Personal Construct
Prerequisite: Int 14+, character must not have a familiar or animal companion.
Effect: Gain a construct that will follow your commands and serve you in combat or other situations. A personal construct uses the Construct primary creature definition, including its standard construct traits. It has no Intelligence or Constitution score. Its Charisma is 10 and cannot be modified. The construct must be made from materials thematic to its creator and gains HD whenever its creator does.
A personal construct uses the Null main progression, High Attack curve, and Combatant sub-progression. It gains the Null progression's +6 HP per HD. Its Hit Die is d12 from the Construct definition; as usual, the first Hit Die is maximized. The HP adjustments on the Personal Construct table are added to both of these values. For example, a 1 HD personal construct has 23 HP: 12 from its maximized d12 Hit Die, 6 from Null, and 5 from Personal Construct.
When building the construct, roll its attributes or distribute 18, 16, and 12 among Strength, Dexterity, and Wisdom. Then choose one of the following forms:
- Small — Floating Bolt-Launcher: Apply +2 Dexterity and -2 Strength. Its attached bolt-launcher deals 1d6 piercing damage with an 18-20/x2 critical and has a range of 75 feet. It has a 20-foot fly speed with perfect maneuverability and gains Forceful Shot.
- Medium — Bladed Quadruped: Its attached blades deal 1d8 slashing damage with an x3 critical. Its base speed is 40 feet and it gains Monstrous Bite, represented by a grasping strike from its body or blades rather than necessarily a literal bite.
- Large — Spider Striker: Apply +2 Strength and -2 Dexterity. Its attached striking legs deal 2d6 bludgeoning damage with an x2 critical. Its base speed is 20 feet and it gains Improved Shove.
The construct's attached weapons use its normal Base Attack Bonus attacks.
The base armor for a construct is 10, money can be spent armoring it up as if applying a normal character's armor to it. Cost modifiers for the armor are the same as for Small, Medium, or Large characters. This armor can also be imbued. The weapons for your construct are free and considered masterwork, including the +1 bonus to attack. These can be imbued for standard cost. Magic items can be created to increase a construct's skills, and will be attached to the associated slot. Constructs also cannot speak unless modified to do so. Personal constructs do not gain bonus feats or bonus abilities from their progression. The only abilities they get come from the Special column and their selected form. They do gain standard feats at 1, 3, 6, and so on.
| Character HD | Natural Armor Adj. | HP Adj. | Special | |
|---|---|---|---|---|
| 1st - 2nd | +1 | +5 | Construct Traits, DR 5/-, and Energy Absorption | |
| 3rd - 4th | +2 | +5 | - | |
| 5th - 6th | +3 | +5 | Energy Vent | |
| 7th - 8th | +4 | +5 | - | |
| 9th - 10th | +5 | +5 | Energy Ray | |
| 11th - 12th | +6 | +5 | DR 10/- | |
| 13th - 14th | +7 | +5 | Energy Shield | |
| 15th - 16th | +8 | +5 | - | |
| 17th - 18th | +9 | +5 | Accelerate | |
| 19th - 20th | +10 | +5 | - | |
Note: HP bonuses are cumulative.
Energy Absorption: Your construct is not only immune, but is repaired, instead of damaged, by anything that deals with the energy type they are powered with. e.g. Sonic, Acid, Positive, Negative, etc.
Energy Vent: Once per day per 3 HD the construct can vent whatever type of energy is powering it. If steam, then heat; if spirit power, then positive/negative energy; if arcane then damage type of your choosing. This will affect all adjacent squares dealing 5d6 damage/healing. Reflex save for half, the DC is based on your character's PMA (10+1/2 HD+PMA Mod) This is a standard action.
Energy Ray: Once per day per PMA of your character, the construct can attempt a ranged touch attack. The ray will deal 1d6 / 2 HD of the energy type used to animate the construct. This is a standard action
Energy Shield: Once per day your golem can create a shield around its creator that gives them a ward that prevents the amount of damage equal to HD x PMA Mod and makes them immune to the energy type used to animate the construct. This is a standard action
Accelerate: Once per day, for rounds equal to the PMA of your character, the golem can act as if under the effects of the haste spell. These do not need to be used consecutively. Activating accelerate is a free action.