Construct Artificer (3.5e Class)

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Construct Artificer[edit]

The Construct Artificer is a reclusive person, usually working alone and spending more time with her machines than with people. She delights in figuring out new mechanism and functions that she can add to her machines to make them even more versatile. She gives up her potential with magic to focus on her machines, using it only to give her machines the spark of life.

Making a Construct Artificer[edit]

The Construct Artificer is a clever person, focusing more on her inventions than anything else. She tends to be a bit anti-social and rude, but can curb this attitude when it really counts. While she tends not to talk about it, the Artificer's eventual goal is to become one with her machines and convert her body to a Construct.

Abilities: Intelligence is the most important attribute for the Artificer, being a must for creating a new construct. Strength and Dexterity are also important because of the weight of tools and materials that are not in use.

Races: Humans and gnomes tend to take up this class the most due to its blend of technology, magic, alchemy, crafting, and trap making. Half-Elves raised in a human society are also not unheard of becoming a Construct Artificer but most other races tend to lack the technology for this.

Alignment: Any, usually chaotic.

Starting Age: "Complex"

Table: The Construct Artificer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Create Tiny Construct, Create Small Construct
2nd +0 +0 +0 +3 Upgrade 1, Create Medium Construct
3rd +1 +1 +1 +3 Create Large Construct
4th +1 +1 +1 +4 Upgrade 2
5th +2 +1 +1 +4 Create Firearms (revolver)
6th +2 +2 +2 +5 Upgrade 3, Create Huge Construct
7th +3 +2 +2 +5 Auto-Maintenance, Create Gargantuan Construct
8th +3 +2 +2 +6 Upgrade 4
9th +4 +3 +3 +6 Create Firearms (rifle)
10th +4 +3 +3 +7 Construct Detonator, Upgrade 5, Create Swarm Construct
11th +5 +3 +3 +7 Sense Construct
12th +5 +4 +4 +8 Upgrade 6
13th +6 +4 +4 +8
14th +6 +4 +4 +9 Upgrade 7
15th +7 +5 +5 +9 Create Armor Construct
16th +7 +5 +5 +10 Upgrade 8
17th +8 +5 +5 +10
18th +9 +6 +6 +11 Upgrade 9
19th +9 +6 +6 +11
20th +10 +6 +6 +12 Metal Body, Create Colossal Construct, Final Upgrade

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (All skills, taken individually) (Int), Open Lock (Dex), Profession (apothecary, blacksmith, engineer, woodcutter)(Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Construct Artificer.

Weapon and Armor Proficiency: Construct Artificers are only proficient with weapons and armor that they build and light swords.

Craft Construct: The Artificer can create various forms of machines to help in their everyday life. These constructs have no CON, WIS, INT or CHA score and checks that require the use of WIS, INT and CHA use the Artificer's modifiers. These Constructs will only respond to the commands of the Artificer that built them. The Artificer can also command Constructs to take orders from others but hers will always supersede all other orders. The Artificer can repair damaged constructs out of battle, using up 10 GP worth of materials for each 1 HP she heals.

Tiny Construct— These constructs have 1d4 HD, cost 100 GP in materials and take 1d4 hours to build (STR 10, DEX 14). The Artificer can take 1 hour and an additional 50 GP in materials to add an extra HD to the construct and can do this up to two times. 1d4 -1 melee attack.

Small Construct— These constructs have 1d4 HD, cost 300 GP in materials and take 1d4 hours to build (STR 12, DEX 12). The Artificer can take 1 hour and an additional 150 GP in materials to add an extra HD to the construct and can do this up to three times. These constructs can hold weapons. They are only proficient with the weapon assigned to them at time of construction. 1d4 melee attack.

Medium Construct— These constructs have 1d6 HD, cost 500 GP in materials and take 2d4 hours to build (STR 14, DEX 12). The Artificer can take 1 hour and an additional 250 GP in materials to add an extra HD to the construct and can do this up to four times. These constructs can hold weapons. They are only proficient with the weapon assigned to them at time of construction. These constructs can also be built into mounts for small characters but are no longer capable of combat. 1d6 melee attack.

Large Construct— These constructs have 1d8 HD, cost 1000 GP in materials and take 2d6 hours to build (STR 16, DEX 12). The Artificer can take 1 hour and an additional 500 GP in materials to add an extra HD to the construct and can do this up to four times. These constructs can hold weapons. They are only proficient with the weapon assigned to them at time of construction. These constructs can also be built into mounts for medium characters but are no longer capable of combat. 1d6 melee attack.

