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for users of Encyclopedia Arcane: Constructs

Hi, folks,
I've been making up feats and special abilities for constructs,
in line with Mongoose's "Constructs" sourcebook, by Alejandro Melchior.
If anyone has that book and would be able to give feedback on some of the ideas
I've come up with, that would be great.If you don't have the book, some of the t
erms may not make any sense,
but at the very least, these can be used as an outline as to which spells are ne
eded when giving these abilities to golems.
- Devon
Construct Special Abilities
Improved Flight (Ex) (Special Quality)
The construct can fly at a rate of 60 ft. (average), or its normal movement rate
, whichever is higher.
If it has the Combat Expertise feat, it can take Flyby attack and any other flig
ht-related combat feat.
Applicable to: All constructs
Prerequisites: must have Extra Limbs: Wings.
Normal: Constructs don't fly, and if they have Extra Limbs: Wings, they fly at t
heir standard move, with a poor maneuverability rating.
Spell Components: fly
Slots: 1
Innate Flight (Su) (Special Quality)
The construct is under the effect of a fly spell, at will, providing a move of 9
0 feet (good).
Applicable to: all constructs
Spell components: fly, limited wish
Slots: 2
Enhanced Intellect (Ex)(Special Quality)
The construct has the capacity to make limited decisions on its own. It may not
be able to ponder philosophy,
but if instructed to infiltrate an unknown fortress, it will approach the job wi
th methodical thoroughness.
Constructs which already have Combat Expertise will be more capable in battle an
d infiltration,
while constructs with Improved Limb Movements will be capable of skilled labor,
as well as the supervision of other constructs.
The construct gains a +4 and a +2 bonus to be applied to either Intelligence or
as decided by the creator. This ability can be purchased multiple times, and the
bonuses stack.
If it does not already have an Intelligence score, it gains a 10 Intelligence (a
nd no additional Wisdom).
Note: Enhanced Intellect does not give the construct the ability to speak--to do
it must also be built with Speech (which also provides an Intelligence bonus,
which will stack with the additional Intelligence provided by Enhanced Intellect
Prerequisites: must have Combat Expertise and/or Improved Limb Movements.
Spell Components: fox's cunning, owl's wisdom, limited wish/miracle
Slots: 1
Fascination (Su) (Special Attack)
The construct has the ability to captivate opponents, either by sound or with a

hypnotic light pattern,

much like the captivating song of a harpy.
The ability can be used 3 times a day, and the construct can maintain the power
for as long as it wants,
without having to concentrate.
When this ability is used,
all creatures within a 300-foot spread must succeed at a Will save (DC 16) or be
come utterly captivated.
If a creature successfully saves,
it cannot be affected again by that construct's Fascination for one day.
A captivated opponent walks toward the construct, taking the most direct route a
If the path leads into a dangerous area, that creature gets a second saving thro
Captivated creatures can take no actions other than to defend themselves.
A victim within 5 feet of the construct stands there and offers no resistance to
the construct's attacks.
Distractions can allow a captivated creature to attempt a new Will save, and des
troying the construct will end the effect.
This is a mind-affecting charm, but it may be visual, or sonic,
depending on the desire of the creator and the spells used in the binding.
Defenses against the particular effect should be evident as well: closed eyes to
block the light, or stopped ears for the sound.
The creator can fashion spectacles which render the wearer immune to a visual fa
scination effect,
but for sonic effects, there is no remedy but to stop one's ears.
Applicable to: all constructs
Spell components: mass charm, sympathy, limited wish, rainbow pattern (visual op
tion) or magic mouth and whispering wind (sonic option)
Slots: 2
Stun Field (Su)(Special Attack)
The construct generates a field of energy which incapacitates opponents in conta
ct with its body.
Any creature grappling the construct, struck by a melee attack,
or otherwise in contact with the construct must make a Will save (DC 15) or suff
er one of the following effects
(chosen at the time of creation), as cast by a 14th-level sorceror:
Stun: victims that fail a Will save are stunned for 2d4 rounds.
Paralysis: victims that fail a Will save are affected as by hold monster.
Sleep: victims that fail a Will save are affected as by greater sleep, with no l
imit on the number of hit dice affected.
Applicable to: all constructs
Spell components: greater sleep, hold monster or power word: stun
Slots: 1
Transformation (Su)(Special Quality)
In a manner similar to the Alternate Form ability (page 53),
an automaton can be enchanted to mechanically reshape itself into one or more pr
edetermined forms 3 times per day as a standard action.
Returning to its original form does not count against the number of times per da
y it can use this ability.
The form or forms must be mechanical in nature (vehicle, siege weapon, crane, de
lving machine, another automaton, etc.).
It is acceptable for the alternate form to be a mechanical version of a beast, m
agical beast, aberration, etc.
(a mechanical hydra, for example).
The alternate form(s) must be roughly the same size category, mass and volume as
the original
(unlike Alternate Form, which allows a one-step size category change).

