Pathfinder Campaign Setting: Construct Handbook

3.70/5 (based on 6 ratings)
Pathfinder Campaign Setting: Construct Handbook

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We Have the Technology!

Mortals have been obsessed with replicating life through metal and magic, and from their great labors have come all manner of constructs. The secrets to creating these marvels are usually reserved for the powerful and skilled, but now they are finally revealed! Pathfinder Campaign Setting: Construct Handbook opens the book on the powerful knowledge to create constructs and reveals never-before-seen clockworks, golems, and robots. Within these pages, you'll find:

  • Information on how to build a construct, as well as new modifications for your constructs.
  • Archetypes for characters who assemble or fight constructs, such as the construct caller, who builds constructs from planar energies.
  • New magic items that assist with both the creation of constructs and their destruction.
  • More than a dozen new constructs of all types, including clockwork goblins, gladiator robots, sand golems, and the powerful and enigmatic automatons.

Pathfinder Campaign Setting: Construct Handbook is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-60125-989-9

Note: This product is part of the Pathfinder Lost Omens Subscription.

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So this book is great bestiary and construct gm tool :D

5/5

I really love Automatons. Hopefully they won't disappear after this book, I want to see those in 2e! Not just flavor wise, they are also mechanically pretty tough. I also really like all the customization options and templates for constructs. I'm not good with words, but I've gotten great use out of this book


Kill your PCs -- with SCIENCE!

5/5

...or horrible robots with chainsaws, which is a decent proxy for science.

So, this is a GM-focused book, but with a bit of PC material. The first three chapters are fairly quick, covering general construct construction, archetypes, and magic items. By and large, this section is decent but not exceptional. A few good archetypes (I particularly like the Construct Caller Summoner and the Voice of Brigh Bard), some interesting items (an Automaton Core is a minor artifact with actual methods for PCs or NPCs to get, if they're not very nice), and a bunch of golem manuals.

The meat of the book is the fourth and final chapter, which occupies 2/3rds of the page count. And this has some beauties.

First up are the Automatons, which are my new favorite thing in Pathfinder. Short version, in ancient days the Jistka Imperium was waning, and so as a way to preserve it some of the elders of the Imperium started uploading their citizens minds into thaumaturgical robots. Thus you have the living constructs known as Automatons, ranging from the adorable and familiar-grabbable Familiar Automaton to the mountain-shredding CR 20 Master Automaton. These guys have everything. Imposing stat-lines, gorgeous art, fascinating backstories, oodles of plot-hooks... you want it, you got it.

There are a bunch of new robots, golems, and clockworks. The stand-out here is the CR 17 Gladiator Robot, which is what happens when you give a hyper-effective killing machine a chainsaw and a directive to please the crowd. This thing is basically a slasher movie villain, and thus awesome. At the other side of the spectrum is the Clockwork Goblin, which is small and silly and kind of adorable.

Finally, there are templates, a half-dozen of them. Golems wreathed in caustic mist, constructs haunted by ghosts, constructs with artificial psychic minds, constructs with someone else's brain stuffed into them, commando constructs (as scary as they sound), hilarious malfunctioning recycled constructs, and the most awesome, steam-powered mechanical dragons.

Allow me to repeat: steam-powered mechanical dragons.

Conclusion: This is a GM book primarily, though a few of the archetypes are nice for a PC. It is a very good GM book, useful if you want any kind of constructs in your game.


Automantions, Clockworks, Golems, and Robots...Oh My!

4/5

Not what I was expected but interesting non the less. I really like the automations, too bad they came around so late in 1e's life time. The book is more a min-bestiary + players companion then a campaign setting book but I could always use more monsters so that is okay with me.


A year late and not really worth the wait

1/5

I was incredibly excited when this was announced last year, as I love constructs and playing characters who make them, however this was mostly a letdown.

Most of the archetypes are just terrible, some like the Paladin one are unbelievably bad, trading away class abilities do something the altered/ruined smite already does. The Wizard one trades away all bonus feats among other things, in return for...a bonus feat. And +50% cost/time to every construct they ever make. Truly amazing.

The bard archetype however I will say was very interesting, though it's weird they gave bards the new way to reanimate constructs.

Alchemist can now kill themselves as an immediate action, so that's great. 1 con drain to heal a homunculus 1d6HP per drain. Phenomenal.

Additionally, in combat healing of constructs is still at the same awful level it's always been at. Fast healing 5,and 10 minutes of greater mending. Have fun.

Hurray.

The one good thing to come of this book are some of the new Templates for constructs, but most of the interesting ones are priced high enough as to mostly be DM territory. Steam was great though, as was the repaired one.

