Brilliant Gameologists Forum

The Thinktank => Min/Max It! => Handbooks => : Snizor May 17, 2008, 10:42:49 PM

: Mechonomicon
: Snizor May 17, 2008, 10:42:49 PM
Mechonomicon
(http://www.wizards.com/dnd/images/sx_gallery/98381.jpg)

The purpose of this thread is similar to that of my previous thread, Collection of Necromatic Oddities (http://"http://forums.gleemax.com/showthread.php?t=935318"). However, this one is dedicated to the various mechanical monstrosities and quirky gizmos that can be created with the Craft Construct feat (MM 304).

Entry Format:
Required level _ Name (book page)
Skill Checks: Unless stated otherwise, you must make either of these (crafting) checks, not both
Any other requirements, like a big gem
Spells needed in the creation process
cost in gp, cost in xp (these are creation costs, not buying cost)

Note that the 3.5 Update Document significantly altered the price of FF and MM2 constructs.


Will add commentary on choice later
: Re: Mechonomicon
: Snizor May 17, 2008, 10:44:30 PM
Low Level Constructs (1-7)
(http://www.wizards.com/dnd/images/sx_gallery/98826.jpg)




01 Arbalester (MoE 152)
DC14 Sculpting/Carpentry
arcane eye, mending
1250gp 93xp
Comments: Basically a self-firing light crossbow (can be enhanced as such). Won't be that good at mid/high levels due to: lack of Attack bonus, HPs, and the damage they deal their creator when destroyed.

01 Dedicated Wright (ECS 285)
DC14 Pottery
arcane Eye, fabricate
2100gp 160xp
Comments: Crafts magic items for you while you go dungeon-delving. Useful for when your DM doesn't give unlimited downtime for item crafting.

01 Expiditious Messenger (ECS 285)
DC16 Sculpting
arcane eye, sending
1650gp 126xp
Comments: See Homunculus, but with better mobility

01 Furtive Filcher (ECS 286)
DC12 Sculpting/Pottery
arcane eye, shadow conjuration
1550gp 118xp
Comments:

01 Necrophidius (FF 126)
DC13 Sculpting
Sor/wiz: geas/quest, hold person, hypnotism, Mordenkainen's faithful hound
Cle: animate objects, command, geas/quest, hold person
2000gp 100XP
Comments: These have rules for creating advanced versions of them; however, the Advancement Entry in the stat block caps out at 6 HD (making there usefulness peter out). Until then though, it's a decent combatant with Sneak Attack and a Paralyzing bite.

01 Packmate (MoE 152)
DC14 Sculpting
arcane lock, arcane eye, mending
1260gp 93xp
Comments: Cute, but is too easily destroyed for something that's basically a walking backpack.

01 Persistent Harrier (MoE 153)
DC14 Sculpting
arcane eye, mending
1250gp 93xp
Comments: I'm not a fan of Homunculii being in the middle of combat. It's +3 Melee att. bonus won't get you very far.

04 Clockroach (MM4 28)
DC14 Metalworking
Arcane eye, Melf’s acid arrow, message
1075gp 80xp
Comments: Too weak to be used in combat. The 1/5 round acid breath weapon is its only notable feature (can be useful for Out-of-combat purposes). Artificers can treat it as a Homunculus

04 Clockwork Steed (MM4 32)
DC18 Blacksmithing
animate objects, mount
1150gp 80xp
Comments: Interesting mount choice. Can be upgraded with bonus feats (limited choices) for a relatively low price after its created. Can't be advanced by HD though.

04 Homunculus (MM1 154)
DC12 Sculpting/Pottery
arcane eye, mirror image, mending
1050gp 78xp
Comments:
: Senevri
I like homunculi. Advance them to max HD and hand-pick their skills&feats to make UMD-using turrets.
(9 ranks, skill focus and that +2/+2 skill, -1 Cha for 13 ranks. Add a masterwork tool(~300gp) and a +5 magic skill booster and you're there. Total cost under 13 K or so, for an autonomous magic-using flying mind-linked bot. )

04 Iron Defender (ECS 287)
DC14 Metalworking
arcane eye, keen edge, mirror image, mending
1250gp 93xp
Comments:


05 Alchemy Beetle (SoX 74)
DC15 Blacksmithing and Glassblowing
fireball
4000gp 240xp
Comments: Not that good. The creation guidelines fail to mention the cost of advancing this construct (despite the advancement entry for this monster), so you're stuck with the weakling version.

05 Clockwork Mender (MM4 30)
DC15 Blacksmithing
mending, repair light damage
1250gp 68xp
Comments: Too bad you can't craft the swarm version of this creature, which could serve as an out-of-combat repair unit for your other constructs. This version only gives 1d8 points of healing per day.

07 Crawling Claws (LEoF 163)
NA
animate dead, cat’s grace, lesser geas
9250gp 710xp
Comments: Well, it's a swarm, but it's a size category too large to be immune to slashing/piercing weapons. Has Blindsight (which can be useful) but will probably die fast.

07 Fang Golem (MM4 72)
DC15 Sculpting or Weaving
greater magic fang, reincarnate, spike stones
8000gp 580xp
Comments: Decent stats, Att. bonus, etc. Pretty usable when you can make them.

07 Umbral Spy (The Forge of War 155)
DC15 Alchemy and Spellcraft
shadow conjuration, speak with dead
11000gp 840xp
Comments: An intelligent incorporeal construct with telepathy (yay Mindsight feat), hide in plain sight, and whose attack deals wisdom damage. Very good choice, made better by the fact that it does list a cost to advance.
: Re: Mechonomicon
: Snizor May 17, 2008, 10:45:25 PM
Mid-Level Constructs (8-15)
(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG223b.jpg)




08 Brass Steed (HoB 153)
DC12 Armorsmithing/weaponsmithing
animate objects, bull’s strength, flame arrow, geas/quest, haste
10000gp 720xp
Comments: A decent mount at the level you get it. However, it doesn't list the cost to advance (despite having an advancement entry in its stat block) so it is less useful after a few levels.


08 Flesh Golem (MM1 135)
DC13 Leatherworking/Heal
Creator must supply 6 different bodies
animate dead, bull’s strength, geas/quest, limited wish
10500go 780xp
Comments: Stats aren't horrible, but it will occasionally try to kill you, which is not cool at all.

08 Serpentflesh Golem (SK 82)
DC13 Leatherworking/Heal
animate dead, bull's strengh, geas/quest, limited wish
10,500gp 780XP
Comments: Nice, you can pay to attach more arms to it and it doesn't try to kill you.

09 Magmacore Golem (MM5 70)
DC10 Sculpting
animate objects, commune, lesser planar binding
19650gp 1400xp
Comments: It just doesn't have the combat stats to really do what it was designed to do(worse overall than the Flesh Golem though with Fire/Electicity immunity).

09 Shardsoul Slayer (MM5 149)
DC15 Armorsmithing
animate objects, lesser planar binding, shatter
41000gp 2800xp (creates 3)
Comments: Seeing as Wizards forgot to include the costs for creating higher HD versions of this, it really isn't that good. The cost per construct is actually pretty reasonable, but the lack of scaling means that they will be outmatched in combat.

10 Caryatid Column (FF 30)
DC15 Sculpting/Stonemasonry
Creator must be able to cast arcane or divine spells
Requires a magic weapon, usually a +2 bastard sword (8335gp)
lesser geas, meld into stone, statue, stone shape
19535gp 419xp
Comments: Lack of HD advancement=bad. Destroying treasure=bad. This creature=bad.