The construct gains the new movement abilities of the new form for free (wheels,
skis, propellers, floating, multiple limbs,
etc.--see Alternate Locomotion)
except for flight, swimming, clinging, or any other ability covered by an existi
ng construct enhancement-these must already be a quality possessed by the construct through other feats a
nd abilities.
The automaton retains its own extraordinary and special abilities,
within reason, and no new abilities are gained--any special abilities, attacks,
for use with the alternate form must already be possessed by the construct.
Although the new form may naturally have deficiencies such as No Arms, No Legs,
these do not apply to the cost of the original construct.
Example: a Huge automaton could transform into a Huge drilling machine.
It would become horizontal instead of vertical, affecting its facing and threat
It would roll around on wheels or treads under its own power.
It would not be able to actually drill through the earth unless it already had a
n attack that could penetrate rock,
or had the burrowing movement ability. It would still be able to ram objects as
a vehicle.
That same automaton could also transform into a Huge dragon. It would have wings
, four legs, a tail, and bite,
but it would only be able to use its normal suite of attacks, and it wouldn't fl
unless it had purchased Extra limbs: Wings, Improved Flight, or Innate Flight.
A Medium-sized automaton could transform into a Medium-sized Spider,
but it would not be able to spin webs, climb walls, or poison opponents without
additional enhancements and modifications.
Applicable to: automata
Spell Components: polymorph any object, fabricate
Slots: 1 (one alternate form), 2 (two alternate forms), 3 (4 alternate forms)
Construct Feats
Alternate Locomotion (Automaton)
The automaton is constructed to move more effectively in a particular environmen
such as roads, water or ice. By default, the modifications fold out of the exist
ing limbs,
adding to the body cost.
An automaton can be built without legs and then given this alternative mode of t
ransport as its primary form of locomotion,
with all the penalties associated with the new form of mobility.
Skis: the construct can move with great speed down slopes of sand, snow, or othe
r similar terrain.
.While the skis are activated, the construct walks at 1/2 its speed over unsuita
ble terrain,
.and must make a Dexterity check (DC 12) each round to remain standing.
Skates: the construct can move with great speed along flat, level, solid surface
.While the skates are activated, the construct walks at 1/4 its speed over unsui
table terrain,
.and must make a Dexterity check (DC 14) each round to remain standing.
Wheels: the construct can propel itself along with motorized wheels of varying s
.These are typically given to constructs built without legs. Wheeled constructs
can go faster on slopes,

.and slow significantly when going uphill, depending on its Strength. Its moveme
nt is directly affected by its terrain,
.and some areas may be completely impassable without alternate modes of locomoti
Propellors: the construct can propel itself along or through water or other liqu
id mediums at its normal movement rate.
.This does not grant the ability to float.
Construction Points: 5
CR: 1/2
Applies to Body Rating?: yes
Body Cavity (Automaton, Simulacrum)
The construct has a cavity built into its internal structure. The cavity can be
as small as desired,
and placed anywhere in the body, within reason (arm, leg, torso, even head).
The cavity can be made large enough to hold a creature two size categories small
er than the construct into which it is built.
In automata, a large body cavity is most often used as either a protective shelt
er for the controller,
or as a temporary prison for an opponent. Construction will vary with purpose:
automatons designed to take prisoners will have an unadorned, cage-like cavity w
hich they can open or close at will;
automatons designed to ferry their controllers around will have more plush accom
modations, and will be better armored.
The cavity can be built to provide this passenger anything from 1/2 cover (+4 AC
) to total cover (no chance of damage).
Getting out of such a cavity against the will of the construct depends on the co
as determined by the creator. Here are some guidelines:
An opposed grapple check between the prisoner and the construct opens the cavity
-.the construct gets a +4 circumstance bonus to this check, in addition to any bo
nuses for strength and extra size.
.The prisoner is then considered to be grappling the construct, and another succ
essful grapple check is required to escape.
Some spells, such as knock, can unlock and open the cavity,
.and teleport or dimension door can make barriers moot. Spells which require som
atic components are possible only
.if the cavity is designed for a creature at least one size category larger than
the caster.
.Opening the cavity may mean that the prisoner is going to need to grapple the c
onstruct to get free.
Weapon attacks and spells which deal direct damage to the cavity can allow a pri
soner to break her way out as well,
.if there is enough room for attacking or casting.
.Take into account the hardness and hit points of the substances used to form th
e construct's body,
.or assign a fraction of its total hit points (as per the Swallow Whole ability)
A mechanically-inclined prisoner with the appropriate tools may be able to force
open the mechanism
.with a successful Disable Device roll. The DC should be 10 + half the construct
's hit dice + its Strength modifier.
A simulacrum with this modification can be built with an upper torso cavity,
.allowing it to safely swallow and spit up items that fit in its mouth. Otherwis
.the simulacrum does 1d4 damage to itself to store an item, as it tears open its
own flesh to gain access to its cavity,
.and then another 1d6 to retrieve it again. Simulacra can be designed to take pr
isoners, as automata can,

