Constructor (3.5e Class)
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Constructors are master craftsmen who build and maintain constructs and golems, using them as his troops in battle and augmenting them with his magic. He also proves to be a competent combatant against construct opponents, knowing their weak points and breaking them with his magic. Constructors often take the roll of craftsmen as well in place of artificers and wizards.
Making a Constructor
Abilities: Intelligence is important for spellcasting and the difficulty class of his spells, as well as skill points. However, being in combat means a good Constitution is important, as well as a good Dexterity to supplement for the inability to use heavy armor. Strength is important if the constructor wants to join the fight in melee. Charisma is good for the Use Magic Device ability, leaving Wisdom as the least important ability.
Races: Gnomes, dwarves, and humans make up the vast majority of races, but any species with a crafting urge can become one.
Starting Gold: 5d4×10 gp (125 gp).
|Saving Throws||Craft Construct Reserve (Total)||Special||Spells per Day|
|1st||+0||+0||+0||+2||60 (60)||Augment Construct 1, Augmenting Docent (Least), Craft Homunculus, Homunculus Familiar||2||1||—||—||—||—||—|
|2nd||+1||+0||+0||+3||120 (180)||Analyze Construct, Craftsman||2||2||—||—||—||—||—|
|3rd||+2||+1||+1||+3||360 (540)||Augmenting Docent (Least), Craft Construct, Pocket Golem||2||3||—||—||—||—||—|
|4th||+3||+1||+1||+4||540 (1080)||Bonus Feat||3||3||1||—||—||—||—|
|5th||+3||+1||+1||+4||720 (1800)||Augment Construct 2, Augmenting Docent (Least), Construct Traits 1||3||3||2||—||—||—||—|
|6th||+4||+2||+2||+5||800 (2600)||Imbue Item, Turn Construct||3||3||3||—||—||—||—|
|7th||+5||+2||+2||+5||1200 (3800)||Augmenting Docent (Lesser)||4||4||3||1||—||—||—|
|8th||+6/+1||+2||+2||+6||1600 (5400)||Bonus Feat||4||4||3||2||—||—||—|
|9th||+6/+1||+3||+3||+6||1800 (7200)||Augmenting Docent (Lesser)||4||4||3||3||—||—||—|
|10th||+7/+2||+3||+3||+7||2800 (9800)||Augment Construct 3, Construct Traits 2||4||4||4||3||1||—||—|
|11th||+8/+3||+3||+3||+7||3400 (13200)||Augmenting Docent (Lesser)||4||4||4||3||2||—||—|
|12th||+9/+4||+4||+4||+8||4400 (17600)||Bonus Feat||4||4||4||3||3||—||—|
|13th||+9/+4||+4||+4||+8||4400 (22000)||Augmenting Docent (Greater)||4||4||4||4||3||1||—|
|14th||+10/+5||+4||+4||+9||8000 (30000)||Machine Fusion||4||4||4||4||3||2||—|
|15th||+11/+6/+1||+5||+5||+9||10000 (40000)||Augment Construct 4, Augmenting Docent (Greater), Construct Traits 3||4||4||4||4||3||3||—|
|16th||+12/+7/+2||+5||+5||+10||12000 (52000)||Bonus Feat||4||4||4||4||4||3||1|
|17th||+12/+7/+2||+5||+5||+10||16000 (68000)||Augmenting Docent (Greater)||4||4||4||4||4||3||2|
|19th||+14/+9/+4||+6||+6||+11||28000 (116000)||Augmenting Docent (Final)||4||4||4||4||4||4||3|
|20th||+15/+10/+5||+6||+6||+12||36000 (152000)||Augment Construct 5, Bonus Feat, Machine God||4||4||4||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the constructor.
Weapon and Armor Proficiency: Constructors are proficient with all simple weapons, martial crossbows and firearms, and with light armor. A constructor can cast constructor spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a constructor wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass constructor still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A constructor casts arcane spells which are drawn from the constructor spell list. A constructor must choose and prepare his spells ahead of time like a wizard. To learn, prepare, or cast a spell, the constructor must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a constructor's spell is 10 + the spell level + the constructor's Intelligence modifier.