10 Ice Golem (Frostburn 137)
DC15 Sculpting
Ice shape, wall of ice, and animate snow and ice or cone of cold
32000gp 2320xp
Comments: Has Improved Grab, but is rather costly compared to other options. Probably not the best use of your money.

11 Clay Golem (MM1 134)
DC15 Sculpting/Heal
animate objects, commune, resurrection
21500gp 1540xp
Comments: Magic items that eventually turn renegade and try to kill you tend not to be very good.

11 Gloom Golem (MM3 68)
DC21 Sculpting AND DC21 Knowledge (the planes)
Creator must be evil
crushing despair, limited wish, planar binding, polymorph any object
25000gp 1200xp
Comments: Stats aren't anything special and the Crushing Despair ability will affect you and your allies as well. Not very good.

11 Grave Dirt Golem (LM 105)
DC15 Sculpting
animate objects, commune, resurrection
18250gp 1400xp
Comments: Once again, stuff that eventually betrays you is a waste of money.

11 Incarnum Golem (MoI 179)
DC15 Sculpting
Ability to shape a soulmeld, animate object, limited wish, planar binding
27500go 1600xp
Comments:

12 Adamantine Spider (DotU 106)
DC18 Metalworking
animate objects, descern location
5450gp 436xp
Comments: Cheap, but wont do much good at lvl 12.

12 Arcane Ballista (The Forge of War 149)
DC18 Waponsmithing
Craft Magic Arms and Armors
flame blade, flame strike or fireball
37000gp 2960xp
Comments:

12 Cadaver Golem (HoH 149)
DC16 Leatherworking/heal
bull’s strength, create undead, geas/quest, limited wish
15750gp 1170xp
Comments: Meet Mr. Potato-Head. The Assimilate Flesh ability is very sexy (basically Illithid Savant lite); however, the fluff text in the construction section that indicates that the creator can't control the golem is not.

12 Force Golem (MM5 68)
DC20 Armorsmithing
animate objects, contact other plane, lesser planar binding
29,250gp 2000xp
Comments: It terms of stats, this is inferior to the Flesh Golem. The pulse ability is interesting and it is immune to a larger set of spells but I wouldn't spend my money on this.

12 Iron Cobra (FF 103)
DC20 Armorsmithing/Weaponsmithing
Creator must be able to cast both arcane and divine spells
animate object, freemdom of movement, geas/quest, locate creature
2500gp 80xp
Comments: Similar to the Adamantine Spider; cheap, but utterly ineffective in combat at the level you can make them. The Locate Creature effect might be useful though

13 Dragonbone Golem (Draco 164)
DC20 Heal
animate dead, cause fear, geas/quest
60000gp 4400xp
Comments: .

13 Shredstorm (MM3 153)
DC25 Weaponsmithing
fly, geas/quest, greater magic weapon, lightning bolt, limited wish
50000gp 2800xp
Comments: A construct swarm with immunity ti weapon damage due to its size. Can be very useful, though lack of HD advancement and swarm vulnerabilities means that certain enemies will absolutely demolish this useful creature

14 Alchemical Golem (MM3 66)
DC20 Alchemy
geas/quest, limited wish, poison, polymorph any object
36000gp 2720xp
Comments: Dear Wizards of the Coast, Please stop printing constructs that try to kill their owners.

14 Blood Golem of Hextor (FF 85)
DC15 Heal
able to cast divine spells, Sacrificial victims
animate objects, bull's strength, gentle repose, heal
17,280gp 809XP
Comments: To-hit bonus is low, but the other aspects of this golem are pretty good for the cost.

14 Greater Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
105000gp 7640xp
Comments: An advanced version of the Stone Golem, nothing more.

14 Mud Golem (MM3 70)
DC15 Pottery/Sculpting
geas/quest, limited wish, polymorph any object, transmute rock to mud
33000gp 2560xp
Comments: Interesting breath weapon, but otherwise doesn't really stand out.

14 Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, slow, symbol of stunning
50000gp 3400xp
Comments:

14 Tombstone Golem (LM 105)
Same as Stone Golem
same as Stone Golem (but replace Slow with Slay Living)
70000gp 5200XP
Comments: Same as the Stone Golem except it replaces the Slow effect with a Slay Living effect. If the save DC weren't so low, I'd really like this option.

14 Web Golem (MM3 74)
DC20 Weaving/Profession (silkmaker)
geas/quest, limited wish, poison, polymorph any object, spider climb, web
33000gp 2560xp
Comments: The Adhesive ability is interesting; however, the base version only has 11HD, making it rather fragile to be put on the front lines.

15 Dread Guard (MM2 87)
DC25 Armorsmithing
Creator must be able to cast arcane spells and supply a martial weapon
fabricate, geas/quest, polymorph any object
40000gp 800xp
Comments: Worthless in 15th lvl combat and way too expensive

15 Helmed Horror (LEoF 175)
NA
air walk or fly, limited wish, spell turning
39150gp  xp cost not listed
Comments: A very good choice. Air Walks, is intelligent (and get skills/feats as appropriate), can see invisible, and has a few, creator-selected, spell immunities. Also wears +3 Full-Plate.

15 Silvereye Marauder (FN 156)
DC20 Armorsmithing/Blacksmithing
Creator must be a Silver Pyromancer lvl 2 (FN 150)
limited wish, major creation, permanency
65000gp 4600xp
Comments: Is intelligent and has pounce and improved grab. Customize its feats and this could be a decent charger. The to-hit mod is a bit low though.

15 Shield Guardian (MM1 223)
DC16 Blacksmithing/Carpentry
limited wish, discern location, shield, shield other
65000gp 4600xp
Comments: Fills the role of bodyguard adequately with Shield Other + Fast Healing.
: Re: Mechonomicon
: Snizor May 17, 2008, 10:46:12 PM
High-Level Constructs (16-20)
(http://www.wizards.com/dnd/images/ff_gallery/50070.jpg)




16 Brass Golem (MM2 117)
DC25 Armorsmithing AND DC25 Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, maze, Mordenkainen’s sword, polymorph any object
33820gp 2247xp
Comments: The 3.5 Update document makes the price very low, considering that the +3 wounding weapon it comes makes up about 25,000gp of the creation cost. The body is pretty good for the price tag, being superior to the higher costed Flesh Golem.

16 Bronze Serpent (MM2 40)
DC25 Armorsmithing/Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object, shocking grasp
46500gp 3540xp
Comments:

16 Diamond Golem (MC 53)
DC16 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, sunbeam, polymorph any object, stone shape, dispel magic
67000gp 1500xp
Comments:

16 Dragonflesh Golem (MM2 117)
DC25 Knowledge (nature) AND DC25 Heal
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
92500gp 6800xp
Comments:

16 Drakestone Golem (Draco 164)
DC25 Sculpting/masonry
animate objects, antimagic field, flesh to stone, geas/quest
95000gp 6400xp
Comments:

16 Gold Golem (Here (http://www.wizards.com/default.asp?x=dnd/re/20030901a)
None
animate objects, limited wish, polymorph any object, bigby's clenched fist
See link for costs
Comments

16 Hangman Golem (MM3 69)
DC20 Weaving (5 or more ranks in Use Rope gives a +2 bonus)
animate rope, geas/quest, limited wish, polymorph any object
72625gp 5710xp
Comments: Meant to be a grapple-bot (Constrict, Improved Grab, Strangle), but has a rather low grapple mod (+25). Having Immunity to Magic (immunity to most buff spells) means that this problem is harder to fix.