.with the above-mentioned penalty of having to harm their physical bodies in ord
er to do it.
If the creator desires, she can add spells such as teleport block to prevent pla
nar travel into or out of the body cavity.
Applicable to: Automaton, Simulacrum
Construction Points: 5
CR: 1
Applies to Body Rating?: yes
Control Seat (Automaton)
The automaton is built with a seat and an array of controls which allow the crea
tor to
directly coordinate the automaton's actions. The size of the controller is deter
mined at the time of creation;
a control seat built for a Small creature will be difficult for a Medium-sized c
reature to manage (-4 to all rolls),
and impossible for a Huge-sized creature.
Several creatures one size category smaller than the intended pilot could coordi
nate their actions (-4 to all rolls)
to control an automaton. Control seats can be customized to a particular body sh
ape as well:
snake-like creatures, quadrupeds, oozes, and any other creature.
Modifications such as this would render the construct almost impossible for crea
tures with other body types to fit into, much less control.
If the automaton has the feat Body Cavity,
these controls can be built into this chamber,
which will provide at most 9/10 cover for the controller (+10 AC),
as she will need to be able to see in order to control the automaton (note: if t
he glass steel
or similar spell is available, the creator can incorporate reinforced glass
into the body cavity to allow full visibility with total cover).
Spells with a somatic component cannot be performed
unless the controller is three or more size categories smaller than the construc
t. Otherwise,
the control seat can be built into its shoulder and head region, or on its back
if the construct is built for it (quadruped or centaur format), providing 1/2 co
ver (or less, at the creator's discretion).
In combat, the automaton uses its own or the controller's attack bonuses and Ref
lex saves.
Depending on the construct's design, the skill needed to pilot the construct cou
ld be Ride (horse),
Profession: pilot, etc. Controlling the automaton is a full-round action,
but the controller can relinquish command to the automaton at any time, in order
to escape,
cast a spell, or perform her own attacks, as circumstances dictate.
Feats pertaining to mounted combat apply to combat atop a construct.
At the creator's option, this control seat can be actuated by a key or other dev
allowing others to take control of the construct. Most often, the control device
crafted by the creator serves this function,
but it can be anything from a keyword to a mundane lock.
Applicable to: Automaton, Simulacrum
Construction Points: 4
CR: 1
Applies to Body Rating?: yes
Tunneling (Construct)
The construct can move through earth and soil at its normal movement rate,
which is noted in its movement section (Example: Movement: 30, BR 30). The speci
al effect is up to the creator:

an automaton could have a mechanical drill, a simulacrum could have immense ston
e-rending claws or acidic secretions,
a golem could simply dig its way through the earth. See the Burrowing entry unde
r Movement for details.
Note: this does not replace the Burrow supernatural ability on page 54, which is
intended mainly as an ambush ability.
Applicable to: All constructs
Construction Points: 4
CR: 1
Applies to Body Rating?: yes
Float (Automaton, Simulacrum, Wood Golems)
The construct, despite its size and bulk,
is able to move like a boat atop water and other liquid mediums at half its norm
al movement rate
(assuming it has legs and arms with which it may paddle and kick, or a tail;
constructs with Alternate Locomotion: Propellors move their full movement rate w
hile on the water).
The construct is relatively watertight and if large enough, can be considered a
seagoing vessel for certain combat situations.
Construction Points: 6
CR: 1
Applies to Body Rating?: yes
Swim (Automaton, Simulacrum, Wood Golems)
The construct, despite its size and bulk,
is able to swim in and along water or other liquid mediums at half its normal mo
vement rate
(assuming it has legs and arms with which it may paddle and kick, or a tail;
constructs with Alternate Locomotion: Propellors move their full movement rate w
hile in the water).
The construct is either entirely watertight (most simulacra),
or the materials from which it is made are resistant to the effects of such liqu
ids (high-end automata).
It can rise and descend in the water through paddling, or through a system of bl
adders and pumps. If large enough,
the construct can be considered a seagoing vessel for certain combat situations.
Constructs with the Body Cavity feat need some source of breathable air for the
survival of any passengers,
and the Cavity must provide 100% cover.
Construction Points: 8
CR: 1 1/2
Applies to Body Rating?: yes