic items that eventually turn renegade and try to kill you tend not to be very good. 11 Gloom Golem (MM3 68) DC21 Sculpting AND DC21 Knowledge (the planes) Creator must be evil crushing despair, limited wish, planar binding, polymorph any object 25000gp 1200xp Comments: Stats aren't anything special and the Crushing Despair ability will affect you and your allies as well. Not very good. 11 Grave Dirt Golem (LM 105) DC15 Sculpting animate objects, commune, resurrection 18250gp 1400xp Comments: Once again, stuff that eventually betrays you is a waste of money. 11 Incarnum Golem (MoI 179) DC15 Sculpting Ability to shape a soulmeld, animate object, limited wish, planar binding 27500go 1600xp Comments: 12 Adamantine Spider (DotU 106) DC18 Metalworking animate objects, descern location 5450gp 436xp Comments: Cheap, but wont do much good at lvl 12. 12 Arcane Ballista (The Forge of War 149) DC18 Waponsmithing Craft Magic Arms and Armors flame blade, flame strike or fireball 37000gp 2960xp Comments: 12 Cadaver Golem (HoH 149) DC16 Leatherworking/heal bull’s strength, create undead, geas/quest, limited wish 15750gp 1170xp Comments: 12 Force Golem (MM5 68) DC20 Armorsmithing animate objects, contact other plane, lesser planar binding 29,250gp 2000xp Comments: It terms of stats, this is inferior to the Flesh Golem. The pulse ability is interesting and it is immune to a larger set of spells but I wouldn't spend my money on this. 12 Iron Cobra (FF 103) DC20 Armorsmithing/Weaponsmithing Creator must be able to cast both arcane and divine spells animate object, freemdom of movement, geas/quest, locate creature 2500gp 80xp Comments: Similar to the Adamantine Spider; cheap, but utterly ineffective in combat at the level you can make them. The Locate Creature effect might be useful though 13 Dragonbone Golem (Draco 164) DC20 Heal animate dead, cause fear, geas/quest 60000gp 4400xp Comments: . 13 Shredstorm (MM3 153) DC25 Weaponsmithing fly, geas/quest, greater magic weapon, lightning bolt, limited wish 50000gp 2800xp Comments: A construct swarm with immunity ti weapon damage due to its size. Can be very useful, though lack of HD advancement and swarm vulnerabilities means that certain enemies will absolutely demolish this useful creature 14 Alchemical Golem (MM3 66) DC20 Alchemy geas/quest, limited wish, poison, polymorph any object 36000gp 2720xp Comments: Dear Wizards of the Coast, Please stop printing constructs that try to kill their owners. 14 Blood Golem of Hextor (FF 85) DC15 Heal able to cast divine spells, Sacrificial victims animate objects, bull's strength, gentle repose, heal 17,280gp 809XP Comments: To-hit bonus is low, but the other aspects of this golem are pretty good for the cost. 14 Greater Stone Golem (MM1 137) DC17 Sculpting/Stonemasonry antimagic field, geas/quest, symbol of stunning 105000gp 7640xp Comments: An advanced version of the Stone Golem, nothing more. 14 Mud Golem (MM3 70) DC15 Pottery/Sculpting geas/quest, limited wish, polymorph any object, transmute rock to mud 33000gp 2560xp Comments: Interesting breath weapon, but otherwise doesn't really stand out. 14 Stone Golem (MM1 137) DC17 Sculpting/Stonemasonry antimagic field, geas/quest, slow, symbol of stunning 50000gp 3400xp Comments: 14 Tombstone Golem (LM 105) Same as Stone Golem same as Stone Golem (but replace Slow with Slay Living) 70000gp 5200XP Comments: Same as the Stone Golem except it replaces the Slow effect with a Slay Living effect. If the save DC weren't so low, I'd really like this option. 14 Web Golem (MM3 74) DC20 Weaving/Profession (silkmaker) geas/quest, limited wish, poison, polymorph any object, spider climb, web 33000gp 2560xp Comments: The Adhesive ability is interesting; however, the base version only has 11HD, making it rather fragile to be put on the front lines. 15 Dread Guard (MM2 87) DC25 Armorsmithing Creator must be able to cast arcane spells and supply a martial weapon fabricate, geas/quest, polymorph any object 40000gp 800xp Comments: Worthless in 15th lvl combat and way too expensive 15 Helmed Horror (LEoF 175) NA air walk or fly, limited wish, spell turning 39150gp xp cost not listed Comments: A very good choice. Air Walks, is intelligent (and get skills/feats as appropriate), can see invisible, and has a few, creator-selected, spell immunities. Also wears +3 Full-Plate. 15 Silvereye Marauder (FN 156) DC20 Armorsmithing/Blacksmithing Creator must be a Silver Pyromancer lvl 2 (FN 150) limited wish, major creation, permanency 65000gp 4600xp Comments: Is intelligent and has pounce and improved grab. Customize its feats and this could be a decent charger. The to-hit mod is a bit low though. 15 Shield Guardian (MM1 223) DC16 Blacksmithing/Carpentry limited wish, discern location, shield, shield other 65000gp 4600xp Comments: Fills the role of bodyguard adequately with Shield Other + Fast Healing. |
| #4snizorJan 13, 2008 0:13:02 | 16 Brass Golem (MM2 117) DC25 Armorsmithing AND DC25 Weaponsmithing Creator must be able to cast arcane spells geas/quest, limited wish, maze, Mordenkainen’s sword, polymorph any object 33820gp 2247xp Comments: The 3.5 Update document makes the price very low, considering that the +3 wounding weapon it comes makes up about 25,000gp of the creation cost. The body is pretty good for the price tag, being superior to the higher costed Flesh Golem. 16 Bronze Serpent (MM2 40) DC25 Armorsmithing/Weaponsmithing Creator must be able to cast arcane spells geas/quest, limited wish, polymorph any object, shocking grasp 46500gp 3540xp Comments: 16 Diamond Golem (MC 53) DC16 Gemworking/Heal Creator must be able to cast arcane spells Requires a 10000gp ruby limited wish, sunbeam, polymorph any object, stone shape, dispel magic 67000gp 1500xp Comments: 16 Dragonflesh Golem (MM2 117) DC25 Knowledge (nature) AND DC25 Heal Creator must be able to cast arcane spells geas/quest, limited wish, polymorph any object 92500gp 6800xp Comments: 16 Drakestone Golem (Draco 164) DC25 Sculpting/masonry animate objects, antimagic field, flesh to stone, geas/quest 95000gp 6400xp Comments: 16 Hangman Golem (MM3 69) DC20 Weaving (5 or more ranks in Use Rope gives a +2 bonus) animate rope, geas/quest, limited wish, polymorph any object 72625gp 5710xp Comments: Meant to be a grapple-bot (Constrict, Improved Grab, Strangle), but has a rather low grapple mod (+25). Having Immunity to Magic (immunity to most buff spells) means that this problem is harder to fix. 16 Iron Golem (MM1 136) DC20 Armorsmithing/Weaponsmithing cloudkill, geas/quest, limited wish, polymorph any object 80000gp 5600xp Comments: 16 Jade Spider (CotSQ 121) DC 17 Sculpting/Masonry able to cast arcane spells, geas/quest, limited wish, polymorph any object, flesh to stone, bestow curse, forcecage 80,000gp 1,600XP Comments: 16 Ruby Golem (MC 53) DC15 Gemworking/Heal Creator must be able to cast arcane spells Requires a 10000gp ruby limited wish, move earth, polymorph any object, stone shape 57000gp 1500xp Comments: 16 Runic Guardian (MM2 182) DC20 Profession(engineer)/Sculpting AND DC15 Metalworking “limited wish, discern location, shield, shield other” + Spells that construct is imbued with 97500gp 6600xp The lab where the Runic Guardian is awakened, costs 2000gp to establish, instead of the normal 500gp Note: The description lists neither spells nor xp cost, so I’ve taken the spells from Shield Guardian (MM1 223) as it says the processes are nearly identical. Comments: A Suped-up Shield Guardian with a better version of Shield other (soaks up 75% of the damage) and has a few, creator-chosen, SLAs. Stunning Strike isn't bad, thought the Guardians to-hit (+18) is a bit low. 16 Slaughterstone Eviscerator (MM3 160) DC20 Sculpting/Stonemasonry Creator must supply 4 large +2 adamantine greatswords keen edge, geas/quest, haste, stoneskin 67500gp 4800xp Comments: Notable for being able to move 15ft and still make a full-attack. 