16 Iron Golem (MM1 136)
DC20 Armorsmithing/Weaponsmithing
cloudkill, geas/quest, limited wish, polymorph any object
80000gp 5600xp
Comments:

16 Jade Spider (CotSQ 121)
DC 17 Sculpting/Masonry
able to cast arcane spells, geas/quest, limited wish, polymorph any object, flesh to stone, bestow curse, forcecage
80,000gp 1,600XP
Comments:


16 Ruby Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, move earth, polymorph any object, stone shape
57000gp 1500xp
Comments:

16 Runic Guardian (MM2 182)
DC20 Profession(engineer)/Sculpting AND DC15 Metalworking
“limited wish, discern location, shield, shield other” + Spells that construct is imbued with
97500gp 6600xp
The lab where the Runic Guardian is awakened, costs 2000gp to establish, instead of the normal 500gp
Note: The description lists neither spells nor xp cost, so I’ve taken the spells from Shield Guardian (MM1 223) as it says the processes are nearly identical.
Comments: A Suped-up Shield Guardian with a better version of Shield other (soaks up 75% of the damage) and has a few, creator-chosen, SLAs. Stunning Strike isn't bad, thought the Guardians to-hit (+18) is a bit low.

16 Sardorian Golem (Here (http://www.wizards.com/default.asp?x=dnd/psb/20040123c)
DC25 Sculpting/Stonemsonry
emulate power, fly, matter manipulation, negate psionics, true creation
95,000gp, 6,400xp
Comments:

16 Slaughterstone Eviscerator (MM3 160)
DC20 Sculpting/Stonemasonry
Creator must supply 4 large +2 adamantine greatswords
keen edge, geas/quest, haste, stoneskin
67500gp 4800xp
Comments: Notable for being able to move 15ft and still make a full-attack.

16 Spiderstone Golem  (CotSQ 120)
DC 17 Sculpting/Masonry
able to cast divine spells and have access to the Drow domain, geas/quest, limited wish, polymorph any object, spider climb, freedom of movement
80,000gp 1,600XP
Comments: Things that eventually turn on their creators (Berserk quality) tend to be poor purchases.

16 Stained Glass Golem (MM2 116)
DC25 Glassmaking
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
15000gp 1080xp
Comments:

16 Wicker Man (FF 188)
DC15 Alchemy AND DC17 Woodworking
Creator must be able to cast divine spells
entangle, liveoak, protection from energy
48000gp 1080xp
Comments: For a creature intended to function as a big stupid fighter, this creature has pretty aweful stats.

17 Emerald Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
dimensional anchor, polymorph any object, stone shape, teleportation circle
62000gp 1500xp
Comments:

17 Prismatic Golem (MM3 71)
DC22 Sculpting AND DC22 Knowledge (the planes)
Creator must be good
greater planar binding, polymorph any object, prismatic sphere, wish
150000gp 8000xp
Comments: An Incorporeal construct. Has some formidable defenses, but has a rather weak offense. Being incorporeal can auto-win some fights, but I'm not sure that it is worth the hefty price-tag.

17 Shadesteel Golem (MM3 72)
DC30 Armorsmithing
energy drain, geas/quest, limited wish, polymorph any object, shades
70000gp 4800xp
Comments: This is for any necromancers who don't rely on rebuking to control their undead.

18 Battle Horror (LEoF 176)
NA
air walk or fly, blink, dimension door, limited wish, magic missile, spell turning
76650gp  xp cost not listed
Comments: As Helmed Horror, except with 20hd, +5 Full-Plate, and a few SLAs (Magic Missle, Blink, and Dimension Door)

18 Demonflesh Golem (FF 88)
DC 15 Heal and DC 20 Know: the planes
access to demon bodies/fiendish grafts. Graft Flesh feat, able to cast both arcane and divine spells
darkness, destruction, geas/quest, horrid wilting, planar binding, poison, unholy aura, unholy blight
101,000gp 7,96XP
Comments: Good DR, energy resistances, and natural armor. Is intelligent (and has feats), has a few decent SLAs. It's Claw graft would go well with a charger build.

18 Hellfire Golem (FF 88)
DC 20 Sculpting
Able to cast both arcane and divine spells
burning, hands, fireball, flamestrike, flare, geas/quest, planar ally, produce flame
101,000gp 7840XP
Comments: Intelligent, but is outdone by the Demonflesh Golem. The SLAs this has are pretty bad due to the low save DCs.


18 Ironwyrm Golem (Draco 165)
DC30 Armorsmithing/weaponsmithing
animate objects, antimagic field, geas/quest, incendiary cloud, limited wish
125000gp 8000xp
Comments:

18 Juggernaut (MM2 132)
DC18 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
bull’s strength, geas/quest, limited wish, polymorph any object, forcecage, grease, hold monster, magic missile, slow, wall of force, web
75000gp 5400xp
Comments: Wall of Force and Forcecage at will. Need I say more?

18 Nimblewright (MM2 162)
DC16 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
geas/quest, haste, limited wish, polymorph any object
18500gp 580xp
Comments: If this listed a cost to advance, it would be very good. Intelligent (with 2 bonus feats as well), has decent buff SLAs, and the special attacks are nice. Without advancement rules though, the Nimblewright's 10hd just won't cut it.

18 Scouring Slinger (MM5 144)
NA
creeping doom, shambler
58500gp 3000xp
Comments:

18 Scouring Stanchion (MM5 145)
DC25 Woodworking
creeping doom, animate plants
52,200gp 3000xp
Comments: Wow... just wow. AC 38, 325 HP (30 HD), +32 to-hit, uses Cha for bonus HP/HD, SR 27 (not too shabby against NPCs). This creature also can be advanced for only 500gp/HD. Very impressive as a high-level combat machine.

18 Slaughterstone Behemoth (MM3 159)
DC25 Sculpting/Stonemasonry
geas/quest, sound burst, stoneskin
90000gp 6400xp
Comments:

19 Grisgol (MM3 76)
DC25 Bookbinding
Creator must capture and supply a lich’s phylactery. He must destroy the lich, and finalize the Grisgol before the lich returns.
See description for extra costs.
control undead, geas/quest, illusory script, insanity, limited wish, mending, polymorph any object, plus all spells to be included in the Grisgol, see desc.
110000gp 8000xp
Comments: NOT for melee combat, despite some of the lich-esque touch abilities. The selectable SLAs (one per spell level. Each usable 1/day) are really the only reason to make this, and the added cost to create for giving it spells with expensive material components/XP makes even that hard to really abuse.

20 Blackstone Gigant (FF 21)
DC25 Sculpting/Stonemasonry
Creator must be able to cast divine spells
animate objects, flesh to stone, geas/quest, miracle
105,000gp, 7800xp
Comments: Nice attack routine (4 Slams with +38 to-hit, each with a flesh to stone effect), is intelligent, good movement modes (fly, climb, and land), and has a decent AC (+27 Natural Armor). A bit late in the game, but decent in its own right.
: Re: Mechonomicon
: Snizor May 17, 2008, 10:47:39 PM
Templated Constructs (Various Levels)
(http://www.wizards.com/dnd/images/ca_gallery/85481.jpg)



Effigy Creature (CA 151)
DC15 Woodworking/Leatherworking/Metalworking/Know: Architecture and Engineering.
CL must be greater than or equal to HD of Effigy.
No specified spells
Cost of body (varies)+1,000gp per HD, 80XP per HD.
Comments: The fact that this is a template gives you a large amount of versatility when it comes to making them. Even ignoring the template-stacking shenanigans of Mr. Roboto (http://"http://forums.gleemax.com/showthread.php?t=530759&highlight=Mr.+Roboto"), this template is a very solid way to craft constructs.

