New Race Builder Drawbacks for constructs / half-constructs


Homebrew and House Rules


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Unstable animation (-2RP or more?)
Prerequisite: Construct or half-construct
The magic giving you animation can be disrupted. When effected by effects such as dispel magic or break enchantment, the creature is stunned for 1d4+1 rounds. A successful fortitude (or will??) save reduces this to only a single round. This occurs regardless of if you were the intended target, or if the caster was aware of your vulnerability. If the effect is generated by someone aware of your weakness, they can target your animating magic specifically to increase the DC by 2.
Ongoing effects that dispel or suppress magic (like anti-magic field) require you to make a save each round or be stunned. On a successful save you are merely staggered.
Spells that can permanently remove magic from items (like disjunction) utterly destroy you on a failed save.

Haunted construction (-1 RP )
Prerequisite: construct or Half-construct
Unlike most constructs, you are animated by the undead spirit of a sentient being. As a result of this, you take damage from positive energy as if undead, and are considered undead for effects that harm undead creatures and for prerequisites. You neither take damage or heal from negative energy, although level drain and other effects from negative energy function as normal for your creature type.

Artificial life (0 RP)
Prerequisite: Half-construct
You share more in common with constructs than living creatures. You do not heal normally and cannot benefit from use of the heal skill. However, You can be repaired by use of the craft skill and spells such as Make Whole, although both are only half as effective as normal for constructs. You do not regain hit points from positive energy. You can still benefit from other types of spells that use positive energy (such as restoration, regeneration, and remove disease) although any numerical effects are reduced by half.
Likewise, you do not loose hit points from negative energy and other necromantic effects have numerical effects reduced by half.

Flammable construction (-2 rp)
Whenever you take fire damage, you must make a reflex save or catch fire taking d6 damage each round.

Cloth Construction (-1 RP)
Your body is made out of flexible cloth. This gives you a +2 on escape artist checks. Also, you only take half damage from pure bludgeoning weapons. Unfortunately, attacks that deal slashing damage deal an additional 50% damage.

Weak power source (-2RP)
Your internal power source is not able to sustain constant activity. After 12 hours of activity, you must rest for 1 hour or become fatigued. If you go more than 24 hours without resting, you become exhausted, after 36 you are staggered & exhausted and after 48 hours you are paralyzed. Healing magic is ineffective against these penalties. 1 hour of rest reduces penalties by one step. You are still alert and aware of your surroundings while resting, but may not take any standard actions or move actions.

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