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unseenmage
2017-07-27, 02:32 AM
Was contemplating playing an Animated Object and wondered if I couldn't find Race Point costs for the various Construction Point abilities. This is the result.
Are there any other modular creatures I might have missed? Did I make any oparticularly egregious errors in my RP values?
Race Points (http://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races/)
Construction Points (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/)

From what I can tell there is no straight CP to RP conversion the costs are just kinda all over the place.

RPs that are listed as being added together indicate that that RP ability must be taken multiple times with an increasing cost; eg. 1+2+3 RP requires three RP abilities total.
In attempting to equate CP abilities to existing RP abilities I treated Trample like Breath Weapon, Constrict like Extra Attack, Grab like Grabbing Appendages, disease like poison, hardness like damage reduction, etc.

Animated Objects (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/)
Additional Attack (Ex, 1 CP, 1 RP): Gains an additional slam attack.

Additional Natural Attack (Ex, 1 CP, 1 RP): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack.

Additional Movement (Ex, 1 CP, 1 RP or 4 RP for flight): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.

Augmented Critical (Ex, 1 CP, 1 RP): Increase the threat range for the Animated Object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the piercing attack or slashing attack object abilities.

Burn (Ex, 1 CP, 1 RP): The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack.

Constrict (Ex, 1 CP, 1 RP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).

Exceptional Reach (Ex, 1 CP, 1 RP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.

Faster (Ex, 1 CP, 1 RP or 4 RP for flight speed): One of the object’s movement modes increases by +10 ft.

Grab (Ex, 1 CP, 6 RP): Gains grab special attack with slam attacks.

Improved Attack (Ex, 1 CP, 2 RP): All the Animated Object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.

Metal (Ex, 2 CP, 6+1+2 or 8+3+4 or 10+5+6 RP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor. Adamantine objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor.

Piercing Attack (Ex, 1 CP, 1 RP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks.

Pull (Ex, 1 CP, 2 RP): The object gains a pull (5 feet) special attack with slam attacks (the object must have grab before it can take this ability).

Ranged Attack (Ex, 2 CP, 1 RP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Object abilities that specify slam attacks do not work on ranged attacks.

Resistance (Ex, 2 CP, 1 RP): The object gains resistance 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s creation. This effect can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.

Slashing Attack (Ex, 1 CP, 1 RP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.

Stone (Ex, 1 CP, 6+1 RP): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.

Trample (Ex, 2 CP, 1 RP): The object gains the trample special attack.

Trip (Ex, 2 CP, 3 RP): The object gains the trip special ability with one of its slam attacks.

Brittle (Ex, +1 CP, +1 RP): The object gains vulnerability to cold.

Cloth (Ex, +1 CP, 0 RP): The object is made of thick cloth. Its hardness decreases to 0.

Clunky (Ex, +1 CP, +2 RP): Treat the object as though it had the staggered special quality.

Flammable (Ex, +1 CP, +2 RP): The object gains vulnerability fire.

Haunted (Ex, +1 CP, +1 RP): The object is haunted by a malevolent spirit. It takes damage from positive energy as if it were an undead creature and can be detect by detect undead.

Slower (Ex, +1 CP, +1 RP): One of the object’s movement modes decreases by – 10 ft.

Necrocraft (http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Necrocraft)
Additional Movement (Ex, 1 CP, 1 RP, flight 4 RP): The necrocraft gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.

All-Around Vision (Ex, 2 CP, 4 RP): The necrocraft has an additional head facing in the opposite direction from its main head, or has extra eyes grafted at various points around its body. The necrocraft gains all-around vision.

Blade Fists (Ex, 1 CP, 1 RP): Up to two of the necrocraft’s claw attacks are replaced with sharpened bones or metal blades. These attacks deal 1d4 points of bleed damage. This ability can be selected multiple times, applying it to more claw attacks.

Bone Armor (Ex, 1 CP, 1+2 then 3+4 then 5+6 RP): Fortified with extra bone (perhaps including bones fused to its outer surface like armor), the necrocraft increases its natural armor bonus by 2. This ability can be selected up to three times.

Cannibalize (Ex, 1 CP, 1 RP): If the necrocraft is left near the corpse of a Medium or larger creature with discernible anatomy, it eats the corpse or tears off parts to repair its own substance. An undead creature consumed in this fashion heals the necrocraft 5 hit points plus 5 hit points per size category above Medium; any other type of creature restores only 1/5 this amount. Feeding takes 1 hour; any interruption (such as combat) requires it to start again.