Elder Eidolon (LoM 146)
Dc25 Sculpting/Sonemasonry
minimum CL equal to HD
no specified spells
Cost of Body (Varies)+3,000gp per HD, 240XP per HD
Comments: Similar to the Effigy template. Is a stronger template, but costs 3 times as much (not counting the body cost, which is identical) as the Effigy. Extra benefits include: Immunity to Magic, Fast Repair (healing), and a Deflection bonus to AC.

Topiary Guardian (MM3 175)
DC 25 Gardening/Sculpting/Profession: gardener
Creater must be at least 13 lvl.
awaken, geas/quest, limited wish
Cost by size:
Medium-10,800gp 800XP
Large-32,400gp 2,400XP
Huge-62,100gp 4,600XP
Comments: SHRUBBERIES!

11 Sacred Guardian (Bestiary of Krynn 91)
DC15 Sculpting and DC 20 Knowledge (Religion).
Creator must be a cleric with access to tha domain the sacred guardian will be dedicated to.
animate objects, commune
+500gp per size category, +80xp per size category.
Comments: This makes your construct intelligent (which is a VERY good thing) and some other nice benefits (Fast Healing) on the side. Many DMs probably won't allow it due to where it's from; however, if your DM does allow this template, then by all means USE it!
: Re: Mechonomicon
: Snizor May 17, 2008, 10:48:32 PM
Epic-Level Constructs (21+)
(http://www.wizards.com/dnd/images/FC2_Gallery/101488.jpg)



25 Hellfire Engine (FC2 119)
DC20 Amorsmithing/weaponsmithing
hellfire storm, geas/quest, limited wish, polymorph any object, Lawful Evil alignment
200000gp 9600xp
Comments:

25 Mithril Golem (Epic SRD)
DC30 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, ability to cast arcane spells, geas/quest, haste, wish
250000gp 5000xp
Comments:

25 Stone Collosus (Epic SRD)
DC37 Sculpting/masonry
Ability to cast epic spells, geas/quest, limited wish, polymorph any object, shatter
760000gp 30600xp
Comments:

29 Flesh Collosus (Epic SRD)
NA
Ability to cast epic spells, magic jar, limited wish, polymorph any object, finger of death
760000gp 30600xp
Comments:

30 Adamantine Golem (Epic SRD)
DC40 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, able to cast arcane spells, crushing hand, geas/quest, wish
500000gp 10000xp
Comments:

35 Iron Collosus (Epic SRD)
DC42 Armorsmithing/weaponsmithing
Ability to cast epic spells, cloudkill, geas/quest, limited wish, polymorph any object
1000000gp 50000xp
Comments:
: Re: Mechonomicon
: Snizor May 17, 2008, 10:50:14 PM
Other Gizmos


All of these come from the Clockwork Wonders (http://"http://www.wizards.com/default.asp?x=dnd/archeb/cw") series of web-articles.


Spider Thief
CL 3; Craft Construct, mage hand, spider climb; Price 750 gp; Cost 375 gp + 30 XP.

Crawling Shield:
CL 9th; Craft Construct; Price 9,000 gp; Cost 4,500 gp + 360 XP.
Comments:

Universal Key:
CL: 5th; Craft Construct, knock, heat metal; Price 2,400 gp; Cost 1,200 gp + 96 XP.
Comments: Very nice. Not only does it do the job that you would expect it to do (removes the hinges/latches/etc. off a door), but also has plenty of other innovative uses.

Cyran Gliding Boots:
CL 2nd; Craft Construct, Craft (leatherworking or shoemaking), longstrider; Price 14,000 gp; Cost 7,000 gp + 560 XP.
Comments:

Razordisc Nightmare:
CL 3rd; Craft Construct, darkvision, see invisibility; Price gp base device + 12,000 per spell; Cost 1/2 base device + 6,000 gp per spell + 480 XP per spell.
Comments:

Brass Book:
CL 13th; Craft Construct, comprehend languages, legend lore; Price 43,500 gp; Cost 21,750 gp + 1,740 XP.
Comments:

Spellsong Nightingale:
CL 12th; Craft Construct, Scribe Scroll, Craft (metalworking), fly, imbue with spell ability; Price 26,250 gp; Cost 13,125 gp + 1,050 XP.
Comments:

Xen’drik Flying Boat:
CL 15th; Craft Construct, Craft Magical Arms and Armor, fly, permanency; Price 80,000 gp; Cost 40,000 gp + 3,200 XP
Comments:

Clockwork Armor:
CL 11th; Craft Construct, Craft Magical Arms and Armor; Price 27,250 gp; Cost 18,625 gp + 690 XP.
Comments:

Sorting Beast:
Faint divination; CL 10th; Craft Construct, Craft Wondrous Item, detect magic, identify; Price 20,000; Cost 10,000 gp + 800 XP.
Comments:

Moving Tower:
Faint transmutation; CL 10th; Craft Construct, Craft (blacksmithing) DC 20, stoneskin, feather fall, gust of wind; Price 100,000 gp; Cost 50,000 gp + 4,000 XP.
Comments:

Spell Clock:
Moderate evocation; CL 14th; Craft Construct, Craft Wondrous Item, contingency, imbue with spell ability, permanency; Price 130,000; Cost 65,000 gp + 5,200 XP.
Comments:

Autoscribe:
Faint transmutation; CL 9th; Craft Construct, Scribe Scroll, read magic, secret page, arcane mark, amanuensis; Price 55,000; Cost 27,500 gp + 2,200 XP.
Comments:
: Re: Mechonomicon
: Snizor May 17, 2008, 10:51:44 PM
Other Useful Info and Advice



Artificer Infusions: Here’s a list of infusions that are are useful for non-warforged constructs. Unless otherwise noted, these infusions come from the Eberron Campaign Setting. Level is in ()
(An * means that it doesn’t bypass a Golems Immunity to Magic)

Concurrent Infusions (MoE, 4)
Construct Energy Ward, all versions* (3/4)
Disable Construct* (6)
Hardening* (6)
Inflict X Damage* (1/2/3/4)
Iron Construct* (4)
Reinforce Construct (MoE, 2)
Repair X Damage (1/2/3/4)
Spell Storing Item (1)
Stone Construct* (3)
Total Repair* (6)
Toughen Construct* (2)


Feats for Intelligent Constructs


Melee (Charger): Pretty Self-Explanatory. Recklessly charge at your opponent using Shocktrooper and Leap Attack for major bonus damage. A THW would be best for this combat style (which THW will probably depend on which construct you use because constructs are only proficient in the weapon(s) mentioned in their entry).

Power Attack
Improved Bull Rush
Leap Attack (CAdv) Might be hard to qualify for due to skill requisites
Shocktrooper (CW)

Melee (Lockdown AoO): Uses Stand Still, Combat Reflexes, and Thicket of Blades to keep enemy from reaching the party. A Skillful (CA, provides proficiency in the weapon) Spiked Chain would be a useful weapon for this type of combat.

Combat Reflexes
Stand Still (ExPsiH and SRD)
Power Attack
Martial Study: (Devoted Spirit Maneuver) (ToB)
Martial Stance: Thicket of Blades (ToB)
Mageslayer (CA)

Scouting/Spying: The best intelligent construct for this purpose is the Umbral Spy (the Forge of War) due to it having Hide in Plain Sight, being Incorporeal, have Telepathy, and the Thought Link ability. The Furtive Filcher (Eberron Campaign Setting) is probably runner up due to the high hide mod for it's price.

Darkstalker (LoM)- Hide from stuff with Blindsight/Tremorsense/etc.
Mindsight (LoM, Tsochar section- requires Telepathy)- Blindsight on steroids

Other Feats:
Martial Study/Stance (ToB)- The Shadow Jaunt/Stride line provides a teleportation effect useful for almost any construct. If your construct ever gets to 36 HD (technically 34, but it doesn't get a feat till 36), it would meet the initiator level requirement for a ninth level maneuver.