16 Spiderstone Golem (CotSQ 120) DC 17 Sculpting/Masonry able to cast divine spells and have access to the Drow domain, geas/quest, limited wish, polymorph any object, spider climb, freedom of movement 80,000gp 1,600XP Comments: Things that eventually turn on their creators (Berserk quality) tend to be poor purchases. 16 Stained Glass Golem (MM2 116) DC25 Glassmaking Creator must be able to cast arcane spells geas/quest, limited wish, polymorph any object 15000gp 1080xp Comments: 16 Wicker Man (FF 188) DC15 Alchemy AND DC17 Woodworking Creator must be able to cast divine spells entangle, liveoak, protection from energy 48000gp 1080xp Comments: For a creature intended to function as a big stupid fighter, this creature has pretty aweful stats. 17 Emerald Golem (MC 53) DC15 Gemworking/Heal Creator must be able to cast arcane spells Requires a 10000gp ruby dimensional anchor, polymorph any object, stone shape, teleportation circle 62000gp 1500xp Comments: 17 Prismatic Golem (MM3 71) DC22 Sculpting AND DC22 Knowledge (the planes) Creator must be good greater planar binding, polymorph any object, prismatic sphere, wish 150000gp 8000xp Comments: An Incorporeal construct. Has some formidable defenses, but has a rather weak offense. Being incorporeal can auto-win some fights, but I'm not sure that it is worth the hefty price-tag. 17 Shadesteel Golem (MM3 72) DC30 Armorsmithing energy drain, geas/quest, limited wish, polymorph any object, shades 70000gp 4800xp Comments: This is for any necromancers who don't rely on rebuking to control their undead. 18 Battle Horror (LEoF 176) NA air walk or fly, blink, dimension door, limited wish, magic missile, spell turning 76650gp xp cost not listed Comments: As Helmed Horror, except with 20hd, +5 Full-Plate, and a few SLAs (Magic Missle, Blink, and Dimension Door) 18 Demonflesh Golem (FF 88) DC 15 Heal and DC 20 Know: the planes access to demon bodies/fiendish grafts. Graft Flesh feat, able to cast both arcane and divine spells darkness, destruction, geas/quest, horrid wilting, planar binding, poison, unholy aura, unholy blight 101,000gp 7,96XP Comments: Good DR, energy resistances, and natural armor. Is intelligent (and has feats), has a few decent SLAs. It's Claw graft would go well with a charger build. 18 Hellfire Golem (FF 88) DC 20 Sculpting Able to cast both arcane and divine spells burning, hands, fireball, flamestrike, flare, geas/quest, planar ally, produce flame 101,000gp 7840XP Comments: Intelligent, but is outdone by the Demonflesh Golem. The SLAs this has are pretty bad due to the low save DCs. 18 Ironwyrm Golem (Draco 165) DC30 Armorsmithing/weaponsmithing animate objects, antimagic field, geas/quest, incendiary cloud, limited wish 125000gp 8000xp Comments: 18 Juggernaut (MM2 132) DC18 Sculpting/Profession (mason) Creator must be able to cast arcane spells bull’s strength, geas/quest, limited wish, polymorph any object, forcecage, grease, hold monster, magic missile, slow, wall of force, web 75000gp 5400xp Comments: Wall of Force and Forcecage at will. Need I say more? 18 Nimblewright (MM2 162) DC16 Sculpting/Profession (mason) Creator must be able to cast arcane spells geas/quest, haste, limited wish, polymorph any object 18500gp 580xp Comments: 18 Scouring Slinger (MM5 144) NA creeping doom, shambler 58500gp 3000xp Comments: 18 Scouring Stanchion (MM5 145) DC25 Woodworking creeping doom, animate plants 52,200gp 3000xp Comments: Wow... just wow. AC 38, 325 HP (30 HD), +32 to-hit, uses Cha for bonus HP/HD, SR 27 (not too shabby against NPCs). This creature also can be advanced for only 500gp/HD. Very impressive as a high-level combat machine. 18 Slaughterstone Behemoth (MM3 159) DC25 Sculpting/Stonemasonry geas/quest, sound burst, stoneskin 90000gp 6400xp Comments: 19 Grisgol (MM3 76) DC25 Bookbinding Creator must capture and supply a lich’s phylactery. He must destroy the lich, and finalize the Grisgol before the lich returns. See description for extra costs. control undead, geas/quest, illusory script, insanity, limited wish, mending, polymorph any object, plus all spells to be included in the Grisgol, see desc. 110000gp 8000xp Comments: NOT for melee combat, despite some of the lich-esque touch abilities. The selectable SLAs (one per spell level. Each usable 1/day) are really the only reason to make this, and the added cost to create for giving it spells with expensive material components/XP makes even that hard to really abuse. 20 Blackstone Gigant (FF 21) DC25 Sculpting/Stonemasonry Creator must be able to cast divine spells animate objects, flesh to stone, geas/quest, miracle 105,000gp, 7800xp Comments: Nice attack routine (4 Slams with +38 to-hit, each with a flesh to stone effect), is intelligent, good movement modes (fly, climb, and land), and has a decent AC (+27 Natural Armor). A bit late in the game, but decent in its own right. |
| #5snizorJan 13, 2008 0:13:33 | Effigy Creature (CA 151) DC15 Woodworking/Leatherworking/Metalworking/Know: Architecture and Engineering. CL must be greater than or equal to HD of Effigy. No specified spells Cost of body (varies)+1,000gp per HD, 80XP per HD. Comments: The fact that this is a template gives you a large amount of versatility when it comes to making them. Even ignoring the template-stacking shenanigans of Mr. Roboto, this template is a very solid way to craft constructs. Elder Eidolon (LoM 146) Dc25 Sculpting/Sonemasonry minimum CL equal to HD no specified spells Cost of Body (Varioes)+3,000gp per HD, 240XP per HD Comments: Similar to the Effigy template. Is a stronger template, but costs 3 times as much (not counting the body cost, which is identical) as the Effigy. Extra benefits include: Immunity to Magic, Fast Repair (healing), and a Deflection bonus to AC. Topiary Guardian (MM3 175) DC 25 Gardening/Sculpting/Profession: gardener Creater must be at least 13 lvl. awaken, geas/quest, limited wish Cost by size: Medium-10,800gp 800XP Large-32,400gp 2,400XP Huge-62,100gp 4,600XP Comments: SHRUBBERIES! 11 Sacred Guardian (Bestiary of Krynn 91) DC15 Sculpting and DC 20 Knowledge (Religion). Creator must be a cleric with access to tha domain the sacred guardian will be dedicated to. animate objects, commune +500gp per size category, +80xp per size category. Comments: This makes your construct intelligent (which is a VERY good thing) and some other nice benefits (Fast Healing) on the side. Many DMs probably won't allow it due to where it's from; however, if your DM does allow this template, then by all means USE it |