Like other spellcasters, a constructor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Constructor. In addition, he receives bonus spells per day if he has a high Intelligence score. Unlike a bard or sorcerer, a constructor may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the constructor decides which spells to prepare.
Constructors choose their spells from the following list:
0—amanuensisSpC, arcane mark, caltropsSpC, create water, dancing lights, detect magic, disrupt undead, flare, ghost sound, guidance, hold portal, launch boltSpC, launch itemSpC, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, silent portalSpC, stickSpC, virtue
1st—absorb weaponSpC, align fangSpC, align weapon, animate fireSpC, animate waterSpC, animate woodSpC, animate rope, alarm, appraising touchSpC, arcane lock, aura against flameSpC, backbiterSpC, beget bogunSpC, blades of fireSpC, bless weapon, bramblesSpC, chill metal, climb wallsSpC, cloud of knivesPHB2, comprehend languages, cutting handSpC, dispel wardSpC, easy trailSpC, ectoplasmic armorSpC, ectoplasmic feedbackSpC, entangle, endure elements, entropic shield, erase, expeditious retreat, feather fall, find traps, fist of stoneSpC, flame blade, floating disk, foundation of stoneSpC, gembombSpC, gentle repose, golem strikeSpC, grease, hail of stoneSpC, heat metal, helpful handPHB2, hurlSpC, ice daggerSpC, ice gauntletSpC, identify, instant locksmithSpC, irongutsSpC, jump, lesser energized shieldSpC, low-light visionSpC, mage armor, magic aura, magic fang, magic mouth, magic stone, magic weapon, marked objectSpC, master's touchSpC, obscure object, persistent bladeSpC, portal beaconSpC, protection from arrows, protection from chaos/evil/good/law, repair light damageSpC, scale weakeningSpC, share talentsPHB2, shatter, shield, shieldbearerSpC, shillelagh, slapping handSpC, spectral hand, swift bless weaponSpC, swift expeditious retreatSpC, true strike, undetectable alignment, unseen servant, ventriloquism, weapon shiftSpC, wood woseSpC
2nd—arcane eye, arcane sight, avoid planar effectsSpC, bands of steelSpC, battering ramSpC, blade of pain and fearSpC, body bladesSpC, bristleSpC, burning swordSpC, cloak poolSpC, continual flame, create food and water, create magic tattooSpC, crumbleSpC, curse of arrow attractionPHB2, dark waySpC, darkness, darkvision, daylight, detect secret doors, detect snares and pits, diamondsteelSpC, discolor poolSpC, dispel magic, divine insightSpC, dolorous blowSpC, earth lockSpC, earthbindSpC, earthen graceSpC, earthen graspSpC, earthfastSpC, easy climbSpC, energized shieldSpC, eradicate earthSpC, ethereal chamberSpC, explosive runes, fire trap, fire shurikenSpC, flame arrow, flaming sphere, force ladderSpC, ghost touch armorSpC, ghost touch weaponSpC, giant's wrathSpC, glitterdust, glyph of warding, greater alarmSpC, greater disrupt undeadSpC, greater mage armorSpC, greater magic fang, greater magic weapon, helping hand, heroicsSpC,ice axeSpC, ice knifeSpC, invisibility, iron silenceSpC, keen edge, knock, lesser spell immunitySpC, levitate, locate object, magic circle against chaos/evil/good/law, magic vestment, make whole, manyjawsSpC, mechanus mindSpC, meld into stone, minor creation, misdirection, nondetection, phantom trap, portal alarmSpC, protection from energy, pyrotechnics, quick potionSpC, remove paralysis, repair moderate damageSpC, resist energy, reverse arrowsSpC, ring of bladesSpC, rust raySpC, rope trick, scattering trapPHB2, secret page, see invisibility, sepia snake sigil, servant hordeSpC, shield other, sign of sealingSpC, skull watchSpC, snare, soften earth and stone, spider climb, spike growth, sonic weaponSpC, spectral weaponSpC, spiritual weapon, steeldanceSpC, stretch weaponPHB2, suppress glyphSpC, swift flySpC, tiny hut, tremorSpC, warp wood, weapon of energySpC, weapon of impactSpC, web, whirling bladeSpC, whispering wind, wind wall, wood shape