Skill Focus: Use Magic Device- Use Magic Device and a wand (or 3 with a Rod of Many Rods from CM) can turn your construct into a turret. Since UMD is almost always a cross-class skill for constructs and their Cha scores tend to be low, Skill Focus can actually prove useful.



Making Your Constructs Better

: Manic Man
Making your constructs better (much of it applies to undead, elemental companions and such as well)

Armor
The penalty for not having the correct armor proficiency is a penalty = armor check penalty to hit and movement skills. The skills penalty is trivial but having a massive to hit penalty would suck, so make sure you have a ~0 armor check penalty.

At the cheapest level, this is using masterwork studded armor (175gp) for +3 armor bonus. Scale it up to huge and its a x4 cost for humanoid. At the worst case, if your DM calculates masterwork as 175 x 4, it still a very cheap 700gp

Add armor enhancements next. Armor is relatively cheap to enhance at the lower tiers and all armor enhancements that do not require activation are open to you. If you have magic vestment, you don't need a big +x to armor. That additional cost for those pluses can be better spent

When you come into money, you don't have to stay with masterwork studded leather because, really, it sucks. So what armor is better? There's the various scenerios depending on what books you can use and what you can afford

i) Mithral (Lowers armor check by 3)
+5 AC, 0 armor check
Mithral Serpentscale from Serpent Kingdoms (Faerun)
Mithral Sectioned (part) from Planar Handbook (your DM may force you to make it whole, see the item description for explainations)

+4 AC, 0 armor check
Mithral Chain shirt (Core)

+5 AC, -1 armor check
Mithral Breastplate (Core)

ii) Nimble armor enhancement (+1) in the Magic Item Compendium (Lowers armor check by 2)
+5 AC, 0 armor check
Darkleaf breastplate +1 Nimble from Ebberron Campaign Setting

+4 AC, 0 armor check
Chain shirt +1 Nimble (Core)

+5 AC, -1 armor check
Serpentscale +1 Nimble from Serpent Kingdoms
Sectioned (part) +1 Nimble from Planar Handbook

iii) Both Mithral and Nimble
+8 AC, 0 armor check
Mithral Sectioned (full) +1 Nimble from Planar Handbook

+8 AC, -1 armor check
Mithral full plate +1 Nimble (Core)

+9 AC, -2 armor check
Mithral battle plate +1 Nimble (Races of stone)

If your DM wants to block this by using the armor check penalty before any enhancements (masterwork, mithral, etc), all is not lost

+2 AC, 0 armor check
Chamelon Armor (Serpent kingdoms)
Leather (Core)
Leafweave (Ebberron Campaign Setting)
Feather cloak (Sandstorm)
Nightscale (Underdark)

Shields
If you're into shields, you can use the same principle as the penalty for non-proficiency is the same. However most shields are very costly when used with mithril, so it is better to use darkwood and apply it to a wooden shield instead.

This gives you a simple huge sized darkwood shield for a shield bonus of +2 for 670. You can then thrown on magical shield abilities and magic vestment it.

Weapons
Golems almost universally do not have proficiency in weapons. However that does not mean you cannot enhance him.

When you're poor, use a masterwork gauntlet (not the spiked one). That gives a +1 to hit for 302 gp, x4 for huge ~1208 gp or 308gp depending on how your DM calculates it. The gauntlet is the opening you need to start applying magical enhancements (greater magic weapon as well).

When you have more money, use the Skillful enhancement from Complete Arcane. At +2 it looks pretty expensive. However apply it to the following weapons and you have a golem that just doubled it reach without affecting its ability to attack adjacent targets
  • Spinning Sword (Secrets of Sarlona) (Better crit range than kusari-gama, Can use shields)
  • Kusari-gama (DMG)(Can use shields)
  • Spiked chain (PHB)(Higher damage, no shields)

For pure damage, you can use the Warmace (PHB upsized to Huge) and you can still use a shield.

If you're not into shields or want the 1.5 x strength damage bonus, the following are 2 handed d12 (base) weapons
  • Great falchion (Sandstorm, good crit range)
  • Greataxe (PHB)
  • Greathammer, goliath (Races of stone, Bludgeoning weapon damage, big crits)
  • Longaxe (Complete Adventurer, not useful without power attack)

Spells
Make your golem wear a skull on its head. Then cast Skull Watch. Make sure he walks in front as he's not affected by the deafening

If your construct is magic immune (ie, infinite SR), put Explosive runes (as many as possible) everywhere on your construct. Get someone to read it as needed or simply let the enemy read it.

If your construct is healed by fire or if you simply want fire damage in a 5' radius, put a fire trap on its mouth. Ask it to open its mouth when needed

Greater and normal Glyphs of warding work as well. Just glue a lot of boxes to your construct, glyph all of them and get your construct to open them. Use blast glyphs for healing and spell glyphs for area effects like clouds or mists. This can get expensive due to the material component though

Symbols work great, especially permanent symbols as the construct is immune to it. Put one on him or on his armor or such and get him to walk in front (especially if you already have skull watch on). Sit back and enjoy the show

Permanency can also be used with shrink item but is subject to whether you DM allows it. Prior to animation, you can place "Shrink item" on the golem. If he still has it on when he's animated, you can shrink and carry your golem very easily if you're using the cloth form.

Miscellaneous
The following may or may not work, depending on your DM and even if it works, for some of these, don't take your construct to town

  • Stuff his armor with smokesticks. Wait for him to light up
  • Give your golem a duplicate of your own head, especially for flesh golems.
  • Wrap it up in bandages so it looks like a mummy. Wait for him to be turned then laugh
  • Make people think its not the correct golem type (eg. paint a iron golem with rock colors)
  • Hollow out your construct's head and stick your familiar in it if it can speak. Tell your construct to obey the familiar and you've got a semi intelligent construct
  • Cover the whole thing in contact poison
  • Grow yellow mold or green slime on it
  • For added kick, tie a thunderstone to each of the gauntlets.
: Re: Mechonomicon
: Tshern May 17, 2008, 10:55:30 PM
Why haven't I seen this before? I am such a great fan of constructs, maybe because I have a bad habit of tinkering with electronics and mechanics. Amazing work and I will read it over tomorrow and give you some feed back. Absolutely sensational!
: Re: Mechonomicon
: Stratovarius May 18, 2008, 09:37:58 AM
Nice work with this. Are there others planned in the line after these two?
: Re: Mechonomicon
: Prime32 May 18, 2008, 11:36:36 AM
What would you say are the best construct mounts?

Oh, and...
[spoiler](http://www.wizards.com/dnd/images/FC2_Gallery/101488.jpg)(http://tu.tv/imagenes/videos/s/h/shaman-king-ova-sub-espanol-2-2_imagenGrande.jpg)
I see a resemblance[/spoiler]
: Re: Mechonomicon
: Snizor May 18, 2008, 05:56:52 PM
Nice work with this. Are there others planned in the line after these two?
Their might be one dealing with other forms of PC-creatable creatures, such as the Bloodfire Ooze (MM 4) or the Living Zombie (CoR); however, it wouldn't be dedicated to a specific creature type like these two are. First though, I'd like to finish more of the comments section in this one since it is pretty barren.
What would you say are the best construct mounts?
Well, Effigy/Elder Eidolon of an appropriate creature is probably the most optimal due to the number of options opened up by them being templates. I'm away from some of my books at the moment  :'( though.