Somewhere between 1-2 of 5 stars, but we round down in Pathfinder.


Flavorful if not Accessible to Players

3/5

This book is...ok.
More of a GM's book than a PC's

While it presents a number of construct related character options, it doesn't really make coructs any more accessible for PCs; you still need to be quite high level and exorbitantly rich to really get into them.
Those who thought they would finally be able to march their golem army like the necromancer's shambling horde or the conjurist's heavenly legion are going to be disappointed.

A good chunk of the book focuses on Shory constructs.
An interesting bit of lore, but one ultimately tied to artifacts, making following in the Shory's footsteps a thing that serves best as a campaign focus rather than a PC option in any existing Adventure Paths.
That said, they are pretty cool.

The character options for construct flavored characters are...well, lukewarm.
There are better options in a number of preexisting books.

All in all, good for a GM or if you REALLY want to make a golemmancer.
If you have a casual taste in constructs, I can't really recommend.


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More skymetal golems, please~

Silver Crusade

Dragon78 wrote:
Well if they gave a wizard a construct minion that scales as an animal companion, they would have give up more then just arcane bond...a lot more.

Hmm, yes you're right Dragon, poor wording on my part. In a similar fashion to, rather than using the same rules and scaling as ACs should be within the boundaries without ditching something like 9-level casting or 'all the discoveries'.


1 person marked this as a favorite.

They could give up all their bonus feats as well as arcane bond. They might have to give up some of their school powers as well.


I just want to see (a lot) more details on the complex modification "Construct Armor" that lets you wear a golem as armor.

Silver Crusade

Dragon78 wrote:
They could give up all their bonus feats as well as arcane bond. They might have to give up some of their school powers as well.

That would certainly work, but I'm cautious about having them be 'all spells and a huge pet' without much variation beyond that because it's getting a bit close to being a Summoner with a better spell list, so I think on reflection I'd prefer to have the construct itself toned down in power and work a bit like the Construct Rider alchemist or as a cohort.


Starfinder Superscriber
Kajehase wrote:
Going to have to take a think about whether it's worth the hassle to cancel my subscription for one month in November. Not the kind of book I'm interested in when I buy things in the Campaign Setting line.

I'll buy it off you, I'm running a starfinder campaign as soon as the books come out and this will be a huge help. drop me an email matter.spfx@gmail.com

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, two questions:

1. Will I (as either a Player or a GM) be able to make a rideable Mecha with this book? or at least a wearable construct suit?

2. Will I as a PC be able to make a Construct I can actually afford to craft and take into battle before level 10 or so?


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Stratagemini wrote:
2. Will I as a PC be able to make a Construct I can actually afford to craft and take into battle before level 10 or so?

Probably not, but you might want to take a look at LPJ Design's machinesmith class. If you're interested, there should be a PDF bundle around somewhere containing this PDF and three small extension PDFs.


If it's a Campaign Setting book rather than a Companion, how about a bit more Alkenstar flavoring so that we get a bit more Steampunk-like characters that focus on Constructs. Given the nature of the Mana Wastes we need some Extraordinary abilities rather than Supernatural ones for our characters.

Alkenstar has a guild, Magnimar has a school and Kaer Maga has a Construct-creating family, so some more regional flavoring would be cool, too.


I can't remember, do we have any archetypes that grant a clockwork creature as a companion?


there's the construct rider alchemist archetype - it kinda says it could be clockwork or not

Paizo Employee Creative Director

8 people marked this as a favorite.

Hi folks! Just as a heads up... this IS in the Campaign Setting line, not the Player Companion line. As such, I suspect this book will be geared far more toward GM use than player use, perhaps with several new constructs as monsters to use in games. Not sure yet if there actually WILL be archetypes in here, since that's not really as appropriate for what I'm envisioning this book to be... There'll be more information, perhaps, on how to adjust constructs in your game as well as maybe an exploration of the roles constructs play in various parts of the world. We'll likely be looking at updating the text for the book listed above to be more accurate about its contents soon!

(And of course, if you as the GM are fine with having your players build constructs, the rules here will help there as well... but again, this is not likely at all to be a player-facing book when all is said and done. The core assumption of the game is that constructs are monsters you fight, after all, not really player options...)

More info to come later!

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Yus, give us the monsters and lore!


Well at least will get some new construct creatures(clockworks, golems, robots, etc.).


Please, if nothing else, design an archetype that lets a player be an Iron Man expy.

My younger brother has been asking me to play something of the type/trying to approximate it since 2012.


