Building Constructs

Variant Rules

The Craft Construct feat allows a spellcaster to create all manner of permanent constructs in a process much like magic item creation — purchasing and crafting costs, spell prerequisites, and a skill check to complete the work. This section covers the rules for building new constructs, repairing them, and modifying existing ones with enhancements far beyond their basic designs.

Optional Rule. Construct creation follows the magic item creation rules. Craft DC is 5 + the construct's default caster level. Each missing requirement raises the DC by 5. Raw material costs (if any) must be paid in full regardless of feat possession.

Crafting a construct takes 1 day per 1,000 gp of the item's base price, excluding special material costs. Rules for accelerating creation and handling interruptions follow the Magic Item Creation rules.

Animated Objects

Spells like animate objects allow a caster to temporarily animate an existing object — creating a construct susceptible to dispelling and antimagic. A permanency spell makes such a construct permanent but still dispellable. Craft Construct produces permanent animated objects not subject to dispelling or antimagic. An animated object's CR depends on its size and abilities as described in its bestiary entry.

New Animated Object Abilities

The following abilities can be applied when creating or permanently crafting an animated object. Each requires the expenditure of Construction Points (CP) as described in the Animated Object entry.

Ability CP Cost Effect
Augmented Critical (Ex) 1 Increase threat range by 1 or threat multiplier by 1. Cannot stack with itself or with Piercing/Slashing Attack.
Exceptional Reach (Ex) 1 +5 feet of reach with one melee attack. +1 additional CP to apply to all attacks.
Improved Attack (Ex) 1 All melee or ranged attacks deal damage as if one size larger. Buy separately for melee and ranged.
Piercing Attack (Ex) 1 Replace one melee attack with a piercing attack (×3 multiplier). +1 CP to replace all attacks. Incompatible with slam-only abilities.
Ranged Attack (Ex) 2 Replace one slam attack with a 20-ft. ranged attack dealing the same damage. +2 CP to replace all attacks.
Slashing Attack (Ex) 1 Replace one slam attack with a slashing attack (19–20 threat range or ×3 multiplier). +1 CP for all attacks.
Trip (Ex) 2 Gain the trip special ability on one slam attack.

Building New Constructs

New constructs should track the Monster Statistics by CR table. Most are mindless combat brutes — use the "high attack" column, with damage between the High and Low average damage columns. Constructs typically have no Intelligence, average Wisdom, Charisma 1, and no Constitution score. Without Con, hit points tend to be low relative to CR; constructs without DR or hardness should compensate with higher AC.

Construct Reference Table

Name CR Materials Purchase Price Craft Cost Notable Abilities
Tiny animated object1/2250 gp125 gpVariable
Homunculus150 gp2,050 gp1,050 gpPoison, telepathic link
Small animated object22,000 gp1,000 gpVariable
Iron cobra24,000 gp2,000 gpFind target, poison
Darkwood cobra25,000 gp2,500 gpFind target, poison
Soulbound doll2300 gp4,300 gp2,300 gpDR, variable, mind-affecting susceptible
Medium animated object34,500 gp2,250 gpVariable
Mithral cobra310,000 gp5,000 gpFind target, poison
Adamantine cobra320,000 gp10,000 gpHigh DR, find target, poison
Necrophidius31,000 gp7,500 gp4,425 gpDR, dance of death, paralysis
Carrion golem4500 gp10,500 gp5,500 gpDR/bludgeoning or slashing, stench
Scarecrow4500 gp15,500 gp8,000 gpImmune cold, fascinating gaze, fear, vulnerable fire
Large animated object512,500 gp6,250 gpVariable
Ice golem5500 gp18,500 gp9,500 gpCold, golem, icy destruction
Wood golem6300 gp19,300 gp9,800 gpGolem, splintering
Huge animated object725,000 gp12,500 gpVariable
Flesh golem7500 gp20,500 gp10,500 gpBerserk, golem
Glass golem81,000 gp33,000 gp17,000 gpDR, golem, deflect spells, dazzling brightness
Stained glass golem81,000 gp39,400 gp20,200 gpDR, golem, deflect spells, dazzling brightness
Alchemical golem93,000 gp33,000 gp18,000 gpHigh DR, golem, alchemy, bombs, splash
Gargantuan animated object940,000 gp20,000 gpVariable
Clay golem101,500 gp41,500 gp21,500 gpSpecial DR, golem, berserk, cursed wounds
Colossal animated object1160,000 gp30,000 gpVariable
Stone golem115,000 gp105,000 gp55,000 gpGolem, full healing, minor spell vulnerabilities, slow
Clockwork golem1210,000 gp120,000 gp65,000 gpHigh DR, golem, death burst, grind, wall of gears
Iron golem1310,000 gp150,000 gp80,000 gpHigh DR, golem, breath weapon
Mithral golem1650,000 gp250,000 gp150,000 gpHigh DR, golem, fluid form
Adamantine golem19100,000 gp600,000 gp350,000 gpEpic DR, golem, indestructible, destructive strike