| #6snizorJan 13, 2008 0:14:12 | 25 Hellfire Engine (FC2 119) DC20 Amorsmithing/weaponsmithing hellfire storm, geas/quest, limited wish, polymorph any object, Lawful Evil alignment 200000gp 9600xp Comments: 25 Mithril Golem (Epic SRD) DC30 Armorsmithing/weaponsmithing Craft Epic Magic Arms and Armor, ability to cast arcane spells, geas/quest, haste, wish 250000gp 5000xp Comments: 25 Stone Collosus (Epic SRD) DC37 Sculpting/masonry Ability to cast epic spells, geas/quest, limited wish, polymorph any object, shatter 760000gp 30600xp Comments: 29 Flesh Collosus (Epic SRD) NA Ability to cast epic spells, magic jar, limited wish, polymorph any object, finger of death 760000gp 30600xp Comments: 30 Adamantine Golem (Epic SRD) DC40 Armorsmithing/weaponsmithing Craft Epic Magic Arms and Armor, able to cast arcane spells, crushing hand, geas/quest, wish 500000gp 10000xp Comments: 35 Iron Collosus (Epic SRD) DC42 Armorsmithing/weaponsmithing Ability to cast epic spells, cloudkill, geas/quest, limited wish, polymorph any object 1000000gp 50000xp Comments: |
| #7snizorJan 13, 2008 0:15:04 | All of these come from the Clockwork Wonders series of web-articles. Spider Thief CL 3; Craft Construct, mage hand, spider climb; Price 750 gp; Cost 375 gp + 30 XP. Crawling Shield: CL 9th; Craft Construct; Price 9,000 gp; Cost 4,500 gp + 360 XP. Comments: Universal Key: CL: 5th; Craft Construct, knock, heat metal; Price 2,400 gp; Cost 1,200 gp + 96 XP. Comments: Very nice. Not only does it do the job that you would expect it to do (removes the hinges/latches/etc. off a door), but also has plenty of other innovative uses. Cyran Gliding Boots: CL 2nd; Craft Construct, Craft (leatherworking or shoemaking), longstrider; Price 14,000 gp; Cost 7,000 gp + 560 XP. Comments: Razordisc Nightmare: CL 3rd; Craft Construct, darkvision, see invisibility; Price gp base device + 12,000 per spell; Cost 1/2 base device + 6,000 gp per spell + 480 XP per spell. Comments: Brass Book: CL 13th; Craft Construct, comprehend languages, legend lore; Price 43,500 gp; Cost 21,750 gp + 1,740 XP. Comments: Spellsong Nightingale: CL 12th; Craft Construct, Scribe Scroll, Craft (metalworking), fly, imbue with spell ability; Price 26,250 gp; Cost 13,125 gp + 1,050 XP. Comments: Xen’drik Flying Boat: CL 15th; Craft Construct, Craft Magical Arms and Armor, fly, permanency; Price 80,000 gp; Cost 40,000 gp + 3,200 XP Comments: Clockwork Armor: CL 11th; Craft Construct, Craft Magical Arms and Armor; Price 27,250 gp; Cost 18,625 gp + 690 XP. Comments: Sorting Beast: Faint divination; CL 10th; Craft Construct, Craft Wondrous Item, detect magic, identify; Price 20,000; Cost 10,000 gp + 800 XP. Comments: Moving Tower: Faint transmutation; CL 10th; Craft Construct, Craft (blacksmithing) DC 20, stoneskin, feather fall, gust of wind; Price 100,000 gp; Cost 50,000 gp + 4,000 XP. Comments: Spell Clock: Moderate evocation; CL 14th; Craft Construct, Craft Wondrous Item, contingency, imbue with spell ability, permanency; Price 130,000; Cost 65,000 gp + 5,200 XP. Comments: Autoscribe: Faint transmutation; CL 9th; Craft Construct, Scribe Scroll, read magic, secret page, arcane mark, amanuensis; Price 55,000; Cost 27,500 gp + 2,200 XP. Comments: |
| #8snizorJan 13, 2008 0:16:44 | Artificer Infusions: Here’s a list of infusions that are are useful for non-warforged constructs. Unless otherwise noted, these infusions come from the Eberron Campaign Setting. Level is in () (An * means that it doesn’t bypass a Golems Immunity to Magic) Concurrent Infusions (MoE, 4) Construct Energy Ward, all versions* (3/4) Disable Construct* (6) Hardening* (6) Inflict X Damage* (1/2/3/4) Iron Construct* (4) Reinforce Construct (MoE, 2) Repair X Damage (1/2/3/4) Spell Storing Item (1) Stone Construct* (3) Total Repair* (6) Toughen Construct* (2) Melee (Charger): Pretty Self-Explanatory. Recklessly charge at your opponent using Shocktrooper and Leap Attack for major bonus damage. A THW would be best for this combat style (which THW will probably depend on which construct you use because constructs are only proficient in the weapon(s) mentioned in their entry). Power Attack Improved Bull Rush Leap Attack (CAdv) Might be hard to qualify for due to skill requisites Shocktrooper (CW) Melee (Lockdown AoO): Uses Stand Still, Combat Reflexes, and Thicket of Blades to keep enemy from reaching the party. A Skillful (CA, provides proficiency in the weapon) Spiked Chain would be a useful weapon for this type of combat. Combat Reflexes Stand Still (ExPsiH and SRD) Power Attack Martial Study: (Devoted Spirit Maneuver) (ToB) Martial Stance: Thicket of Blades (ToB) Mageslayer (CA) Scouting/Spying: The best intelligent construct for this purpose is the Umbral Spy (the Forge of War) due to it having Hide in Plain Sight, being Incorporeal, have Telepathy, and the Thought Link ability. The Furtive Filcher (Eberron Campaign Setting) is probably runner up due to the high hide mod for it's price. Darkstalker (LoM)- Hide from stuff with Blindsight/Tremorsense/etc. Mindsight (LoM, Tsochar section- requires Telepathy)- Blindsight on steroids Other Feats: Martial Study/Stance (ToB)- The Shadow Jaunt/Stride line provides a teleportation effect useful for almost any construct. If your construct ever gets to 36 HD (technically 34, but it doesn't get a feat till 36), it would meet the initiator level requirement for a ninth level maneuver. Skill Focus: Use Magic Device- Use Magic Device and a wand (or 3 with a Rod of Many Rods from CM) can turn your construct into a turret. Since UMD is almost always a cross-class skill for constructs and their Cha scores tend to be low, Skill Focus can actually prove useful. Making your constructs better (much of it applies to undead, elemental companions and such as well) |
| #9sinfire_titanJan 13, 2008 0:35:54 | Sandstorm, and Frostburn both have a Template that changes the base creature into a construct. Do those count towards this? Also: Alter Self+this thread= Warforged Transmuter who kicks ass! |
| #10snizorJan 13, 2008 0:43:47 | Sandstorm, and Frostburn both have a Template that changes the base creature into a construct. Do those count towards this? Afraid not. They can't be created, only summoned via the appropriate summoning spells. |
| #11NiteCyperJan 13, 2008 0:43:53 |
I have ONE thing to say......... .... BYOOOOBZ! |