Burmaz wrote:

Please, if nothing else, design an archetype that lets a player be an Iron Man expy.

My younger brother has been asking me to play something of the type/trying to approximate it since 2012.

well i like to play iron monger or doctor doom to


Burmaz wrote:

Please, if nothing else, design an archetype that lets a player be an Iron Man expy.

My younger brother has been asking me to play something of the type/trying to approximate it since 2012.

The Mechanic from starfinder might be what he's looking for


An iron man expy would be interesting.


And them a new "Creature Lore Book" appears and I start to envision the Dragon version of the book... XD

I can't hold back... =(


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Gold Sovereign wrote:

And them a new "Creature Lore Book" appears and I start to envision the Dragon version of the book... XD

I can't hold back... =(

The Dragon Builder's Handbook sounds disturbing...then again, half-dragons are mostly created via various magical experiments and are still dragons, so I guess if you want a more robust system for crafting various draconic monsters as a mad wizard/cleric/whatever...


Luthorne wrote:
The Gold Sovereign wrote:

And them a new "Creature Lore Book" appears and I start to envision the Dragon version of the book... XD

I can't hold back... =(

The Dragon Builder's Handbook sounds disturbing...then again, half-dragons are mostly created via various magical experiments and are still dragons, so I guess if you want a more robust system for crafting various draconic monsters as a mad wizard/cleric/whatever...

While I know this book might be a book about building constructs, it seems to me that it's more a book about what the construct builders know about the various constructs than a book about how to build them.

At least that's how I feel about it. And Mr. Jacobs' last comment - saying that the book will talk about how to use them and their rules in a game - made it even stronger.

A book with informations about dragons and how to use them in our campaigns would be a pretty awesome book. Pretty much what we need to solve our need of draconic lore/flavor.


1 person marked this as a favorite.
Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Gold Sovereign wrote:
Luthorne wrote:
The Gold Sovereign wrote:

And them a new "Creature Lore Book" appears and I start to envision the Dragon version of the book... XD

I can't hold back... =(

The Dragon Builder's Handbook sounds disturbing...then again, half-dragons are mostly created via various magical experiments and are still dragons, so I guess if you want a more robust system for crafting various draconic monsters as a mad wizard/cleric/whatever...

While I know this book might be a book about building constructs, it seems to me that it's more a book about what the construct builders know about the various constructs than a book about how to build them.

At least that's how I feel about it. And Mr. Jacobs' last comment - saying that the book will talk about how to use them and their rules in a game - made it even stronger.

A book with informations about dragons and how to use them in our campaigns would be a pretty awesome book. Pretty much what we need to solve our need of draconic lore/flavor.

Yes, I was pretty sure that's what you meant, but when you said the dragon version of the Construct Builder's Handbook, well, it was quite a mental image, envisioning a Dragon Builder's Handbook. Though I do think a Campaign Setting book all about fleshwarping and mutations and similar things could be fun.


3 people marked this as a favorite.
Luthorne wrote:
Though I do think a Campaign Setting book all about fleshwarping and mutations and similar things could be fun.

I second this idea!


A campaign setting book focused on alchemy, flesh warping, experiments, mutations, extracts, etc. would be interesting.

I would really like a campaign setting book that talks about every non-chromatic/metallic true dragon.


there's already a book focused on alchemy: alchemy manual


Not a campaign setting book, I am not talking about rules but flavor and world building stuff.


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While I highly doubt it, I kinda hope that the book touches on and gives something nice to Alchemists who try dabbling in constructs. The lack of any way to use extracts to fix up constructs they build, and the lack of support for the construct-based archetypes, feels like a lost opportunity. If nothing else, I hope this book prompts someone to go back and think about it for a future release.

That out of the way I'm REALLY looking forward to this. The Poppets from AA2 were a nice tease, but didn't quite fill in my desire to just see more cool, new stuff. Hopefully the old construct modification stuff looked back over and updated/added to, in addition to new varieties of constructs for the roster.


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It would be nice to see spells/extracts that repair(and even revive) constructs.


1 person marked this as a favorite.
Dragon78 wrote:
It would be nice to see spells/extracts that repair(and even revive) constructs.

The spells already exist.

Greater Make Whole - Doesn't work on golems, but those usually have a spell that heals them anyway.

Memory of Function - This one should actually work on a golem, since it should lose its immunity to magic once it's destroyed.

Paizo Employee Creative Director

13 people marked this as a favorite.

Just a quick update for folks about this book...