3rd—analyze portalSpC, astral hospiceSpC, attune formSpC, bestow curse, blade thirstSpC, bloodstarSpC, bottle of smokeSpC, call of stonePHB2, call zelekhutSpC, control water, death ward, deeper darkness, defenestrating sphereSpC, dimensional anchor, dispelling screenSpC, earth reaverSpC, entangling staffSpC, explosive rune fieldPHB2, field of resistancePHB2, fabricate, fire shield, fly, force chestSpC, force clawSpC, forcewardSpC, greater floating diskSpC, greater invisibility, guards and wards, haste, illusory script, illusory wall, imbue with spell ability, interposing hand, ironwood, land wombSpC, lay of the landSpC, lesser globe of invulnerability, listening coinSpC, mage's faithful hound, mage's private sanctum, mass align fangSpC, mass align weaponSpC, mass darkvisionSpC, metal meltSpC, mnemonic enhancer, perinarchSpC, permanency, phantom steed, prying eyes, puppeteerSpC, raise from the deepSpC, ray of deanimationSpC, ray deflectionSpC, remove curse, repair serious damageSpC, resilient sphere, rusting grasp, scramble portalSpC, secure shelter, sending, shrink item, slow, spell immunity, spike stones, spikesSpC, stone shape, stone sphereSpC, stoneskin, stony graspSpC, summon elementite swarmSpC, superior magic fangSpC, sword of deceptionSpC, treasure scentSpC, wall of fire, wall of ice, wood rotSpC, word of bindingSpC
4th—acid sheathSpC, analyze dweomer, animate objects, animate snowSpC, antimagic field, blade barrier, break enchantment, brilliant bladeSpC, contact other plane, contingency, control winds, dancing bladePHB2, deeper darkvisionSpC, delayed blast fireball, disrupting weapon, echo skullSpC, energy immunitySpC, energy transformation fieldSpC, ethereal mountSpC, extract water elementalSpC, fantastic machineSpC, fire seeds, forceful hand, globe of invulnerability, greater dispel magic, greater dispelling screenSpC, greater resistanceSpC, greater sign of sealingSpC, greater stone shapeSpC, hardening, improved portal alarmSpC, legend lore, lesser ironguardSpC, lesser planar binding, liveoak, major creation, mass fire shieldSpC, mass resist energySpC, move earth, passwall, repair critical damageSpC, repel wood, revive construct, seal portalSpC, secret chest, shard stormSpC, spell resistance, spell vulnerabilitySpC, stone bodySpC, stoneholdSpC, stone tell, summon greater elementalSpC, transcribe symbolSpC, transmute mud to rock, transmute rock to mud, true seeing, tunnel swallowSpC, wall of dispel magicSpC, wall of force, wall of gearsSpC, wall of iron, wall of stone, wall of thorns,
5th—animate breathSpC, animate plants, anticold sphereSpC, antilife shell, binding, body of warSpC, brilliant auraSpC, call kolyarutSpC, changestaff, elemental bodySpC, flesh to stone, gemjumpSpC, glass strikeSpC, grasping hand, greater glyph of warding, hidden lodgeSpC, howling chainSpC, ice clawSpC, instant summons, mage's magnificent mansion, mage's sword, magic jar, mass spell resistanceSpC, phase door, planar binding, protection from spells, shadow walk, simulacrum, spellstaff, statue, stone spidersSpC, stone to flesh, submerge shipSpC, superior resistanceSpC, teleport object
6th—antimagic raySpC, awaken constructSpC, call marutSpC, clenched fist, dimensional lock, earthquake, excavateSpC, elemental swarm, forcecage, freedom, greater fantastic machineSpC, greater planar binding, greater prying eyes, greater spell immunity, heart of stoneSpC, holy sword, imprisonment, iron body, ironguardSpC, lawful swordSpC, mage's disjunction, maze, mind blank, moment of prescience, pavilion of grandeurSpC, planar perinarchSpC, polymorph any object, recreation, repel metal or stone, soul bind, spell turning, summon golemPHB2, sympathetic vibration, telekinetic sphere, teleportation circle, trap the soul, transmute metal to wood, transmute rock to lavaSpC, true creation, unbindingSpC, vision, whirlwind
Spellbook: A constructor must study his spellbook each day to prepare her spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all constructors can prepare from memory. A constructor begins play with a spellbook containing all 0-level constructor spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the constructor has, the spellbook holds one additional 1st-level spell of your choice. At each new constructor level, he gains two new spells of any spell level or levels that he can cast (based on his new constructor level) for his spellbook. At any time, a constructor can also add spells found in other spellbooks to her own if the spell appears on his class spell list. Regardless of the level of the spell he is copying from, he gains the spell at the level listed on the constructor class spell list.
