Devon
First Post
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 terms may not make any sense, but at the very least, these can be used as an outline as to which spells are needed 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 flight-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 their 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 90 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 with methodical thoroughness. Constructs which already have Combat Expertise will be more capable in battle and 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 Wisdom, 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 (and no additional Wisdom).
Note: Enhanced Intellect does not give the construct the ability to speak--to do so, 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 become 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 available. If the path leads into a dangerous area, that creature gets a second saving throw. 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 destroying 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 fascination 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 option) 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 contact 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 suffer 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 limit 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 predetermined forms 3 times per day as a standard action. Returning to its original form does not count against the number of times per day it can use this ability.
The form or forms must be mechanical in nature (vehicle, siege weapon, crane, delving machine, another automaton, etc.). It is acceptable for the alternate form to be a mechanical version of a beast, magical 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 existing construct enhancement--these must already be a quality possessed by the construct through other feats and abilities.
The automaton retains its own extraordinary and special abilities, within reason, and no new abilities are gained--any special abilities, attacks, etc. 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, etc., 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 area. 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 an 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 fly 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 environment, such as roads, water or ice. By default, the modifications fold out of the existing limbs, adding to the body cost. An automaton can be built without legs and then given this alternative mode of transport 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 other similar terrain. While the skis are activated, the construct walks at 1/2 its speed over unsuitable 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 surfaces. While the skates are activated, the construct walks at 1/4 its speed over unsuitable 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 sizes. 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 movement is directly affected by its terrain, and some areas may be completely impassable without alternate modes of locomotion.
· Propellors: the construct can propel itself along or through water or other liquid 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 smaller than the construct into which it is built.
In automata, a large body cavity is most often used as either a protective shelter 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 which they can open or close at will; automatons designed to ferry their controllers around will have more plush accommodations, 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 construction, 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 bonuses for strength and extra size. The prisoner is then considered to be grappling the construct, and another successful 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 somatic 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 construct to get free.
· Weapon attacks and spells which deal direct damage to the cavity can allow a prisoner 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 the 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. Otherwise, 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 prisoners, as automata can, with the above-mentioned penalty of having to harm their physical bodies in order to do it.
If the creator desires, she can add spells such as teleport block to prevent planar 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 creator to directly coordinate the automaton's actions. The size of the controller is determined at the time of creation; a control seat built for a Small creature will be difficult for a Medium-sized creature to manage (-4 to all rolls), and impossible for a Huge-sized creature. Several creatures one size category smaller than the intended pilot could coordinate their actions (-4 to all rolls) to control an automaton. Control seats can be customized to a particular body shape as well: snake-like creatures, quadrupeds, oozes, and any other creature. Modifications such as this would render the construct almost impossible for creatures 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 the glassteel 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 construct. 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 cover (or less, at the creator's discretion).
In combat, the automaton uses its own or the controller's attack bonuses and Reflex saves. Depending on the construct's design, the skill needed to pilot the construct could 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 device, 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 special effect is up to the creator: an automaton could have a mechanical drill, a simulacrum could have immense stone-rending claws or acidic secretions, a golem could simply dig its way through the earth. See the Burrowing entry under 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 normal 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 while 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 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 while 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 liquids (high-end automata). It can rise and descend in the water through paddling, or through a system of bladders 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
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 terms may not make any sense, but at the very least, these can be used as an outline as to which spells are needed 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 flight-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 their 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 90 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 with methodical thoroughness. Constructs which already have Combat Expertise will be more capable in battle and 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 Wisdom, 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 (and no additional Wisdom).
Note: Enhanced Intellect does not give the construct the ability to speak--to do so, 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 become 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 available. If the path leads into a dangerous area, that creature gets a second saving throw. 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 destroying 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 fascination 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 option) 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 contact 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 suffer 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 limit 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 predetermined forms 3 times per day as a standard action. Returning to its original form does not count against the number of times per day it can use this ability.
The form or forms must be mechanical in nature (vehicle, siege weapon, crane, delving machine, another automaton, etc.). It is acceptable for the alternate form to be a mechanical version of a beast, magical 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 existing construct enhancement--these must already be a quality possessed by the construct through other feats and abilities.
The automaton retains its own extraordinary and special abilities, within reason, and no new abilities are gained--any special abilities, attacks, etc. 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, etc., 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 area. 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 an 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 fly 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 environment, such as roads, water or ice. By default, the modifications fold out of the existing limbs, adding to the body cost. An automaton can be built without legs and then given this alternative mode of transport 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 other similar terrain. While the skis are activated, the construct walks at 1/2 its speed over unsuitable 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 surfaces. While the skates are activated, the construct walks at 1/4 its speed over unsuitable 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 sizes. 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 movement is directly affected by its terrain, and some areas may be completely impassable without alternate modes of locomotion.
· Propellors: the construct can propel itself along or through water or other liquid 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 smaller than the construct into which it is built.
In automata, a large body cavity is most often used as either a protective shelter 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 which they can open or close at will; automatons designed to ferry their controllers around will have more plush accommodations, 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 construction, 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 bonuses for strength and extra size. The prisoner is then considered to be grappling the construct, and another successful 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 somatic 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 construct to get free.
· Weapon attacks and spells which deal direct damage to the cavity can allow a prisoner 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 the 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. Otherwise, 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 prisoners, as automata can, with the above-mentioned penalty of having to harm their physical bodies in order to do it.
If the creator desires, she can add spells such as teleport block to prevent planar 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 creator to directly coordinate the automaton's actions. The size of the controller is determined at the time of creation; a control seat built for a Small creature will be difficult for a Medium-sized creature to manage (-4 to all rolls), and impossible for a Huge-sized creature. Several creatures one size category smaller than the intended pilot could coordinate their actions (-4 to all rolls) to control an automaton. Control seats can be customized to a particular body shape as well: snake-like creatures, quadrupeds, oozes, and any other creature. Modifications such as this would render the construct almost impossible for creatures 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 the glassteel 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 construct. 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 cover (or less, at the creator's discretion).
In combat, the automaton uses its own or the controller's attack bonuses and Reflex saves. Depending on the construct's design, the skill needed to pilot the construct could 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 device, 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 special effect is up to the creator: an automaton could have a mechanical drill, a simulacrum could have immense stone-rending claws or acidic secretions, a golem could simply dig its way through the earth. See the Burrowing entry under 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 normal 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 while 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 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 while 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 liquids (high-end automata). It can rise and descend in the water through paddling, or through a system of bladders 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
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