As it stands now, about two-thirds of this book is going to be focused on presenting new constructs and new templates for use on constructs for GMs to use in their games (of course, if you allow players to build constructs, you can as the GM allow them access to building these constructs as well). The remaining third of the book spends a little time talking about building constructs, famous construct builders in the Inner Sea Region, and then has 4 pages of construct-themed magic items and 4 construct-themed archetypes.

There will be a little player-focused content in the book (those four archetypes and some of the magic items, I guess), but the bulk is GM facing.


Thank you Mister Jacobs for the clarification!


Why is this a Campaign Setting rather than a Player Companion? Apologies in advance if that's a dumb question.


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Jason Ward 505 wrote:
Why is this a Campaign Setting rather than a Player Companion? Apologies in advance if that's a dumb question.

Just saw yesterday's comment by Mr Jacobs, I get it now, thank you!


Thanks for the clarification Mr. Jacobs.

Grand Lodge

James Jacobs wrote:

Just a quick update for folks about this book...

As it stands now, about two-thirds of this book is going to be focused on presenting new constructs and new templates for use on constructs for GMs to use in their games (of course, if you allow players to build constructs, you can as the GM allow them access to building these constructs as well). The remaining third of the book spends a little time talking about building constructs, famous construct builders in the Inner Sea Region, and then has 4 pages of construct-themed magic items and 4 construct-themed archetypes.

There will be a little player-focused content in the book (those four archetypes and some of the magic items, I guess), but the bulk is GM facing.

I hope that this book sells well and I hope that my interest and others in a player facing book will spark a publication for us in the near future.


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I really hope this book offers options for classes like Rogues and Alchemists to build, modify, and otherwise make fun use out of Constructs. :D


I wonder if this book will talk about places outside the Inner Sea.

Paizo Employee Creative Director

4 people marked this as a favorite.

This book isn't about places. It's about constructs. With about 75% of the book being new monsters and templates for monsters (aka new constructs and templates for constructs), the remaining 25% is mostly focused on a few magic items, 4 construct-adjacent archetypes, and then a few pages talking about how constructs are built. There'll be mentions of places all over here, but not in a significant way.


So it will not have much in the way of the history/origin of various constructs and places were such creatures would be made?

Paizo Employee Creative Director

3 people marked this as a favorite.
Dragon78 wrote:
So it will not have much in the way of the history/origin of various constructs and places were such creatures would be made?

Each monster/template has a full 2 page entry, like what we do for the monsters in a Pathfinder Adventure Path bestiary, so there's a LOT of room for that type of information, potentially, but it may well be used for other matters.


Thank you for the info Mr. Jacobs:)


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
This book isn't about places. It's about constructs. With about 75% of the book being new monsters and templates for monsters (aka new constructs and templates for constructs), the remaining 25% is mostly focused on a few magic items, 4 construct-adjacent archetypes, and then a few pages talking about how constructs are built. There'll be mentions of places all over here, but not in a significant way.

Do you know if there will be options for Rogues to be able to build/modify Constructs at all?


Golem Turrets


A rogue with a construct companion would be interesting.


I hope some of these new construct creatures will be toys, robots, candy/food based, new type of homunculus, bio-mechanical, and/or some more Frankenstein monster style creations.


James Jacobs wrote:
Dragon78 wrote:
So it will not have much in the way of the history/origin of various constructs and places were such creatures would be made?
Each monster/template has a full 2 page entry, like what we do for the monsters in a Pathfinder Adventure Path bestiary, so there's a LOT of room for that type of information, potentially, but it may well be used for other matters.

Now I'm curious to which subtypes should we expect to see here. Robots and the colossus, or the more classic golem and clockworks?


Pathfinder Adventure Path Subscriber

Darn, was looking forward to this soon and now its been pushed back to 2018. Gonna have to wait even longer...


Wow, it did get pushed back, really back.

Dark Archive

Can anyone from the Paizo crew shed some light on the reason for a two month pushback?

2017 has been really sparse for the Campaign Setting line... ;-(

Dark Archive

2017 CAMPAIGN SETTINGS:

january: Qadira, Jewel of the East

february: Lands of Conflict (Molthune & Nirmathas)

june: Aquatic Adventures (Golarions oceans)

november: Taldor, The First Empire

Okay, so we only got/get four books, but they´re all covering one (or more) Inner Sea realms, which is very cool.

2018 CAMPAIGN SETTINGS:

january: Construct Builder´s Guidebook

february: Inner Sea Taverns

april: Nidal, Land of Shadows

I hope the trend from 2017 continues and we´ll get more books about nations. Sadly Varisia, Galt & Razmiran are off the table, since James Jacobs & Erik Mona are too busy and the creator of Razmiran (i forgot) doesn´t work for Paizo anymore.

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