| #12eddievinciJan 13, 2008 0:50:07 | yeah... not sure about you, but i found this thing lying around long-long ago, not sure who made it, but it is a homebrewed construct... Gingerbread Gingerbread Golem Diminutive Construct Hit Dice: 2d10 (11 hp) Initiative: +6 Speed: 50 ft. (10 squares) Armor Class: 22 (+4 size, +6 Dex , +2 natural), touch 18, flat-footed 20 Base Attack/Grapple: +1/–14 Attack: Slam +2 melee (1d2–3) Full Attack: Slam +2 melee (1d2–3) Space/Reach: 0 ft./0 ft. Special Attacks: None Special Qualities: Construct traits, darkvision 60 ft., direction sense, low-light vision, magic immunity, staleness, uncanny dodge Saves: Fort +0, Ref +7, Will +1 Abilities: Str 4, Dex 23, Con –, Int 8, Wis 12, Cha 10 Skills: Escape Artist +11, Hide +18, Jump +5, Knowledge (geography) +0, Move Silently +8, Tumble +14 Feats: Run Environment: Any Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5–6 HD (Tiny) This 8-inch long cookie is crudely shaped in the form of a humanoid and given eyes and mouth with delicious-looking white frosting. Gingerbread golems are tasty man-shaped cookies transformed into construct messengers, designed for delivering complex communications over long distances. They are temporary creations, eventually going stale after a few weeks, but exist long enough to fulfill their duties. Unlike most golems, gingerbread golems are somewhat intelligent and can remember and repeat anything told to them. This makes them a superior form of message carrier than, say, a pigeon, because they can actually answer questions posed by the recipient regarding the message, such as, “How long ago were you sent?” or “Were you seen by anyone on your way here?” Because they have short “life” spans, they are generally created for a specific message, and are often abandoned after that, left to dry up in an odd corner of the kitchen. Gingerbread golems can be directly commanded by their creator if he or she is within 60 feet, but as they are useless in battle that is rarely the case. Instead, the creator usually gives them complex instructions to deliver their messages, such as, “Bring this message to the Earl of Xs, who lives alone in the X Castle.” The golem’s natural direction sense will lead him to the castle automatically. The creator might also instruct him to proceed at top speed, or to ensure that no one sees or captures him, or any other qualifier the golem is capable of understanding. Gingerbread golems speak any languages known by their creators. Combat Gingerbread golems do not fight—they flee, and very effectively. Most combats involving a gingerbread golem are situations where someone is attempting to intercept the message the golem carries, either by destroying it or (tougher still) capturing it. Their intelligence makes them quite good at evading foes, allowing them to run or hide as necessary to continue their journey. Very rarely, an evil bard might craft evil gingerbread cookies as secret assassins. In this case, he or she would replace their Run feat with the Weapon Finesse feat and arm them with a little poisoned Spear (giving them an attack line of “Diminutive spear +11 melee (1 plus poison)”.) Direction Sense (Su): A gingerbread golem always knows how to get to any destination with which its creator is familiar. Its knowledge is only as good as that of its crafter, though; if the creator is misinformed, then so is the golem. The gingerbread golem is also treated as being under the effects of the know direction spell at all times. Magic Immunity (Ex): A gingerbread golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as listed below: 1. A purify food and drink spell can stave off staleness for a single day. Do not count the day the spell is cast towards determining the onset of staleness; if already going stale, the spell also restores 2 lost Dexterity points (but does otherwise not reverse the process). 2. Any fire effect burns the soft cookie body of the the gingerbread golems, reducing its speed by 5 feet, but grants it damage reduction 1/— and increases its natural armor bonus to +3. This effect can only be achieved once, and it is reversed if the golem is returned to freshness by purify food and drink. (Some creators deliberately burn their golems to make them tougher.) Uncanny Dodge (Ex):A gingerbread golem retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized. Staleness (Ex): A gingerbread golem stays fresh for two weeks after its creation. Every day thereafter, the golem must make a Fortitude save (DC 10) or start to go stale. Once staleness begins, the golem loses 2 points of Dexterity each day. When its Dexterity equals 0, the golem has gone completely stale; it is destroyed at that time. Construct Traits: Gingerbread golems are immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They cannot be healed damage on their own, though they can be repaired. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, and energy drain. Skills: Gingerbread golems have a +4 racial bonus to Escape Artist and Tumble skill checks. Construction Ginger is a rare spice in most medieval societies, with a single ounce costing about 10 gp. Cooking up a gingerbread golem requires additional arcane ingredients as well, and the body costs 30 gp total. Baking the body requires a Profession (baker) skill check (DC 15) and takes 1 day. CL 5th, Craft Construct, animal messenger, expeditious retreat, know direction. Price 200 gp. Cost to Create: 130 gp + 8 XP |
| #13phoenixinfernoJan 13, 2008 0:51:08 | I don't think I'll ever personally use this thread, but good work! |
| #14surrealJan 13, 2008 1:02:30 | I seem to recall that that the brass golem is actually underpriced considering it comes with a large +3 wounding axe. |
| #15CantripNJan 13, 2008 1:09:03 | LoM has a template for an Elder Eidolon, which a type of really tough Construct. It has Fast Healing and Magic Immunity, too! And I figured I'd mention the Effigy (CArc). Good work! |
| #16snizorJan 13, 2008 1:11:21 | I seem to recall that that the brass golem is actually underpriced considering it comes with a large +3 wounding axe. Not quite. The GP to create value of a +3 Wounding Axe is about 25K (50,000gp to buy), while the Golem costs about 33K to create. Still not a bad deal though. Cantrip: I'm planning on adding both of those in tomorrow (and maybe add the Serpentflesh Golem from Serpent Kingdoms that I forgot. Don't have the book on me ATM). |
| #17bensanJan 13, 2008 1:27:36 | Not quite. The GP to create value of a +3 Wounding Axe is about 25K (50,000gp to buy), while the Golem costs about 33K to create. Still not a bad deal though. ..are we talking about the same brass golem? From the MM2: "A brass golem's body is made of 1,000 pounds of brass and costs 200,000 GP to create." |
| #18snizorJan 13, 2008 1:28:48 | ..are we talking about the same brass golem? From the MM2: "A brass golem's body is made of 1,000 pounds of brass and costs 200,000 GP to create." Check the 3.5 Update document. The prices were changed. |
| #19NiteCyperJan 13, 2008 1:37:32 | If it makes any difference, the Chrono-Legionnaire (in my sig), has a psicrystal that's half-designed after the Gingerbread man. Are psyicrystals constructs? |
| #20bensanJan 13, 2008 1:44:46 | Check the 3.5 Update document. The prices were changed. Ah, mea culpa. Looking over its revised price, I would say it's indeed drastically underpriced - the golem itself is only costing you 8K, and it has 1/day Maze, DR 10/adamantine, ludicrously good tracking, and otherwise decent stats. If a DM lets you make one without the axe, it's fantastically good - or, alternatively, you could sell the axe and make a profit. ;p |