I wouldn't use the Clockwork Steed unless you are pretty low level since it can't be advanced (a problem with many of the newer non-golem constructs). Brass Steed suffers from similar problems, except it starts out a bit tougher.

Finally, any comments on construct choices from the boards would be appreciated.
: Re: Mechonomicon
: Snizor May 23, 2008, 07:07:31 PM
Update:
Added the SHRUBBERY (err... Topiary Guardian)
Added the Demonflesh Golem (FF)
Added the Blood Golem of Hextor (FF)
Added the Hellfire Golem (FF)

Added comments on:
All the Fiend Folio Constructs
All MM3 Golems
Grisgol (MM3)
Runic Guardian (MM2)
Slaughterhouse Eviscerator (MM3)
Serpentflesh Golem (SK)
: Re: Mechonomicon
: Tshern May 23, 2008, 08:39:05 PM
Excellent, excellent! I need to be using this for an Artificer NPC I am using. He'll be having a horde of constructs. Thanks for the inspiration.
: Re: Mechonomicon
: Snizor June 01, 2008, 01:30:27 AM
New Section added to the Mechonomicon
: Re: Mechonomicon
: Optimator June 01, 2008, 06:15:30 AM
Wow, my DM would go crazy if he saw this thread.  Good work.
: Re: Mechonomicon
: true_shinken March 29, 2009, 08:57:54 PM
I really love this thread and I think this is the right place to ask this:
Is there any way to reduce the size of a construct? Dungeonbred template can't be applied to them and I wanted a Medium-sized flesh golem. Sure I could simply reduce it with the guidelines from Monster Manual, but I wanted an in-game way to do it.
: Re: Mechonomicon
: Takanaki March 29, 2009, 09:06:32 PM
No Calzone Golem?
: Re: Mechonomicon
: Akalsaris March 30, 2009, 04:54:09 AM
My PCs agreed that the adventure with the Calzone golem was possibly the best one that I've ever run for them =P

Nice resource btw Snizor :)
: Re: Mechonomicon
: Snizor March 30, 2009, 02:43:00 PM
Ahh... This thread brings back memories  :D

I really love this thread and I think this is the right place to ask this:
Is there any way to reduce the size of a construct? Dungeonbred template can't be applied to them and I wanted a Medium-sized flesh golem. Sure I could simply reduce it with the guidelines from Monster Manual, but I wanted an in-game way to do it.
Wish I could be of more help, but I don't know of any easy way to permanently reduce the size of a flesh golem (I'll bet there is a way to do this hidden somewhere though).
: Re: Mechonomicon
: BowenSilverclaw March 30, 2009, 02:59:51 PM
Very nice resource indeed :)
: Re: Mechonomicon
: PhaedrusXY March 30, 2009, 03:28:57 PM
Ahh... This thread brings back memories  :D

I really love this thread and I think this is the right place to ask this:
Is there any way to reduce the size of a construct? Dungeonbred template can't be applied to them and I wanted a Medium-sized flesh golem. Sure I could simply reduce it with the guidelines from Monster Manual, but I wanted an in-game way to do it.
Wish I could be of more help, but I don't know of any easy way to permanently reduce the size of a flesh golem (I'll bet there is a way to do this hidden somewhere though).
The ring of Reduce Person in Savage Species should work, I think. Many magic items count the user as the caster, and you always ignore your own spell resistance when casting a spell, which would include ignoring magic immunity, since it is infinite SR. The Ring also works on pretty much anything (it's not actually called Ring of Reduce Person... I just can't remember the name...). The psionic power Compression should work also, if you can get it into a magic item the golem can use.
: Re: Mechonomicon
: sonofzeal March 30, 2009, 05:29:09 PM
Compression works.

I think the ring is actually in Lords of Madness, under the Tsochari section.

Getting it to activate a Rod of Wonder a whole bunch of times might also work, if your DM's the silly type.
: Re: Mechonomicon
: BowenSilverclaw March 30, 2009, 05:33:11 PM
Getting it to activate a Rod of Wonder a whole bunch of times might also work, if your DM's the silly type.
And if you like a purple or pink Golem :P
: Re: Mechonomicon
: Prime32 March 30, 2009, 05:43:01 PM
Getting it to activate a Rod of Wonder a whole bunch of times might also work, if your DM's the silly type.
And if you like a purple or pink Golem :P
Who doesn't?
(http://images3.wikia.nocookie.net/gundam/images/thumb/7/7c/Msj-06ii-sp.jpg/300px-Msj-06ii-sp.jpg) (http://gundam.wikia.com/wiki/MSJ-06II-SP_Tieren_Taozi)
: Re: Mechonomicon
: BowenSilverclaw March 30, 2009, 05:44:05 PM
Why must you torment me?  :bigeye
: Re: Mechonomicon
: Negative Zero March 30, 2009, 06:20:04 PM
I like the Qubeley, myself;
(http://images4.wikia.nocookie.net/gundam/images/9/99/Amx-004-2.jpg)
: Re: Mechonomicon
: Anklebite March 30, 2009, 06:23:29 PM
lol, its like someone vomited the gurugamesh guy.....  :twitch
: Re: Mechonomicon
: Prime32 March 30, 2009, 06:35:11 PM
(http://www.hobbystuff4u.com/images/gds2970_500_01.jpg)(http://images2.wikia.nocookie.net/gundam/images/thumb/0/0a/Zgmf-xx09t.jpg/260px-Zgmf-xx09t.jpg)
: Re: Mechonomicon
: Snizor March 30, 2009, 06:39:40 PM
*pulls out rulebooks/pdfs*
Compression works.

I think the ring is actually in Lords of Madness, under the Tsochari section.

Getting it to activate a Rod of Wonder a whole bunch of times might also work, if your DM's the silly type.
Sadly, the Ring of Reduction in Lords of Madness only works on intelligent creatures (which, without an awaken construct spell or similar effect, a flesh golem is not).

The ring of Reduce Person in Savage Species should work, I think. Many magic items count the user as the caster, and you always ignore your own spell resistance when casting a spell, which would include ignoring magic immunity, since it is infinite SR. The Ring also works on pretty much anything (it's not actually called Ring of Reduce Person... I just can't remember the name...). The psionic power Compression should work also, if you can get it into a magic item the golem can use.
The ring of Shrinking (SS ring) is once a day with a 9-min duration. Reverse-engineered, a custom version of the ring without the use/day limitation would theoretically have a market value of 18,000 gp. Interestingly, a continuous item of compression (manifester level 1) would only cost 12,000 gp.

*closes rulebooks/pdfs*

... Now back to your regularly scheduled mecha-ogling   :P




: Re: Mechonomicon
: Prime32 March 30, 2009, 06:40:37 PM
... Now back to your regularly scheduled mecha-ogling   :P
(http://srwog.velv.net/mecha_images/valsione.png)
Do a Google Image Search for "Valsione (http://www.youtube.com/watch?v=duYGLaJzYxw&fmt=18)". I dare you.
: Re: Mechonomicon
: BowenSilverclaw March 31, 2009, 05:42:01 AM
Do a Google Image Search for "Valsione (http://www.youtube.com/watch?v=duYGLaJzYxw&fmt=18)". I dare you.
Did it and I really don't see your point...
: Re: Mechonomicon
: Snizor March 31, 2009, 04:48:47 PM
Do a Google Image Search for "Valsione (http://www.youtube.com/watch?v=duYGLaJzYxw&fmt=18)". I dare you.
Meh
: Re: Mechonomicon
: jameswilliamogle March 31, 2009, 05:06:02 PM
Do a Google Image Search for "Valsione (http://www.youtube.com/watch?v=duYGLaJzYxw&fmt=18)". I dare you.
Meh
Quoted for truth!
: Re: Mechonomicon
: true_shinken March 31, 2009, 05:39:24 PM
Wow, glad to get that many replies to such a simple question, thanks a lot ^^
Is there any other way (other than the template from Dragonlance) to make a construct intelligent?
: Re: Mechonomicon
: BowenSilverclaw March 31, 2009, 05:40:54 PM
Awaken Construct, but that's a 9th level spell IIRC.

