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<blockquote data-quote="BOZ" data-source="post: 2175509" data-attributes="member: 1241"><p>14.</p><p>leaving us with this:</p><p></p><p>Construction</p><p>Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. The creation process takes four weeks and requires materials costing 500 gp. Creating the body requires a DC 15 Craft (blacksmithing) check and a DC 15 Craft (carpentry) check.</p><p>CL 11th; Craft Construct, animate objects, bull's strength and mount, caster must be at least 11th level; Price 8,000 gp; Cost 4,500 gp + 160 XP.</p><p></p><p>Good now? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>How about this remaining section, anything odd in there?:</p><p></p><p>Riding a CONSTRUCT</p><p>CONSTRUCTs offer several advantages in combat. they move faster than most Medium-size humanoids, offer substantial cover to a rider and allow most characters, especially spell casters, to do more in a round of combat.</p><p>Arcane Spell Failure: A CONSTRUCT confines a rider much like a suit of armour. The rider suffers an arcane spell failure chance of 20%, which stacks with any arcane spell failure chance from armour and shields.</p><p>Cover: CONSTRUCTs provide the rider with one-half cover, granting a +4 cover bonus to armour class and a +2 cover bonus on Reflex saves. An attack that misses the rider within the margin provided by cover instead hits the CONSTRUCT, provided that the attack roll is at least equal to the CONSTRUCT's armour class.</p><p></p><p></p><p>And, just to get things squared away, here are the remaining special abilities related queries for this source:</p><p></p><p>15.</p><p>Adhesive Orb (Su): In lieu of its normal melee attacks, the CONSTRUCT can hurl a two foot diameter orb of hot, sticky tar at a single target up to 20-ft. away. It strikes as a ranged touch attack causing 2d6+10 points of damage. Furthermore, the tar adheres to the target's armour, severely hampering the creature's movement and combat abilities. It reduces the target's movement by 10-ft., and it also imposes a circumstance penalty to armoured opponent's AC equal to half the armour's bonus, ignoring any enhancement. For instance, a target wearing a suit of +1 chainmail suffers a -2 circumstance penalty because the chain mail normally bestows a +5 armour bonus. The orbs do not effect spells such as mage armour nor does it effect</p><p>natural armour bonuses. It lasts for one minute before dissipating.</p><p>Weapon Adhesion (Ex): Whenever a slashing or bludgeoning weapon hit an CONSTRUCT, the creature's tar adheres to the weapon's blade or head. Because of tar accumulating on the weapon, its effectiveness diminishes as the combat progresses. Until the wielder cleans his weapon as a full round action that provokes an attack of opportunity, it suffers a cumulative -2 penalty to damage for every successful hit.</p><p></p><p>Construction</p><p>An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. It costs 75,000 gp to create, including 2,500 gp for its body. Creating the body requires a successful Craft (sculpting or masonry) check (DC 19). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,800 XP from the creator and requires geas/quest, limited wish, polymorph any object and web.</p><p></p><p></p><p>16.</p><p>Phase Slash (Su): As a free action, the BIRD can become incorporeal and try to slam a victim with a touch attack. If the attack is successful, the victim must roll a Fortitude save (DC 16) or be stunned for Id4 rounds, disoriented by the creature passing through him. The BIRD can maintain this state for only one round and can not use it again until 1 d6 rounds later. While the creature is incorporeal, it is immune to all physical attacks except those made by magic weapons or spells.</p><p>Transparent (Su): Three times per day, the BIRD becomes transparent, giving it a +10 bonus to Hide checks if moving, and +15 if it remains immobile. It can maintain this state indefinitely, but becomes opaque again after dealing its first attack, as it cannot concentrate on both remaining transparent and engaging in combat.</p><p></p><p></p><p>17.</p><p>Shocking Grasp (Sp): Once every three rounds, a THING can send a shocking bolt of electricity through its tail-pincer. This deals an automatic ld.8+1 points of damage to a victim grabbed by the tail-pincer; the THING can alternately make a touch attack with its tail-pincer to affect an opponent not already held.</p><p></p><p></p><p>18.</p><p>Full Attack: 2 Kama +5 melee (1d6+3/1d6+2), kama +5 melee (1d6+3) and claw +5 melee (1d4+2) or 2 claws +5 melee (1d4+3/1d4+2) and bite +3 melee (1d6+3)</p><p></p><p>Absolute Ambidexterity (Ex): DUDEs can strike as naturally with a weapon in each hand as they can with both claws. They suffer no penalty for fighting with two weapons. They may also attack with one claw and one weapon without penalty.