Firearms— Firearms are not "conscious" constructs but rather a special form of weapon designed by the Artificer themselves. At level 5 the Artificer is capable of building a Revolver that can hold 6 shots and deals 1d4 damage per shot and can only fire one shot per round and takes a full round to reload completely. At level 9 the Artificer can build a Rifle than can hold 4 shots and deals 1d8+2 damage per shot and can only fire one shot per round and takes a full round to reload completely. The Rifle takes up two of the Artificer's firearm slots.

Huge Construct— These constructs have 1d10 HD, cost 2000 GP in materials and take 2d8 hours to build (STR 16, DEX 14). The Artificer can take 1 hour and an additional 1000 GP in materials to add an extra HD to the construct and can do this up to five times. 1d12 melee attack

Gargantuan Construct— These constructs have 1d12 HD, cost 3000 GP in materials and take 3d10 hours to build (STR 18, DEX 14). The Artificer can take 1 hour and an additional 1500 GP in materials to add an extra HD to the construct and can do this up to six times. 2d12 melee attack.

Swarm Construct— The swarm construct is a collection of Fine constructs, all sharing one "mind". The construct has 1d2 HD for each member of the swarm and each swarm member costs 50 GP in materials to build and takes 15 minutes each. More swarm members can be added at any time. Whenever the Swarm Construct loses 2HP it loses 1 swarm member that cannot be rebuilt and cannot regain that 2HP until it is replaced. The Swarm Construct cannot wield weapons of any sort and deals damage by swarming around an opponent, dealing 1d2 damage for each swarm member. (STR 10, DEX 18) No Upgrades may be applied to this Construct.

Armor Construct— The Armor Construct is built to be one size category larger than the Artificer that built it, but is mostly hollow. This Construct cannot operate on its own and is only useful when being used by the Artificer. By wearing the Armor Construct, the Artificer can now move at twice her base land speed and carry twice her normal carrying capacity. Weapons can also be equipped to the armor construct. This Construct has 1d12 HD, costs 1500 GP in materials and takes 2d8 hours to build. The Artificer can take 1 day and an additional 750 GP in materials to add an extra HD to the construct and can do this up to three times. While inside of the armor Construct, the Artificer takes no damage, the Construct taking damage for her instead. It is a full round action for the Artificer to get in or get out of the Construct. If the Construct reaches 0 HP while the Artificer is inside of it, she takes 1d12 damage and may not move until she manages to escape form the armor (DC 15, INT based).

Colossal Construct— These constructs have 1d20 HD, cost 10000 GP in materials and take 2d6 days to build (STR 20, DEX 16). The Artificer can take 1 day and an additional 5000 GP in materials to add an extra HD to the construct and can do this up to seven times. 4d12 melee attack.

Upgrade: Starting at level 2 and every even numbered level after that, the Artificer can start improving her Constructs. At each upgrade level she can only choose one Upgrade from the list, some can be taken multiple times, others can only be taken once. If applied at the time of the Construct's construction the Upgrade will usually be cheaper than if applied to a finished machine.

1) Armor Plating: Increase the AC of a construct by 1. Costs 50 GP in materials to apply during construction, 100 GP if the Construct is already built. (Can be taken multiple times. Can only be applied once for each stack of this upgrade)

2) Lightweight Design: Reduce the weight of a construct by half without taking away essential parts. Costs 50 GP in materials to apply during construction, 100 GP if the Construct is already built. (May not be taken more than once.)

3) Ranged Attack: Constructs may now fire a bullet, like a firearm, once per round, dealing 1d4 damage per shot. The construct can only store ten shots and must be reloaded out of battle. Costs 250 GP in materials to apply during construction, 500 GP if the Construct is already built. (Must be able to create firearms to take this upgrade.)

4) Improved Melee: Constructs may now attack twice with their melee attack in combat. Costs 250 GP in materials to apply during construction, 500 GP if the Construct is already built. (Must have the Lightweight Design Upgrade to be able to take this upgrade. May not be taken more than once)

5) Flight Capability: Constructs are now capable of flight. Costs 500 GP in materials to apply during construction, 1000 GP is the Construct is already built. (Must have the Lightweight Design Upgrade to be able to take this upgrade. May not be taken more than once.)

6) Improved Ammo Capacity: Constructs may now hold an additional ten shots before needing to be reloaded. Costs 250 GP in materials to apply during construction, 500 GP if the Construct is already built. (Must have the Ranged Attack Upgrade to be able to take this upgrade. Can be taken multiple times. Can only be applied once for each stack of this upgrade.)

7) Lie Detector: Constructs are now capable of doing a Sense Motive check on command of the Artificer. Costs 250 GP in materials to apply during construction, 500 GP if the Construct is already built. (May not be taken more than once.)