Craft Construct Reserve: A constructor receives a pool of points he can spend instead of experience points when crafting a construct (but not any other item). Each time the constructor gains a new level, he receives a new craft reserve; leftover points from the previous level do carry over. A constructor can also use his craft reserve to supplement the XP cost of the construct he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Augment Construct (Ex): A constructor can add modifications to any construct he owns, enabling them to possess powers and class skills above and beyond their normal abilities. These abilities are those selected from the Augmenting Docent class ability. At 1st level any construct a constructor owns can possess one augmenting docent. At 5th level and every five levels beyond the constructs a constructor owns can possess another augmenting docent. For example, a 11th level constructor who possesses two golems could have each golem possess three different augmenting docents each.
Augmenting Docents (Least): Constructors can modify their pre-existing constructs with new powers and effects, attaching small devices known as docents to the body of the construct. At 1st level and every odd level beyond (3rd, 5th, 7th, etc.) a constructor gains the ability to create and install one type of docent selected from the list of least augmenting docents below. Augmenting a construct with an augmenting docent takes 15 minutes of work to install or remove. The number of augmenting docents a construct can possess at one time is limited by the augment construct class ability.
Ability Gain, Minor (Su): The construct receives a +2 enhancement bonus to a single ability score.
Boosters (Ex): The construct gains a +10 bonus to one of its movement speeds.
Built-In Weaponry (Ex): You may attach a weapon of appropriate size to the construct, which replaces the use of its arm, tentacle, or other limb. As long as the weapon is connected the construct is proficient in it and may use it either as a natural or a manufactured weapon at its choosing. It may connect a two-handed weapon, but requires both hands to operate even if it only needs one hand to hold. It cannot be disarmed of the connected weapon. The loss of a hand while using this ability invokes a -2 penalty on any skills which require the use of hands. Some abilities may become impossible.
Damage Reduction, Magic (Su): The construct receives damage reduction/magic equal to half its CR (minimum 1). Alternatively if the construct already has a pre-existing damage reduction besides DR/magic, you can add magic as a requirement. (For example a flesh golem with DR 5/adamantine now has DR 5/adamantine and magic). Constructs with damage reduction/magic treat any weapon they wield and their natural attacks as magic.
Durability, Minor (Ex): The construct gains an additional 10 hit points.
Feat Gain, Minor (Ex): The construct obtains one bonus feat. It must make the pre-requisites of the feat.
Life Spark (Ex): This docent increases the semblance of life in the construct. It can now be healed through the use of cure spells, though only at half benefit. However it is also vulnerable to damage from negative energy, again at half rate. While using this ability, the construct shows up as a living creature to any spells which detect living beings.
Linked Intellect (Su): As long as you are within 10 feet per level to your construct, your construct shares your mental ability scores, and may speak and make noise even if normally unable to do so. It does not gain skills or feats from this process.
Su): You can give mental commands to your construct as if you possessed telepathy. This bond extends out for 1 mile.(
Skill Transfer (Su): When you apply this docent you may transfer one or more of your skill ranks from yourself to the construct. The construct uses its own ability scores and bonuses, and is considered to have an intelligence of 10 if it is normally mindless. While transfered, you do not have access to the transfered skill ranks until you remove this docent.
Craft Homunculus: A constructor knows the secret art of crafting homunculi, as if he had the Craft Construct feat. His caster level for the purpose of crafting homunculi is his class level +2.
Homunculus Familiar: A constructor starts off play with a homunculus familiar. This functions identical to the familiar class feature of the wizard, though the constructor is free to use his class features abilities such as augmenting docent, or craft additional hit dice onto the creature with his crafting abilities.