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2175509, member: 1241"] 14. leaving us with this: Construction Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. The creation process takes four weeks and requires materials costing 500 gp. Creating the body requires a DC 15 Craft (blacksmithing) check and a DC 15 Craft (carpentry) check. CL 11th; Craft Construct, animate objects, bull's strength and mount, caster must be at least 11th level; Price 8,000 gp; Cost 4,500 gp + 160 XP. Good now? :) How about this remaining section, anything odd in there?: Riding a CONSTRUCT CONSTRUCTs offer several advantages in combat. they move faster than most Medium-size humanoids, offer substantial cover to a rider and allow most characters, especially spell casters, to do more in a round of combat. Arcane Spell Failure: A CONSTRUCT confines a rider much like a suit of armour. The rider suffers an arcane spell failure chance of 20%, which stacks with any arcane spell failure chance from armour and shields. Cover: CONSTRUCTs provide the rider with one-half cover, granting a +4 cover bonus to armour class and a +2 cover bonus on Reflex saves. An attack that misses the rider within the margin provided by cover instead hits the CONSTRUCT, provided that the attack roll is at least equal to the CONSTRUCT's armour class. And, just to get things squared away, here are the remaining special abilities related queries for this source: 15. Adhesive Orb (Su): In lieu of its normal melee attacks, the CONSTRUCT can hurl a two foot diameter orb of hot, sticky tar at a single target up to 20-ft. away. It strikes as a ranged touch attack causing 2d6+10 points of damage. Furthermore, the tar adheres to the target's armour, severely hampering the creature's movement and combat abilities. It reduces the target's movement by 10-ft., and it also imposes a circumstance penalty to armoured opponent's AC equal to half the armour's bonus, ignoring any enhancement. For instance, a target wearing a suit of +1 chainmail suffers a -2 circumstance penalty because the chain mail normally bestows a +5 armour bonus. The orbs do not effect spells such as mage armour nor does it effect natural armour bonuses. It lasts for one minute before dissipating. Weapon Adhesion (Ex): Whenever a slashing or bludgeoning weapon hit an CONSTRUCT, the creature's tar adheres to the weapon's blade or head. Because of tar accumulating on the weapon, its effectiveness diminishes as the combat progresses. Until the wielder cleans his weapon as a full round action that provokes an attack of opportunity, it suffers a cumulative -2 penalty to damage for every successful hit. Construction An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. It costs 75,000 gp to create, including 2,500 gp for its body. Creating the body requires a successful Craft (sculpting or masonry) check (DC 19). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,800 XP from the creator and requires geas/quest, limited wish, polymorph any object and web. 16. Phase Slash (Su): As a free action, the BIRD can become incorporeal and try to slam a victim with a touch attack. If the attack is successful, the victim must roll a Fortitude save (DC 16) or be stunned for Id4 rounds, disoriented by the creature passing through him. The BIRD can maintain this state for only one round and can not use it again until 1 d6 rounds later. While the creature is incorporeal, it is immune to all physical attacks except those made by magic weapons or spells. Transparent (Su): Three times per day, the BIRD becomes transparent, giving it a +10 bonus to Hide checks if moving, and +15 if it remains immobile. It can maintain this state indefinitely, but becomes opaque again after dealing its first attack, as it cannot concentrate on both remaining transparent and engaging in combat. 17. Shocking Grasp (Sp): Once every three rounds, a THING can send a shocking bolt of electricity through its tail-pincer. This deals an automatic ld.8+1 points of damage to a victim grabbed by the tail-pincer; the THING can alternately make a touch attack with its tail-pincer to affect an opponent not already held. 18. Full Attack: 2 Kama +5 melee (1d6+3/1d6+2), kama +5 melee (1d6+3) and claw +5 melee (1d4+2) or 2 claws +5 melee (1d4+3/1d4+2) and bite +3 melee (1d6+3) Absolute Ambidexterity (Ex): DUDEs can strike as naturally with a weapon in each hand as they can with both claws. They suffer no penalty for fighting with two weapons. They may also attack with one claw and one weapon without penalty. [/QUOTE]
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