Pricing a New Construct

As a rough guideline, a construct's price equals its CR squared × 500 gp (fractional CR constructs use that fraction of 500 gp). Craft cost is half the purchase price. Raw material costs (5–10% of base price) are paid in full on top of craft cost.

Multiple special abilities: The first ability is included in the base cost. The next two each add +½ CR to the effective pricing CR. Each additional ability adds +1 CR. Special abilities include higher-than-typical DR, stats exceeding Monster Statistics by CR, standard golem magic immunity, DR not overcome by adamantine, full healing from a single spell, and most special attacks/qualities.

Berserk penalty: Constructs that can go berserk have their calculated price reduced by −1 CR adjustment if control can be reestablished, or −2 CR if control is permanently lost. Abilities that weaken a construct rarely reduce cost otherwise.

Design tip: Compare new constructs to existing ones. The formula is a guideline — pricing remains more art than science. When uncertain, err toward a higher price.

Repairing Constructs

The make whole and rapid repair spells provide the easiest repair methods — both work on magic-immune constructs such as golems. Alternatively, a creator with Craft Construct can manually repair a construct while it is deactivated:

Cost
100 gp per Hit Die of the construct
Skill Check
Same as crafting the construct, DC −5
On Success
Restores 1d6 hp per Hit Die; takes 1 day per 1,000 gp spent

A construct completely destroyed cannot be repaired, though some materials may be salvageable for a new construct. The creator can deactivate a controlled construct with a touch and a standard action. Some constructs have special repair methods (e.g., acid damage heals a clay golem).

Construct Modifications

Modifications enhance base abilities, alter appearance, or add new functions. They can only be performed while the construct is deactivated. The creator must possess Craft Construct and pay any additional costs. Completing a modification takes 1 day per 1,000 gp of the modification's base price (minimum 1 day).

Basic Modifications

Alter a construct's AC, Hit Dice, weaponry, or ability scores.

Armor Modification

Adds an enhancement bonus to the construct's natural armor or adds a magic armor property. Cost equals standard magic armor creation cost.

Hit Dice Modification

Increases HD using Monster Creation rules. Cannot increase size. Limited to +50% of the construct's base HD. Cost per HD = construct's creation cost ÷ existing HD.

Weapon Modification

Adds physical weapons or enhances existing ones. The construct is automatically proficient with any structurally added weapon. Requires Craft Magical Arms and Armor for magical enhancements; cost equals standard magic weapon creation.

Ability Score Modification

Permanently increases one ability score by +2 per modification. Cannot increase an ability with a score of 0. Cost: 5,000 gp.

Complex Modifications

Cost = minimum caster level to cast the required spell × spell level × 250 gp.

Living organs are sealed in arcane-fluid canopic jars and integrated into the golem, granting properties associated with living creatures. Each organ is a separate upgrade; costs are cumulative. Only works on golems (not animated objects).

Vulnerability: A confirmed critical hit against a golem with bioconstruct upgrades damages the construct and randomly destroys one upgrade.

