Construct Subtypes (3.5e Variant Rule)

Construct Subtypes
The normal explanation for how constructs come to be in D&D is pretty tasteless. It really boils down to “A wizard did it” as only wizards are capable of casting the spells necessary to make one. This can get pretty boring after a while and doesn’t work with some of the more machine-like constructs presented in published material.

Since not all constructs even need the sort of change we’re looking for anyway, the solution is to do what Tome of Necromancy did with undead: create subtypes to remove some of the normal construct traits that don’t make sense here, and in some cases prevent certain constructs from being made playable races. Perhaps more fortunately, the Eberron Campaign Setting has already created precedent to allow this to happen.

Cybernetic
Whether part of it is alive and chemically preserved or maybe it just has some shiny metal bits that are more important than others, this construct has defined control and regulation mechanisms that are vulnerable to attack and also able to be repaired when damaged. Sample creatures that now possess the Cybernetic subtype include flesh golems and warforged.


 * Cybernetic creatures have a metabolism of sorts, and thus have a Constitution score. When they have a Constitution score, they do not gain bonus hit points on account of being a construct.
 * Vulnerable to critical hits.
 * Not destroyed upon reaching 0 hit points, but still die at -10 hit points.
 * Sustain nonlethal damage normally, although they may benefit from the regeneration ability.
 * Vulnerable to level drain, but do not sustain negative effects of level loss beyond drained hit points. Not immune to death effects, ability damage or drain, poisons, or disease.

Mechanical
These constructs don’t operate purely through magic. They are the hallmark of a more advanced time or race, working through electrical power and/or other forms of hydraulic engineering. Throwing off this delicate balance with a surge of like power, however, can cause surprising results. Creatures with the Mechanical subtype include inevitables and clockwork horrors.

A Mechanical construct:


 * Not immune to fatigue and/or exhaustion. Requires sleep in the form of a shutdown to replenish lost electrical energy and lose these conditions.
 * Takes an additional 50% electricity damage, but becomes hasted on their next turn after taking at least one fifth of their maximum hit points in electricity damage.
 * May add its Challenge Rating worth of electricity damage to all attacks it makes in a turn, but becomes fatigued on its next turn if it does so. The construct may continue to use this ability while fatigued, but not while exhausted.
 * Vulnerable to critical hits.

Any instance that involves electricity damage can also be replaced with fire damage, accounting for steam-powered creatures and the like.

Sapient
Constructs with an Intelligence score possess sentient capabilities, but certain emotional phenomena do not translate well to the artificial intelligence they possess. Sapient constructs include inevitables and warforged.


 * Not immune to mind-affecting effects
 * Not subject to compulsions (positive or negative)
 * May repair themselves at a speed equal to the normal healing rate.
 * Can be raised or resurrected like mortals.
 * Any Bluff, Diplomacy, or Intimidate attempts to influence a sapient construct are made with a -10 penalty.
 * A sapient creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a sapient creature has no maximum age.