Analyze Construct (Ex): At 2nd level constructors know all about constructs, and may make a Knowledge Arcana check to identify them as a free action. If they succeed, they gain the ability to make critical hits and sneak attacks against the identified constructs.
Craftsman (Ex): At 2nd level a constructor gains an edge on other crafters when creating objects and knowing about arcane devices. He gains half his class level as an insight bonus to all Craft checks and to Knowledge Arcana and Spellcraft checks. He may use said skills untrained.
Craft Construct: At 3rd level a constructor gains the Craft Construct bonus feat.
Pocket Golem (Su): At 3rd level a constructor can generate a specialized extradimensional space to store his spare constructs in until the time is right. The constructor may seal away his constructs or release them as a full-round action anywhere in Close range (25 ft. + 5 feet/2 levels). He can store up to 1 construct per point of his Intelligence modifier (minimum 1). This serves well to get very large constructs into very small doors.
Bonus Feat: At 4th level and every four levels beyond, a constructor gains any item creation feat, or a bonus feat selected from the following list: Nimble Fingers, and Skill Focus (craft, knowledge arcana, or spellcraft).
Construct Traits (Ex): At 5th level a constructor begins to tinker on his own body, changing it to be more like a construct. The changes can be subtle such as an unusual gleen to his eyes, or extreme like his skin turning iron gray, but the results are the same. He gains low light vision, darkvision out to 60 feet, immunity to the fatigue and sickened condition, and 25% fortification against critical hits and sneak attacks.
At 10th level, the artificial changes are improved upon. He gains immunity to disease, exhaustion, nausea, poison, and 50% fortification against critical hits and sneak attacks.
At 15th level, he gains an additional degree of augmentations. He gains immunity to ability damage, death effects, paralysis, stunning, and 75% fortification against critical hits and sneak attacks.
These abilities are eventually subsumed into the Machine God capstone.
Imbue Item (Ex): A constructor of 6th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an items or constructs (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.
If the check succeeds, the constructor can create the item or construct as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
Turn Construct (Su): At 6th level, a constructor gains some control over constructs which are not under his control. He gains the ability to turn like a cleric of his class level, but he turns constructs rather than undead. Constructs whose creator is within 60 feet or intelligent constructs gain a +4 bonus on their turn resistance. Constructors can choose to exclude allies from the effect.
Augmenting Docents (Lesser): At 7th level a constructor's list of augmenting docents he can learn improves. He may select any ability from the least augmenting docents list, or from the list below:
Ability Gain, Moderate (Su): The construct receives a +4 enhancement bonus to a single ability score.
Blindsense (Ex): The construct gains blindsense out to 60 feet.
Damage Reduction, Material (Su): The construct receives damage reduction/material equal to half its CR (minimum 1), where the material is either adamantine, cold iron, or silver. Alternatively if the construct already has a pre-existing damage reduction add a material as a requirement, or change the pre-existing material to something else. (For example a flesh golem with DR 5/adamantine can be changes to DR 5/silver, while a zelekhut which has DR 10/chaotic now has DR 10/chaotic and cold iron).
Durability, Moderate (Ex): The construct gains an additional 30 temporary hit points. This stacks with durability, minor.
Energy Resistance (Ex): The construct gains energy resistance equal to its 5 + its CR.
Feat Gain, Moderate (Ex): The construct obtains two bonus feats. It must make the pre-requisites of the feat. This feat stacks with minor feat gain.
Retributive Energy (Su): Opponents who strike the construct are dealt 1d6 points of energy damage (acid, cold, electric, or fire chosen on application of the docent). If the construct is destroyed, it may explode as an immediate action and deal 1d10 points of energy damage per CR out in a 20 foot radius burst. Enemies get a Reflex save for half equal to 10 + 1/2 the constructor's HD + the constructor's Intelligence modifier.
Self-Repair (Ex): The construct gains fast healing 1.
Spell Resistance (Su): The construct gains spell resistance equal to its CR + 10.
Spellchannel (Su): You can channel your touch range constructor spells up to 30 feet away when it affects the construct, allowing you to apply a repair or a buff spell at a distance. You are also aware of the health and condition of your construct at all times even if you cannot see it, as long as you are on the same plane as the construct.