I think there's a Dragon Magazine issue out there that has some augmentations that may be of help as well, but unfortunately I lost it when my old PC died...
: Re: Mechonomicon
: PhaedrusXY March 31, 2009, 05:45:07 PM
Wow, glad to get that many replies to such a simple question, thanks a lot ^^
Is there any other way (other than the template from Dragonlance) to make a construct intelligent?
Dragon Magazine had a feat, Rudimentary Intelligence, or something like that. (Edit: Dragon 327, google says)
Here is a link to an old thread on making intelligent constructs: http://forums.gleemax.com/wotc_archive/index.php/t-943611
: Re: Mechonomicon
: BowenSilverclaw March 31, 2009, 05:55:36 PM
Ah, thanks for the issue number :)
: Re: Mechonomicon
: Prime32 March 31, 2009, 05:57:01 PM
Ah, thanks for the issue number :)
You can do better than that: http://realmshelps.dandello.net/cgi-bin/feats.pl?Rudimentary_Intelligence,all ;)
: Re: Mechonomicon
: Snizor April 01, 2009, 02:09:31 PM
Ah, thanks for the issue number :)
You can do better than that: http://realmshelps.dandello.net/cgi-bin/feats.pl?Rudimentary_Intelligence,all ;)
I was never able to acquire that issue of Dragon, unfortunately.
Thank you  :).
: Re: Mechonomicon
: BowenSilverclaw April 01, 2009, 03:51:13 PM
Awesome, thanks Prime :D
: Re: Mechonomicon
: bayar April 11, 2009, 09:01:16 PM
Someone posted this on the original thread.

: Manic Man;16025885
Looked through the website and found some more constructable 3.5 golems.

Sardorian Golem http://www.wizards.com/default.asp?x=dnd/psb/20040123c (http://www.wizards.com/default.asp?x=dnd/psb/20040123c)
Razor Golem http://www.wizards.com/default.asp?x=dnd/mm/20030418a (http://www.wizards.com/default.asp?x=dnd/mm/20030418a)
Gold Golem http://www.wizards.com/default.asp?x=dnd/re/20030901a (http://www.wizards.com/default.asp?x=dnd/re/20030901a)

These are 3.0 but some games may allow them
Coal Golem http://www.wizards.com/default.asp?x=dnd/mm/20020830a (http://www.wizards.com/default.asp?x=dnd/mm/20020830a)
Sickstone Golem http://www.wizards.com/default.asp?x=dnd/fw/20021123a (http://www.wizards.com/default.asp?x=dnd/fw/20021123a)
Psi-Guardian http://www.wizards.com/default.asp?x=dnd/psb/20020823a (http://www.wizards.com/default.asp?x=dnd/psb/20020823a)
Throne Guardian http://www.wizards.com/default.asp?x=dnd/fey/20021213a (http://www.wizards.com/default.asp?x=dnd/fey/20021213a)

: Re: Mechonomicon
: Snizor April 12, 2009, 03:25:03 AM
Thanks. I stopped checking the wizards site some time ago.

Added the two that are 3.5-ready (Razor Golem has 3.0 style DR). Will add the others later.
: Re: Mechonomicon
: QOShea April 12, 2009, 06:51:26 PM
Snizor,

How are you basing your level calculations for the creation of the constructs? Any construct that requires Animate Object would require the caster to be at least an 11th level Cleric or a 16th level Bard.
: Re: Mechonomicon
: McPoyo April 12, 2009, 07:11:29 PM
Not necessarily. Purchasing a usable scroll/wand/staff/etc of the spell would work as well.
: Re: Mechonomicon
: AfterCrescent April 12, 2009, 07:44:10 PM
Except that you have to expend the spell each day of crafting... So pricewise. :shrug
: Re: Mechonomicon
: veekie April 12, 2009, 10:49:18 PM
Hire someone who does have that spell for the production process?
Guess WotC never realised the bulk of wizards simply can't manufacture most constructs.
: Re: Mechonomicon
: Snizor April 13, 2009, 01:36:53 AM
Hire someone who does have that spell for the production process?
Guess WotC never realised the bulk of wizards simply can't manufacture most constructs.
Pretty much.

I generally used the "creator must be X level" blurb in the construction section of the construct's entry (which generally corresponded to the construct's CL) to determine where it fit.
: Re: Mechonomicon
: Brainpiercing April 16, 2009, 08:14:22 AM
Except that you have to expend the spell each day of crafting... So pricewise. :shrug
Arguably make a runestaff, unless you can't emulate spell slots with UMD, which is IMHO not quite clear.
: Re: Mechonomicon
: bayar April 16, 2009, 04:59:03 PM
Make the creator able to cast the spell. Like artificiers. You have the necesary caster level ? You qualify. Just cast it from a scroll or what not every day until you finish the damn thing.
: Re: Mechonomicon
: Negative Zero April 23, 2009, 02:35:27 AM
There are several unlisted constructs at
http://www.wizards.com/default.asp?x=dnd/archeb/cw  (http://www.wizards.com/default.asp?x=dnd/archeb/cw)
: Re: Mechonomicon
: bayar May 27, 2009, 08:32:31 AM
Could this thread be moved in the Handbook section ? It seems to fit more there (and it could be easier to find  :D ).
: Re: Mechonomicon
: Prime32 December 11, 2010, 10:09:34 AM
Moved to Handbooks
: Re: Mechonomicon
: Echoes December 13, 2010, 11:54:14 PM
Worthwhile to note is that Dragon Magazine #327 has three options for improving constructs.

Advanced Binding: Increases the cost to create by 3,000 gp, lets you ignore the berserk trait.
Extra Arms: Increases the cost to create by 25%, gains two arms and two slam attacks as part of a full attack with the same stats as it's default slam.
Rudimentary Intelligence: Increases the cost to create by 8,000 gp, grants the construct Intelligence equal to 1/2 your caster level at the time of creation.
: Re: Mechonomicon
: Brainpiercing December 14, 2010, 02:39:06 PM
Rudimentary Intelligence: Increases the cost to create by 8,000 gp, grants the construct Intelligence equal to 1/2 your caster level at the time of creation.
Wha...? That should be abusable, right? At least it should end up far from rudimentary...
: Re: Mechonomicon
: bearsarebrown December 14, 2010, 03:25:02 PM
Rudimentary Intelligence: Increases the cost to create by 8,000 gp, grants the construct Intelligence equal to 1/2 your caster level at the time of creation.
Wha...? That should be abusable, right? At least it should end up far from rudimentary...
It's not that great to have high intelligence. As long as you have >3 you get feats and are able to think and that's really what matters. Unless you want to role play the mec.
: Re: Mechonomicon
: triptheridon December 24, 2010, 07:08:10 PM
Hello

Good job all ...
Reading a few posts, it seems sometimes difficult to recall where to find a specific creature.

I tried to gather in one place all references to the golem in the D&D books and the major magazines (Dragon, Dungeon, etc.).
You will find the 400 reference index here ...

http://www.4shared.com/document/NTeFPNVZ/The_Ultimate_Golem_Index__DD__.html

Hope it will be of use ... If you find a golem missing let me know ...