8) Active Camo: Constructs are now capable of turning partially invisible, granting a +12 to hide checks. Costs 500 GP in materials to apply during construction, 1000 GP is the Construct is already built. (Must have the Lightweight Design Upgrade to be able to take this upgrade. May not be taken more than once.)

9) Heavy Cannon: Constructs may now be equipped with a cannon for combat. The cannonball deals 2d12 damage. It may only be fired once per round and takes a full round action to reload. If applied to a mount construct someone else must reload it. This can only be applied to Large or larger constructs. Costs 500 GP in materials to apply during construction, 1000 GP is the Construct is already built. (Must have the Lightweight Design Upgrade to be able to take this upgrade. May not be taken more than once.)

10) Anti-Stealth System: Constructs are now equipped with form of primitive radar, allowing them to detect invisible or hidden enemies without fail in a 25 foot radius. Costs 1000 GP in materials to apply during construction, 2000 GP is the Construct is already built. (Must have the Lightweight Design Upgrade to be able to take this upgrade. Must have the Active Camo Upgrade to take this upgrade. May not be taken more than once.)

Construct Detonator: Starting at level 10, the Construct Artificer has the option of "booby trapping" their constructs so that they will detonate upon reaching 0 HP. The blast deals 2d12 damage to everything in a 20 foot radius of the exploding construct. This can only be applied to a Construct at the time of its construction and cannot be changed later.

Sense Construct: The Artificer has become very in tune with machinery, to the point that she can detect where other constructs are by only a slight hum or the faint sound of metal ringing. She also always innately knows exactly where her own constructs are and can now command them silently. She gains a +10 bonus on Spot and Search checks involving Constructs or Machines.

Auto-Maintenance: After being out of combat for 8 hours Constructs will slowly start to repair themselves, thanks to Artificer's skillful fingers they are now able of self-repair. This bonus applies only to new constructs and the Artificer must take 1d2 hours to apply it to a construct that does not have it yet. To see how much a construct repairs itself, roll one of its HD and add that to its HP, not to exced the maximum. (IE, if a construct has 14/16 HP and rolls a 3, it's HP will only go to 16, not 17)

Metal Body: The Artificer has finally reached her goal and may create one additional construct of any size category for which she will eventually transfer her mind into. Any Upgrades she has are applicable to this Construct. This construct's construction time is halved but not its cost in Materials. When the Construct is complete, the Artificer takes 1d10 days to transfer her mind into the machine losing all other racial traits and being considered as a Construct. She re-rolls her STR and DEX stats, loses her CON stat and keeps her WIS, INT and CHA.

Epic Construct Artificer[edit]

Table: Constructs
Level Constructs Available
Tiny Small Medium Large Firearm Huge Gargantuan Swarm Armor Colossal
1st 2 1
2nd 3 2 1
3rd 4 3 2 1
4th 4 3 2 2
5th 4 3 2 2 1
6th 4 3 2 2 1 1
7th 5 4 3 2 1 2 1
8th 5 4 3 3 1 2 2
9th 5 4 3 3 2 3 2
10th 6 5 4 3 2 3 3 1
11th 7 6 4 4 2 3 3 1
12th 7 6 5 4 2 4 3 1
13th 8 7 5 5 3 4 4 1
14th 8 7 6 5 3 5 4 1
15th 9 8 7 6 3 5 5 1 1
16th 10 9 8 7 3 6 5 1 1
17th 10 9 9 8 4 7 6 1 1
18th 11 10 10 9 4 8 7 1 1
19th 12 11 11 10 4 9 8 1 1
20th 12 11 11 11 4 10 9 1 1 1

Table: The Epic Construct Artificer

Hit Die: d4

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

<-number of skill points-> + Int modifier skill points per level.

<-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->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Construct Artificer Bonus Feat List: <-list of bonus epic feats->.

Campaign Information[edit]

Playing a Construct Artificer[edit]

Religion:

Other Classes:

Combat:

Advancement:

Construct Artificer in the World[edit]

I am never alone, my family is all around us.
—Zook Folkor Doublelock, Gnome Construct Artificer->

They can be wealthy lords, tyrants, scientists, an unstopped terror, dungeoneers, trap makers, leaders of crime, and performers.

Daily Life:

Notables: <-notable NPCs of this class->.

Organizations:

NPC Reactions:

Construct Artificer Lore[edit]

Characters with ranks in Knowledge (architecture and engineering) can research Construct Artificers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (architecture and engineering)
DC Result
5 They create mechanical constructs.
10 Their Constructs can be nearly any shape and size
15 Their Constructs can be made into weapons.
20 Their Constructs can eventually act as a one man army.

Construct Artificer in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation:

Sample Encounter:

EL 6:



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