| #21snizorJan 13, 2008 1:45:54 | If it makes any difference, the Chrono-Legionnaire (in my sig), has a psicrystal that's half-designed after the Gingerbread man. Are psyicrystals constructs? Yep they are. They're not on this list because they aren't makable via Craft Construct. Ben: To be fair, practically everything in FF and MMII was highly overpriced before the update. |
| #22NiteCyperJan 13, 2008 1:47:02 | Yep they are. Oh yeah, that's right, because they just appear out of thin air. Like familiars, yes? |
| #23bensanJan 13, 2008 1:55:33 | Yep they are. Yeah, but this is a bit much in the other direction. The actual golem part of a brass golem is cheaper than, say, a flesh golem, and considerably more powerful. As written one could make a case for being able to reuse the greataxe in golem creation, and of course if the DM lets you make it without the greataxe you don't even have to bother with that. |
| #24snizorJan 13, 2008 2:04:33 | Yeah, but this is a bit much in the other direction. The actual golem part of a brass golem is cheaper than, say, a flesh golem, and considerably more powerful. As written one could make a case for being able to reuse the greataxe in golem creation, and of course if the DM lets you make it without the greataxe you don't even have to bother with that. I'll agree with you here. This Golem went a bit too far on the (IMO needed) price reduction. |
| #25SenevriJan 13, 2008 6:19:34 | I like homunculi. Advance them to max HD and hand-pick their skills&feats to make UMD-using turrets. (9 ranks, skill focus and that +2/+2 skill, -1 Cha for 13 ranks. Add a masterwork tool(~300gp) and a +5 magic skill booster and you're there. Total cost under 13 K or so, for an autonomous magic-using flying mind-linked bot. ) And, of course who says they need to look like the ugly image in DMG? They're clay statues after all... |
| #26argaudJan 13, 2008 7:13:19 | You might want to add the constructs in City of the Spider Queen. The Spiderstone Golem (CR18) in page 120 and the Jade Spider (CR14) in page 121. |
| #27snizorJan 13, 2008 13:26:43 | You might want to add the constructs in City of the Spider Queen. The Spiderstone Golem (CR18) in page 120 and the Jade Spider (CR14) in page 121. Have been added. Thanks! Edit: Also added the Serpentflesh Golem from Serpent Kingdoms. |
| #28snizorJan 13, 2008 18:17:49 | Added the Effigy and Elder Eidolon templates. Suggestion for creatures to apply these to would be appreciated. NOTE: I already know about Mr. Roboto and the template-stacking and Class level application tricks associated with these templates. They will be noted when I expand that section. I would prefer to have some suggestions for base creatures that don't abuse these loopholes though as well. |
| #29snizorJan 22, 2008 16:42:53 | I'm beginning to add comments to the various entries.![]() |
| #30CantripNJan 23, 2008 7:57:02 | I'm planning on making a Monstrous Crab (Stormwrack) with the Elder Eidolon (LoM) template and possibly the Incarnate Construct template. Should be scary. |
| #31bensanJan 23, 2008 16:21:28 | If you're going to mention the homonculus as a UMD turret, special attention really ought to be paid to the Expeditious Messenger. It has fewer HP and a weaker attack than the base homonculus, but if that ever becomes an issue either one would be pretty screwed. In return you get a better AC, a flight speed of 100 with perfect maneuverability, better ranged attack values (useful for ray spells), and telepathic link out to a mile. |
| #32CantripNJan 23, 2008 16:40:28 | One of the toughest CR 13 beasts I've seen: Elder Eidolon Gargantuan Monstrous Crab Size/Type: Gargantuan Construct Hit Dice: 24d10+60 (192) Initiative: +2 Speed: 30' AC: 36, Touch 12, Flat 34 BAB/Grapple: +12/+49 Attack: Claw +29 melee (3d6+15) Full Attack: 2 Claws +29 melee (3d6+15) Space/Reach: 20'/20' Special Attack: Improved Grab, Constrict 6d6+15, Insanity Aura (DC 22) Special Qualities: Construct Traits, DR 10/Adamantine, Fast Repair 5, Immunity to Magic, Otherworldly Geometry Saves: Fort +8, Ref +10, Will +8 Abilities: Str 41, Dex 15, Con - , Int - , Wis 11, Cha 1 Skills: Hide -8, Spot +4 Feats: - CR: 13 |
| #33ronyonJan 25, 2008 17:18:18 | Ive always ignored the Constructs due to cost, but apparently there are many of relatively low cost. I love the Gingerbread Man! I had been working on a spell to create a messenger construct out of parchment.G. Men are written up so much better! |
| #34ronyonJan 25, 2008 17:49:01 | I'm planning on making a Monstrous Crab (Stormwrack) with the Elder Eidolon (LoM) template and possibly the Incarnate Construct template. Should be scary. How much would that cost? |
| #35CantripNJan 25, 2008 17:54:37 | How much would that cost? A small fortune. Luckily, since I'm DMing, that's beside the point. Dungeonbred helps reduce the costs a bit, as well as making it more maneuverable, but takes off 20 HP, 2 points of AC and a bit of damage. |
| #36snizorFeb 13, 2008 14:06:19 | Adding a few more comments. Also discovered, to my dismay, that MM2 and 3, along with a fair number of the newer books, are not listing the cost per HD to create advanced versions of constructs despite having advancement entries for them as monsters. That makes a fair amount of the newer constructs, well, a lot less appealing. New Golems can still be advanced because the advancement cost guidelines for them are given in the MM/SRD under Golem, but stuff like the Shredstorm and Alchemy Beetle cannot. |
| #37jameswilliamogleFeb 13, 2008 14:36:18 | Do any of these not require Craft Construct or Craft Homonculi? I'd love for my Binder to make some of these (he does a TON of crafting), but I don't see any way for him to pick up Craft Construct itself... |
| #38snizorFeb 13, 2008 14:53:30 | Do any of these not require Craft Construct or Craft Homonculi? I'd love for my Binder to make some of these (he does a TON of crafting), but I don't see any way for him to pick up Craft Construct itself... I don't think so, I'm afraid. A fair number of constructs also have the "must be an X level arcane/(divine) caster" requisite. A few ideas though: Convince your DM to allow Astaroth (Cityscape web enhancement)to give you Craft Construct? Another way would be a 1 level dip in Fleshcrafter (Dragon 312, a Necromancer varient), which gives Craft Construct as a bonus feat. |
| #39jameswilliamogleFeb 13, 2008 15:20:54 | I don't think so, I'm afraid. A fair number of constructs also have the "must be an X level arcane/(divine) caster" requisite. I just reread the ability: In addition, each time you bind with Astaroth, you may select one item creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP for any item you create, and you must still provide all necessary spells for a given item. Craft Construct has no CL requirement, therefore, it can be selected as soon as access is gained! Cool! |
| #40subedeiFeb 13, 2008 17:00:00 | Hey, you're not K... |
| #41snizorFeb 13, 2008 17:09:18 | Hey, you're not K... Nope. |