Heart

Permits half-benefit from magical healing; grants bonus hp as if Con 12 (no actual Con score). Negative energy suppresses the heart for the duration of the effect.

Brain

Acts as a storage device, granting skills and feats as if Int 10. Enchantment / mind-affecting spells can suppress the brain for the spell's duration.

The construct can be worn like armor by its creator. While worn, the construct takes all damage directed at the wearer. If the construct is destroyed while serving as armor, the wearer retains all hindrances until removed (as removing breastplate). Donning is a full-round action if the construct is active; the creator can eject it as a swift action.

Counts as breastplate for AC, weight, Dex modifier to AC, and arcane spell failure. Wearer retains base attacks and saves.

Crystalline eyes allow the creator to use scrying or greater scrying to see from the construct's perspective. Requires a specially bonded crystalline orb (cost included in modification).

No chance of failure for viewing through the sensor — the creator sees exactly what the construct sees for the duration. Spells cast through the sensor have their normal chance of success.

Only for Small or Tiny constructs. The creator slips the construct over her arm and controls its attacks as part of her own. The construct's melee attacks are used as if the creator were the construct (using the construct's attack statistics); AoO and triggered reactions treat the creator as the attacker.

Also provides heavy steel shield protection (wearer considered proficient). Counts as a heavy steel shield for AC, weight, Dex modifier to AC, and arcane spell failure.

Rune-Carved Modifications

Requirements: Craft Construct + spell listed per rune.
CR Increase: None. Cost: Variable (see each rune).

Carves a runic spell trigger into the construct. Each rune fires once per day the first time its trigger condition is met. As an immediate action the creator may delay the effect until the next trigger (requires line of sight or crafter's eyes scrying; Spellcraft DC 10 + rune's effect caster level). A construct may have multiple runes of the same or different types.

Trigger: First time the construct takes damage.

Effect: 20-ft.-radius spread; DC 17 Fort or −4 penalty on attack rolls, skill checks, and ability checks for 1 minute. Successful save: penalties last 1 round.

Requirements: Symbol of pain  |  Cost: 18,000 gp

Trigger: First time the construct is hit with a touch or ranged touch attack spell.

Effect: Caster of the triggering spell must succeed at a DC 22 Will save or be trapped — body and soul — in an embedded gem until the gem or construct is destroyed. One creature per gem. Gem vulnerable to critical hits (hit → creature released adjacent to construct).

Requirements: Trap the soul + gem worth 20,000 gp  |  Cost: 57,600 gp

Trigger: Construct is hit by a melee attack.

Effect: 5-ft.-radius burst; 3d8 electricity damage (DC 12 Reflex halves).

Requirements: Shocking grasp  |  Cost: 2,000 gp

Trigger: First melee attack, ranged attack, or magic missile against the construct.

Effect: +4 shield bonus to AC for 3 minutes (force effect; applies vs. incorporeal touch attacks).

Requirements: Shield  |  Cost: 1,200 gp

Trigger: First creature moves adjacent to the construct.

Effect: 20-ft.-radius spread of necromantic energy; DC 20 Will or panicked for 1d4 rounds. Successful save: shaken for 1 round.

Requirements: Fear  |  Cost: 11,200 gp

Shatter Stash Modifications

Requirements: Craft Construct + shatter + spell listed per stash.
CR Increase: None. Cost: Variable. One stash at a time.

Parts of the golem are hollowed out with weaker materials. A confirmed critical hit destroys the stash and releases its contents. Once destroyed, the stash cannot be repaired — but a new one can be installed at normal cost.

15-ft. burst; DC 15 Fort or 2d6 acid damage + nauseated 1d4 rounds. Success: no damage but sickened 1 round.

15-ft. burst; DC 12 Reflex or 2d6 fire damage. Success: half damage.

15-ft. burst; DC 14 Fort or 1d6 damage + entangled 1 round. Success: half damage, not entangled.

30-ft. burst; DC 15 Reflex or 3d8 electricity damage. Success: half damage.

15-ft. burst; DC 13 Will or confused 1 round (poison effect). Living creatures only.