: Re: Mechonomicon
: triptheridon February 14, 2011, 05:35:56 PM
Here is a new version of The Ultimate Golem Index listing more than 500 references of golems for the D&D game.

v1.0 : http://www.4shared.com/document/NTeFPNVZ/The_Ultimate_Golem_Index__DD__.htm
v1.1 : http://www.4shared.com/document/aahJaqH4/The_Ultimate_Golem_Index__DD__.html

If your keen eyes see any golem missing, let me know ...

Note that this is an extract from The Complete Manual of Golems, a 120 pages handbook dedicated to the golem for all versions of D&D.
: Re: Mechonomicon
: triptheridon June 06, 2011, 10:24:41 AM
Here is "The Complete Manual of Golems", a 120 pages handbook dedicated to the golem for all versions of D&D.

http://www.4shared.com/document/whp-CA6D/Manuel_Complet_du_Golem__DD__v.html
: Re: Mechonomicon
: snakeman830 June 07, 2011, 12:48:43 PM
Dragonbone Golems are interesting.  First, their Fear Aura is both a blessing and a curse.  Golems that are walking debuffs aren't bad, but you do want to make sure that you and your allies aren't subject to it (can be done fairly easily, since a successful save renders you immune for 24 hours, just walk in and out of the aura until you succeed).  Far more interesting is its complete immunity to ALL magic.  Unlike the typical "Immunity to Magic" of golems, this one applies to spells and spell-likes that don't allow SR as well as Supernatural abilities!  They have okay combat abilities and a nice full attack, but you almost have to give them an Amulet of Mighty fists to really capitalize on that.  Also, repairing them is a pain because you either need to be an Artificier (Infusions can still affect them) or use the costly repairs possible with the Craft Construct feat.

Drakestone golems are nice, with a save-or-die every 1d4 rounds with a decent save DC that bypasses Death Ward (immunity to petrification actually is rather hard to come by outside of a few monsters, who are typically not PC enemies anyway).  Their Magic Immunity, like the dragonbone Golem, also protects them from effects that don't allow Spell Resistance and Supernatural abilities.  While there are two spells that can get through this (two only out of the thousands printed), one is a kind of lame debuff and the other is a complete healing of all damage.  This is a great weapon to use against mages.  While its hit points are low, it's also not a bad choice to use in melee due to an impressive full attack.

Ironwyrm Golems have their place: utterly vaporizing scores of mooks.  20d10 damage is pretty impressive, even if it is fire.  The save DC is decently high and the full attack routine is highly impressive (only slightly worse than the tarrasque's, and that's saying something).  Like the other two Dragon golems, it's magic immunity protects from far more than your usual golem.  The drakestone golem might have it beat in the number of spells that can affect it at all, but easy healing is definitely nice (set up a Wall of Fire when you send it into battle, or have have it blast itself with flame after each fight).  Oh, and it's immune to Rust Monsters if you care.
: Re: Mechonomicon
: triptheridon September 16, 2011, 06:14:42 PM
What about a good golem in a dungeon ?
: Re: Mechonomicon
: snakeman830 September 16, 2011, 09:49:48 PM
Shredstorms, MM3.  They take the cake for close-quarters or any form of limited space.  The fact they can make their own passages through dungeons also makes them a great utility choice.
: Re: Mechonomicon
: Umbralfox September 18, 2011, 07:52:59 AM
Suppose this is my first post, but it's a topic I've come to really appreciate lately, having built a wizard around the golem-builder concept. In his defense, he has a lot of stuff from third party sources that made things quite a bit easier, and quite a bit more doable as a character concept.

Anyways, I had an idea the other day for something that might or might not have been covered elsewhere on the boards: A bard henchmen. Would his Inspire Greatness ability, which grants +2 (or more, depending on feats) hit dice give him the ability to assist you in making golems? Is there a way in which those extra hit dice could be considered 'levels' for the purpose of qualifying for golem creation?

I even thought of having something like a warforged bard 'assistant' who can bardic music 24/7 for the inspire greatness ability; a general assistant in the lab, who puts out a constant stream of suggestions and inspiration, kind of a perform: technobabble skill.
: Re: Mechonomicon
: Echoes September 19, 2011, 05:27:29 PM
No, Inspire Greatness won't help. The HD are generic d10s, and they don't improve any existing class features you may have, including spellcasting. You could use them to get access to a feat earlier than normal, but they wouldn't help with anything that had a CL requirement, or required you to be an X level Wizard.
: Re: Mechonomicon
: McPoyo September 19, 2011, 07:28:02 PM
No, Inspire Greatness won't help. The HD are generic d10s, and they don't improve any existing class features you may have, including spellcasting. You could use them to get access to a feat earlier than normal, but they wouldn't help with anything that had a CL requirement, or required you to be an X level Wizard.
Bloodline levels and multiclassing, however, would.
: Re: Mechonomicon
: Wilb September 20, 2011, 12:37:15 AM
What about the Practiced spellcaster feat, as the feat increases the caster level up to the character's HD, would it's limit be increased by Inspire Greatness granted HD? And, if possible, would it be appliable for the purpose of making golems? (If possible, the Focused Performance feat from Dragon magazine would allow for using the full benefits of the feat)
: Re: Mechonomicon
: Umbralfox October 19, 2011, 10:57:29 AM
Hopefully not too bad of a thread necromancy, but I did notice that for a few of the constructs that don't list a price to advance, the following lines from the SRD might kick in:

"Note: The market price of an advanced golem (a golem with more Hit Dice than the typical golem described in each entry) is increased by 5,000 gp for each additional Hit Die, and increased by an additional 50,000 gp if the golem’s size increases. The XP cost for creating an advanced golem is equal to 1/25 the advanced golem’s market price minus the cost of the special materials required."

A lenient DM might even be flexible enough to allow non-golems with HD advancement but no cost to advance, use that formula.
: Re: Mechonomicon
: DawnbringerSO October 20, 2011, 09:17:58 PM
From dragon 341 you have the fungus golem, the junk golem, the paper golem, the tin golem, the wax golem and the wood golem. These are all low level golems.

Also, is there any way to craft constructs without actually getting the feat?
: Re: Mechonomicon
: Prime32 October 20, 2011, 09:19:10 PM
Also, is there any way to craft constructs without actually getting the feat?
Artificer's Craft Homunculus class feature. Also animate objects + permanency. If you get a Construct familiar it's assumed you crafted it.
: Re: Mechonomicon
: Echoes October 21, 2011, 02:06:06 AM
What about the Practiced spellcaster feat, as the feat increases the caster level up to the character's HD, would it's limit be increased by Inspire Greatness granted HD? And, if possible, would it be appliable for the purpose of making golems? (If possible, the Focused Performance feat from Dragon magazine would allow for using the full benefits of the feat)

Yes, that would work. And yes, it would apply for anything that simply looks at your caster level.
: Re: Mechonomicon
: Bastian October 22, 2011, 10:10:46 PM
The Master's Voice feat allows one to take over any non-intelligent construct or undead with repeated UMD checks as long as it's master isn't there. This allows you to command constructs that can't even be made by the Craft Construct feat including things like the Retriever. This would be a good addition to the handbook if anyone ever decided to take it up.
: Re: Mechonomicon
: Cagemarrow October 25, 2011, 09:51:02 AM
Where is that feat from?
: Re: Mechonomicon
: Bastian October 25, 2011, 10:36:18 AM
Where is that feat from?
Dragon 354.
: Re: Mechonomicon
: Cagemarrow October 25, 2011, 01:47:38 PM
Interesting, will be useful to gain control of more powerful constructs in our e6 game that exist as monsters but can't be made. Will have to consider taking that.