Building Constructs
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.
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 object | 1/2 | — | 250 gp | 125 gp | Variable |
| Homunculus | 1 | 50 gp | 2,050 gp | 1,050 gp | Poison, telepathic link |
| Small animated object | 2 | — | 2,000 gp | 1,000 gp | Variable |
| Iron cobra | 2 | — | 4,000 gp | 2,000 gp | Find target, poison |
| Darkwood cobra | 2 | — | 5,000 gp | 2,500 gp | Find target, poison |
| Soulbound doll | 2 | 300 gp | 4,300 gp | 2,300 gp | DR, variable, mind-affecting susceptible |
| Medium animated object | 3 | — | 4,500 gp | 2,250 gp | Variable |
| Mithral cobra | 3 | — | 10,000 gp | 5,000 gp | Find target, poison |
| Adamantine cobra | 3 | — | 20,000 gp | 10,000 gp | High DR, find target, poison |
| Necrophidius | 3 | 1,000 gp | 7,500 gp | 4,425 gp | DR, dance of death, paralysis |
| Carrion golem | 4 | 500 gp | 10,500 gp | 5,500 gp | DR/bludgeoning or slashing, stench |
| Scarecrow | 4 | 500 gp | 15,500 gp | 8,000 gp | Immune cold, fascinating gaze, fear, vulnerable fire |
| Large animated object | 5 | — | 12,500 gp | 6,250 gp | Variable |
| Ice golem | 5 | 500 gp | 18,500 gp | 9,500 gp | Cold, golem, icy destruction |
| Wood golem | 6 | 300 gp | 19,300 gp | 9,800 gp | Golem, splintering |
| Huge animated object | 7 | — | 25,000 gp | 12,500 gp | Variable |
| Flesh golem | 7 | 500 gp | 20,500 gp | 10,500 gp | Berserk, golem |
| Glass golem | 8 | 1,000 gp | 33,000 gp | 17,000 gp | DR, golem, deflect spells, dazzling brightness |
| Stained glass golem | 8 | 1,000 gp | 39,400 gp | 20,200 gp | DR, golem, deflect spells, dazzling brightness |
| Alchemical golem | 9 | 3,000 gp | 33,000 gp | 18,000 gp | High DR, golem, alchemy, bombs, splash |
| Gargantuan animated object | 9 | — | 40,000 gp | 20,000 gp | Variable |
| Clay golem | 10 | 1,500 gp | 41,500 gp | 21,500 gp | Special DR, golem, berserk, cursed wounds |
| Colossal animated object | 11 | — | 60,000 gp | 30,000 gp | Variable |
| Stone golem | 11 | 5,000 gp | 105,000 gp | 55,000 gp | Golem, full healing, minor spell vulnerabilities, slow |
| Clockwork golem | 12 | 10,000 gp | 120,000 gp | 65,000 gp | High DR, golem, death burst, grind, wall of gears |
| Iron golem | 13 | 10,000 gp | 150,000 gp | 80,000 gp | High DR, golem, breath weapon |
| Mithral golem | 16 | 50,000 gp | 250,000 gp | 150,000 gp | High DR, golem, fluid form |
| Adamantine golem | 19 | 100,000 gp | 600,000 gp | 350,000 gp | Epic 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.
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:
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.
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.
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.