Constrict (Ex, 1 CP, 1 RP): The necrocraft’s claw attacks gain the constrict ability. It must have grab before this ability can be selected.

Disease (Su, 1 CP, 1 RP): One of the necrocraft’s natural attacks is grafted with ghoul mouthparts, exposing a creature it hits to ghoul fever. Ghoul Fever: Bite, claw, or slam—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con damage and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Extra Attack (Ex, 1 CP, 1 RP): The necrocraft gains an additional bite attack or claw attack. This ability can be selected multiple times.

Extra Legs (Ex, 1 CP, 1 RP): The necrocraft gains two more legs, increasing its base speed by 5 feet and increasing its CMD against overrun and trip attempts by 4. This ability can be selected multiple times.

Extra Strength (Ex, 1 CP, 4 RP): The necrocraft’s Strength increases by 2 but its Dexterity decreases by 2. This ability can be selected twice.

Faster (Ex, 1 CP, 2 RP): The necrocraft’s base, burrow, climb, fly, or swim speed increases by 10 ft.

Grab (Ex, 1 CP, 6 RP): The necrocraft gains the grab ability with its natural attacks.

Metal Armor (Ex, 2 CP, 1+2+3+4 RP): Metal plates are bolted to or fused with the necrocraft, serving as armor and granting it a +4 armor bonus to AC.

Mostly Skeletons (Ex, 1 CP, 4 RP): Most of the necrocraft’s parts come from undead skeletons. The necrocraft gains DR 5/bludgeoning and resist cold 5. This ability can’t be added to a necrocraft with the mostly zombies ability.

Mostly Zombies (Ex, 1 CP, 4 RP): Most of the necrocraft’s parts come from zombies. The necrocraft gains DR 5/slashing and 5 additional hit points. This ability can’t be added to a necrocraft with the mostly skeletons ability.

Paralysis (Su, 2 CP, 6 RP): Up to three of necrocraft’s natural attacks gain the paralysis ability (1d4+1 rounds, DC 13, elves are immune to this effect). This graft requires the body of at least 1 ghoul. For an additional Construction Point, the paralysis ability can affect elves.

Reach Attacks (Ex, 1 CP, 1 RP): Up to two of the necrocraft’s natural attacks increase their natural reach by 5 feet. This ability can be selected multiple times.

Rending Claws (Ex, 2 CP, 1 RP): The necrocraft gains the rend ability, activating when both claws hit and dealing additional damage equal to the damage dice for one claw plus 1-1/2 times the necrocraft’s Strength bonus.

Rotting Flesh (Ex, 2 CP, 1 RP): Two of the necrocraft’s bite or claw attacks are poisonous. Poison: bite or claw—injury; save Fort DC 15; frequency 1/round for 2 rounds; effect 1d3 Constitution damage; cure 1 save.

Stench (Ex, 2 CP, 4 RP): The necrocraft has the stench ability (10- foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes). This graft requires the body of at least one ghoul.

Trample (Ex, 2 CP, 1 RP): The necrocraft gains the trample universal monster ability as a special attack.

Aballonian (http://archivesofnethys.com/MonsterDisplay.aspx?ItemName=Aballonian)
Plasma Cutter (Ex, 1 CP, 1 RP): that deals 1d6 points of fire damage on a melee touch attack.

Advanced Treads (Ex, 1 CP, 1+2+3 RP): that increase base speed to 60 feet.

Modify Chassis (Ex, 1 CP, 2 RP): to gain a burrow, climb, or swim speed of 60 feet. This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type.

Radar Dish (Ex, 1 CP, 4+4 RP): that grants blindsight 120 feet.

Extra Weapon (Ex, 1 CP, 1 RP): Gain an additional claw or slam melee attack (1d6 damage).

Extensions (Ex, 1 CP, 1 RP): Lengthen arms to extend reach by 5 feet.

Sharpened (Ex, 1 CP, 3 RP): Gain the rend special attack (2 claws, 1d8+6).

Armor Plating (Ex, 1 CP, 1+2+3+4 RP): to gain a +4 natural armor bonus to AC.

Harden Systems (Ex, 1 CP, 2+3 RP): to gain resistance 10 against a single energy type (acid, cold, electricity, or fire). This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type.

unseenmage
2017-07-27, 03:09 PM
How much of the Aballonian's CR comes from its Rebuild ability?
Am wondering what the CR of an Android would be if it had that ability.

Also wondering if it'd be remotely playable as a custom race if, instead of being additive, the Rebuild was hot-swappable and all the improvements were reduced to their minimized Race Point equivalents.