| #42jameswilliamogleFeb 13, 2008 19:20:26 | I know this is not a class guide per se, but a small breakdown of what classes can make these (with a little commentary on each) might be useful (even though its a very small list). I think I can help out a little... Craft Construct (feat, MM1): The minimum requirement for constructs. Requires both Craft Wonderous Items (req. CL 3) and Craft Magic Arms and Armor (req. CL 5), which means a minimum level of 6 before you can take it. Spellcasters would be the most frequent users of this, and it isn't the fastest method to make these things, but they also have easiest access to the requisite spells. Craft Homonculus (Artificer L4 class ability, ECS): This ability of the Artificer doesn't require any prerequisite feats, but is also limited to homonculi. It is the earliest level one can make constructs (barring Binders with Bloodlines). Artificers also can emulate the necessary spells by UMD checks, be they divine or arcane. Craft Effigy (Effigy Master L1 class ability, CA): Similar to the Craft Homonculi ability, this ability specifically is used to make effigies. The minimum level to enter the PrC is L8, so its not a particularly fast crafting method, but effigies do give one of the best way to upgrade your constructs. Master Craftsman (Binder L4 vestige granted ability, ToM, RoDweb): Astaroth, from the Races of Destiny Web Enhancement, as written, doesn't require you to have the prerequisites other than an Effective Binder Level equivalent to the item creation feat. With the Improved Vestige Binding feat, a Binder can gain access and begin crafting as early as L5. They still need to get the spells cast for creation, though, which can be difficult. Anyways, love the compilation, lookin' good! |
| #43snizorFeb 13, 2008 19:30:36 | Craft Homonculus (Artificer L4 class ability, ECS): This ability of the Artificer doesn't require any prerequisite feats, but is also limited to homonculi. It is the earliest level one can make constructs (barring Binders with Bloodlines). Artificers also can emulate the necessary spells by UMD checks, be they divine or arcane. Technically, a level one Fleshcrafter (Dragon 312) has Craft Construct (and could make one or two of the Clockwork Wonder items at lvl 3). Of course, that means getting your DM to approve Dragon material... Anyways, love the compilation, lookin' good! Thanks! |
| #44jameswilliamogleFeb 13, 2008 19:34:25 | Technically, a level one Fleshcrafter (Dragon 312) has Craft Construct (and could make one or two of the Clockwork Wonder items at lvl 3). Of course, that means getting your DM to approve Dragon material... Thats why I couldn't put up a full list :D. I thought there was another Eberron PrC that had some construct making stuff... I might be wrong (I was thinking of a weirdo caster that turns himself into a warforged...). |
| #45snizorFeb 13, 2008 19:39:53 | Thats why I couldn't put up a full list :D. I thought there was another Eberron PrC that had some construct making stuff... I might be wrong (I was thinking of a weirdo caster that turns himself into a warforged...). Renegade Mastermaker (MoE) |
| #46jameswilliamogleFeb 13, 2008 19:57:33 | Renegade Mastermaker (MoE) Yeah, I guess thats not it. |
| #47carnivoreMar 08, 2008 15:30:03 | for the link:D |
| #48licantusApr 19, 2008 14:21:44 | Here are some other construct: 07 Kani Doll (Bestiary of Krynn 84) DC12 depend on the doll (Sewing for a rag doll, Carpentry for a wooden doll, Pottery for a ceramic doll) chill touch, haste, lesser planar binding, mending 1010gp 41xp Comments: Dolls that don't do normal damage, but do 1 damage to an ability score (based on the doll) every time hit 07 Umbral Spy (The Forge of War 155) DC15 Alchemy and Spellcraft shadow conjuration, speak with dead 11000gp 840xp Comments: 12 Arcane Ballista (The Forge of War 149) DC18 Weaponsmithing Craft Magic Arms and Armors flame blade, flame strike or fireball 37000gp 2960xp Comments: And an excellent template that dedicate a construct to a deity: 11 Sacred Guardian (Bestiary of Krynn 91) DC15 Sculpting and DC 20 Knowledge (Religion). Creator must be a cleric with access to the domain the sacred guardian will be dedicated to. animate objects, commune +500gp per size category, +80xp per size category. Comments: |
| #49EndarireMay 26, 2008 17:55:26 | Craft Construct is listed on MM303 instead of 304, but that's a minor point. |
| #50snizorMay 27, 2008 18:38:46 | Craft Construct is listed on MM303 instead of 304, but that's a minor point. Fixed! Update: Added the SHRUBBERY (err... Topiary Guardian) Added the Demonflesh Golem (FF) Added the Blood Golem of Hextor (FF) Added the Hellfire Golem (FF) Added comments on: All the Fiend Folio Constructs (except Brain Golem) All MM3 Golems Grisgol (MM3) Runic Guardian (MM2) Slaughterhouse Eviscerator (MM3) Serpentflesh Golem (SK) |
| #51tebrynMay 27, 2008 22:36:18 | CL: 7th NAME: Umbral Spy (The Forge of War - Eberron Page 155) its already been noted, but it really deserves another mention. |
| #52snizorMay 28, 2008 15:51:54 | Added the Umbral Spy and Arcane Ballista after borrowing a copy of Forge of War. Thanks for pointing out those constructs guys! |
| #53manic_manMay 29, 2008 14:25:33 | Ah constructs, the hidden power of the spellcasting classes. I'll add what i know. Here's some constructs you missed The Bogun got updated in Spell Compendium i think |
| #54manic_manMay 29, 2008 14:41:21 | This list gives the breakdown of CR per GP invested to give an idea of which is a better thing to make. Its a bit old and it doesn't reflect the changes made from the update document as i used the values form the books themselves. The Bogun is also off as it needs spells other than Beget Bogun itself. The rest should be ~correct though I used (CR/(Gp+(XP*25))*1000 (as the number is really small). Higher is better |
| #55snizorMay 29, 2008 16:12:47 | Ah constructs, the hidden power of the spellcasting classes. I'll add what i know. |
| #56manic_manMay 29, 2008 16:59:28 | Making your constructs better (much of it applies to undead, elemental companions and such as well) Armor The penalty for not having the correct armor proficiency is a penalty = armor check penalty to hit and movement skills. The skills penalty is trivial but having a massive to hit penalty would suck, so make sure you have a ~0 armor check penalty. At the cheapest level, this is using masterwork studded armor (175gp) for +3 armor bonus. Scale it up to huge and its a x4 cost for humanoid. At the worst case, if your DM calculates masterwork as 175 x 4, it still a very cheap 700gp Add armor enhancements next. Armor is relatively cheap to enhance at the lower tiers and all armor enhancements that do not require activation are open to you. If you have magic vestment, you don't need a big +x to armor. That additional cost for those pluses can be better spent When you come into money, you don't have to stay with masterwork studded leather because, really, it sucks. So what armor is better? There's the various scenerios depending on what books you can use and what you can afford