Augmenting Docents (Greater): At 13th level a constructor's list of augmenting docents he can learn improves. He may select any ability from the least or lesser augmenting docents list, or from the list below:
Ability Gain, Major (Su): The construct receives a +6 enhancement bonus to a single ability score.
Damage Reduction, Alignment (Su): The construct receives damage reduction/alignment equal to half its CR (minimum 1), where the alignment is good, evil, chaotic, or lawful. Alternatively if the construct already has a pre-existing damage reduction add an alignment as a requirement, or change the pre-existing alignment to something else. (For example a flesh golem with DR 5/adamantine changes to DR 5/adamantine and good, while a zelekhut which has DR 10/chaotic can be changed to DR 10/evil). Constructs with damage reduction/alignment treat any weapon they wield and their natural attacks as aligned as appropriate.
Destroyer (Ex): The constructs natural attacks deal an additional 2d6 points of damage, and its attacks count as the disintegrate spell for the purpose of destroying force effects, and what happens to creatures which are reduced below 0 hit points from one of the construct's attacks. It can choose not to employ this ability as a free action.
Durability, Major (Ex): The construct gains an additional 50 temporary hit points. This stacks with durability, minor and moderate.
Feat Gain, Major (Ex): The construct obtains three bonus feats. It must make the pre-requisites of the feat. This feat stacks with minor and moderate feat gain.
Improved Fusion (Ex): When you use the Machine Fusion class ability with a construct with this ability, it is only a standard action to enter and leave the construct. In addition, the construct gains an additional +2 to strength and dexterity and an additional +10 speed. If your construct is destroyed, you are ejected and make an immediate standard action, typically used to heal yourself.
Iron Wings (Ex): The construct gains metal wings, allowing it to fly twice its land speed with average maneuverability.
Permenant Intellect (Su): Your construct gains intelligence 10 and charisma 10, and is able to speak. It gains feats and skills for its HD, and may pick six skills to be class skills. This may be overridden by Linked Intellect when applicable. This is a permenant change, and while the docent may be removed reapplying the docent restores the same skills and feats as previous.
Rapid Self-Repair (Ex): The construct gains fast healing 5. This overlaps with self-repair, it does not stack.
Machine Fusion (Su): At 14th level, a constructor is able to bond with any construct of his size or larger was a full-round action with a range of touch. His body enters that of his construct, gaining total cover and assuming direct control of the construct. The construct gains his mental ability scores, skills, BAB, and saving throws if higher. The new fused construct has the combined hit point total of both the construct and the constructor. It also gains a +6 bonus to Strength, Dexterity, +10 to all movement speeds, and fast healing equal to half your class level. You may use any of the abilities that you possess or your construct and you may talk even if the construct itself is unable to speak.
You can maintain this fused form for up to 1 minute per class level, at which point you are ejected into the nearest empty space. These do not need to be consecutive, but must be used in 1 minute intervals. When you split, hit points are divided evenly between you and your construct. Any status effects, such as a buff spell applied while in fused form, remain with the construct. If the fused form is destroyed, you are ejected with 1 hit point remaining and the construct you were fused with is destroyed.
Reanimation (Su): At 18th level, death doesn't stop a constructor. Once per week as an immediate action, if a constructor dies but his body remains intact, it instantly animates as if it were a construct. Your body remains animated for 1 round/level. During the time your type changes to construct, your hit points and maximum hit points are replaced by 10 hit points per level plus bonus hit points for a construct of your size, you are destroyed when your new hit points reach 0 hp, and you gain construct immunities and immunity to mind-affecting effects. You continue to fight, possibly dying again in the process in which case your body is destroyed and you require the use of resurrection and greater. Regardless if you are healthy or not, at the end of the duration you cease animation and die as normal.
Augmenting Docents (Final): At 19th level a constructor's list of augmenting docents he can learn improves. He may select any ability from the least, lesser, or greater augmenting docents list, or from the list below:
Ability Gain, Supreme (Su): The construct receives a +8 enhancement bonus to a single ability score.
Blindsight (Ex): The construct gains blindsight out to 30 feet.