i) Mithral (Lowers armor check by 3) +5 AC, 0 armor check Mithral Serpentscale from Serpent Kingdoms (Faerun) Mithral Sectioned (part) from Planar Handbook (your DM may force you to make it whole, see the item description for explainations) +4 AC, 0 armor check Mithral Chain shirt (Core) +5 AC, -1 armor check Mithral Breastplate (Core) ii) Nimble armor enhancement (+1) in the Magic Item Compendium (Lowers armor check by 2) +5 AC, 0 armor check Darkleaf breastplate +1 Nimble from Ebberron Campaign Setting +4 AC, 0 armor check Chain shirt +1 Nimble (Core) +5 AC, -1 armor check Serpentscale +1 Nimble from Serpent Kingdoms Sectioned (part) +1 Nimble from Planar Handbook iii) Both Mithral and Nimble +8 AC, 0 armor check Mithral Sectioned (full) +1 Nimble from Planar Handbook +8 AC, -1 armor check Mithral full plate +1 Nimble (Core) +9 AC, -2 armor check Mithral battle plate +1 Nimble (Races of stone) If your DM wants to block this by using the armor check penalty before any enhancements (masterwork, mithral, etc), all is not lost +2 AC, 0 armor check Chamelon Armor (Serpent kingdoms) Leather (Core) Leafweave (Ebberron Campaign Setting) Feather cloak (Sandstorm) Nightscale (Underdark) Shields If you're into shields, you can use the same principle as the penalty for non-proficiency is the same. However most shields are very costly when used with mithril, so it is better to use darkwood and apply it to a wooden shield instead. This gives you a simple huge sized darkwood shield for a shield bonus of +2 for 670. You can then thrown on magical shield abilities and magic vestment it. Weapons Golems almost universally do not have proficiency in weapons. However that does not mean you cannot enhance him. When you're poor, use a masterwork gauntlet (not the spiked one). That gives a +1 to hit for 302 gp, x4 for huge ~1208 gp or 308gp depending on how your DM calculates it. The gauntlet is the opening you need to start applying magical enhancements (greater magic weapon as well). When you have more money, use the Skillful enhancement from Complete Arcane. At +2 it looks pretty expensive. However apply it to the following weapons and you have a golem that just doubled it reach without affecting its ability to attack adjacent targets
For pure damage, you can use the Warmace (PHB upsized to Huge) and you can still use a shield. If you're not into shields or want the 1.5 x strength damage bonus, the following are 2 handed d12 (base) weapons
Spells Make your golem wear a skull on its head. Then cast Skull Watch. Make sure he walks in front as he's not affected by the deafening If your construct is magic immune (ie, infinite SR), put Explosive runes (as many as possible) everywhere on your construct. Get someone to read it as needed or simply let the enemy read it. If your construct is healed by fire or if you simply want fire damage in a 5' radius, put a fire trap on its mouth. Ask it to open its mouth when needed Greater and normal Glyphs of warding work as well. Just glue a lot of boxes to your construct, glyph all of them and get your construct to open them. Use blast glyphs for healing and spell glyphs for area effects like clouds or mists. This can get expensive due to the material component though Symbols work great, especially permanent symbols as the construct is immune to it. Put one on him or on his armor or such and get him to walk in front (especially if you already have skull watch on). Sit back and enjoy the show Permanency can also be used with shrink item but is subject to whether you DM allows it. Prior to animation, you can place "Shrink item" on the golem. If he still has it on when he's animated, you can shrink and carry your golem very easily if you're using the cloth form. Miscellaneous The following may or may not work, depending on your DM and even if it works, for some of these, don't take your construct to town
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| #57manic_manMay 29, 2008 17:01:14 | Thank you :D No problem, great to see a fellow construct fan ![]() |
| #58snizorMay 30, 2008 16:25:46 | Making your constructs better Very useful. I'm hoping to add that info into the final leftover post (credited to you, of course) along with some feat selections for intelligent constructs (an aside: from reading the Klurichir and Myrmyxicus entries in the Fiend Folio, it appears that a monster's ability to acquire epic feats is based on in CR, not its HD ![]() ). |
| #59manic_manMay 31, 2008 3:22:55 | Very useful. I'm hoping to add that info into the final leftover post (credited to you, of course) along with some feat selections for intelligent constructs (an aside: from reading the Klurichir and Myrmyxicus entries in the Fiend Folio, it appears that a monster's ability to acquire epic feats is based on in CR, not its HD Sure you can put it wherever it would help other construct fans. I learnt quite a few things too, from this thread ![]() For the epic feats, I believe what they did was apply some LA to the monster. Since they are on the edge of epic, they threw the fellows an epic feat and assumed they took non-epic feats for their epic feat slot (for simplicity and they would not need to bother whats the real LA) |
| #60licantusMay 31, 2008 20:37:27 | No problem, great to see a fellow construct fan If you are a construct fan, you have to know the Sacred Guardian template! (see my previous post) It's a template that dedicate a construct to a deity, turn it in an intelligent construct with additional special attack and quality based on one domain of the deity. It's for Dragonlance campaign setting, but can be adjusted for other setting. Here a sample of the template: Hit Dice: Same as the base creature, however, it receives bonus hit points as if it were one size larger (see d20 System core rules). Armor Class: The base creature's natural armor class increases by +4. Fast Healing (Su): All sacred guardians possess a fast healing of 5. Abilities: Increase from the base creature as follows: Str +4, Dex +4, Wis +4, Cha +4. lf the construct have no Intelligence, it gains an Intelligence of 10, otherwise, it receives a +2 increase to current Intelligence score. If the sacred guardian's Wisdom and/or Charisma are lower than 10, then it gains a 12 in the ability (but does not gain the increase indicated above). |
| #61snizorMay 31, 2008 22:24:09 | Added the Other Useful Info and Advice section to the guide. Licantus: Looks like an Effigy/Elder Eidolon with Sacred Guardian= Sexy. Don't have the book myself, but from the excerpt it looks ridiculously good (unless their is a major drawback that I don't know about). Added the Sacred Guardian. |