Damage Reduction, Epic (Su): The construct receives damage reduction/epic equal to half its CR (minimum 1). Alternatively if the construct already has a pre-existing damage reduction besides DR/epic, you can add epic as a requirement. (For example a flesh golem with DR 5/adamantine now has DR 5/adamantine and epic). Constructs with damage reduction/epic treat any weapon they wield and their natural attacks as epic.
Durability, Supreme (Ex): The construct gains an additional 80 temporary hit points. This stacks with durability, minor, moderate, and major.
Energy Immunity (Ex): The construct is immune to one energy type of your choice.
Magic Immunity (Su): The construct gains the magic immunity ability of a golem, rendering it immune to any spells which require spell resistance.
Machine God (Final): At 20th level a constructor finally transforms into what he has controls for so long. His type becomes Construct with the Living Construct and Augmented subtypes. He gains damage reduction 10/adamantine, does not need to eat, sleep, or breath, and possesses all construct type immunities including immunity to mind affecting effects. In spite of his construct nature, he may still be raised and resurrected as a creature of his original type, as well as act as a creature of his original type when beneficial. He may accept normal healing from cure spells or from the repair series of spells. Finally constructs do not naturally view the constructor as a threat, and will not attack the constructor unless specifically ordered to, or attacked first.
As a standard action at will, the constructor may speak with constructs and inanimate constructed objects, even mindless constructs and non-intelligent weapons, as if using stone tell. Of course, most mindless objects and constructs give very simple replies and responses as they are devoid of personality, but they can speak of things as if they were a creature with senses.
Finally the constructor can ignore any special requirements needed while creating a golem, such as needing to build it on a specific plane or possessing a certain feat or spell. So long as he has enough time, money, experience, and raw materials he can create any construct as if he met the pre-requisites. He must still make any relevant craft checks needed to complete construction.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats : The epic constructor gains a bonus feat (selected from the list of epic constructor bonus feats) every <-number of feats per level-> levels after 20th.
Epic Constructor Bonus Feat List: <-list of bonus epic feats->.
Gnome Constructor Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: Chain Shirt.
Gold: 20 gp.
Playing a Constructor
Religion: Constructors are not necessarily for or against any religion leanings, but those that do worship gods of artifice and creation.
Other Classes: Constructors often fill the role of big stupid fighter, if indirectly. Rogues appreciate the flank buddies, and squishy classes enjoy the cover. Barbarians likely see them as weak for not being able to fight well on their own.
Combat: Constructors take the tanking and melee roles indirectly through their constructs, while they act as buffers themselves. Warforged allies appreciate their ability to heal constructs.
Advancement: Classes suitable for the artificer may work well with the constructor.
Constructors in the World
Daily Life: Constructors often spend much of their time tinkering on their constructs, or other tools. The ability to work with their hands to create not only life, but to improve upon it is their pride and joy, and they are happy to turn this work for the betterment of others, or their own ego.
Notables: Gneiji Hyrule was a masterful constructor in his old age, building several legendary golems and giant fighting robots.
Organizations: Constructors often associate with artificers, wizards, and blacksmith guilds. After all, strong connections help with gaining rare materials.
NPC Reactions: Constructors are strange mad scientists which build intimidating, but useful, constructs. The nature of the constructs he produces often changes public opinion rapidly. Creators of useful machines are loved as talented people, while creators of things such as flesh golems often become hated and reviled as monsters.
Characters with ranks in Knowledge Arcana can research constructors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Constructors in the Game
Sample Encounter: A constructor has discovered some powerful golem from ancient past, but it seems to have an affect on his mind and now he rampages across the land. Can you stop him and at the same time save him and the valuable knowledge he has?
EL 15: PENDING.
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||Very High +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Arcane Spellcasting + and Prepared Spellcasting +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||0 +|
|Reflex Save Progression||Poor +|
|Skill||Appraise +, Concentration +, Craft +, Decipher Script +, Disable Device +, Forgery +, Gather Information +, Knowledge +, Open Lock +, Profession +, Ride +, Search +, Spellcraft +, Tumble + and Use Magic Device +|
|Skill Points||4 +|
|Summary||Master of the construct, create golems and form an army to fight in battle. +|
|Will Save Progression||Good +|