| #62licantusJun 01, 2008 12:05:26 | Licantus: Looks like an Effigy/Elder Eidolon with Sacred Guardian= Sexy. Don't have the book myself, but from the excerpt it looks ridiculously good (unless their is a major drawback that I don't know about). Added the Sacred Guardian. The only drawback, if you can call it like that, is this: If the base creature have a DR, the type of weapon that can bypass the DR change to : - magic and evil (for sacred guardian dedicated to the Good domain) - magic and good (for sacred guardian dedicated to the Evil domain) - magic and lawful (for sacred guardian dedicated to the Chaos domain) - magic and chaotic (for sacred guardian dedicated to the Law domain) - magic and bludgeoning (for sacred guardian dedicated to others domain) If the sacred guardian does not already possess DR, it gains a DR of 10/magic. If the sacred guardian possess a hardness score, the DR completely replaces the hardness. i) Mithral (Lowers armor check by 3) Ah, and you cannot make a mithral armor with not metal armor! Another question: anyone know a way to resurrect construct?? |
| #63snizorJun 01, 2008 14:30:01 | Another question: anyone know a way to resurrect construct?? I wish I did. Not being able to reconstruct you rather expensive constructs is a rather large annoyance. |
| #64soleijiJun 01, 2008 15:39:51 | I houseruled in a Raise Construct via a vis how Raise Undead works. However, yeah, seems nothing short of Wishes can revive them. |
| #65manic_manJun 04, 2008 5:16:03 | Looked through the website and found some more constructable 3.5 golems. Sardorian Golem http://www.wizards.com/default.asp?x=dnd/psb/20040123c Razor Golem http://www.wizards.com/default.asp?x=dnd/mm/20030418a Gold Golem http://www.wizards.com/default.asp?x=dnd/re/20030901a These are 3.0 but some games may allow them Coal Golem http://www.wizards.com/default.asp?x=dnd/mm/20020830a Sickstone Golem http://www.wizards.com/default.asp?x=dnd/fw/20021123a Psi-Guardian http://www.wizards.com/default.asp?x=dnd/psb/20020823a Throne Guardian http://www.wizards.com/default.asp?x=dnd/fey/20021213a |
| #66qosheaMar 17, 2009 16:54:29 | This list rocks, thanks for all the hard work on it! The only problem is you are at least 6th level before you can make any of these things if you are a wizard and at least 9th if a sorceror, unless you go Effigy Master (in case of the sorc). |
| #67true_shinkenMar 17, 2009 17:57:27 | Excellent resource. I'm trying to make a 'daughter' for a Wizard in my game and came here for ideas; now he'll have construct bodyguards and reward the party with Cyran Gliding Boots when they help him ^^ For his 'daughter', I was thinking on simply making a Medium-sized flesh golem, tweaking her a bit (she does have a mind and all). Any other ideas? |
| #68thaosyr23Mar 18, 2009 11:28:57 | found one that I had completely forgot about... the CALZONE GOLEM http://www.wizards.com/default.asp?x=dnd/oa/20010413a not only is it a cheap fire based guardian, but it's also a mobile food supply. Eat an arm? repair damage! |
| #69qosheaApr 11, 2009 20:26:41 | How is a Wizard supposed to make any of these 1 - 7 constructs? They require Animate Objects which is a Bard / Chaos / Cleric 6 spell. |
| #70paltielJun 23, 2009 0:50:07 | How is a Wizard supposed to make any of these 1 - 7 constructs? They require Animate Objects which is a Bard / Chaos / Cleric 6 spell. If your DM permits it, your character can hire an NPC to cast the spell(s). Optional rule: In our campaign, characters are required to cast the necessary spells each day of the construction. This means that the spells need to be cast once for each 1,000 gp worth of market price. For example: Your character decides to make an Iron Golem (Market Price 150,000 gp), but can't cast cloudkill herself, so she would need to pay an NPC to cast the spell 150 times. A good rule of thumb is that NPCs charge 100 gp for each level of spell that they cast. Since cloudkill is a 5th level spell for a sorcerer or wizard, each casting will cost 500 gp. Therefore it would add an additional 75,000 gp (500 gp X 150 days) to the cost to create the Iron Golem when hiring an NPC to cast cloudkill. Please note that this does not take into account the cost of any material components, which would need to be purchased separately. Today's post is sponsored by the Werehamster tribe of Neophyte Village. When asked about Iron Golems, they politely remind us that chicks dig heavy metal. |
| #71acereraklivesJun 23, 2009 10:26:39 | For what it's worth, the adventure with the Calzone golem was unanimously agreed by my players to be among the most awesome sessions of D&D they'd ever had. I added in a subplot with goblin assassins, zombie farmers, a Thayan necromancer, and a wedding though. The calzone golem was seriously brutal - putting a 6HD monster up against 2nd level PCs after 3 encounters is just plain mean! My players would have died if they didn't engage it in a running battle, shooting it with crossbows while racing away in their horse-drawn cart :P For players, the nice thing about the golem is that it's really quite simple to make, and all of the spells are ones that I would normally pick up on a wizard anyhow. Plus, you know, it's made of calzone. On another note, what methods are there for dealing with the experience cost of crafting constructs? I'll list the few I know... 1. I think it's from a web enhancement, but paying 5g/1xp might be possible, and is probably a reasonable house-rule. 2. Purchasing a thought bottle from Complete Arcane (20K). Lots of DMs (myself included) will probably nix this however, as the bottle seems clearly intended to be a safeguard against vampires, not a source of unlimited crafting experience. 3. Artificer craft reserves (but the reserve is so small!) 4. Optional components such as souls from the BoVD can reduce the experience cost of crafting, offhand. 5. The feats in Eberron and the PGTF that reduce the experience cost of crafting (but that costs more of your precious feat slots!) |
| #72snizorAug 28, 2009 16:24:01 | *Comes back after long hiatus* I'll try to fix the broken tags at some point (sadly, trying to edit anything results in the loss of the old text layout so it may take some time). This list rocks, thanks for all the hard work on it! The only problem is you are at least 6th level before you can make any of these things if you are a wizard and at least 9th if a sorceror, unless you go Effigy Master (in case of the sorc). I generally used the *must be lvl X caster* blurbs to place the constructs. The level 1 stuff are simply the ones that don't have any such requisite. At least thats how I remember formatting that list. It's been awhile. |
| #73GavinfoxAug 12, 2010 22:10:28 | Okay, I know thread necromancy but this is an AWESOME AWESOME guide! Do you have any suggestions for making golems that are competent RANGED combatants? The Arcane Ballista seems to be absolutely TERRIBLY written, an inable to hit anything! I could use some help with some crossbow firing golem types, thanks! |
| #74yagazJan 26, 2012 12:43:02 | No problem, great to see a fellow construct fan The Sacred Guardian template confuses me: It can only be applied to unintelligent constructs, but, on the other hand, it mentions "lf the construct have no Intelligence, it gains an Intelligence of 10, otherwise, it receives a +2 increase to current Intelligence score" So, can it be applied to constructs with an intelligence score, or not? Is there a maximum intelligence score for the base creature? |